Difference between revisions of "RTC/Mechanisms"

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(Lord_BoNes tutorials added)
(Dungeon Time)
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[[RTC/Mechanisms/DM2 Weather|DM2 Weather]]
 
[[RTC/Mechanisms/DM2 Weather|DM2 Weather]]
  
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=== Dungeon Time ===
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Example of how to make a time mechanic and simple watch
 +
Follow link paste and copy text into a blank text file, save and load in RTC editor.
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Basically 2sec real time = 1 min dungeon time. Keeps a track of minutes, hours, days, months (only for months in the year; summer, winter, autumn and spring; years. 
  
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[[RTC/Mechanisms/Dungeon Time|Dungeon Time]]
 
[[Category:RTC|Mechanisms]]
 
[[Category:RTC|Mechanisms]]

Revision as of 02:48, 19 August 2010

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


Rust remover

Here is the complete list of cloned armour and wepons (apart from rings, arrows, stars, wands) and their rust counter parts.

Just change the graphic from the 'Wallitem looking eye' if this doesn't suit your dungeon.

Minor problem: Removing rust from a charged item will reset its charge unless it has already has reached a no charge state.


Just paste and copy the below into the 'new objects' section of the txt file.

[New - Objects]
ADD		CLOTHES_BODY_RUSTED_BREASTPLATE	CLONES=(CLOTHES_BODY_RUST)			TEXT_INFO1=(BREASTPLATE)	
ADD		CLOTHES_BODY_BREASTPLATE_RUSTABLE	CLONES=(CLOTHES_BODY_BREASTPLATE)		TEXT_INFO1=(RUSTABLE)	CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_BREASTPLATE)	
ADD		CLOTHES_BODY_RUSTED_BRIGANDINE	CLONES=(CLOTHES_BODY_RUST)			TEXT_INFO1=(BRIGANDINE)					
ADD		CLOTHES_BODY_BRIGANDINE_RUSTABLE	CLONES=(CLOTHES_BODY_BRIGANDINE)		TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_BRIGANDINE)
ADD		CLOTHES_BODY_RUSTED_DARC	CLONES=(CLOTHES_BODY_RUST)				TEXT_INFO1=(PLATE OF DARC)	
ADD		CLOTHES_BODY_DARC_RUSTABLE	CLONES=(CLOTHES_BODY_DARC)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_DARC)
ADD		CLOTHES_BODY_RUSTED_DRAGON	CLONES=(CLOTHES_BODY_RUST)				TEXT_INFO1=(DRAGON PLATE)	
ADD		CLOTHES_BODY_DRAGON_RUSTABLE	CLONES=(CLOTHES_BODY_DRAGON)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_DRAGON)
ADD		CLOTHES_BODY_RUSTED_FIRE	CLONES=(CLOTHES_BODY_RUST)				TEXT_INFO1=(FIRE PLATE)	
ADD		CLOTHES_BODY_FIRE_RUSTABLE	CLONES=(CLOTHES_BODY_FIRE)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_FIRE)
ADD		CLOTHES_BODY_RUSTED_FIRE_PLATE	CLONES=(CLOTHES_BODY_RUST)			TEXT_INFO1=(FIRE PLATE)	
ADD		CLOTHES_BODY_FIRE_PLATE_RUSTABLE	CLONES=(CLOTHES_BODY_FIRE_PLATE)			TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_FIRE_PLATE)
ADD		CLOTHES_BODY_RUSTED_FLAMEBAIN	CLONES=(CLOTHES_BODY_RUST)				TEXT_INFO1=(FLAMEBAIN)	
ADD		CLOTHES_BODY_FLAMEBAIN_RUSTABLE	CLONES=(CLOTHES_BODY_FLAMEBAIN)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_FLAMEBAIN)
ADD		CLOTHES_BODY_RUSTED_LYTE	CLONES=(CLOTHES_BODY_RUST)				TEXT_INFO1=(PLATE OF LYTE)	
ADD		CLOTHES_BODY_LYTE_RUSTABLE	CLONES=(CLOTHES_BODY_LYTE)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_LYTE)
ADD		CLOTHES_BODY_RUSTED_MITHRAL_AKETON	CLONES=(CLOTHES_BODY_RUST)			TEXT_INFO1=(MITHRAL AKETON)	
ADD		CLOTHES_BODY_MITHRAL_AKETON_RUSTABLE	CLONES=(CLOTHES_BODY_MITHRAL_AKETON)			TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_MITHRAL_AKETON)
ADD		CLOTHES_BODY_RUSTED_MAIL_AKETON	CLONES=(CLOTHES_BODY_RUST)			TEXT_INFO1=(MAIL AKETON)	
ADD		CLOTHES_BODY_MAIL_AKETON_RUSTABLE	CLONES=(CLOTHES_BODY_MAIL_AKETON)			TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_MAIL_AKETON)
ADD		CLOTHES_BODY_RUSTED_MITHRAL_MAIL	CLONES=(CLOTHES_BODY_RUST)			TEXT_INFO1=(MITHRAL MAIL)	
ADD		CLOTHES_BODY_MITHRAL_MAIL_RUSTABLE	CLONES=(CLOTHES_BODY_MITHRAL_MAIL)			TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_MITHRAL_MAIL)
ADD		CLOTHES_BODY_RUSTED_PLATE	CLONES=(CLOTHES_BODY_RUST)				TEXT_INFO1=(TORSO PLATE)	
ADD		CLOTHES_BODY_PLATE_RUSTABLE	CLONES=(CLOTHES_BODY_PLATE)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_PLATE)
ADD		CLOTHES_BODY_RUSTED_RA		CLONES=(CLOTHES_BODY_RUST)				TEXT_INFO1=(PLATE OF RA)	
ADD		CLOTHES_BODY_RA_RUSTABLE	CLONES=(CLOTHES_BODY_RA)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_RA)
ADD		CLOTHES_BODY_RUSTED_RA_SAR	CLONES=(CLOTHES_BODY_RUST)				TEXT_INFO1=(wx PLATE)	
ADD		CLOTHES_BODY_RA_SAR_RUSTABLE	CLONES=(CLOTHES_BODY_RA_SAR)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_RA_SAR)
ADD		CLOTHES_BODY_RUSTED_SCALE_HAUBERK	CLONES=(CLOTHES_BODY_RUST)			TEXT_INFO1=(SCALE HAUBERK)	
ADD		CLOTHES_BODY_SCALE_HAUBERK_RUSTABLE	CLONES=(CLOTHES_BODY_SCALE_HAUBERK)			TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_SCALE_HAUBERK)
ADD		CLOTHES_BODY_RUSTED_TECH	CLONES=(CLOTHES_BODY_RUST)				TEXT_INFO1=(TECH PLATE)	
ADD		CLOTHES_BODY_TECH_RUSTABLE	CLONES=(CLOTHES_BODY_TECH)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_TECH)
ADD		CLOTHES_FEET_RUSTED_DARC	CLONES=(CLOTHES_FEET_RUST)				TEXT_INFO1=(GREAVE OF DARC)	
ADD		CLOTHES_FEET_DARC_RUSTABLE	CLONES=(CLOTHES_FEET_DARC)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_FEET_RUSTED_DARC)
ADD		CLOTHES_FEET_RUSTED_DRAGON	CLONES=(CLOTHES_FEET_RUST)				TEXT_INFO1=(DRAGON GREAVE)	
ADD		CLOTHES_FEET_DRAGON_RUSTABLE	CLONES=(CLOTHES_FEET_DRAGON)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_FEET_RUSTED_DRAGON)
ADD		CLOTHES_FEET_RUSTED_FIRE	CLONES=(CLOTHES_FEET_RUST)				TEXT_INFO1=(FIRE GREAVE)	
ADD		CLOTHES_FEET_FIRE_RUSTABLE	CLONES=(CLOTHES_FEET_FIRE)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_FEET_RUSTED_FIRE)
ADD		CLOTHES_FEET_RUSTED_LYTE	CLONES=(CLOTHES_FEET_RUST)				TEXT_INFO1=(GREAVE OF LYTE)	
ADD		CLOTHES_FEET_LYTE_RUSTABLE	CLONES=(CLOTHES_FEET_LYTE)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_FEET_RUSTED_LYTE)
ADD		CLOTHES_FEET_RUSTED_GREAVES	CLONES=(CLOTHES_FEET_RUST)				TEXT_INFO1=(GREAVES)	
ADD		CLOTHES_FEET_GREAVES_RUSTABLE	CLONES=(CLOTHES_FEET_GREAVES)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_FEET_RUSTED_GREAVES)
ADD		CLOTHES_FEET_RUSTED_PLATE	CLONES=(CLOTHES_FEET_RUST)				TEXT_INFO1=(FOOT PLATE)	
ADD		CLOTHES_FEET_PLATE_RUSTABLE	CLONES=(CLOTHES_FEET_PLATE)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_FEET_RUSTED_PLATE)
ADD		CLOTHES_FEET_RUSTED_MAIL_HOSEN	CLONES=(CLOTHES_FEET_RUST)			TEXT_INFO1=(HOSEN)	
ADD		CLOTHES_FEET_MAIL_HOSEN_RUSTABLE		CLONES=(CLOTHES_FEET_MAIL_HOSEN)			TEXT_INFO1=(RUSTABLE)	CONVERT_RUST=(NEW_OBJECT:CLOTHES_FEET_RUSTED_MAIL_HOSEN)	
ADD		CLOTHES_FEET_RUSTED_MITHRAL_HOSEN	CLONES=(CLOTHES_FEET_RUST)			TEXT_INFO1=(MITHRAL HOSEN)	
ADD		CLOTHES_FEET_MITHRAL_HOSEN_RUSTABLE	CLONES=(CLOTHES_FEET_MITHRAL_HOSEN)			TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_FEET_RUSTED_MITHRAL_HOSEN)
ADD		CLOTHES_FEET_RUSTED_RA		CLONES=(CLOTHES_FEET_RUST)				TEXT_INFO1=(GREAVE OF RA)	
ADD		CLOTHES_FEET_RA_RUSTABLE		CLONES=(CLOTHES_FEET_RA)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_FEET_RUSTED_RA)
ADD		CLOTHES_FEET_RUSTED_RA_SAR	CLONES=(CLOTHES_FEET_RUST)				TEXT_INFO1=(wx BOOTS)	
ADD		CLOTHES_FEET_RUSTED_TECH	CLONES=(CLOTHES_FEET_RUST)				TEXT_INFO1=(TECH BOOTS)		
ADD		CLOTHES_HEAD_RUSTED_ARMET	CLONES=(CLOTHES_HEAD_RUST)				TEXT_INFO1=(ARMET)	
ADD		CLOTHES_HEAD_RUSTED_BASCINET	CLONES=(CLOTHES_HEAD_RUST)				TEXT_INFO1=(BASCINET)	
ADD		CLOTHES_HEAD_RUSTED_BASINET	CLONES=(CLOTHES_HEAD_RUST)				TEXT_INFO1=(BACINET)	
ADD		CLOTHES_HEAD_RUSTED_BERSERKER_HELM	CLONES=(CLOTHES_HEAD_RUST)			TEXT_INFO1=(BERSERKER HELM)	
ADD		CLOTHES_HEAD_RUSTED_BERSERKER_HELM_ALT	CLONES=(CLOTHES_HEAD_RUST)		TEXT_INFO1=(BERSERKER HELM)	
ADD		CLOTHES_HEAD_RUSTED_CASQUE_N_COIF	CLONES=(CLOTHES_HEAD_RUST)			TEXT_INFO1=(CASQUE 'N COIF)	
ADD		CLOTHES_HEAD_RUSTED_DARC	CLONES=(CLOTHES_HEAD_RUST)				TEXT_INFO1=(HELM OF DARC)	
ADD		CLOTHES_HEAD_RUSTED_DEX_HELM	CLONES=(CLOTHES_HEAD_RUST)				TEXT_INFO1=(DEX HELM)	
ADD		CLOTHES_HEAD_RUSTED_DRAGON	CLONES=(CLOTHES_HEAD_RUST)				TEXT_INFO1=(DRAGON HELM)	
ADD		CLOTHES_HEAD_RUSTED_FIRE	CLONES=(CLOTHES_HEAD_RUST)				TEXT_INFO1=(FIRE HELM)	
ADD		CLOTHES_HEAD_RUSTED_GREAT_HELM	CLONES=(CLOTHES_HEAD_RUST)			TEXT_INFO1=(GREAT HELM)	
ADD		CLOTHES_HEAD_RUSTED_HELMET	CLONES=(CLOTHES_HEAD_RUST)				TEXT_INFO1=(HELMET)	
ADD		CLOTHES_HEAD_RUSTED_HORNED_HELM	CLONES=(CLOTHES_HEAD_RUST)			TEXT_INFO1=(HORNED HELM)	
ADD		CLOTHES_HEAD_RUSTED_LYTE	CLONES=(CLOTHES_HEAD_RUST)				TEXT_INFO1=(HELM OF LYTE)	
ADD		CLOTHES_HEAD_RUSTED_MAIL_HELMET	CLONES=(CLOTHES_HEAD_RUST)			TEXT_INFO1=(MAIL HELMET)	
ADD		CLOTHES_HEAD_RUSTED_RA		CLONES=(CLOTHES_HEAD_RUST)				TEXT_INFO1=(HELM OF RA)	
ADD		CLOTHES_HEAD_RUSTED_RA_SAR	CLONES=(CLOTHES_HEAD_RUST)				TEXT_INFO1=(wx HELM)	
ADD		CLOTHES_HEAD_RUSTED_TECH	CLONES=(CLOTHES_HEAD_RUST)				TEXT_INFO1=(TECH HELM)	
ADD		CLOTHES_LEGS_RUSTED_DARC	CLONES=(CLOTHES_LEGS_RUST)				TEXT_INFO1=(POLEYN OF DARC)	
ADD		CLOTHES_LEGS_RUSTED_DRAGON	CLONES=(CLOTHES_LEGS_RUST)				TEXT_INFO1=(DRAGON POLEYN)	
ADD		CLOTHES_LEGS_RUSTED_FIRE	CLONES=(CLOTHES_LEGS_RUST)				TEXT_INFO1=(FIRE POLEYN)	
ADD		CLOTHES_LEGS_RUSTED_LYTE	CLONES=(CLOTHES_LEGS_RUST)				TEXT_INFO1=(POLEYN OF LYTE)	
ADD		CLOTHES_LEGS_RUSTED_MAIL_LEG	CLONES=(CLOTHES_LEGS_RUST)				TEXT_INFO1=(LEG MAIL)	
ADD		CLOTHES_LEGS_RUSTED_MITHRAL_HUKE	CLONES=(CLOTHES_LEGS_RUST)			TEXT_INFO1=(MITHRAL HUKE)	
ADD		CLOTHES_LEGS_RUSTED_MITHRAL_MAIL	CLONES=(CLOTHES_LEGS_RUST)			TEXT_INFO1=(MITHRAL MAIL)	
ADD		CLOTHES_LEGS_RUSTED_PLATE	CLONES=(CLOTHES_LEGS_RUST)				TEXT_INFO1=(LEG PLATE)	
ADD		CLOTHES_LEGS_RUSTED_POWER_TOWERS	CLONES=(CLOTHES_LEGS_RUST)			TEXT_INFO1=(POWER TOWERS)	
ADD		CLOTHES_LEGS_RUSTED_RA		CLONES=(CLOTHES_LEGS_RUST)				TEXT_INFO1=(POLEYN OF RA)	
ADD		CLOTHES_LEGS_RUSTED_RA_SAR	CLONES=(CLOTHES_LEGS_RUST)				TEXT_INFO1=(wx POLEYN)	
ADD		CLOTHES_LEGS_RUSTED_SCALE_MAIL	CLONES=(CLOTHES_LEGS_RUST)			TEXT_INFO1=(SCALE MAIL)	
ADD		CLOTHES_LEGS_RUSTED_TECH	CLONES=(CLOTHES_LEGS_RUST)				TEXT_INFO1=(TECH POLEYN)	
ADD		CLOTHES_LEGS_RUSTED_THIGH_PLATES	CLONES=(CLOTHES_LEGS_RUST)			TEXT_INFO1=(THIGH PLATES)	
ADD		CLOTHES_SHLD_RUSTED_BUCKLER	CLONES=(CLOTHES_SHLD_RUST)				TEXT_INFO1=(BUCKLER)	
ADD		CLOTHES_SHLD_RUSTED_DARC	CLONES=(CLOTHES_SHLD_RUST)				TEXT_INFO1=(SHIELD OF DARC)	
ADD		CLOTHES_SHLD_RUSTED_DRAGON	CLONES=(CLOTHES_SHLD_RUST)				TEXT_INFO1=(DRAGON SHIELD)	
ADD		CLOTHES_SHLD_RUSTED_FIRE	CLONES=(CLOTHES_SHLD_RUST)				TEXT_INFO1=(SHIELD OF FIRE)	
ADD		CLOTHES_SHLD_RUSTED_LARGE	CLONES=(CLOTHES_SHLD_RUST)				TEXT_INFO1=(LARGE SHIELD)	
ADD		CLOTHES_SHLD_RUSTED_LYTE	CLONES=(CLOTHES_SHLD_RUST)				TEXT_INFO1=(SHIELD OF LYTE)	
ADD		CLOTHES_SHLD_RUSTED_NETA	CLONES=(CLOTHES_SHLD_RUST)				TEXT_INFO1=(NETA SHIELD)	
ADD		CLOTHES_SHLD_RUSTED_RA		CLONES=(CLOTHES_SHLD_RUST)				TEXT_INFO1=(SHIELD OF RA)	
ADD		CLOTHES_SHLD_RUSTED_RA_SAR	CLONES=(CLOTHES_SHLD_RUST)				TEXT_INFO1=(wx SHIELD)	
ADD		CLOTHES_SHLD_RUSTED_SAR		CLONES=(CLOTHES_SHLD_RUST)				TEXT_INFO1=(X SHIELD)	
ADD		CLOTHES_SHLD_RUSTED_SMALL	CLONES=(CLOTHES_SHLD_RUST)				TEXT_INFO1=(SMALL SHIELD)	
ADD		CLOTHES_SHLD_RUSTED_TECH	CLONES=(CLOTHES_SHLD_RUST)				TEXT_INFO1=(TECH SHIELD)	
ADD		SWORD_RUSTED_BITER		CLONES=(MISC_RUST)					TEXT_INFO1=(BITER)	
ADD		SWORD_RUSTED_BLUE_STEELE	CLONES=(MISC_RUST)					TEXT_INFO1=(BLUE STEELE)	
ADD		SWORD_RUSTED_BOLT_X		CLONES=(MISC_RUST)					TEXT_INFO1=(BOLT BLADE)	
ADD		SWORD_RUSTED_BOLT		CLONES=(MISC_RUST)					TEXT_INFO1=(BOLT BLADE)	
ADD		SWORD_RUSTED_DELTA		CLONES=(MISC_RUST)					TEXT_INFO1=(DELTA)	
ADD		SWORD_RUSTED_DIAMOND		CLONES=(MISC_RUST)					TEXT_INFO1=(DIAMOND EDGE)	
ADD		SWORD_RUSTED_DRAGON		CLONES=(MISC_RUST)					TEXT_INFO1=(DRAGON FANG)	
ADD		SWORD_RUSTED_EXCSYMYR		CLONES=(MISC_RUST)					TEXT_INFO1=(EXCSYMYR)	
ADD		SWORD_RUSTED_FALCHION		CLONES=(MISC_RUST)					TEXT_INFO1=(FLCHION)	
ADD		SWORD_RUSTED_FURY_X		CLONES=(MISC_RUST)					TEXT_INFO1=(FURY)	
ADD		SWORD_RUSTED_FURY		CLONES=(MISC_RUST)					TEXT_INFO1=(FURY)	
ADD		SWORD_RUSTED_INQUISITOR		CLONES=(MISC_RUST)					TEXT_INFO1=(THE INQUISITOR)	
ADD		SWORD_RUSTED_KATANA		CLONES=(MISC_RUST)					TEXT_INFO1=(KATANA)	
ADD		SWORD_RUSTED_MACHETE		CLONES=(MISC_RUST)					TEXT_INFO1=(MACHETE)	
ADD		SWORD_RUSTED_METEOR_METAL	CLONES=(MISC_RUST)					TEXT_INFO1=(METEOR METAL)	
ADD		SWORD_RUSTED_RA_X			CLONES=(MISC_RUST)					TEXT_INFO1=(RA BLADE)	
ADD		SWORD_RUSTED_RA			CLONES=(MISC_RUST)					TEXT_INFO1=(RA BLADE)	
ADD		SWORD_RUSTED_RAPIER_DM2		CLONES=(MISC_RUST)					TEXT_INFO1=(RAPIER)	
ADD		SWORD_RUSTED_SABRE		CLONES=(MISC_RUST)					TEXT_INFO1=(SABRE)	
ADD		SWORD_RUSTED_SAMURAI		CLONES=(MISC_RUST)					TEXT_INFO1=(SAMURAI SWORD)	
ADD		SWORD_RUSTED_SPLITTER		CLONES=(MISC_RUST)					TEXT_INFO1=(SPITTER)	
ADD		SWORD_RUSTED_STORM		CLONES=(MISC_RUST)					TEXT_INFO1=(STORM)	
ADD		SWORD_RUSTED_SWORD		CLONES=(MISC_RUST)					TEXT_INFO1=(SWORD)	
ADD		SWORD_RUSTED_TEMPEST_X		CLONES=(MISC_RUST)					TEXT_INFO1=(TEMPEST)	
ADD		SWORD_RUSTED_TEMPEST		CLONES=(MISC_RUST)					TEXT_INFO1=(TEMPEST)	
ADD		SWORD_RUSTED_VORPAL		CLONES=(MISC_RUST)					TEXT_INFO1=(VORPAL BLADE)	
ADD		SWORD_RUSTED_ZO_X			CLONES=(MISC_RUST)					TEXT_INFO1=(I BLADE)	
ADD		SWORD_RUSTED_ZO			CLONES=(MISC_RUST)					TEXT_INFO1=(I BLADE)	
ADD		WEAPON_RUSTED_AXE			CLONES=(MISC_RUST)					TEXT_INFO1=(AXE)	
ADD		WEAPON_RUSTED_AXE_EXECUTIONER	CLONES=(MISC_RUST)					TEXT_INFO1=(EXECUTIONER)	
ADD		WEAPON_RUSTED_AXE_HARDCLEAVE	CLONES=(MISC_RUST)					TEXT_INFO1=(HARDCLEAVE)	
ADD		WEAPON_RUSTED_AXE_VORAX		CLONES=(MISC_RUST)					TEXT_INFO1=(VORAX)	
ADD		WEAPON_RUSTED_GAUNTLET_KALAN	CLONES=(MISC_RUST)				TEXT_INFO1=(KALAN GAUNTLET)	
ADD		WEAPON_RUSTED_GAUNTLET_KALAN_X	CLONES=(MISC_RUST)				TEXT_INFO1=(KALAN GAUNTLET)	
ADD		WEAPON_RUSTED_MACE		CLONES=(MISC_RUST)					TEXT_INFO1=(MACE)	
ADD		WEAPON_RUSTED_MACE_ORDER	CLONES=(MISC_RUST)					TEXT_INFO1=(MACE OF ORDER)	
ADD		WEAPON_RUSTED_MACE_TECH		CLONES=(MISC_RUST)					TEXT_INFO1=(TECHMACE)	
ADD		WEAPON_RUSTED_MORNINGSTAR	CLONES=(MISC_RUST)					TEXT_INFO1=(MORNINGSTAR)	
ADD		WEAPON_RUSTED_SCYTHE		CLONES=(MISC_RUST)					TEXT_INFO1=(SCYTHE)	
ADD		CLOTHES_FEET_RA_SAR_RUSTABLE	CLONES=(CLOTHES_FEET_RA_SAR)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_FEET_RUSTED_RA_SAR)
ADD		CLOTHES_FEET_TECH_RUSTABLE	CLONES=(CLOTHES_FEET_TECH)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_FEET_RUSTED_TECH)
ADD		CLOTHES_HEAD_ARMET_RUSTABLE	CLONES=(CLOTHES_HEAD_ARMET)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_ARMET)
ADD		CLOTHES_HEAD_BASCINET_RUSTABLE	CLONES=(CLOTHES_HEAD_BASCINET)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_BASCINET)
ADD		CLOTHES_HEAD_BASINET_RUSTABLE	CLONES=(CLOTHES_HEAD_BASINET)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_BASINET)
ADD		CLOTHES_HEAD_BERSERKER_HELM_RUSTABLE	CLONES=(CLOTHES_HEAD_BERSERKER_HELM)			TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_BERSERKER_HELM)
ADD		CLOTHES_HEAD_BERSERKER_HELM_ALT_RUSTABLE	CLONES=(CLOTHES_HEAD_BERSERKER_HELM_ALT)		TEXT_INFO1=(RUSTABLE)	CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_BERSERKER_HELM_ALT)
ADD		CLOTHES_HEAD_CASQUE_N_COIF_RUSTABLE	CLONES=(CLOTHES_HEAD_CASQUE_N_COIF)			TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_CASQUE_N_COIF)
ADD		CLOTHES_HEAD_DARC_RUSTABLE	CLONES=(CLOTHES_HEAD_DARC)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_DARC)
ADD		CLOTHES_HEAD_DEX_HELM_RUSTABLE	CLONES=(CLOTHES_HEAD_DEX_HELM)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_DEX_HELM)
ADD		CLOTHES_HEAD_DRAGON_RUSTABLE	CLONES=(CLOTHES_HEAD_DRAGON)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_DRAGON)
ADD		CLOTHES_HEAD_FIRE_RUSTABLE	CLONES=(CLOTHES_HEAD_FIRE)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_FIRE)
ADD		CLOTHES_HEAD_GREAT_HELM_RUSTABLE	CLONES=(CLOTHES_HEAD_GREAT_HELM)			TEXT_INFO1=(RUSTABLE)	CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_GREAT_HELM)
ADD		CLOTHES_HEAD_HELMET_RUSTABLE	CLONES=(CLOTHES_HEAD_HELMET)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_HELMET)
ADD		CLOTHES_HEAD_HORNED_HELM_RUSTABLE	CLONES=(CLOTHES_HEAD_HORNED_HELM)			TEXT_INFO1=(RUSTABLE)	CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_HORNED_HELM)
ADD		CLOTHES_HEAD_LYTE_RUSTABLE	CLONES=(CLOTHES_HEAD_LYTE)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_LYTE)
ADD		CLOTHES_HEAD_MAIL_HELMET_RUSTABLE	CLONES=(CLOTHES_HEAD_MAIL_HELMET)			TEXT_INFO1=(RUSTABLE)	CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_MAIL_HELMET)
ADD		CLOTHES_HEAD_RA_RUSTABLE	CLONES=(CLOTHES_HEAD_RA)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_RA)
ADD		CLOTHES_HEAD_RA_SAR_RUSTABLE	CLONES=(CLOTHES_HEAD_RA_SAR)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_RA_SAR)
ADD		CLOTHES_HEAD_TECH_RUSTABLE	CLONES=(CLOTHES_HEAD_TECH)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_TECH)
ADD		CLOTHES_LEGS_DARC_RUSTABLE	CLONES=(CLOTHES_LEGS_DARC)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_LEGS_RUSTED_DARC)
ADD		CLOTHES_LEGS_DRAGON_RUSTABLE	CLONES=(CLOTHES_LEGS_DRAGON)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_LEGS_RUSTED_DRAGON)
ADD		CLOTHES_LEGS_FIRE_RUSTABLE	CLONES=(CLOTHES_LEGS_FIRE)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_LEGS_RUSTED_FIRE)
ADD		CLOTHES_LEGS_LYTE_RUSTABLE	CLONES=(CLOTHES_LEGS_LYTE)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_LEGS_RUSTED_LYTE)
ADD		CLOTHES_LEGS_MAIL_LEG_RUSTABLE	CLONES=(CLOTHES_LEGS_MAIL_LEG)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_LEGS_RUSTED_MAIL_LEG)
ADD		CLOTHES_LEGS_MITHRAL_HUKE_RUSTABLE	CLONES=(CLOTHES_LEGS_MITHRAL_HUKE)			TEXT_INFO1=(RUSTABLE)	CONVERT_RUST=(NEW_OBJECT:CLOTHES_LEGS_RUSTED_MITHRAL_HUKE)
ADD		CLOTHES_LEGS_MITHRAL_MAIL_RUSTABLE	CLONES=(CLOTHES_LEGS_MITHRAL_MAIL)			TEXT_INFO1=(RUSTABLE)	CONVERT_RUST=(NEW_OBJECT:CLOTHES_LEGS_RUSTED_MITHRAL_MAIL)
ADD		CLOTHES_LEGS_PLATE_RUSTABLE	CLONES=(CLOTHES_LEGS_PLATE)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_LEGS_RUSTED_PLATE)
ADD		CLOTHES_LEGS_POWER_TOWERS_RUSTABLE	CLONES=(CLOTHES_LEGS_POWER_TOWERS)			TEXT_INFO1=(RUSTABLE)	CONVERT_RUST=(NEW_OBJECT:CLOTHES_LEGS_RUSTED_POWER_TOWERS)
ADD		CLOTHES_LEGS_RA_RUSTABLE	CLONES=(CLOTHES_LEGS_RA)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_LEGS_RUSTED_RA)
ADD		CLOTHES_LEGS_RA_SAR_RUSTABLE	CLONES=(CLOTHES_LEGS_RA_SAR)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_LEGS_RUSTED_RA_SAR)
ADD		CLOTHES_LEGS_SCALE_MAIL_RUSTABLE	CLONES=(CLOTHES_LEGS_SCALE_MAIL)			TEXT_INFO1=(RUSTABLE)	CONVERT_RUST=(NEW_OBJECT:CLOTHES_LEGS_RUSTED_SCALE_MAIL)
ADD		CLOTHES_LEGS_TECH_RUSTABLE	CLONES=(CLOTHES_LEGS_TECH)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_LEGS_RUSTED_TECH)
ADD		CLOTHES_LEGS_THIGH_PLATES_RUSTABLE	CLONES=(CLOTHES_LEGS_THIGH_PLATES)			TEXT_INFO1=(RUSTABLE)	CONVERT_RUST=(NEW_OBJECT:CLOTHES_LEGS_RUSTED_THIGH_PLATES)
ADD		CLOTHES_SHLD_BUCKLER_RUSTABLE	CLONES=(CLOTHES_SHLD_BUCKLER)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_SHLD_RUSTED_BUCKLER)
ADD		CLOTHES_SHLD_DARC_RUSTABLE	CLONES=(CLOTHES_SHLD_DARC)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_SHLD_RUSTED_DARC)
ADD		CLOTHES_SHLD_DRAGON_RUSTABLE	CLONES=(CLOTHES_SHLD_DRAGON)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_SHLD_RUSTED_DRAGON)
ADD		CLOTHES_SHLD_FIRE_RUSTABLE	CLONES=(CLOTHES_SHLD_FIRE)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_SHLD_RUSTED_FIRE)
ADD		CLOTHES_SHLD_LARGE_RUSTABLE	CLONES=(CLOTHES_SHLD_LARGE)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_SHLD_RUSTED_LARGE)
ADD		CLOTHES_SHLD_LYTE_RUSTABLE	CLONES=(CLOTHES_SHLD_LYTE)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_SHLD_RUSTED_LYTE)
ADD		CLOTHES_SHLD_NETA_RUSTABLE	CLONES=(CLOTHES_SHLD_NETA)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_SHLD_RUSTED_NETA)
ADD		CLOTHES_SHLD_RA_RUSTABLE		CLONES=(CLOTHES_SHLD_RA)				TEXT_INFO1=(RUSTABLE)	CONVERT_RUST=(NEW_OBJECT:CLOTHES_SHLD_RUSTED_RA)
ADD		CLOTHES_SHLD_RA_SAR_RUSTABLE	CLONES=(CLOTHES_SHLD_RA_SAR)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_SHLD_RUSTED_RA_SAR)
ADD		CLOTHES_SHLD_SAR_RUSTABLE		CLONES=(CLOTHES_SHLD_SAR)				TEXT_INFO1=(RUSTABLE)	CONVERT_RUST=(NEW_OBJECT:CLOTHES_SHLD_RUSTED_SAR)
ADD		CLOTHES_SHLD_SMALL_RUSTABLE	CLONES=(CLOTHES_SHLD_SMALL)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_SHLD_RUSTED_SMALL)
ADD		CLOTHES_SHLD_TECH_RUSTABLE	CLONES=(CLOTHES_SHLD_TECH)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:CLOTHES_SHLD_RUSTED_TECH)
ADD		SWORD_BITER_RUSTABLE		CLONES=(SWORD_BITER)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_BITER)
ADD		SWORD_BLUE_STEELE_RUSTABLE	CLONES=(SWORD_BLUE_STEELE)					TEXT_INFO1=(RUSTABLE)	CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_BLUE_STEELE)
ADD		SWORD_BOLT_X_RUSTABLE		CLONES=(SWORD_BOLT_X)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_BOLT_X)
ADD		SWORD_BOLT_RUSTABLE		CLONES=(SWORD_BOLT)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_BOLT)
ADD		SWORD_DELTA_RUSTABLE		CLONES=(SWORD_DELTA)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_DELTA)
ADD		SWORD_DIAMOND_RUSTABLE		CLONES=(SWORD_DIAMOND)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_DIAMOND)
ADD		SWORD_DRAGON_RUSTABLE		CLONES=(SWORD_DRAGON)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_DRAGON)
ADD		SWORD_EXCSYMYR_RUSTABLE		CLONES=(SWORD_EXCSYMYR)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_EXCSYMYR)
ADD		SWORD_FALCHION_RUSTABLE		CLONES=(SWORD_FALCHION)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_FALCHION)
ADD		SWORD_FURY_RUSTABLE		CLONES=(SWORD_FURY)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_FURY)
ADD		SWORD_FURY_X_RUSTABLE		CLONES=(SWORD_FURY_X)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_FURY_X)
ADD		SWORD_INQUISITOR_RUSTABLE		CLONES=(SWORD_INQUISITOR)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_INQUISITOR)
ADD		SWORD_KATANA_RUSTABLE		CLONES=(SWORD_KATANA)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_KATANA)
ADD		SWORD_MACHETE_RUSTABLE		CLONES=(SWORD_MACHETE)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_MACHETE)
ADD		SWORD_METEOR_METAL_RUSTABLE	CLONES=(SWORD_METEOR_METAL)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_METEOR_METAL)
ADD		SWORD_RA_RUSTABLE			CLONES=(SWORD_RA)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_RA)
ADD		SWORD_RA_X_RUSTABLE			CLONES=(SWORD_RA_X)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_RA_X)
ADD		SWORD_RAPIER_DM2_RUSTABLE	CLONES=(SWORD_RAPIER_DM2)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_RAPIER_DM2)
ADD		SWORD_SABRE_RUSTABLE		CLONES=(SWORD_SABRE)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_SABRE)
ADD		SWORD_SAMURAI_RUSTABLE		CLONES=(SWORD_SAMURAI)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_SAMURAI)
ADD		SWORD_SPLITTER_RUSTABLE		CLONES=(SWORD_SPLITTER)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_SPLITTER)
ADD		SWORD_STORM_RUSTABLE		CLONES=(SWORD_STORM)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_STORM)
ADD		SWORD_SWORD_RUSTABLE		CLONES=(SWORD_SWORD)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_SWORD)
ADD		SWORD_TEMPEST_RUSTABLE	CLONES=(SWORD_TEMPEST)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_TEMPEST)
ADD		SWORD_TEMPEST_X_RUSTABLE	CLONES=(SWORD_TEMPEST_X)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_TEMPEST_X)
ADD		SWORD_VORPAL_RUSTABLE		CLONES=(SWORD_VORPAL)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_VORPAL)
ADD		SWORD_ZO_X_RUSTABLE			CLONES=(SWORD_ZO_X)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_ZO_X)
ADD		SWORD_ZO_RUSTABLE			CLONES=(SWORD_ZO)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_ZO)
ADD		WEAPON_AXE_RUSTABLE			CLONES=(WEAPON_AXE)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:WEAPON_RUSTED_AXE)
ADD		WEAPON_AXE_EXECUTIONER_RUSTABLE	CLONES=(WEAPON_AXE_EXECUTIONER)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:WEAPON_RUSTED_AXE_EXECUTIONER)
ADD		WEAPON_AXE_HARDCLEAVE_RUSTABLE	CLONES=(WEAPON_AXE_HARDCLEAVE)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:WEAPON_RUSTED_AXE_HARDCLEAVE)
ADD		WEAPON_AXE_VORAX_RUSTABLE		CLONES=(WEAPON_AXE_VORAX)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:WEAPON_RUSTED_AXE_VORAX)
ADD		WEAPON_GAUNTLET_KALAN_X_RUSTABLE	CLONES=(WEAPON_GAUNTLET_KALAN_X)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:WEAPON_RUSTED_GAUNTLET_KALAN_X)
ADD		WEAPON_GAUNTLET_KALAN_RUSTABLE	CLONES=(WEAPON_GAUNTLET_KALAN)				TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:WEAPON_RUSTED_GAUNTLET_KALAN)
ADD		WEAPON_MACE_RUSTABLE		CLONES=(WEAPON_MACE)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:WEAPON_RUSTED_MACE)
ADD		WEAPON_MACE_ORDER_RUSTABLE	CLONES=(WEAPON_MACE_ORDER)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:WEAPON_RUSTED_MACE_ORDER)
ADD		WEAPON_MACE_TECH_RUSTABLE		CLONES=(WEAPON_MACE_TECH)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:WEAPON_RUSTED_MACE_TECH)
ADD		WEAPON_MORNINGSTAR_RUSTABLE	CLONES=(WEAPON_MORNINGSTAR)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:WEAPON_RUSTED_MORNINGSTAR)
ADD		WEAPON_SCYTHE_RUSTABLE		CLONES=(WEAPON_SCYTHE)					TEXT_INFO1=(RUSTABLE)		CONVERT_RUST=(NEW_OBJECT:WEAPON_RUSTED_SCYTHE)
ADD		WALLITEM_RUST_REMOVER_BODY1	CLONES=(WALLITEM_EYE_LOOKING)				NAME=(RUST REMOVER)	CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_BREASTPLATE,ACTION_OBJECT2:CLOTHES_BODY_BREASTPLATE_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_BRIGANDINE,ACTION_OBJECT2:CLOTHES_BODY_BRIGANDINE_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_DARC,ACTION_OBJECT2:CLOTHES_BODY_DARC_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_DRAGON,ACTION_OBJECT2:CLOTHES_BODY_DRAGON_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_FIRE,ACTION_OBJECT2:CLOTHES_BODY_FIRE_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_FIRE_PLATE,ACTION_OBJECT2:CLOTHES_BODY_FIRE_PLATE_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK7=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_FLAMEBAIN,ACTION_OBJECT2:CLOTHES_BODY_FLAMEBAIN_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK8=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_LYTE,ACTION_OBJECT2:CLOTHES_BODY_LYTE_RUSTABLE,ACTION_STRENGTH:0)	
ADD		WALLITEM_RUST_REMOVER_BODY2	CLONES=(WALLITEM_EYE_LOOKING)				NAME=(RUST REMOVER)	CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_MITHRAL_AKETON,ACTION_OBJECT2:CLOTHES_BODY_MITHRAL_AKETON_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_MAIL_AKETON,ACTION_OBJECT2:CLOTHES_BODY_MAIL_AKETON_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_MITHRAL_MAIL,ACTION_OBJECT2:CLOTHES_BODY_MITHRAL_MAIL_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_PLATE,ACTION_OBJECT2:CLOTHES_BODY_PLATE_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RA,ACTION_OBJECT2:CLOTHES_BODY_RA_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_RA_SAR,ACTION_OBJECT2:CLOTHES_BODY_RA_SAR_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK7=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_SCALE_HAUBERK,ACTION_OBJECT2:CLOTHES_BODY_SCALE_HAUBERK_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK8=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_TECH,ACTION_OBJECT2:CLOTHES_BODY_TECH_RUSTABLE,ACTION_STRENGTH:0)	
ADD		WALLITEM_RUST_REMOVER_FEET1	CLONES=(WALLITEM_EYE_LOOKING)				NAME=(RUST REMOVER)	CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_DARC,ACTION_OBJECT2:CLOTHES_FEET_DARC_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_DRAGON,ACTION_OBJECT2:CLOTHES_FEET_DRAGON_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_FIRE,ACTION_OBJECT2:CLOTHES_FEET_FIRE_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_LYTE,ACTION_OBJECT2:CLOTHES_FEET_LYTE_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_GREAVES,ACTION_OBJECT2:CLOTHES_FEET_GREAVES_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_PLATE,ACTION_OBJECT2:CLOTHES_FEET_PLATE_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK7=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_MAIL_HOSEN,ACTION_OBJECT2:CLOTHES_FEET_MAIL_HOSEN_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK8=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_MITHRAL_HOSEN,ACTION_OBJECT2:CLOTHES_FEET_MITHRAL_HOSEN_RUSTABLE,ACTION_STRENGTH:0)	
ADD		WALLITEM_RUST_REMOVER_FEET2	CLONES=(WALLITEM_EYE_LOOKING)				NAME=(RUST REMOVER)	CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_RA,ACTION_OBJECT2:CLOTHES_FEET_RA_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_RA_SAR,ACTION_OBJECT2:CLOTHES_FEET_RA_SAR_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_TECH,ACTION_OBJECT2:CLOTHES_FEET_TECH_RUSTABLE,ACTION_STRENGTH:0)	
ADD		WALLITEM_RUST_REMOVER_HEAD1	CLONES=(WALLITEM_EYE_LOOKING)				NAME=(RUST REMOVER)	CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_ARMET,ACTION_OBJECT2:CLOTHES_HEAD_ARMET_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_BASCINET,ACTION_OBJECT2:CLOTHES_HEAD_BASCINET_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_BASINET,ACTION_OBJECT2:CLOTHES_HEAD_RUSTED_BASINET,ACTION_STRENGTH:0)	CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_BERSERKER_HELM,ACTION_OBJECT2:CLOTHES_HEAD_BERSERKER_HELM_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_BERSERKER_HELM_ALT,ACTION_OBJECT2:CLOTHES_HEAD_BERSERKER_HELM_ALT_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_CASQUE_N_COIF,ACTION_OBJECT2:CLOTHES_HEAD_CASQUE_N_COIF_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK7=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_DEX_HELM,ACTION_OBJECT2:CLOTHES_HEAD_DEX_HELM_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK8=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_GREAT_HELM,ACTION_OBJECT2:CLOTHES_HEAD_GREAT_HELM_RUSTABLE,ACTION_STRENGTH:0)	
ADD		WALLITEM_RUST_REMOVER_HEAD2	CLONES=(WALLITEM_EYE_LOOKING)				NAME=(RUST REMOVER)	CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_DARC,ACTION_OBJECT2:CLOTHES_HEAD_DARC_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_DRAGON,ACTION_OBJECT2:CLOTHES_HEAD_DRAGON_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_FIRE,ACTION_OBJECT2:CLOTHES_HEAD_FIRE_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_LYTE,ACTION_OBJECT2:CLOTHES_HEAD_LYTE_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_HELMET,ACTION_OBJECT2:CLOTHES_HEAD_HELMET_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_HORNED_HELM,ACTION_OBJECT2:CLOTHES_HEAD_HORNED_HELM_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK7=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_MAIL_HELMET,ACTION_OBJECT2:CLOTHES_HEAD_MAIL_HELMET_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK8=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_RA,ACTION_OBJECT2:CLOTHES_HEAD_RA_RUSTABLE,ACTION_STRENGTH:0)	
ADD		WALLITEM_RUST_REMOVER_HEAD3	CLONES=(WALLITEM_EYE_LOOKING)				NAME=(RUST REMOVER)	CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_RA_SAR,ACTION_OBJECT2:CLOTHES_HEAD_RA_SAR_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_TECH,ACTION_OBJECT2:CLOTHES_HEAD_TECH_RUSTABLE,ACTION_STRENGTH:0)	
ADD		WALLITEM_RUST_REMOVER_LEGS1	CLONES=(WALLITEM_EYE_LOOKING)				NAME=(RUST REMOVER)	CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_DARC,ACTION_OBJECT2:CLOTHES_LEGS_DARC_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_DRAGON,ACTION_OBJECT2:CLOTHES_LEGS_DRAGON_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_FIRE,ACTION_OBJECT2:CLOTHES_LEGS_FIRE_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_LYTE,ACTION_OBJECT2:CLOTHES_LEGS_LYTE_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_MAIL_LEG,ACTION_OBJECT2:CLOTHES_LEGS_MAIL_LEG_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_MITHRAL_HUKE,ACTION_OBJECT2:CLOTHES_LEGS_MITHRAL_HUKE_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK7=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_MITHRAL_MAIL,ACTION_OBJECT2:CLOTHES_LEGS_MITHRAL_MAIL_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK8=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_PLATE,ACTION_OBJECT2:CLOTHES_LEGS_PLATE_RUSTABLE,ACTION_STRENGTH:0)	
ADD		WALLITEM_RUST_REMOVER_LEGS2	CLONES=(WALLITEM_EYE_LOOKING)				NAME=(RUST REMOVER)	CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_RA,ACTION_OBJECT2:CLOTHES_LEGS_RA_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_RA_SAR,ACTION_OBJECT2:CLOTHES_LEGS_RA_SAR_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_TECH,ACTION_OBJECT2:CLOTHES_LEGS_TECH_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_POWER_TOWERS,ACTION_OBJECT2:CLOTHES_LEGS_POWER_TOWERS_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_SCALE_MAIL,ACTION_OBJECT2:CLOTHES_LEGS_SCALE_MAIL_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_THIGH_PLATES,ACTION_OBJECT2:CLOTHES_LEGS_THIGH_PLATES_RUSTABLE,ACTION_STRENGTH:0)	
ADD		WALLITEM_RUST_REMOVER_SHLD1	CLONES=(WALLITEM_EYE_LOOKING)				NAME=(RUST REMOVER)	CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_DARC,ACTION_OBJECT2:CLOTHES_SHLD_DARC_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_DRAGON,ACTION_OBJECT2:CLOTHES_SHLD_DRAGON_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_FIRE,ACTION_OBJECT2:CLOTHES_SHLD_FIRE_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_LYTE,ACTION_OBJECT2:CLOTHES_SHLD_LYTE_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_BUCKLER,ACTION_OBJECT2:CLOTHES_SHLD_BUCKLER_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_LARGE,ACTION_OBJECT2:CLOTHES_SHLD_LARGE_RUSTABLE,ACTION_STRENGTH:0)	
ADD		WALLITEM_RUST_REMOVER_SHLD2	CLONES=(WALLITEM_EYE_LOOKING)				NAME=(RUST REMOVER)	CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_RA,ACTION_OBJECT2:CLOTHES_SHLD_RA_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_RA_SAR,ACTION_OBJECT2:CLOTHES_SHLD_RA_SAR_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_TECH,ACTION_OBJECT2:CLOTHES_SHLD_TECH_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_NETA,ACTION_OBJECT2:CLOTHES_SHLD_NETA_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_SMALL,ACTION_OBJECT2:CLOTHES_SHLD_RUSTED_SMALL,ACTION_STRENGTH:0)	
ADD		WALLITEM_RUST_REMOVER_SWORD1	CLONES=(WALLITEM_EYE_LOOKING)				NAME=(RUST REMOVER)	CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_BITER,ACTION_OBJECT2:SWORD_BITER_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_BLUE_STEELE,ACTION_OBJECT2:SWORD_BLUE_STEELE_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_BOLT_X,ACTION_OBJECT2:SWORD_BOLT_X_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_DELTA,ACTION_OBJECT2:SWORD_DELTA_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_DIAMOND,ACTION_OBJECT2:SWORD_DIAMOND_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_DRAGON,ACTION_OBJECT2:SWORD_DRAGON_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK7=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_EXCSYMYR,ACTION_OBJECT2:SWORD_EXCSYMYR_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK8=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_FALCHION,ACTION_OBJECT2:SWORD_FALCHION_RUSTABLE,ACTION_STRENGTH:0)	
ADD		WALLITEM_RUST_REMOVER_SWORD2	CLONES=(WALLITEM_EYE_LOOKING)				NAME=(RUST REMOVER)	CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_FURY_X,ACTION_OBJECT2:SWORD_FURY_X_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_INQUISITOR,ACTION_OBJECT2:SWORD_INQUISITOR_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_KATANA,ACTION_OBJECT2:SWORD_KATANA_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_MACHETE,ACTION_OBJECT2:SWORD_MACHETE_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_METEOR_METAL,ACTION_OBJECT2:SWORD_METEOR_METAL_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_RA_X,ACTION_OBJECT2:SWORD_RA_X_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK7=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_RAPIER_DM2,ACTION_OBJECT2:SWORD_RAPIER_DM2_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK8=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_SABRE,ACTION_OBJECT2:SWORD_SABRE_RUSTABLE,ACTION_STRENGTH:0)	
ADD		WALLITEM_RUST_REMOVER_SWORD3	CLONES=(WALLITEM_EYE_LOOKING)				NAME=(RUST REMOVER)	CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_SAMURAI,ACTION_OBJECT2:SWORD_SAMURAI_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_SPLITTER,ACTION_OBJECT2:SWORD_SPLITTER_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_STORM,ACTION_OBJECT2:SWORD_STORM_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_SWORD,ACTION_OBJECT2:SWORD_SWORD_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_TEMPEST_X,ACTION_OBJECT2:SWORD_TEMPEST_X_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_VORPAL,ACTION_OBJECT2:SWORD_VORPAL_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK7=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_ZO_X,ACTION_OBJECT2:SWORD_ZO_X_RUSTABLE,ACTION_STRENGTH:0)	
ADD		WALLITEM_RUST_REMOVER_WEAPON1	CLONES=(WALLITEM_EYE_LOOKING)				NAME=(RUST REMOVER)	CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:WEAPON_RUSTED_AXE,ACTION_OBJECT2:WEAPON_AXE_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:WEAPON_RUSTED_AXE_EXECUTIONER,ACTION_OBJECT2:WEAPON_AXE_EXECUTIONER_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:WEAPON_RUSTED_AXE_HARDCLEAVE,ACTION_OBJECT2:WEAPON_AXE_HARDCLEAVE_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:WEAPON_RUSTED_AXE_VORAX,ACTION_OBJECT2:WEAPON_AXE_VORAX_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:WEAPON_RUSTED_GAUNTLET_KALAN_X,ACTION_OBJECT2:WEAPON_GAUNTLET_KALAN_X_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:WEAPON_RUSTED_MACE,ACTION_OBJECT2:WEAPON_MACE_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK7=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:WEAPON_RUSTED_MACE_ORDER,ACTION_OBJECT2:WEAPON_MACE_ORDER_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK8=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:WEAPON_RUSTED_MACE_TECH,ACTION_OBJECT2:WEAPON_MACE_TECH_RUSTABLE,ACTION_STRENGTH:0)	
ADD		WALLITEM_RUST_REMOVER_WEAPON2	CLONES=(WALLITEM_EYE_LOOKING)				NAME=(RUST REMOVER)	CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:WEAPON_RUSTED_MORNINGSTAR,ACTION_OBJECT2:WEAPON_MORNINGSTAR_RUSTABLE,ACTION_STRENGTH:0)	CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:WEAPON_RUSTED_SCYTHE,ACTION_OBJECT2:WEAPON_SCYTHE_RUSTABLE,ACTION_STRENGTH:0)	


Restricting Character Level

(untested)

  1. Create 4 cloned counters, call 1 fighter, ninja, preist, wizard.
  2. Set the counters at the level you don't want the champions to go over, eg 1 = Neophyte, 2 = Novice, 3 = Apprentice etc.
  1. Create 4 relays.
  2. Set the 1st to TRIGGERING/MEMBER_FIGHTER, greater than, VALUE of ITEM/your cloned fighter counter
  3. Set the 2nd to TRIGGERING/MEMBER_NINJA, greater than, VALUE of ITEM/your cloned ninja counter
  4. Set the 3rd to TRIGGERING/MEMBER_PRIEST, greater than, VALUE of ITEM/your cloned priest counter
  5. Set the 4th to TRIGGERING/MEMBER_WIZARD, greater than, VALUE of ITEM/your cloned wizard counter
  1. Create 4 WALLITEM_ACTIONs
  2. Set the actions property to ACTION_LOSE_EXPERIENCE_FIGHTER/NINJA/PRIEST/WIZARD (whichever one the relay is checking),
  3. Set the strength to 100 (this will insure losing 100% of 1 level.
  4. Set the first target of the relay (the top one) to the newly created WALLITEM_ACTION,
  5. Set the 2nd target to the relay (create a loop).

When you trigger the relay, it will loop through until its conditions AREN'T met. So setting the wizard counter to 10 then if "TRIGGERING/MEMBER_WIZARD" GREATER THAN 10 THEN.... Would mean that the character would be limited to level 10 wizardry, the second that this relay triggers AFTER they are level 11 or more, it bumps it back down.

The counters can then be increase during game play when taskes are completed by just activating them by any trigger.

Possible Problems All champions will be effected. The message at the bottom of the screen stating someone has just gained a level and then it getting knocked off.


Forcing Champion out of Party

Idea being, some champions may only join the party for set tasks or periods of time, after which the champion will be removed out of the party.

  1. Place an action
    1. Set this to remove member for party.
  2. Create a relay
    1. Set it to activate
    2. Trigging Character is equal to (the character you want to remove)
    3. Targeting the action
  3. Create a trigger, most likely a floor trigger.
    1. Set trigger to operate by each party member
    2. Active
    3. Target the relay

Rotating a teleporter

A teleporter that rotates with a switch Follow link paste and copy text into a blank text file, save and load in RTC editor.

Rotating a teleporter

Chasm

Cross a "chasm" of pits by throwing over a grappling hook. Follow link paste and copy text into a blank text file, save and load in RTC editor.

Chasm

Door Smash

Break a given door with a given object Follow link paste and copy text into a blank text file, save and load in RTC editor.

Door Smash

Poisoned Fountain

Poisonous water from fountain Follow link paste and copy text into a blank text file, save and load in RTC editor.

Poisoned Fountain

Multiple Pressure Plates

Place set number of coins on correct floor-plates to open a door Follow link paste and copy text into a blank text file, save and load in RTC editor.

Multiple Pressure Plates

DM2 Weather

Basic how the DM2 weather system was built Follow link paste and copy text into a blank text file, save and load in RTC editor.

DM2 Weather

Dungeon Time

Example of how to make a time mechanic and simple watch Follow link paste and copy text into a blank text file, save and load in RTC editor. Basically 2sec real time = 1 min dungeon time. Keeps a track of minutes, hours, days, months (only for months in the year; summer, winter, autumn and spring; years.

Dungeon Time