DM2 actuators, also how to do that *MAY SPOILER*

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kentaro-k.21
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DM2 actuators, also how to do that *MAY SPOILER*

Post by kentaro-k.21 »

in DM2 PC,

1) list of all actuators.

Floor actuators:

&H01 - Activator, trap floor
&H03 - Activator, trap floor
&H04 - Activator, trap floor
&H07 - Activator, trap floor
&H08 - Activator, trap floor
&H0B - Creature killer
&H26 - Activator, missile explosion
&H27 - Cross scene
&H28 - ?
&H30 - Shop exhibition
&H3A - Creature animator
&H40 - Item recycler
&H42 - Change creature facing direction
&H49 - Item capture from creature

Wall actuators:

&H03 - Activator, item watcher
&H08 - Trap shooter
&H0A - Trap shooter 2
&H0E - Item shooter
&H12 - The END
&H15 - Activator, charged item watcher
&H16 - Activator, cross map
&H17 - Activator, 2 state wall switch
&H18 - Activator, push button wall switch
&H1A - Activator, key hole
&H1D - Activator, counter
&H1E - Activator, tick generator
&H21 - Activator, arrival & departure
&H22 - Activator, knock sensor (flying item)
&H23 - Item teleporter (flying item)
&H26 - Switch sign for creature
&H2A - Activator, alcove item trap
&H2D - Activator, finite activator relay
&H2E - Creature generator
&H31 - Activator, work timer
&H3C - Item generator
&H3F - Shop panel
&H41 - Ornate step animator
&H43 - Activator, inverse flag
&H44 - Activator, test flag
&H46 - Activator, sealable push button wall switch
&H47 - Item capture
&H7E - Activator, resuscitation

2) actuator specific parameter.
one of followings.
No:
no parameter required.
Item:
specify an item type from weapons, clothes, misc or potions. also "all items" representation for some actuatros.
Missile type:
specify a spell type. e.g. fireball, zo spell, and so on.
Numeric:
specify a numeric value. possible purposes: counter, tick count, long delay (longer than 31, less than 511), direction (0=North,1=E,2=S,3=W) or flag#.
Map#:
specify a map number.
Creature type:
specify a creature type.
Hero#:
specify a hero type.

3) actuator specific working.
this is that, if you activate the actuator (by turn on lever, press the pad and so on), actuator will do XXX.
one of followings.
Send a message:
send one of "on"/"off"/"toggle" message against target located by (X,Y) position. a example use is to open or close the door.
Send a message via map:
send one of "on"/"off"/"toggle" message against target located by (MAP#,X,Y) position.
Shoot 1 or 2 spell missiles:
shoot the missiles such as volt.
Shoot a specified item:
shoot an item (one of weapon,cloth,misc or potion item). it is useful to shoot out the inserted key from key hole.
Teleport a specified item:
collect the specified item from specified (X,Y) position. it is useful to collect the inserted key from keyhole.
Teleport items for resale:
teleport the specific item to specified (X,Y) position.
Generate a specified item:
generate a specified item. it is to supply a new combined item which is mixed at keep cauldron.
Remove specific creature:
mechanism is still unknown. it is to release zo link gate.
Generate a specified creature:
generate a creature at specified (X,Y) position.
Steal specified item from creature:
capture a specified item from creature specified at (X,Y) position. it is to capture raw materials for combine, in the process of item combine.
THE END:
reached the goal.
Make the creature operate a switch:
it says a specified creature should operate the coexist switch actuator. it is useful if you ask gigglers to launch the trap.
Project overthere:
the actuator projects outside current map. position is specified by coexist teleporter's (MAP#,X,Y) destination. it won't projects any scene graphics such as walls/floors/ceils. it projects creatures, items, spells which you should see at player's position wherever the object is outside from current map.
Shop merchandices pool:
tell the shopkeeper, your merchandices are here.
Continuous ornate animator:
it will make the ornate animate such as fireplace. you can turn on and off the animation.
Single step ornate animator:
it will step the animation frame when it receives a message. it is to realize 4 state switch such as keep entranc keyhole for clan key pieces.
Show merchandice menu at shop panel:
you can select merchandices which you wanna buy. the merchandice list is built from (1)actuator's parameter "creature type" and (2)associated merchandices item list in graphics data file.
Inverse flag:
still unknown.
Test flag:
still unknown.
Hero sleep:
it is similar to hero mirror.
Animate the creature:
animate the creature once if you activate. it is useful to animate the steam engine and boiler while their energy input continues.
Face the creature:
force direct the creature at specified (X,Y) position. it is to prevent you from getting the last clan key piece while you won't show any business trade mind.

4) actuator specific activation.
this is that, if you do XXX to actuator (e.g. turn on lever, press the pad and so on), actuator will do something.
one of followings.
Receive a message:
receive a "on"/"off"/"toggle" message dispatched from (1)another actuator or (2)defeated creature.
Show an specified item to actuator:
you show the specified item to ornate.
Show an specified and charged item to actuator:
you show the specified item to ornate. e.g. you can lit the fireplace with only lit torch.
Step into/out the floor:
who can step the trap; (a)players/creatures/any items or (b)an item or (c)players or (d)creatures.
Press the lever, push the button:
players can touch the switch, also some creatures.
Insert or remove the key:
only players can handle keys.
Timer expires:
an oneshot timer. e.g. creature will revive after constant period if you defeat a creature.
You enter/leave the map:
only players can affect enter/leave trap.
You knock the wall by throw a specified item:
players and creatures throw a specified item. trap works if it knocks the trap wall. e.g. throw a pyro to funerance.
Explode a spell:
players and creatures cast spell. trap will work when the spell explode. e.g. cast fireball to unlit fireplace, it will lit the fireplace.
Place/take the item at alcove:
e.g. vexirk will be angry if you take the meteor sword from their room.
Resuscitate hero:
Last edited by kentaro-k.21 on Fri May 19, 2006 2:36 pm, edited 1 time in total.
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Suule
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Post by Suule »

Excellent! Just what I needed that for DM2.5
kentaro-k.21
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Re: DM2 actuators, also how to do that *MAY SPOILER*

Post by kentaro-k.21 »

i'll add explain gradually.

traps crafted mainly by actuators:

a) embed a fireplace

b) place vi altar

c) implement key lock to entrance door

d) build shop with merchant

e) a marchant ghost still keep his key

f) keep entrance. insert 4 pieces of key

g) call a vexirk, and ask to open entrance gate

h) item combine, magic cauldron

i) evil eye sensor watches you

j) wheel gears

k) zo gate calls evil side minion.

l) pyro funerance, gondola

m) energy meter, engines

n) ram area

o) place at least one key

p) zo link
kentaro-k.21
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Post by kentaro-k.21 »

* this is an experimental reading thing post to explain dungeon master trap working (also dungeon trap design pattern?). please post and inform me if it benefits for any purposes or if you have any questions, suggestions, comments, complaint, and so on.

a) embed a fireplace
look at the summalized map: FIGURE. it is an easy sketch of torham's house which appears in DM2.

you will see 5 actuator descriptions in the figure.
a) actuators (1) to (3) are at tile located at "C" column "5"th row; it is described as "C5". also they are at wall. it's direction is meaningful if an actuator is at wall. actuator (1) to (3) are located at south position at "C5"; represented as "C5(South)"
b) actuator (4) is at floor tile. an actuator at floor seems to have no meaningless for direction, thus always direction is omitted.

how do you lit the fireplace at C5(South).
A) lit the firewood with your torch.
B) cast fireball, and explode it.

trap working in case A).
1) actuator(2) will launch if you lit. actuator(2) will queue "on" message for A8(East) with delay 1.
2) actuator(5) receives "on" message. it decrases count, and count'll be 0. it sends "on" message to C5(South) with delay 1, because it succeeded to decrease the count.
3) at C5(South), actuator(1)&(3) receive the "on" message. actuator(1) will queue "off" message to A8(East) with delay 500. actuator(3) will turn on its animation.
4) after 500 delay ticks, actuator(5) receive "off" message which is scheduled at 3). it increases count, and count'll be 1. it sends "off" message to C5(South) with delay 1.
5) at C5(South), actuator(1)&(3) receive the "off" message. actuator(1) ignores "off" message. actuator(3) will stop the animation.

...

memo: my current subjects to explain rest part:
i) explain when actuator(1) will work with research result, it works on "on" message, and it won't work on "off" message.
ii) research how "Activator, counter" will act on "on"/"off" message.
iii) case B) plz.
iv) research what parameter is affected that fireplace will light around the room while it lits.
kentaro-k.21
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Post by kentaro-k.21 »

b) vi altar
look at the summalized map: figure. it is an easy sketch of torham's house which appears in DM2.

"Activator" meaning:
"Activator" can be considered as a kind of trap actuator. it will send a message when it is activated. for example, actuator "Activator, alcove item trap" sends a message when you place a item at alcove.

working of 5 actuators, a creature, and a scroll:
(1) a trap actuator. it works when you place bones.
it sends "on" message to H4(South) after delay 10 when you place bones.
(2) an item teleporter actuator. it teleports items when it receives a message.
it teleports the bones to H4(North) after delay 1 when it receives a message. it cannot be activated by placing items.
(3) an item teleporter actuator. as same as (2)
it teleports the bones to H4(South) when you place bones.
(4) a trap actuator. it works when you place bones.
it sends "on" message to H5 when you place bones.
(5) a trap actuator. it acts as a relay. it also animates when it receives a message.
it always shows vi altar image. it animates when you it receives a message.
(6) an invisible still creature. it acts as a table.
(7) a scroll.

flow is still unknown. update when enough info is ready.
kentaro-k.21
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Post by kentaro-k.21 »

c) implement key lock to entrance door
look at the summalized map: figure. it is an easy sketch of torham's house which appears in DM2.

technical interests of the trap:
a) the door switch can be locked/unlocked when you remove/insert the key.
b) the behaviour of door switch can be replaced by placing switch actuator.

working of 4 actuators:
(1) a key hole.
it sends "on" message to C4(East) when you push the key. as a result, it enables the door switch.
it sends "off" message to C4(East) when you pop the key. as a result, it disables the door switch.
(2) a wall switch. it becomes a door switch when the switch actuator is placed at wall of right side of door. thus switch looks different from normal door switch because the switch picture is replaced by wall ornate of the switch.
the actuator locks the its switch when it receives "off" message. then you cannot operate the switch.
the actuator unlocks the its switch when it receives "on" message. then you can opearate the switch.
it sends "toggle" message to D4 when you push the switch. as a result, it opens/closes the door.
(3) as well as actuator(2), except on target of send message.
(4) as well as actuator(1), except on target of send message.
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Post by purple1 »

I noticed that your editor has most of the names of the actuators already in the list. It was very helpful in setting up new traps.
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Post by Snej »

Door switch vs Button (notes on case c ) )

1. If you place a Button so its always active, has the same graphics, is on both sides of the door, overwrites a Door switch if on their two places are ones.

2. Door switches needs to be activated (but if one so are all - no links between them are necessary).

3. Activation can be performed over a link from a key hole or link from a floor trap right in front of the Door switch (so it behaves as a normal Button) or something else you can imagine to one of the Door switches

4. With a Door switch you can change the Button graphics.

5. You can place the Door switch just on one side of the door or somewhere else near around (opposite wall).

6. A problem with more than one activator for the Door switches is illustrated now for the c) example:
If you put keys into both keyholes and remove only one - so the Door switches are all locked.
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