Difference between revisions of "RTC/Mechanisms"
(finished mechanisms from DM) |
(added the easy mechanisms from DMII (not shop or weather)) |
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'''+''' means another object on same tile | '''+''' means another object on same tile | ||
+ | |||
+ | '''Invisible''' means not there, not just unseen | ||
+ | |||
+ | '''Recharge''' measured in 1/6s of a sec | ||
Line 88: | Line 92: | ||
= ''pressure pad'', operated by party, activate, targeting generator | = ''pressure pad'', operated by party, activate, targeting generator | ||
− | = ''generator'', monster of choice, total 0, health of choice, recharge in | + | = ''generator'', monster of choice, total 0, health of choice, recharge in 1/6s of a sec eg 180=30sec |
'''Torch sconce''' | '''Torch sconce''' | ||
= ''Torch sconce'', operated by mouse, alternate state + ''weapon_torch'' item | = ''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''' | '''Shooter''' | ||
Line 143: | Line 155: | ||
+ ''Staff_fire_plus_gem'' | + ''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 |
Revision as of 07:11, 13 June 2009
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.
Here are some of the basics:
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
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 *** for more infomation), charge 0 for unlimited?, recharge 0 for continuous?
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