RTC/Mechanisms

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Revision as of 12:13, 9 June 2009 by Trego (talk | contribs) (finished mechanisms from DM)
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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