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.
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