RTC/Mechanisms: Difference between revisions

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added simple mechanisms (from 1st two levels DM)
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'''Decorations'''  
'''Mechanisms'''  


These help add atmosphere to the dungeon, such as having items in ''alcoves'' instead of scattered on the dungeon floor; a ''slime'' trail along the floors and wall leading to a possible source; an empty ''cobweb'' suggesting some eight legged fiends could be lurking about, ''pipes'' and ''machinery'' connecting to something even more diabolical.  
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.  


Decorations may be placed almost anywhere in the dungeon and they come in a range of shapes and sizes.  
Mechanisms may be placed anywhere in the dungeon and they come in a range of abilities.  


'''Placing a Decoration'''
Here are some of the basics:


Right click ''Edit'' on the floor or wall tile, ''Add'' new select the floor or wall object you desire.
'''Toggle''' = trigger the object eg open, then on the next trigger close


'''Associated with Triggers'''
'''Activate/active''' = open pit, closed door, useable teleporters etc


All decorations could be a trigger, causing an addition effect somewhere else in the dungeon. See [[RTC\What_are_Triggers_and_Targets|Triggers]] for more information.
'''Deactivate/inactive''' = closed pit, open door etc
 
'''=''' means objects on a new tile
 
'''+''' means another object on same tile
 
 
'''Door to open/close on when something comes near'''
=pressure plate (if visible)+ 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 – object –(constant weight/release options)
= object (eg writing/pit/alcove)
 
'''Monster boundary'''
= teleporter – active – operated by monster – targeting floor tile before teleporteer
 
'''Multiple switches needed to open door'''
= switch – toggle – targeting counter (x 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
= door + doorframe

Revision as of 08:51, 8 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


Door to open/close on when something comes near =pressure plate (if visible)+ 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 – object –(constant weight/release options) = object (eg writing/pit/alcove)

Monster boundary = teleporter – active – operated by monster – targeting floor tile before teleporteer

Multiple switches needed to open door = switch – toggle – targeting counter (x 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 = door + doorframe