RTC/Mechanisms
Mechanisms
These help add special effect to the dungeon, such as having doors or pits opening and closing by themselves; or even a shop where you can spend your hard earned money; and much much more.
Mechanisms may be placed anywhere in the dungeon and they come in a range of abilities.
Definitions
Toggle = trigger the object eg open, then on the next trigger close
Activate/active = open pit, closed door, useable teleporters etc
Deactivate/inactive = closed pit, open door etc
= means objects on a new tile
+ means another object on same tile
Invisible means not there, not just unseen
Recharge measured in 1/6s of a sec
Example Mechanisms
Door to open/close on when something comes near
= pressure plate + trigger, operated by party/object/monster/etc, targets the door
= object (eg door/pit)
Levers/buttons to open/close objects/remove/add moveable walls
= lever/button, Toggle/deactivate, operated by mouse, targets the object (constant weight option)
= object (eg door/pit or moveable wall-visible)
Key to open doors
= key hole, toggle, operated key (type), destroy item, disable self, targets door
= door + doorframe
Invisible object visible
= trigger, activate, targets object, (constant weight/release options)
= object (eg writing/pit/alcove)
Monster boundary
= teleporter, active, operated by monster, targeting floor tile before teleporter
Multiple switches need to open door
= switch, toggle, targeting counter (times the number of switches needed)
= counter, deactivate, count set to number of switches, targets door
= door + doorframe
===Object used to open door=== eg coin for fountain
= fountain, operated by coin, activate, disable self, delay 1/6, targets relay and action + relay, number 1, operation equal to, deactivate, targets door + Action, swap mouse, object 1 coin
Coin slot activates object
= coin slot, trigger, operated by coin type, toggle, destroy item, targets object For multiple coins needed, use relay similar to ‘multiple switches’.
= object (eg door or alcove)
===Hit and run type object=== (move 5 spaces to get through a moveable wall)
= wall switch, operated by mouse, activate, delay 12 (=2sec), targets moveable wall + wall switch, operated by mouse, deactivate, targets moveable wall
= moveable wall, visible
= switch on the other side of wall deactivating it if you intend to go back that way (Delay used for moving one space 6 (1sec))
===Click and throw=== (teleporter 2 paces away)
= wall switch, operated by mouse, deactivate, delay 10, targets teleporter + wall switch, operated by mouse, activate, targets teleporter
= teleporter, inactive, targeting pressure pad
= pressure pad, operated by all, deactivate, targeting pit
= pit, open
Monster generation due to pressure pad
= pressure pad, operated by party, activate, targeting generator
= generator, monster of choice, total 0, health of choice, recharge in 1/6s of a sec eg 180=30sec
Torch sconce
= Torch sconce, operated by mouse, alternate state + weapon_torch item
Torch Creates light
= Torch sconce, operated by hand, toggle, alternate state, targets light
+ weapon_torch
= Light, active, strength 100
Shooter
= holes (of desired choice)
= shooter, strength set to desired level (see Shooters for more information)
===Picking up item triggers an action=== (eg opens door)
= trigger, operated by object (eg misc_gem_green), on, deactivate, targets door + misc_gem_green
= door + doorframe
Zoom
= pressure pad + teleporter, inactive, operated by all, targets next pressure pad + trigger, active, operated by all, on trigger, toggle, delay 2, targets teleporter (on this tile) + trigger, active, operated by all, on trigger, toggle, delay 4, targets teleporter (on this tile)
= repeat until you have the length track you desire
Diamond edge shooter trap
= alcove + sword_diamond
= relay, number 1, equal to, activate, targets shooters (if more than 8 targets, use 2 relays)
= holes + shooter, double, strength 50, charge 0, Recharge 0, shoots spell_
= trigger, active, operated by sword_diamond, on and over, destroy, targets trigger/s + trigger, active, operated by sword_diamond, on and over, activate, targets, relay/s
= for multiple triggers add a paste and copy of above trigger
Switch turns into alcove
= switch (top), operated by mouse, toggle, disable self, targets alcove + Alcove, invisible + items if desired
Or
= keyhole_coin, operated by coin, toggle, disable self, destroy item, targets alcove + Alcove, invisible + items if desired
===Amalgam mechanic=== (fire staff)
= Amalgam, visible, operated by misc_spell_zo_kath_ra, toggle, destroy item, disable self, targets Amalgam and Amalgam_burnt and Amalgam_burnt
+ Amalgam_burnt, invisible, operated by staff_fire, toggle, disable self, delay 1, targets Amalgam_burnt and Amalgam_burnt and Amalgam_empty
+ Amalgam_burnt, invisible, operated by staff_fire, release, destroy item, disable self
+ Amalgam_empty, invisible
+ Staff_fire_plus_gem
Keyhole can be picked by lock picks
= key hole, toggle, operated lock pick, destroy item(or not), disable self, targets door
+ key hole…operated by key
= door + doorframe
Lanterns create light
= Lantern (on wall)
= light, strength 100 (in front of lantern)
Tapestry/picture covers Alcove
= Alcove, invisible, trigger, operated by tapestry/picture, activate, destroy item, delay 1, targets relay
+ picture, visible, trigger, hand empty, activate, targets relay and action
+ any objects in alcove
= relay, equal to, toggle, targets alcove and tapestry/picture
+ action create new in mouse, object tapestry/picture
Fireplace
= fireplace, operated by torch, activate, targets relay1 and relay2
+ fireplace lit, invisible
= relay1, value of item fireplace, toggle, targets fireplace, fireplace lit, light, delay 1000
+ relay2, value of item fireplace, toggle, targets fireplace, fireplace lit, light
= trigger, active, operated by cloud fireball, over trigger only, activate, targets relay1 and relay2
+ light, inactive, 100
===New Alter=== eg DMII
= new altar
+ trigger, active, operated by bones, on trigger only, activate, sound resurrect, targets action (resurrect…) and sound and action (create new…), delay 2
+ sound localised, explode
+ trigger, active, operated by object, over trigger only, activate, targets action (stop flying)
= action, resurrect party, 50
+ action, create on floor, object cloud fireball, 100
+ action, stop flying, 100
Gem seam
= seam gem … empty, invisible
+ seam gem …, visible, operated by hand, toggle, disable self, targets seam gem … empty and seam gem … and action
+ action, create new in mouse, gem
Mana blossom
= blossom stalk, invisible
= blossom, visible, operated by hand empty, activate, targets relay1 and relay2
= relay1, toggle, targets blossom stalk and blossom and action
= relay2, toggle, targets blossom stalk and blossom, delay 5000
= action, create new in mouse, blossom
Specific character floor text
= trigger, operated by EACH_LIVING_PARTY_MEMBER, targeting WALLITEM_RELAY,
= relay, conditions being "Triggering/Character", select your desired character, targeting WALLITEM_SPEECH.
= WALLITEM_SPEECH, …your text…, type "party".
Mana recharge on particular square
= damage tile, negative value (large), mana
DMII shop
= shop
+ shop currency, copper coin, 1
+ shop currency, silver coin, 4
+ shop currency, gold coin, 16
+ shop currency, green gem, 64
+ shop currency, red gem, 256
+ shop currency, blue gem, 1024
+ shop stock, horned helm, buy 28, haggle, 26, sell 24
+ shop stock, mail helmet, buy 36, haggle, 33, sell 30
+ etc
= monster merchant
+ trigger2, operated by monster merchant angry, on trigger, activate, targets trigger1
+ trigger3, operated by monster merchant angry, on trigger, deactivate, targets shop
= trigger1, operated by monster guard, on, activate, damage
+ damage, inactive, 1, health
+ monster guard, 1 health
= shop front
+ shop front window, targets shop
+ shop front next, targets shop
+ shop front previous, targets shop
+ shop front value buy, targets shop
+ shop front value sell, targets shop
+ shop front description, targets shop
+ shop front stock none, targets shop
= relay1, toggle, targets teleporter1 and teleporter1, delay 4
+ relay2, activate, targets shop counter sell, delay 8
+ relay3, toggle, targets teleporter2 and teleporter2, delay 12
= shop counter sell, targets shop
+ trigger1844-3, inactive, operated by object, on, activate, targets relay1 and relay2 and relay3
+ teleporter1, inactive, operated by object, targets this tile
+ teleporter2, inactive, operated by object, targets this tile
+ table thick
= trigger, active, operated by party, activate, targets monster attractor1, constant weight
= trigger, active, operated by party, activate, targets monster attractor2, constant weight
= table thick
+ shop counter buy, targets shop
+ trigger1644-4, inactive, operated by object, on, activate, targets relay4
+ teleporter3, inactive, operated by object, targets this tile
+ teleporter4, inactive, operated by object, targets this tile
= Relay1544-2, Parameter 1 value targets shop counter buy, greater than or equal to, Parameter 2 value targets shop, activate, targets relay1544-3 and relay1544-4 and relay1544-5
+ relay1544-3, toggle, targets teleporter3 and teleporter3, delay 4
+ relay1544-4, activate, targets shop counter buy, delay 8
+ relay1544-5, toggle, toggle, targets teleporter4 and teleporter4, delay 12
Rust remover
This is untested but in theory should work. You will still need to clone the basic rust-able items, such and the swords and armour, and in the convert, rust, tab have the New Object as the rusted version. Only use you cloned items in your dungeon (this paste and copy may follow).
Just paste and copy the below into the 'new objects' section of the txt file.
[New - Objects] ADD CLOTHES_BODY_RUSTED_BREASTPLATE CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(BREASTPLATE) ADD CLOTHES_BODY_RUSTED_BRIGANDINE CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(BRIGANDINE) ADD CLOTHES_BODY_RUSTED_DARC CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(PLATE OF DARC) ADD CLOTHES_BODY_RUSTED_DRAGON CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(DRAGON PLATE) ADD CLOTHES_BODY_RUSTED_FIRE CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(FIRE PLATE) ADD CLOTHES_BODY_RUSTED_FIRE_PLATE CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(FIRE PLATE) ADD CLOTHES_BODY_RUSTED_FLAMEBAIN CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(FLAMEBAIN) ADD CLOTHES_BODY_RUSTED_LYTE CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(PLATE OF LYTE) ADD CLOTHES_BODY_RUSTED_MITHRAL_AKETON CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(MITHRAL AKETON) ADD CLOTHES_BODY_RUSTED_MAIL_AKETON CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(MAIL AKETON) ADD CLOTHES_BODY_RUSTED_MITHRAL_MAIL CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(MITHRAL MAIL) ADD CLOTHES_BODY_RUSTED_PLATE CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(TORSO PLATE) ADD CLOTHES_BODY_RUSTED_RA CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(PLATE OF RA) ADD CLOTHES_BODY_RUSTED_RA_SAR CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(wx PLATE) ADD CLOTHES_BODY_RUSTED_SCALE_HAUBERK CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(SCALE HAUBERK) ADD CLOTHES_BODY_RUSTED_TECH CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(TECH PLATE) ADD CLOTHES_FEET_RUSTED_DARC CLONES=(CLOTHES_FEET_RUST) TEXT_INFO1=(GREAVE OF DARC) ADD CLOTHES_FEET_RUSTED_DRAGON CLONES=(CLOTHES_FEET_RUST) TEXT_INFO1=(DRAGON GREAVE) ADD CLOTHES_FEET_RUSTED_FIRE CLONES=(CLOTHES_FEET_RUST) TEXT_INFO1=(FIRE GREAVE) ADD CLOTHES_FEET_RUSTED_LYTE CLONES=(CLOTHES_FEET_RUST) TEXT_INFO1=(GREAVE OF LYTE) ADD CLOTHES_FEET_RUSTED_GREAVES CLONES=(CLOTHES_FEET_RUST) TEXT_INFO1=(GREAVES) ADD CLOTHES_FEET_RUSTED_PLATE CLONES=(CLOTHES_FEET_RUST) TEXT_INFO1=(FOOT PLATE) ADD CLOTHES_FEET_RUSTED_MAIL_HOSEN CLONES=(CLOTHES_FEET_RUST) TEXT_INFO1=(HOSEN) ADD CLOTHES_FEET_RUSTED_MITHRAL_HOSEN CLONES=(CLOTHES_FEET_RUST) TEXT_INFO1=(MITHRAL HOSEN) ADD CLOTHES_FEET_RUSTED_RA CLONES=(CLOTHES_FEET_RUST) TEXT_INFO1=(GREAVE OF RA) ADD CLOTHES_FEET_RUSTED_RA_SAR CLONES=(CLOTHES_FEET_RUST) TEXT_INFO1=(wx BOOTS) ADD CLOTHES_FEET_RUSTED_TECH CLONES=(CLOTHES_FEET_RUST) TEXT_INFO1=(TECH BOOTS) ADD CLOTHES_HEAD_RUSTED_ARMET CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(ARMET) ADD CLOTHES_HEAD_RUSTED_BASCINET CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(BASCINET) ADD CLOTHES_HEAD_RUSTED_BASINET CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(BACINET) ADD CLOTHES_HEAD_RUSTED_BERSERKER_HELM CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(BERSERKER HELM) ADD CLOTHES_HEAD_RUSTED_BERSERKER_HELM_ALT CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(BERSERKER HELM) ADD CLOTHES_HEAD_RUSTED_CASQUE_N_COIF CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(CASQUE 'N COIF) ADD CLOTHES_HEAD_RUSTED_DARC CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(HELM OF DARC) ADD CLOTHES_HEAD_RUSTED_DEX_HELM CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(DEX HELM) ADD CLOTHES_HEAD_RUSTED_DRAGON CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(DRAGON HELM) ADD CLOTHES_HEAD_RUSTED_FIRE CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(FIRE HELM) ADD CLOTHES_HEAD_RUSTED_GREAT_HELM CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(GREAT HELM) ADD CLOTHES_HEAD_RUSTED_HELMET CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(HELMET) ADD CLOTHES_HEAD_RUSTED_HORNED_HELM CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(HORNED HELM) ADD CLOTHES_HEAD_RUSTED_LYTE CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(HELM OF LYTE) ADD CLOTHES_HEAD_RUSTED_MAIL_HELMET CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(MAIL HELMET) ADD CLOTHES_HEAD_RUSTED_RA CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(HELM OF RA) ADD CLOTHES_HEAD_RUSTED_RA_SAR CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(wx HELM) ADD CLOTHES_HEAD_RUSTED_TECH CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(TECH HELM) ADD CLOTHES_LEGS_RUSTED_DARC CLONES=(CLOTHES_LEGS_RUST) TEXT_INFO1=(POLEYN OF DARC) ADD CLOTHES_LEGS_RUSTED_DRAGON CLONES=(CLOTHES_LEGS_RUST) TEXT_INFO1=(DRAGON POLEYN) ADD CLOTHES_LEGS_RUSTED_FIRE CLONES=(CLOTHES_LEGS_RUST) TEXT_INFO1=(FIRE POLEYN) ADD CLOTHES_LEGS_RUSTED_LYTE CLONES=(CLOTHES_LEGS_RUST) TEXT_INFO1=(POLEYN OF LYTE) ADD CLOTHES_LEGS_RUSTED_MAIL_LEG CLONES=(CLOTHES_LEGS_RUST) TEXT_INFO1=(LEG MAIL) ADD CLOTHES_LEGS_RUSTED_MITHRAL_HUKE CLONES=(CLOTHES_LEGS_RUST) TEXT_INFO1=(MITHRAL HUKE) ADD CLOTHES_LEGS_RUSTED_MITHRAL_MAIL CLONES=(CLOTHES_LEGS_RUST) TEXT_INFO1=(MITHRAL MAIL) ADD CLOTHES_LEGS_RUSTED_PLATE CLONES=(CLOTHES_LEGS_RUST) TEXT_INFO1=(LEG PLATE) ADD CLOTHES_LEGS_RUSTED_POWER_TOWERS CLONES=(CLOTHES_LEGS_RUST) TEXT_INFO1=(POWER TOWERS) ADD CLOTHES_LEGS_RUSTED_RA CLONES=(CLOTHES_LEGS_RUST) TEXT_INFO1=(POLEYN OF RA) ADD CLOTHES_LEGS_RUSTED_RA_SAR CLONES=(CLOTHES_LEGS_RUST) TEXT_INFO1=(wx POLEYN) ADD CLOTHES_LEGS_RUSTED_SCALE_MAIL CLONES=(CLOTHES_LEGS_RUST) TEXT_INFO1=(SCALE MAIL) ADD CLOTHES_LEGS_RUSTED_TECH CLONES=(CLOTHES_LEGS_RUST) TEXT_INFO1=(TECH POLEYN) ADD CLOTHES_LEGS_RUSTED_THIGH_PLATES CLONES=(CLOTHES_LEGS_RUST) TEXT_INFO1=(THIGH PLATES) ADD CLOTHES_SHLD_RUSTED_BUCKLER CLONES=(CLOTHES_SHLD_RUST) TEXT_INFO1=(BUCKLER) ADD CLOTHES_SHLD_RUSTED_DARC CLONES=(CLOTHES_SHLD_RUST) TEXT_INFO1=(SHIELD OF DARC) ADD CLOTHES_SHLD_RUSTED_DRAGON CLONES=(CLOTHES_SHLD_RUST) TEXT_INFO1=(DRAGON SHIELD) ADD CLOTHES_SHLD_RUSTED_FIRE CLONES=(CLOTHES_SHLD_RUST) TEXT_INFO1=(SHIELD OF FIRE) ADD CLOTHES_SHLD_RUSTED_LARGE CLONES=(CLOTHES_SHLD_RUST) TEXT_INFO1=(LARGE SHIELD) ADD CLOTHES_SHLD_RUSTED_LYTE CLONES=(CLOTHES_SHLD_RUST) TEXT_INFO1=(SHIELD OF LYTE) ADD CLOTHES_SHLD_RUSTED_NETA CLONES=(CLOTHES_SHLD_RUST) TEXT_INFO1=(NETA SHIELD) ADD CLOTHES_SHLD_RUSTED_RA CLONES=(CLOTHES_SHLD_RUST) TEXT_INFO1=(SHIELD OF RA) ADD CLOTHES_SHLD_RUSTED_RA_SAR CLONES=(CLOTHES_SHLD_RUST) TEXT_INFO1=(wx SHIELD) ADD CLOTHES_SHLD_RUSTED_SAR CLONES=(CLOTHES_SHLD_RUST) TEXT_INFO1=(X SHIELD) ADD CLOTHES_SHLD_RUSTED_SMALL CLONES=(CLOTHES_SHLD_RUST) TEXT_INFO1=(SMALL SHIELD) ADD CLOTHES_SHLD_RUSTED_TECH CLONES=(CLOTHES_SHLD_RUST) TEXT_INFO1=(TECH SHIELD) ADD SWORD_RUSTED_BITER CLONES=(MISC_RUST) TEXT_INFO1=(BITER) ADD SWORD_RUSTED_BLUE_STEELE CLONES=(MISC_RUST) TEXT_INFO1=(BLUE STEELE) ADD SWORD_RUSTED_BOLT_X CLONES=(MISC_RUST) TEXT_INFO1=(BOLT BLADE) ADD SWORD_RUSTED_DELTA CLONES=(MISC_RUST) TEXT_INFO1=(DELTA) ADD SWORD_RUSTED_DIAMOND CLONES=(MISC_RUST) TEXT_INFO1=(DIAMOND EDGE) ADD SWORD_RUSTED_DRAGON CLONES=(MISC_RUST) TEXT_INFO1=(DRAGON FANG) ADD SWORD_RUSTED_EXCSYMYR CLONES=(MISC_RUST) TEXT_INFO1=(EXCSYMYR) ADD SWORD_RUSTED_FLCHION CLONES=(MISC_RUST) TEXT_INFO1=(FLCHION) ADD SWORD_RUSTED_FURY_X CLONES=(MISC_RUST) TEXT_INFO1=(FURY) ADD SWORD_RUSTED_INQUISITOR CLONES=(MISC_RUST) TEXT_INFO1=(THE INQUISITOR) ADD SWORD_RUSTED_KATANA CLONES=(MISC_RUST) TEXT_INFO1=(KATANA) ADD SWORD_RUSTED_MACHETE CLONES=(MISC_RUST) TEXT_INFO1=(MACHETE) ADD SWORD_RUSTED_METEOR_METAL CLONES=(MISC_RUST) TEXT_INFO1=(METEOR METAL) ADD SWORD_RUSTED_RA_X CLONES=(MISC_RUST) TEXT_INFO1=(RA BLADE) ADD SWORD_RUSTED_RAPIER CLONES=(MISC_RUST) TEXT_INFO1=(RAPIER) ADD SWORD_RUSTED_SABRE CLONES=(MISC_RUST) TEXT_INFO1=(SABRE) ADD SWORD_RUSTED_SAMURAI CLONES=(MISC_RUST) TEXT_INFO1=(SAMURAI SWORD) ADD SWORD_RUSTED_SPLITTER CLONES=(MISC_RUST) TEXT_INFO1=(SPITTER) ADD SWORD_RUSTED_STORM CLONES=(MISC_RUST) TEXT_INFO1=(STORM) ADD SWORD_RUSTED_SWORD CLONES=(MISC_RUST) TEXT_INFO1=(SWORD) ADD SWORD_RUSTED_TEMPEST_X CLONES=(MISC_RUST) TEXT_INFO1=(TEMPEST) ADD SWORD_RUSTED_VORPAL CLONES=(MISC_RUST) TEXT_INFO1=(VORPAL BLADE) ADD SWORD_RUSTED_ZO_X CLONES=(MISC_RUST) TEXT_INFO1=(I BLADE) ADD WEAPON_RUSTED_AXE CLONES=(MISC_RUST) TEXT_INFO1=(AXE) ADD WEAPON_RUSTED_AXE_EXECUTIONER CLONES=(MISC_RUST) TEXT_INFO1=(EXECUTIONER) ADD WEAPON_RUSTED_AXE_HARDCLEAVE CLONES=(MISC_RUST) TEXT_INFO1=(HARDCLEAVE) ADD WEAPON_RUSTED_AXE_VORAX CLONES=(MISC_RUST) TEXT_INFO1=(VORAX) ADD WEAPON_RUSTED_GAUNTLET_KALAN_X CLONES=(MISC_RUST) TEXT_INFO1=(KALAN GAUNTLET) ADD WEAPON_RUSTED_MACE CLONES=(MISC_RUST) TEXT_INFO1=(MACE) ADD WEAPON_RUSTED_MACE_ORDER CLONES=(MISC_RUST) TEXT_INFO1=(MACE OF ORDER) ADD WEAPON_RUSTED_MACE_TECH CLONES=(MISC_RUST) TEXT_INFO1=(TECHMACE) ADD WEAPON_RUSTED_MORNINGSTAR CLONES=(MISC_RUST) TEXT_INFO1=(MORNINGSTAR) ADD WEAPON_RUSTED_SCYTHE CLONES=(MISC_RUST) TEXT_INFO1=(SCYTHE) ADD WALLITEM_RUST_REMOVER_BODY1 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_BREASTPLATE,ACTION_OBJECT2:CLOTHES_BODY_BREASTPLATE,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_BRIGANDINE,ACTION_OBJECT2:CLOTHES_BODY_BRIGANDINE,ACTION_STRENGTH:0) CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_DARC,ACTION_OBJECT2:CLOTHES_BODY_DARC,ACTION_STRENGTH:0) CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_DRAGON,ACTION_OBJECT2:CLOTHES_BODY_DRAGON,ACTION_STRENGTH:0) CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_FIRE,ACTION_OBJECT2:CLOTHES_BODY_FIRE,ACTION_STRENGTH:0) CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_FIRE_PLATE,ACTION_OBJECT2:CLOTHES_BODY_FIRE_PLATE,ACTION_STRENGTH:0) CONVERT_CLICK7=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_FLAMEBAIN,ACTION_OBJECT2:CLOTHES_BODY_FLAMEBAIN,ACTION_STRENGTH:0) CONVERT_CLICK8=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_LYTE,ACTION_OBJECT2:CLOTHES_BODY_LYTE,ACTION_STRENGTH:0) ADD WALLITEM_RUST_REMOVER_BODY2 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_MITHRAL_AKETON,ACTION_OBJECT2:CLOTHES_BODY_MITHRAL_AKETON,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_MAIL_AKETON,ACTION_OBJECT2:CLOTHES_BODY_MAIL_AKETON,ACTION_STRENGTH:0) CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_MITHRAL_MAIL,ACTION_OBJECT2:CLOTHES_BODY_MITHRAL_MAIL,ACTION_STRENGTH:0) CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_PLATE,ACTION_OBJECT2:CLOTHES_BODY_PLATE,ACTION_STRENGTH:0) CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RA,ACTION_OBJECT2:CLOTHES_BODY_RA,ACTION_STRENGTH:0) CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_RA_SAR,ACTION_OBJECT2:CLOTHES_BODY_RA_SAR,ACTION_STRENGTH:0) CONVERT_CLICK7=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_SCALE_HAUBERK,ACTION_OBJECT2:CLOTHES_BODY_SCALE_HAUBERK,ACTION_STRENGTH:0) CONVERT_CLICK8=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_TECH,ACTION_OBJECT2:CLOTHES_BODY_TECH,ACTION_STRENGTH:0) ADD WALLITEM_RUST_REMOVER_FEET1 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_DARC,ACTION_OBJECT2:CLOTHES_FEET_DARC,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_DRAGON,ACTION_OBJECT2:CLOTHES_FEET_DRAGON,ACTION_STRENGTH:0) CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_FIRE,ACTION_OBJECT2:CLOTHES_FEET_FIRE,ACTION_STRENGTH:0) CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_LYTE,ACTION_OBJECT2:CLOTHES_FEET_LYTE,ACTION_STRENGTH:0) CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_GREAVES,ACTION_OBJECT2:CLOTHES_FEET_GREAVES,ACTION_STRENGTH:0) CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_PLATE,ACTION_OBJECT2:CLOTHES_FEET_PLATE,ACTION_STRENGTH:0) CONVERT_CLICK7=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_MAIL_HOSEN,ACTION_OBJECT2:CLOTHES_FEET_MAIL_HOSEN,ACTION_STRENGTH:0) CONVERT_CLICK8=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_MITHRAL_HOSEN,ACTION_OBJECT2:CLOTHES_FEET_MITHRAL_HOSEN,ACTION_STRENGTH:0) ADD WALLITEM_RUST_REMOVER_FEET2 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_RA,ACTION_OBJECT2:CLOTHES_FEET_RA,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_RA_SAR,ACTION_OBJECT2:CLOTHES_FEET_RA_SAR,ACTION_STRENGTH:0) CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_TECH,ACTION_OBJECT2:CLOTHES_FEET_TECH,ACTION_STRENGTH:0) ADD WALLITEM_RUST_REMOVER_HEAD1 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_ARMET,ACTION_OBJECT2:CLOTHES_HEAD_ARMET,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_BASCINET,ACTION_OBJECT2:CLOTHES_HEAD_BASCINET,ACTION_STRENGTH:0) CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_BASINET,ACTION_OBJECT2:CLOTHES_HEAD_RUSTED_BASINET,ACTION_STRENGTH:0) CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_BERSERKER_HELM,ACTION_OBJECT2:CLOTHES_HEAD_BERSERKER_HELM,ACTION_STRENGTH:0) CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_BERSERKER_HELM_ALT,ACTION_OBJECT2:CLOTHES_HEAD_BERSERKER_HELM_ALT,ACTION_STRENGTH:0) CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_CASQUE_N_COIF,ACTION_OBJECT2:CLOTHES_HEAD_CASQUE_N_COIF,ACTION_STRENGTH:0) CONVERT_CLICK7=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_DEX_HELM,ACTION_OBJECT2:CLOTHES_HEAD_DEX_HELM,ACTION_STRENGTH:0) CONVERT_CLICK8=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_GREAT_HELM,ACTION_OBJECT2:CLOTHES_HEAD_GREAT_HELM,ACTION_STRENGTH:0) ADD WALLITEM_RUST_REMOVER_HEAD2 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_DARC,ACTION_OBJECT2:CLOTHES_HEAD_DARC,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_DRAGON,ACTION_OBJECT2:CLOTHES_HEAD_DRAGON,ACTION_STRENGTH:0) CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_FIRE,ACTION_OBJECT2:CLOTHES_HEAD_FIRE,ACTION_STRENGTH:0) CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_LYTE,ACTION_OBJECT2:CLOTHES_HEAD_LYTE,ACTION_STRENGTH:0) CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_HELMET,ACTION_OBJECT2:CLOTHES_HEAD_HELMET,ACTION_STRENGTH:0) CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_HORNED_HELM,ACTION_OBJECT2:CLOTHES_HEAD_HORNED_HELM,ACTION_STRENGTH:0) CONVERT_CLICK7=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_MAIL_HELMET,ACTION_OBJECT2:CLOTHES_HEAD_MAIL_HELMET,ACTION_STRENGTH:0) CONVERT_CLICK8=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_RA,ACTION_OBJECT2:CLOTHES_HEAD_RA,ACTION_STRENGTH:0) ADD WALLITEM_RUST_REMOVER_HEAD3 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_RA_SAR,ACTION_OBJECT2:CLOTHES_HEAD_RA_SAR,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_TECH,ACTION_OBJECT2:CLOTHES_HEAD_TECH,ACTION_STRENGTH:0) ADD WALLITEM_RUST_REMOVER_LEGS1 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_DARC,ACTION_OBJECT2:CLOTHES_LEGS_DARC,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_DRAGON,ACTION_OBJECT2:CLOTHES_LEGS_DRAGON,ACTION_STRENGTH:0) CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_FIRE,ACTION_OBJECT2:CLOTHES_LEGS_FIRE,ACTION_STRENGTH:0) CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_LYTE,ACTION_OBJECT2:CLOTHES_LEGS_LYTE,ACTION_STRENGTH:0) CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_MAIL_LEG,ACTION_OBJECT2:CLOTHES_LEGS_MAIL_LEG,ACTION_STRENGTH:0) CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_MITHRAL_HUKE,ACTION_OBJECT2:CLOTHES_LEGS_MITHRAL_HUKE,ACTION_STRENGTH:0) CONVERT_CLICK7=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_MITHRAL_MAIL,ACTION_OBJECT2:CLOTHES_LEGS_MITHRAL_MAIL,ACTION_STRENGTH:0) CONVERT_CLICK8=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_PLATE,ACTION_OBJECT2:CLOTHES_LEGS_PLATE,ACTION_STRENGTH:0) ADD WALLITEM_RUST_REMOVER_LEGS2 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_RA,ACTION_OBJECT2:CLOTHES_LEGS_RA,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_RA_SAR,ACTION_OBJECT2:CLOTHES_LEGS_RA_SAR,ACTION_STRENGTH:0) CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_TECH,ACTION_OBJECT2:CLOTHES_LEGS_TECH,ACTION_STRENGTH:0) CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_POWER_TOWERS,ACTION_OBJECT2:CLOTHES_LEGS_POWER_TOWERS,ACTION_STRENGTH:0) CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_SCALE_MAIL,ACTION_OBJECT2:CLOTHES_LEGS_SCALE_MAIL,ACTION_STRENGTH:0) CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_THIGH_PLATES,ACTION_OBJECT2:CLOTHES_LEGS_THIGH_PLATES,ACTION_STRENGTH:0) ADD WALLITEM_RUST_REMOVER_SHLD1 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_DARC,ACTION_OBJECT2:CLOTHES_SHLD_DARC,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_DRAGON,ACTION_OBJECT2:CLOTHES_SHLD_DRAGON,ACTION_STRENGTH:0) CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_FIRE,ACTION_OBJECT2:CLOTHES_SHLD_FIRE,ACTION_STRENGTH:0) CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_LYTE,ACTION_OBJECT2:CLOTHES_SHLD_LYTE,ACTION_STRENGTH:0) CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_BUCKLER,ACTION_OBJECT2:CLOTHES_SHLD_BUCKLER,ACTION_STRENGTH:0) CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_LARGE,ACTION_OBJECT2:CLOTHES_SHLD_LARGE,ACTION_STRENGTH:0) ADD WALLITEM_RUST_REMOVER_SHLD2 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_RA,ACTION_OBJECT2:CLOTHES_SHLD_RA,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_RA_SAR,ACTION_OBJECT2:CLOTHES_SHLD_RA_SAR,ACTION_STRENGTH:0) CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_TECH,ACTION_OBJECT2:CLOTHES_SHLD_TECH,ACTION_STRENGTH:0) CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_NETA,ACTION_OBJECT2:CLOTHES_SHLD_NETA,ACTION_STRENGTH:0) CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_SMALL,ACTION_OBJECT2:CLOTHES_SHLD_RUSTED_SMALL,ACTION_STRENGTH:0) ADD WALLITEM_RUST_REMOVER_SWORD1 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_BITER,ACTION_OBJECT2:SWORD_BITER,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_BLUE_STEELE,ACTION_OBJECT2:SWORD_BLUE_STEELE,ACTION_STRENGTH:0) CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_BOLT_X,ACTION_OBJECT2:SWORD_BOLT_X,ACTION_STRENGTH:0) CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_DELTA,ACTION_OBJECT2:SWORD_DELTA,ACTION_STRENGTH:0) CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_DIAMOND,ACTION_OBJECT2:SWORD_DIAMOND,ACTION_STRENGTH:0) CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_DRAGON,ACTION_OBJECT2:SWORD_DRAGON,ACTION_STRENGTH:0) CONVERT_CLICK7=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_EXCSYMYR,ACTION_OBJECT2:SWORD_EXCSYMYR,ACTION_STRENGTH:0) CONVERT_CLICK8=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_FLCHION,ACTION_OBJECT2:NULL,ACTION_STRENGTH:0) ADD WALLITEM_RUST_REMOVER_SWORD2 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_FURY_X,ACTION_OBJECT2:SWORD_FURY_X,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_INQUISITOR,ACTION_OBJECT2:SWORD_INQUISITOR,ACTION_STRENGTH:0) CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_KATANA,ACTION_OBJECT2:SWORD_KATANA,ACTION_STRENGTH:0) CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_MACHETE,ACTION_OBJECT2:SWORD_MACHETE,ACTION_STRENGTH:0) CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_METEOR_METAL,ACTION_OBJECT2:SWORD_METEOR_METAL,ACTION_STRENGTH:0) CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_RA_X,ACTION_OBJECT2:SWORD_RA_X,ACTION_STRENGTH:0) CONVERT_CLICK7=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_RAPIER,ACTION_OBJECT2:SWORD_RAPIER,ACTION_STRENGTH:0) CONVERT_CLICK8=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_SABRE,ACTION_OBJECT2:SWORD_SABRE,ACTION_STRENGTH:0) ADD WALLITEM_RUST_REMOVER_SWORD3 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_SAMURAI,ACTION_OBJECT2:SWORD_SAMURAI,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_SPLITTER,ACTION_OBJECT2:SWORD_SPLITTER,ACTION_STRENGTH:0) CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_STORM,ACTION_OBJECT2:SWORD_STORM,ACTION_STRENGTH:0) CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_SWORD,ACTION_OBJECT2:SWORD_SWORD,ACTION_STRENGTH:0) CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_TEMPEST_X,ACTION_OBJECT2:SWORD_TEMPEST_X,ACTION_STRENGTH:0) CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_VORPAL,ACTION_OBJECT2:SWORD_VORPAL,ACTION_STRENGTH:0) CONVERT_CLICK7=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_ZO_X,ACTION_OBJECT2:SWORD_ZO_X,ACTION_STRENGTH:0) ADD WALLITEM_RUST_REMOVER_WEAPON1 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:WEAPON_RUSTED_AXE,ACTION_OBJECT2:WEAPON_AXE,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:WEAPON_RUSTED_AXE_EXECUTIONER,ACTION_OBJECT2:WEAPON_AXE_EXECUTIONER,ACTION_STRENGTH:0) CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:WEAPON_RUSTED_AXE_HARDCLEAVE,ACTION_OBJECT2:WEAPON_AXE_HARDCLEAVE,ACTION_STRENGTH:0) CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:WEAPON_RUSTED_AXE_VORAX,ACTION_OBJECT2:WEAPON_AXE_VORAX,ACTION_STRENGTH:0) CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:WEAPON_RUSTED_GAUNTLET_KALAN_X,ACTION_OBJECT2:WEAPON_GAUNTLET_KALAN_X,ACTION_STRENGTH:0) CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:WEAPON_RUSTED_MACE,ACTION_OBJECT2:WEAPON_MACE,ACTION_STRENGTH:0) CONVERT_CLICK7=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:WEAPON_RUSTED_MACE_ORDER,ACTION_OBJECT2:WEAPON_MACE_ORDER,ACTION_STRENGTH:0) CONVERT_CLICK8=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:WEAPON_RUSTED_MACE_TECH,ACTION_OBJECT2:WEAPON_MACE_TECH,ACTION_STRENGTH:0) ADD WALLITEM_RUST_REMOVER_WEAPON2 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:WEAPON_RUSTED_MORNINGSTAR,ACTION_OBJECT2:WEAPON_MORNINGSTAR,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:WEAPON_RUSTED_SCYTHE,ACTION_OBJECT2:WEAPON_SCYTHE,ACTION_STRENGTH:0)