Difference between revisions of "RTC/Mechanisms"
(Added shop) |
m (added headings) |
||
Line 1: | Line 1: | ||
− | + | ==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. | 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. | ||
Line 5: | Line 5: | ||
Mechanisms may be placed anywhere in the dungeon and they come in a range of abilities. | 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 | '''Toggle''' = trigger the object eg open, then on the next trigger close | ||
Line 21: | Line 21: | ||
'''Recharge''' measured in 1/6s of a sec | '''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 | = ''pressure plate'' + ''trigger'', operated by party/object/monster/etc, targets the door | ||
Line 28: | Line 29: | ||
= ''object'' (eg door/pit) | = ''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) | = ''lever/button'', Toggle/deactivate, operated by mouse, targets the object (constant weight option) | ||
Line 34: | Line 35: | ||
= ''object'' (eg door/pit or moveable wall-visible) | = ''object'' (eg door/pit or moveable wall-visible) | ||
− | + | ===Key to open doors=== | |
= ''key hole'', toggle, operated key (type), destroy item, disable self, targets door | = ''key hole'', toggle, operated key (type), destroy item, disable self, targets door | ||
Line 40: | Line 41: | ||
= ''door'' + ''doorframe'' | = ''door'' + ''doorframe'' | ||
− | + | ===Invisible object visible=== | |
= ''trigger'', activate, targets object, (constant weight/release options) | = ''trigger'', activate, targets object, (constant weight/release options) | ||
Line 46: | Line 47: | ||
= ''object'' (eg writing/pit/alcove) | = ''object'' (eg writing/pit/alcove) | ||
− | + | ===Monster boundary=== | |
= ''teleporter'', active, operated by monster, targeting floor tile before teleporter | = ''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) | = ''switch'', toggle, targeting counter (times the number of switches needed) | ||
Line 58: | Line 59: | ||
= ''door'' + ''doorframe'' | = ''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 | = ''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 | = ''coin slot'', trigger, operated by coin type, toggle, destroy item, targets object | ||
Line 69: | Line 70: | ||
= ''object'' (eg door or alcove) | = ''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 | = ''wall switch'', operated by mouse, activate, delay 12 (=2sec), targets moveable wall + ''wall switch'', operated by mouse, deactivate, targets moveable wall | ||
Line 78: | Line 79: | ||
(Delay used for moving one space 6 (1sec)) | (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 | = ''wall switch'', operated by mouse, deactivate, delay 10, targets teleporter + ''wall switch'', operated by mouse, activate, targets teleporter | ||
Line 88: | Line 89: | ||
= ''pit'', open | = ''pit'', open | ||
− | + | ===Monster generation due to pressure pad=== | |
= ''pressure pad'', operated by party, activate, targeting generator | = ''pressure pad'', operated by party, activate, targeting generator | ||
Line 94: | Line 95: | ||
= ''generator'', monster of choice, total 0, health of choice, recharge in 1/6s of a sec eg 180=30sec | = ''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 sconce'', operated by mouse, alternate state + ''weapon_torch'' item | ||
− | + | ===Torch Creates light=== | |
= ''Torch sconce'', operated by hand, toggle, alternate state, targets light | = ''Torch sconce'', operated by hand, toggle, alternate state, targets light | ||
Line 106: | Line 107: | ||
= ''Light'', active, strength 100 | = ''Light'', active, strength 100 | ||
− | + | ===Shooter=== | |
= ''holes'' (of desired choice) | = ''holes'' (of desired choice) | ||
− | = ''shooter'', strength set to desired level (see | + | = ''shooter'', strength set to desired level (see [[RTC/Shooters|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 | = trigger, operated by object (eg misc_gem_green), on, deactivate, targets door + misc_gem_green | ||
Line 118: | Line 119: | ||
= door + doorframe | = 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) | = ''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) | ||
Line 124: | Line 125: | ||
= repeat until you have the length track you desire | = repeat until you have the length track you desire | ||
− | + | ===Diamond edge shooter trap=== | |
= ''alcove'' + ''sword_diamond'' | = ''alcove'' + ''sword_diamond'' | ||
Line 136: | Line 137: | ||
= for multiple triggers add a paste and copy of above trigger | = 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 | = ''switch'' (top), operated by mouse, toggle, disable self, targets alcove + ''Alcove'', invisible + items if desired | ||
Line 144: | Line 145: | ||
= ''keyhole_coin'', operated by coin, toggle, disable self, destroy item, targets alcove + ''Alcove'', invisible + items if desired | = ''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'', visible, operated by misc_spell_zo_kath_ra, toggle, destroy item, disable self, targets Amalgam and Amalgam_burnt and Amalgam_burnt | ||
Line 156: | Line 157: | ||
+ ''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'', toggle, operated lock pick, destroy item(or not), disable self, targets ''door'' | ||
Line 164: | Line 165: | ||
= ''door'' + doorframe | = ''door'' + doorframe | ||
− | + | ===Lanterns create light=== | |
= ''Lantern'' (on wall) | = ''Lantern'' (on wall) | ||
Line 170: | Line 171: | ||
= ''light'', strength 100 (in front of lantern) | = ''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'' | = ''Alcove'', invisible, trigger, operated by tapestry/picture, activate, destroy item, delay 1, targets ''relay'' | ||
Line 182: | Line 183: | ||
+ ''action'' create new in mouse, object tapestry/picture | + ''action'' create new in mouse, object tapestry/picture | ||
− | + | ===Fireplace=== | |
= ''fireplace'', operated by torch, activate, targets ''relay1'' and ''relay2'' | = ''fireplace'', operated by torch, activate, targets ''relay1'' and ''relay2'' | ||
Line 196: | Line 197: | ||
+ ''light'', inactive, 100 | + ''light'', inactive, 100 | ||
− | + | ===New Alter=== eg DMII | |
= ''new altar'' | = ''new altar'' | ||
Line 212: | Line 213: | ||
+ ''action'', stop flying, 100 | + ''action'', stop flying, 100 | ||
− | + | ===Gem seam=== | |
= ''seam gem'' … empty, invisible | = ''seam gem'' … empty, invisible | ||
Line 220: | Line 221: | ||
+ ''action'', create new in mouse, gem | + ''action'', create new in mouse, gem | ||
− | + | ===Mana blossom=== | |
= ''blossom stalk'', invisible | = ''blossom stalk'', invisible | ||
Line 232: | Line 233: | ||
= ''action'', create new in mouse, blossom | = ''action'', create new in mouse, blossom | ||
− | + | ===Specific character floor text=== | |
= ''trigger'', operated by EACH_LIVING_PARTY_MEMBER, targeting WALLITEM_RELAY, | = ''trigger'', operated by EACH_LIVING_PARTY_MEMBER, targeting WALLITEM_RELAY, | ||
Line 244: | Line 245: | ||
= ''damage tile'', negative value (large), mana | = ''damage tile'', negative value (large), mana | ||
− | + | ===DMII shop=== | |
= shop | = shop |
Revision as of 08:39, 20 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.
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