RTC/Mechanisms

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Revision as of 06:15, 15 June 2009 by Trego (talk | contribs) (Added shop)
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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

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

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