Difference between revisions of "RTC/Mechanisms"
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= ''Torch sconce'', operated by mouse, alternate state + ''weapon_torch'' item | = ''Torch sconce'', operated by mouse, alternate state + ''weapon_torch'' item | ||
+ | |||
+ | '''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'' |
Revision as of 12:13, 9 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 + 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 ???
Torch sconce
= Torch sconce, operated by mouse, alternate state + weapon_torch item
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