shooters (DMute)

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Zyx
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shooters (DMute)

Post by Zyx »

This post si the information about shooters George needs to implement the changes of the wishlist.
Gambit, if you're in touch with George, could you transmit this post together with our wishlist?


How to create a Shooter:

1.
To create a trap add a wall object with the following spec:
Graphics : Any.
Opperated By : None.
Active? : Unchecked.

2.
Edit his hex:
The 3rd and 4th bytes is what it shoots.
The 6th byte is what it looks like.
A plain wall or a fountain may be a shooter.
A poison hole or a fireball hole don't shoot just because of the graphic.
The 8th byte is power: values from 01 to 0F.

For example: A Fireball shooter 8 bytes:
XX XX
0A 00 80 98 90 01
3rd 4th 6th 8th

Trap Types:
Byte3,Byte4
A,0 => Fireball
8A,0 => Poison Blob
A,1 => Lightning Bolt
8A,1 => Des Ew spell
A,2 => Des Ew spell
8A,2 => Des Ew spell
A,3 => Poison Bolt
8A,3 => Poison Cloud
8A,4 => Des Ew spell
A,4 to A,3f => Des Ew spell
A,40 to A,ff => game crashes


decrease by 2 to halve the output of the trap
(replace 0A by 08 or 09 by 07)

9,2 => Torch (Burnt Out)
89,2 => Torch (Burnt Out)
9,3 => Torch (Burnt Out)
89,3 => Torch (Burnt Out)
9,10 => Dagger
89,19 => Arrow
9,1A => Slayer Arrow
9,1B => Rock
89,1B => Poison Dart
9,1C => Throwing Star
9,40 => Boulder

0e,00 =>throws 1 object from the same wall (must face the same direction too).
You have to put the object(s) inside the wall.
Crashes if it runs out of object, so you'd better use a counter that activates
the shooter.
0f,00 => throws the 2 first objects in the tile.
BUG: if the wall runs out of objects, game crashes.
So watch the way of activating it!
Remember, add 4 to 5th byte of a pressure pad to make it work only once
Use 06 01(=twice), 86 01 (=thrice), etc for a wall object in byte 3 and 4.

To double the output of a trap, add two to the first byte,
08|00 = fireball, 0A|00 = double fireballs. Hence 0A|01 = double lightning bolts, etc.

Fire/poison/dagger holes are not required to make the trap work.
Just use a standard open/activate on the space in question.
For weapon vents, the procedure is exactly the same as for fireball vents except for 7th byte
which is set to a number distinct of 0

3.
Then create a trigger. The trigger could be a pressure pad or a wall item.
The wall item trigger could even be on the same square as the trap.
Then set the trigger to turn the trap square on/open.
It must indicate the direction of the projectiles:
the 7th (next to last) BYTE (from 00 to FF) of the trigger can be seen in binary:
(8 BITS - from 00000000 to 11111111) normally, but in this case it always has 0000 to its right, so it ranges
from 0000 to 1111000.
The 3rd and 4th BIT indicates the direction as follow:
xx00xxxx North
xx01xxxx East
xx10xxxx South
xx11xxxx West
As pressure pads face north by default, you can use these operations: (Z)
add 0 to make it face North (if you're listening you won't wonder why)
add 10 to make it face East
add 20 to make it face South
add 30 to make it face West

A pressure pad to trigger a East shooter might be:
XX XX
05 00 00 00 90 10

Here the 7th byte is 90 hex.It is 10010000 bin
You see the 01 for East with 2 other bits on the left.
00 00000000 (North)
10 00010000 (East)
20 00100000 (South)
30 00110000 (West)
40 01000000 (North)
50 01010000 (East)
60 01100000 (South)
70 01110000 (West)
80 10000000 (North)
90 10010000 (East)
A0 10100000 (South)
B0 10110000 (West)
C0 11000000 (North)
D0 11010000 (East)
E0 11100000 (South)
F0 11110000 (West)
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