cant interact with dungeon without a champion

Questions about how to create your own dungeons and replacement graphics and sounds.

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b1llygo4t
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Posts: 30
Joined: Tue Sep 01, 2009 1:53 am
Location: my house

cant interact with dungeon without a champion

Post by b1llygo4t »

is there anyway to make an exception to this rule? i need to be able to click on a "monster" to add a champion to my party, i have replaced warcry with an action to remove champ and generate "monster" on floor to effectively allowing you to recruit and boot champs on a whim, but if there is no one in the party you cant recruit anyone. im thinking an extremely complex set up of actions to disable the last person last in the parties action to remove himself, but can anyone think of an easier way around this?

here is an example dungeon (note that the tile jutting from the room will remove dead chars from your party, dead chars bones will expire into mummies and if you remove the dead char and pick up their bones before they expire the game will crash.):

Code: Select all

/******************************************************************************/
/* Return To Chaos - Dungeon definition file.                                 */
/******************************************************************************/
/******************************************************************************/
/* Main Data                                                                  */
/******************************************************************************/
[Main Data]
NAME.............=(NEW DUNGEON)
AUTHOR...........=(RTC EDITOR)
DATE.............=(AUGUST 2009)
ENTRANCE.........=(0,0,0,SOUTH)
IMPORT_TO........=(0,0,0,SOUTH)
END_OF_GAME......=(NONE)
RESTRICT_RUNES...=(FALSE)
RESTRICT_SAVES...=(FALSE)
MAX_PARTY_SIZE...=(4)
AUTO_EQUIP.......=(FALSE)
MAX_TIME.........=(0)
REINCARNATE_STATS=(NO_CHANGE)
REINCARNATE_ATTRS=(SMALL_INCREASE)

/******************************************************************************/
/* Description                                                                */
/******************************************************************************/
[Description]
TITLE.=(NEW DUNGEON)
BODY..=(A DEFAULT LAYOUT FOR A NEW DUNGEON)
CREDIT=(CREATED BY RTC EDITOR)

/******************************************************************************/
/* Text Strings                                                               */
/******************************************************************************/
[Text Strings]
SKILL_FIGHTER=(FIGHTER)
SKILL_NINJA..=(NINJA)
SKILL_PRIEST.=(PRIEST)
SKILL_WIZARD.=(WIZARD)
LEVEL_0.=()
LEVEL_1.=(NEOPHYTE)
LEVEL_2.=(NOVICE)
LEVEL_3.=(APPRENTICE)
LEVEL_4.=(JOURNEYMAN)
LEVEL_5.=(CRAFTSMAN)
LEVEL_6.=(ARTISAN)
LEVEL_7.=(ADEPT)
LEVEL_8.=(EXPERT)
LEVEL_9.=(a MASTER)
LEVEL_10=(b MASTER)
LEVEL_11=(c MASTER)
LEVEL_12=(d MASTER)
LEVEL_13=(e MASTER)
LEVEL_14=(f MASTER)
LEVEL_15=(ARCHMASTER)
STAT_HEALTH...=(HEALTH)
STAT_STAMINA..=(STAMINA)
STAT_MANA.....=(MANA)
STAT_STRENGTH.=(STRENGTH)
STAT_VITALITY.=(VITALITY)
STAT_DEXTERITY=(DEXTERITY)
STAT_WISDOM...=(WISDOM)
STAT_ANTIFIRE.=(ANTI-FIRE)
STAT_ANTIMAGIC=(ANTI-MAGIC)
CHARACTER_REINCARNATED=(%s REINCARNATED.)
CHARACTER_RESURRECTED.=(%s RESURRECTED.)
CHARACTER_JOINED_PARTY=(%s HAS JOINED THE PARTY.)
CHARACTER_LEFT_PARTY..=(%s HAS LEFT THE PARTY.)
CHARACTER_LEVEL_UP....=(%s JUST GAINED A %s LEVEL!)
CHARACTER_LEVEL_DOWN..=(%s JUST LOST A %s LEVEL!)
SPELL_UNKNOWN.=(%s MUMBLES A MEANINGLESS SPELL.)
SPELL_FIZZLES.=(THE SPELL FIZZLES AND DIES.)
SPELL_FLASK...=(%s NEEDS AN EMPTY FLASK IN HAND FOR POTION.)
SPELL_PRACTICE=(%s NEEDS MORE PRACTICE WITH THIS %s SPELL.)

/******************************************************************************/
/* New - Wallsets                                                             */
/******************************************************************************/
[New - Wallsets]
NAME=(WALLSET_DEFAULT)
WALL_FRONT1...=(BITMAP_WALL_FRONT1,NULL)
WALL_FRONT2...=(BITMAP_WALL_FRONT2,NULL)
WALL_FRONT3...=(BITMAP_WALL_FRONT3,NULL)
WALL_LEFT1....=(BITMAP_WALL_LEFT1,BITMAP_WALL_LEFT1_ALT)
WALL_LEFT2....=(BITMAP_WALL_LEFT2,BITMAP_WALL_LEFT2_ALT)
WALL_LEFT3....=(BITMAP_WALL_LEFT3,BITMAP_WALL_LEFT3_ALT)
WALL_SIDE0....=(BITMAP_WALL_SIDE0,BITMAP_WALL_SIDE0_ALT)
WALL_SIDE1....=(BITMAP_WALL_SIDE1,BITMAP_WALL_SIDE1_ALT)
WALL_SIDE2....=(BITMAP_WALL_SIDE2,BITMAP_WALL_SIDE2_ALT)
WALL_SIDE3....=(BITMAP_WALL_SIDE3,BITMAP_WALL_SIDE3_ALT)
WALL_FAR3.....=(BITMAP_WALL_FAR3,BITMAP_WALL_FAR3_ALT)
WINDOW........=(BITMAP_WALL_WINDOW)
ROOF..........=(BITMAP_WALL_ROOF,NULL,NULL,NULL)
FLOOR.........=(BITMAP_WALL_FLOOR,NULL,NULL,NULL)
SHADE.........=(BITMAP_WALL_SHADE,100)
FONT..........=(BITMAP_WALL_FONT)
MAP_ICON_WALL.=(BITMAP_MAP_ICON_WALL)
MAP_ICON_FLOOR=(BITMAP_MAP_ICON_FLOOR)

/******************************************************************************/
/* New - Methods                                                              */
/******************************************************************************/
[New - Methods]
ADD		ATTACK_METHOD_A			NAME=(A)	TYPE=(FIGHTER)	ACTION=(ACTION_OBJECT_ACTIVATE,WALLITEM_RELAY_A,NULL)	STRENGTH=(15)	LEVEL=(0)	ENERGY=(1)	TIME=(10)	CHARGES_USED=(0)	MANA_USED=(0)	SOUNDS=(SUCCESS:SOUND_ATTACK_WARCRY,FAILURE:SOUND_ATTACK_WARCRY)	
ADD		ATTACK_METHOD_B			NAME=(B)	TYPE=(FIGHTER)	ACTION=(ACTION_OBJECT_ACTIVATE,WALLITEM_RELAY_B,NULL)	STRENGTH=(15)	LEVEL=(0)	ENERGY=(1)	TIME=(10)	CHARGES_USED=(0)	MANA_USED=(0)	SOUNDS=(SUCCESS:SOUND_ATTACK_WARCRY,FAILURE:SOUND_ATTACK_WARCRY)	
ADD		ATTACK_METHOD_C			NAME=(C)	TYPE=(FIGHTER)	ACTION=(ACTION_OBJECT_ACTIVATE,WALLITEM_RELAY_C,NULL)	STRENGTH=(15)	LEVEL=(0)	ENERGY=(1)	TIME=(10)	CHARGES_USED=(0)	MANA_USED=(0)	SOUNDS=(SUCCESS:SOUND_ATTACK_WARCRY,FAILURE:SOUND_ATTACK_WARCRY)	
ADD		ATTACK_METHOD_D			NAME=(D)	TYPE=(FIGHTER)	ACTION=(ACTION_OBJECT_ACTIVATE,WALLITEM_RELAY_D,NULL)	STRENGTH=(15)	LEVEL=(0)	ENERGY=(1)	TIME=(10)	CHARGES_USED=(0)	MANA_USED=(0)	SOUNDS=(SUCCESS:SOUND_ATTACK_WARCRY,FAILURE:SOUND_ATTACK_WARCRY)	
ADD		ATTACK_METHOD_E			NAME=(E)	TYPE=(FIGHTER)	ACTION=(ACTION_OBJECT_ACTIVATE,WALLITEM_RELAY_E,NULL)	STRENGTH=(15)	LEVEL=(0)	ENERGY=(1)	TIME=(10)	CHARGES_USED=(0)	MANA_USED=(0)	SOUNDS=(SUCCESS:SOUND_ATTACK_WARCRY,FAILURE:SOUND_ATTACK_WARCRY)	

/******************************************************************************/
/* New - Spells                                                               */
/******************************************************************************/
[New - Spells]
ADD	SPELL_DES					NAME=(A)	RUNES=(DES)	TYPE=(FIGHTER)	ACTION=(ACTION_REMOVE_CHARACTER_AND_ITEMS_FROM_PARTY,WALLITEM_MIRROR_A,NULL)	CAST_SOUNDS=(NULL,NULL,NULL,NULL,NULL,NULL)	FAIL_SOUNDS=(NULL,NULL,NULL,NULL,NULL,NULL)	TIME=(30,35,40,45,50,55)	
ADD	SPELL_DES_BRO				NAME=(B)	RUNES=(DES,BRO)	TYPE=(FIGHTER)	ACTION=(ACTION_REMOVE_CHARACTER_AND_ITEMS_FROM_PARTY,WALLITEM_MIRROR_B,NULL)	CAST_SOUNDS=(NULL,NULL,NULL,NULL,NULL,NULL)	FAIL_SOUNDS=(NULL,NULL,NULL,NULL,NULL,NULL)	TIME=(30,35,40,45,50,55)	
ADD	SPELL_DES_BRO_DAIN			NAME=(C)	RUNES=(DES,BRO,DAIN)	TYPE=(FIGHTER)	ACTION=(ACTION_REMOVE_CHARACTER_AND_ITEMS_FROM_PARTY,WALLITEM_MIRROR_C,NULL)	CAST_SOUNDS=(NULL,NULL,NULL,NULL,NULL,NULL)	FAIL_SOUNDS=(NULL,NULL,NULL,NULL,NULL,NULL)	TIME=(30,35,40,45,50,55)	
ADD	SPELL_DES_BRO_KU				NAME=(D)	RUNES=(DES,BRO,KU)	TYPE=(FIGHTER)	ACTION=(ACTION_REMOVE_CHARACTER_AND_ITEMS_FROM_PARTY,WALLITEM_MIRROR_D,NULL)	CAST_SOUNDS=(NULL,NULL,NULL,NULL,NULL,NULL)	FAIL_SOUNDS=(NULL,NULL,NULL,NULL,NULL,NULL)	TIME=(30,35,40,45,50,55)	
ADD	SPELL_DES_BRO_NETA			NAME=(E)	RUNES=(DES,BRO,NETA)	TYPE=(FIGHTER)	ACTION=(ACTION_REMOVE_CHARACTER_AND_ITEMS_FROM_PARTY,WALLITEM_MIRROR_E,NULL)	CAST_SOUNDS=(NULL,NULL,NULL,NULL,NULL,NULL)	FAIL_SOUNDS=(NULL,NULL,NULL,NULL,NULL,NULL)	TIME=(30,35,40,45,50,55)	

/******************************************************************************/
/* New - Objects                                                              */
/******************************************************************************/
[New - Objects]
ADD		MISC_BONES_A			CLONES=(MISC_BONES)					NAME=(BONES_A)	CONVERT_EXPIRE=(NEW_OBJECT:MONSTER_MUMMY_DM2)	PROPERTIES=(DEFAULT_LIFETIME:100)
ADD		MISC_BONES_B			CLONES=(MISC_BONES)					NAME=(BONES_B)	CONVERT_EXPIRE=(NEW_OBJECT:MONSTER_MUMMY_DM2)	PROPERTIES=(DEFAULT_LIFETIME:100)
ADD		MISC_BONES_C			CLONES=(MISC_BONES)					NAME=(BONES_C)	CONVERT_EXPIRE=(NEW_OBJECT:MONSTER_MUMMY_DM2)	PROPERTIES=(DEFAULT_LIFETIME:100)
ADD		MISC_BONES_D			CLONES=(MISC_BONES)					NAME=(BONES_D)	CONVERT_EXPIRE=(NEW_OBJECT:MONSTER_MUMMY_DM2)	PROPERTIES=(DEFAULT_LIFETIME:100)
ADD		MISC_BONES_E			CLONES=(MISC_BONES)					NAME=(BONES_E)	CONVERT_EXPIRE=(NEW_OBJECT:MONSTER_MUMMY_DM2)	PROPERTIES=(DEFAULT_LIFETIME:100)
ADD		WALLITEM_MIRROR_A			CLONES=(WALLITEM_MIRROR)				NAME=(MIRROR_A)	
ADD		WALLITEM_MIRROR_B			CLONES=(WALLITEM_MIRROR)				NAME=(MIRROR_B)	
ADD		WALLITEM_MIRROR_C			CLONES=(WALLITEM_MIRROR)				NAME=(MIRROR_C)	
ADD		WALLITEM_MIRROR_D			CLONES=(WALLITEM_MIRROR)				NAME=(MIRROR_D)	
ADD		WALLITEM_MIRROR_E			CLONES=(WALLITEM_MIRROR)				NAME=(MIRROR_E)	
ADD		MONSTER_A				CLONES=(MONSTER_ANT_MAN)				NAME=(A)	STATS=(NUMBER:1,ATTACKS_PARTY:FALSE,ATTACKS_MONSTERS:TRUE)	CONVERT_DEATH=(NEW_OBJECT:MISC_BONES_A)	CONVERT_CLICK1=(NEW_OBJECT:DUNGEON_CLOUD_DESEW,ACTION:ACTION_ADD_CHARACTER_TO_PARTY,ACTION_OBJECT1:WALLITEM_MIRROR_A,ACTION_OBJECT2:NULL,ACTION_STRENGTH:0)	PROPERTIES=(DEFAULT_HEALTH:100)
ADD		MONSTER_B				CLONES=(MONSTER_DEMON)					NAME=(B)	METHODS_CLOSE=(ATTACK_METHOD_MONSTER_THUMP,NULL,NULL)	METHODS_RANGED=(NULL,NULL,NULL)	STATS=(MOVEMENT:25,ATTACKS_PARTY:FALSE,ATTACKS_MONSTERS:TRUE)	CONVERT_DEATH=(NEW_OBJECT:MISC_BONES_B)	CONVERT_CLICK1=(NEW_OBJECT:DUNGEON_CLOUD_DESEW,ACTION:ACTION_ADD_CHARACTER_TO_PARTY,ACTION_OBJECT1:WALLITEM_MIRROR_B,ACTION_OBJECT2:NULL,ACTION_STRENGTH:0)	PROPERTIES=(DEFAULT_HEALTH:100)
ADD		MONSTER_C				CLONES=(MONSTER_DEMON_VIPER)				NAME=(C)	METHODS_CLOSE=(ATTACK_METHOD_MONSTER_THUMP,NULL,NULL)	METHODS_RANGED=(NULL,NULL,NULL)	STATS=(MOVEMENT:25,ATTACKS_PARTY:FALSE,ATTACKS_MONSTERS:TRUE)	CONVERT_DEATH=(NEW_OBJECT:MISC_BONES_C)	CONVERT_CLICK1=(NEW_OBJECT:DUNGEON_CLOUD_DESEW,ACTION:ACTION_ADD_CHARACTER_TO_PARTY,ACTION_OBJECT1:WALLITEM_MIRROR_C,ACTION_OBJECT2:NULL,ACTION_STRENGTH:0)	PROPERTIES=(DEFAULT_HEALTH:100)
ADD		MONSTER_D				CLONES=(MONSTER_ROCKMAN)				NAME=(D)	METHODS_CLOSE=(ATTACK_METHOD_MONSTER_THUMP,NULL,NULL)	STATS=(MOVEMENT:25,ATTACKS_PARTY:FALSE,ATTACKS_MONSTERS:TRUE)	CONVERT_DEATH=(NEW_OBJECT:MISC_BONES_D)	CONVERT_CLICK1=(NEW_OBJECT:DUNGEON_CLOUD_DESEW,ACTION:ACTION_ADD_CHARACTER_TO_PARTY,ACTION_OBJECT1:WALLITEM_MIRROR_D,ACTION_OBJECT2:NULL,ACTION_STRENGTH:0)	PROPERTIES=(DEFAULT_HEALTH:100)
ADD		MONSTER_E				CLONES=(MONSTER_MERCHANT_MAGIC_ANGRY)		NAME=(E)	METHODS_CLOSE=(ATTACK_METHOD_MONSTER_THUMP,NULL,NULL)	STATS=(MOVEMENT:25,ATTACKS_PARTY:FALSE,ATTACKS_MONSTERS:TRUE)	CONVERT_DEATH=(NEW_OBJECT:MISC_BONES_E)	CONVERT_CLICK1=(NEW_OBJECT:DUNGEON_CLOUD_DESEW,ACTION:ACTION_ADD_CHARACTER_TO_PARTY,ACTION_OBJECT1:WALLITEM_MIRROR_E,ACTION_OBJECT2:NULL,ACTION_STRENGTH:0)	PROPERTIES=(DEFAULT_HEALTH:100)
ADD		WALLITEM_RELAY_A			CLONES=(WALLITEM_RELAY)					NAME=(RELAY_A)	
ADD		WALLITEM_RELAY_B			CLONES=(WALLITEM_RELAY)					NAME=(RELAY_B)	
ADD		WALLITEM_RELAY_C			CLONES=(WALLITEM_RELAY)					NAME=(RELAY_C)	
ADD		WALLITEM_RELAY_D			CLONES=(WALLITEM_RELAY)					NAME=(RELAY_D)	
ADD		WALLITEM_RELAY_E			CLONES=(WALLITEM_RELAY)					NAME=(RELAY_E)	

/******************************************************************************/
/* Audio - Party                                                              */
/******************************************************************************/
[Audio - Party]
FOOTSTEP......=(NULL)
SLEEP.........=(NULL)
CHARACTER_DIES=(NULL)
PARTY_DIES....=(SOUND_OTHER_SCREAM)
FALL_DOWN_PIT.=(SOUND_OTHER_SCREAM)
KNOCK_ON_WALL.=(SOUND_ATTACK_THUD)
WALK_INTO_WALL=(SOUND_OTHER_BUMP)
HIT_BY_MONSTER=(PLAYLIST_OOF)
HIT_BY_DOOR...=(PLAYLIST_OOF)

/******************************************************************************/
/* Audio - Runes                                                              */
/******************************************************************************/
[Audio - Runes]
LO..=(NULL)
UM..=(NULL)
ON..=(NULL)
EE..=(NULL)
PAL.=(NULL)
MON.=(NULL)

YA..=(NULL)
VI..=(NULL)
OH..=(NULL)
FUL.=(NULL)
DES.=(NULL)
ZO..=(NULL)

VEN.=(NULL)
EW..=(NULL)
KATH=(NULL)
IR..=(NULL)
BRO.=(NULL)
GOR.=(NULL)

KU..=(NULL)
ROS.=(NULL)
DAIN=(NULL)
NETA=(NULL)
RA..=(NULL)
SAR.=(NULL)

BACK=(NULL)

/******************************************************************************/
/* Audio - Misc                                                               */
/******************************************************************************/
[Audio - Misc]
MENU_BUTTONS.....=(SOUND_OTHER_CLICK)
ENTRANCE.........=(NULL,TRUE)
ENTRANCE_BUTTONS.=(SOUND_OTHER_CLICK)
ENTRANCE_DOOR....=(SOUND_OTHER_CLANK,TRUE)
ADD_RUNE.........=(SOUND_OTHER_ZAP)
THROW_ITEM.......=(SOUND_ATTACK_SWING)
VI_ALTAR_ZAP.....=(SOUND_OTHER_ZAP)
VI_ALTAR_EXPLODE.=(SOUND_OTHER_EXPLODE)
FUSE_ZAP.........=(SOUND_OTHER_ZAP)
FUSE_BUZZ........=(SOUND_OTHER_BUZZ)
FUSE_EXPLODE.....=(SOUND_OTHER_EXPLODE)
THE_END_WIN......=(NULL)
THE_END_LOSE_DEAD=(NULL)
THE_END_LOSE_TIME=(NULL)

/******************************************************************************/
/* Graphics - Menus                                                           */
/******************************************************************************/
[Graphics - Menus]
STYLE_INFO..=(BITMAP_MENU_STYLE_INFO)
STYLE_EMPTY.=(BITMAP_MENU_STYLE_EMPTY)
STYLE_SINGLE=(BITMAP_MENU_STYLE_SINGLE)
STYLE_DOUBLE=(BITMAP_MENU_STYLE_DOUBLE)
STYLE_SAVE..=(BITMAP_MENU_STYLE_SAVE)

BUTTON_SMALL_UP..=(BITMAP_MENU_BUTTON_SMALL_UP)
BUTTON_SMALL_DOWN=(BITMAP_MENU_BUTTON_SMALL_DOWN)
BUTTON_LARGE_UP..=(BITMAP_MENU_BUTTON_LARGE_UP)
BUTTON_LARGE_DOWN=(BITMAP_MENU_BUTTON_LARGE_DOWN)
BUTTON_CHECK_UP..=(BITMAP_MENU_BUTTON_CHECK_UP)
BUTTON_CHECK_DOWN=(BITMAP_MENU_BUTTON_CHECK_DOWN)

/******************************************************************************/
/* Graphics - Fonts                                                           */
/******************************************************************************/
[Graphics - Fonts]
MAIN..=(BITMAP_FONT_MAIN)
SCROLL=(BITMAP_FONT_SCROLL)
HINT..=(BITMAP_FONT_HINT)

MAIN_COL_MENU_NORMAL.........=(BITMAP_FONT_MAIN_COLOUR_WHITE)
MAIN_COL_MENU_SELECTED.......=(BITMAP_FONT_MAIN_COLOUR_YELLOW)
MAIN_COL_MENU_SEPARATOR......=(BITMAP_FONT_MAIN_COLOUR_GREY)
MAIN_COL_MENU_VERSION........=(BITMAP_FONT_MAIN_COLOUR_GREY)
MAIN_COL_MENU_BUTTON_ACTIVE..=(BITMAP_FONT_MAIN_COLOUR_WHITE)
MAIN_COL_MENU_BUTTON_INACTIVE=(BITMAP_FONT_MAIN_COLOUR_GREY)
MAIN_COL_DESCRIPTION.........=(BITMAP_FONT_MAIN_COLOUR_BLACK)
MAIN_COL_GAME_STATUS.........=(BITMAP_FONT_MAIN_COLOUR_CYAN)
MAIN_COL_OBJECT_NAME.........=(BITMAP_FONT_MAIN_COLOUR_CYAN)
MAIN_COL_MESSAGE_SYSTEM......=(BITMAP_FONT_MAIN_COLOUR_WHITE)
MAIN_COL_MESSAGE_INFO........=(BITMAP_FONT_MAIN_COLOUR_CYAN)
MAIN_COL_WEAPON_CHAR.........=(BITMAP_FONT_MAIN_COLOUR_BLACK)
MAIN_COL_WEAPON_METHOD.......=(BITMAP_FONT_MAIN_COLOUR_CYAN)
MAIN_COL_WEAPON_INFO.........=(BITMAP_FONT_MAIN_COLOUR_CYAN)
MAIN_COL_RUNE_CHAR...........=(BITMAP_FONT_MAIN_COLOUR_BLACK)
MAIN_COL_RUNE_AVAILABLE......=(BITMAP_FONT_MAIN_COLOUR_CYAN)
MAIN_COL_RUNE_UNAVAILABLE....=(BITMAP_FONT_MAIN_COLOUR_CYAN_VERY_DARK)
MAIN_COL_RUNE_INVERSE........=(BITMAP_FONT_MAIN_COLOUR_BLACK)
MAIN_COL_DAMAGE..............=(BITMAP_FONT_MAIN_COLOUR_WHITE)
MAIN_COL_CHAR_NAME_NORMAL....=(BITMAP_FONT_MAIN_COLOUR_ORANGE)
MAIN_COL_CHAR_NAME_LEADER....=(BITMAP_FONT_MAIN_COLOUR_YELLOW)
MAIN_COL_CHAR_NAME_DEAD......=(BITMAP_FONT_MAIN_COLOUR_GREY_LIGHT)
MAIN_COL_STATS_NAME..........=(BITMAP_FONT_MAIN_COLOUR_GREY_LIGHT)
MAIN_COL_STATS_VALUE_NORMAL..=(BITMAP_FONT_MAIN_COLOUR_GREY_LIGHT)
MAIN_COL_STATS_VALUE_DAMAGE..=(BITMAP_FONT_MAIN_COLOUR_RED)
MAIN_COL_STATS_VALUE_BOOST...=(BITMAP_FONT_MAIN_COLOUR_GREEN)
MAIN_COL_LOAD_NORMAL.........=(BITMAP_FONT_MAIN_COLOUR_GREY_LIGHT)
MAIN_COL_LOAD_HEAVY..........=(BITMAP_FONT_MAIN_COLOUR_YELLOW)
MAIN_COL_LOAD_VERY_HEAVY.....=(BITMAP_FONT_MAIN_COLOUR_RED)
MAIN_COL_MAP_ACTIVE..........=(BITMAP_FONT_MAIN_COLOUR_RED)
MAIN_COL_MAP_INACTIVE........=(BITMAP_FONT_MAIN_COLOUR_BLACK)
MAIN_COL_BOOK_ACTIVE.........=(BITMAP_FONT_MAIN_COLOUR_GREY_DARK)
MAIN_COL_BOOK_ACTIVE_SHADOW..=(BITMAP_FONT_MAIN_COLOUR_GREY_LIGHT)
MAIN_COL_BOOK_INACTIVE.......=(BITMAP_FONT_MAIN_COLOUR_GREY_VERY_LIGHT)
MAIN_COL_SHOP_DESCRIPTION....=(BITMAP_FONT_MAIN_COLOUR_WHITE)
MAIN_COL_SCORES_NAME.........=(BITMAP_FONT_MAIN_COLOUR_BLACK)
MAIN_COL_SCORES_POSITIVE.....=(BITMAP_FONT_MAIN_COLOUR_BLACK)
MAIN_COL_SCORES_NEGATIVE.....=(BITMAP_FONT_MAIN_COLOUR_RED)
MAIN_COL_SECRETS_SUMMARY.....=(BITMAP_FONT_MAIN_COLOUR_BLACK)
MAIN_COL_SECRETS_FOUND.......=(BITMAP_FONT_MAIN_COLOUR_BLACK)
MAIN_COL_SECRETS_HIDDEN......=(BITMAP_FONT_MAIN_COLOUR_GREY)
MAIN_COL_MONSTERS_KILLED.....=(BITMAP_FONT_MAIN_COLOUR_BLACK)

/******************************************************************************/
/* Graphics - Utility                                                         */
/******************************************************************************/
[Graphics - Utility]
TABLET............=(BITMAP_UTILITY_TABLET)
TABLET_DESCRIPTION=(BITMAP_UTILITY_TABLET_DESCRIPTION)
TABLET_MAKENEW....=(BITMAP_UTILITY_TABLET_MAKENEW)
TABLET_ORACLE.....=(BITMAP_UTILITY_TABLET_ORACLE)
TABLET_ENTRANCE...=(BITMAP_UTILITY_TABLET_ENTRANCE)
DESCRIPTION.......=(BITMAP_UTILITY_BANNER)
MAKENEW...........=(BITMAP_UTILITY_MAKENEW)
ORACLE............=(BITMAP_UTILITY_ORACLE)
SCORES............=(BITMAP_UTILITY_BANNER)
GREAT_HALL........=(BITMAP_UTILITY_BANNER)

/******************************************************************************/
/* Graphics - Entrance                                                        */
/******************************************************************************/
[Graphics - Entrance]
BACKGROUND...=(BITMAP_ENTRANCE_BACKGROUND_DM)
FOREGROUND...=(NULL)
DOOR_LEFT....=(BITMAP_ENTRANCE_DOOR_LEFT_DM)
DOOR_RIGHT...=(BITMAP_ENTRANCE_DOOR_RIGHT_DM)
SWITCH_ENTER.=(BITMAP_ENTRANCE_SWITCH_ENTER_DM)
SWITCH_RESUME=(BITMAP_ENTRANCE_SWITCH_RESUME_DM)
SWITCH_QUIT..=(BITMAP_ENTRANCE_SWITCH_QUIT_DM)
SWITCH_SCROLL=(BITMAP_ENTRANCE_SWITCH_SCROLL_DM)

/******************************************************************************/
/* Graphics - Interface                                                       */
/******************************************************************************/
[Graphics - Interface]
BACKGROUND..................=(NULL)
ARROWS_UP...................=(BITMAP_INTERF_ARROWS_UP)
ARROWS_DOWN.................=(BITMAP_INTERF_ARROWS_DOWN)
WEAPON_BOXES................=(BITMAP_INTERF_WEAPON_BOXES)
WEAPON_READY................=(BITMAP_INTERF_WEAPON_READY)
WEAPON_HIT..................=(BITMAP_INTERF_WEAPON_HIT)
RUNE_SELECTOR...............=(BITMAP_INTERF_RUNE_SELECTOR)
CHAR_STATS..................=(BITMAP_INTERF_CHAR_STATS)
CHAR_STATS_DAMAGE_HEALTH....=(BITMAP_INTERF_CHAR_STATS_DAMAGE_HEALTH)
CHAR_STATS_DAMAGE_STAMINA...=(BITMAP_INTERF_CHAR_STATS_DAMAGE_STAMINA)
CHAR_STATS_DAMAGE_MANA......=(BITMAP_INTERF_CHAR_STATS_DAMAGE_MANA)
CHAR_PORTRAIT...............=(BITMAP_INTERF_CHAR_PORTRAIT)
CHAR_PORTRAIT_DAMAGE_HEALTH.=(BITMAP_INTERF_CHAR_PORTRAIT_DAMAGE_HEALTH)
CHAR_PORTRAIT_DAMAGE_STAMINA=(BITMAP_INTERF_CHAR_PORTRAIT_DAMAGE_STAMINA)
CHAR_PORTRAIT_DAMAGE_MANA...=(BITMAP_INTERF_CHAR_PORTRAIT_DAMAGE_MANA)
CHAR_DEAD...................=(BITMAP_INTERF_CHAR_DEAD)
CHAR_POSITIONS..............=(BITMAP_INTERF_CHAR_POSITIONS)
CHAR_SHIELD_FIRE............=(BITMAP_INTERF_CHAR_SHIELD_FIRE)
CHAR_SHIELD_SPELL...........=(BITMAP_INTERF_CHAR_SHIELD_SPELL)
CHAR_SHIELD_MONSTER.........=(BITMAP_INTERF_CHAR_SHIELD_MONSTER)
CHAR_COLS_1.................=(BITMAP_INTERF_CHAR_COLOURS_GREEN)
CHAR_COLS_2.................=(BITMAP_INTERF_CHAR_COLOURS_YELLOW)
CHAR_COLS_3.................=(BITMAP_INTERF_CHAR_COLOURS_RED)
CHAR_COLS_4.................=(BITMAP_INTERF_CHAR_COLOURS_BLUE)

/******************************************************************************/
/* Graphics - Inventory                                                       */
/******************************************************************************/
[Graphics - Inventory]
BACKGROUND.......=(BITMAP_INVENTORY_BACKGROUND)
ICON_EXIT........=(BITMAP_INVENTORY_ICON_EXIT)
ICON_SLEEP.......=(BITMAP_INVENTORY_ICON_SLEEP)
ICON_SAVE........=(BITMAP_INVENTORY_ICON_SAVE)
ICON_SOUND.......=(BITMAP_INVENTORY_ICON_SOUND)
VIEW_FOOD_WATER..=(BITMAP_INVENTORY_VIEW_FOOD_WATER)
VIEW_POISONED....=(BITMAP_INVENTORY_VIEW_POISONED)
VIEW_STATS.......=(BITMAP_INVENTORY_VIEW_STATS)
VIEW_ITEM........=(BITMAP_INVENTORY_VIEW_ITEM)
BAR_FOOD_LONG....=(BITMAP_INVENTORY_BAR_FOOD_LONG)
BAR_FOOD_MEDIUM..=(BITMAP_INVENTORY_BAR_FOOD_MEDIUM)
BAR_FOOD_SHORT...=(BITMAP_INVENTORY_BAR_FOOD_SHORT)
BAR_WATER_LONG...=(BITMAP_INVENTORY_BAR_WATER_LONG)
BAR_WATER_MEDIUM.=(BITMAP_INVENTORY_BAR_WATER_MEDIUM)
BAR_WATER_SHORT..=(BITMAP_INVENTORY_BAR_WATER_SHORT)

/******************************************************************************/
/* Graphics - Inventory Boxes                                                 */
/******************************************************************************/
[Graphics - Inventory Boxes]
BORDER_PLAIN...........=(BITMAP_INVENTORY_BOX_BORDER_PLAIN)
BORDER_HIGHLIGHT.......=(BITMAP_INVENTORY_BOX_BORDER_HIGHLIGHT)
BORDER_DAMAGE..........=(BITMAP_INVENTORY_BOX_BORDER_DAMAGE)
BORDER_BOOST...........=(BITMAP_INVENTORY_BOX_BORDER_BOOST)
ICON_EYE_NORMAL........=(BITMAP_INVENTORY_BOX_ICON_EYE_NORMAL)
ICON_EYE_LOOKING.......=(BITMAP_INVENTORY_BOX_ICON_EYE_LOOKING)
ICON_MOUTH_OPEN........=(BITMAP_INVENTORY_BOX_ICON_MOUTH_OPEN)
ICON_MOUTH_MIDDLE......=(BITMAP_INVENTORY_BOX_ICON_MOUTH_MIDDLE)
ICON_MOUTH_CLOSED......=(BITMAP_INVENTORY_BOX_ICON_MOUTH_CLOSED)
ICON_HEAD..............=(BITMAP_INVENTORY_BOX_ICON_HEAD)
ICON_BODY..............=(BITMAP_INVENTORY_BOX_ICON_BODY)
ICON_HAND_LEFT.........=(BITMAP_INVENTORY_BOX_ICON_HAND_LEFT)
ICON_HAND_RIGHT........=(BITMAP_INVENTORY_BOX_ICON_HAND_RIGHT)
ICON_LEGS..............=(BITMAP_INVENTORY_BOX_ICON_LEGS)
ICON_FEET..............=(BITMAP_INVENTORY_BOX_ICON_FEET)
ICON_HEAD_INJURED......=(BITMAP_INVENTORY_BOX_ICON_HEAD_INJURED)
ICON_BODY_INJURED......=(BITMAP_INVENTORY_BOX_ICON_BODY_INJURED)
ICON_HAND_LEFT_INJURED.=(BITMAP_INVENTORY_BOX_ICON_HAND_LEFT_INJURED)
ICON_HAND_RIGHT_INJURED=(BITMAP_INVENTORY_BOX_ICON_HAND_RIGHT_INJURED)
ICON_LEGS_INJURED......=(BITMAP_INVENTORY_BOX_ICON_LEGS_INJURED)
ICON_FEET_INJURED......=(BITMAP_INVENTORY_BOX_ICON_FEET_INJURED)
ICON_NECK..............=(BITMAP_INVENTORY_BOX_ICON_NECK)
ICON_POUCH.............=(BITMAP_INVENTORY_BOX_ICON_POUCH)
ICON_SHEATH............=(BITMAP_INVENTORY_BOX_ICON_SHEATH)
ICON_BACKPACK..........=(BITMAP_INVENTORY_BOX_ICON_BACKPACK)

/******************************************************************************/
/* Graphics - Misc                                                            */
/******************************************************************************/
[Graphics - Misc]
MOUSE_POINTER.....=(NULL)
VI_ALTAR_EXPLOSION=(BITMAP_CLOUD_FIREBALL)
VI_ALTAR_LIGHTNING=(BITMAP_SPELL_LIGHTNING_SIDE)
SPELL_WINDOW_DOOR.=(BITMAP_SPELL_WINDOW_DOOR)
FUSE_FUSE.........=(BITMAP_CLOUD_DESEW)
FUSE_EXPLOSION....=(BITMAP_CLOUD_FIREBALL)
FUSE_LORD_GREY....=(BITMAP_MONSTER_LORD_GREY_FRONT)
FUSE_LORD_ORDER...=(BITMAP_MONSTER_LORD_ORDER_FRONT)
FUSE_LORD_CHAOS...=(BITMAP_MONSTER_LORD_CHAOS_FRONT)
THE_END_WIN.......=(BITMAP_THEEND)
THE_END_LOSE_DEAD.=(BITMAP_THEEND)
THE_END_LOSE_TIME.=(BITMAP_THEEND)

/******************************************************************************/
/* Characters                                                                 */
/******************************************************************************/
[Characters]
CHARACTER_A			NAME=(A)							GENDER=(M)	STATS=(100,100,100)	EXP=(0.0,0.0,0.0,0.0)		ATTRS=(100,100,100,100,100,100)	HIDDEN=(100,100,100,100,100,100)	OTHER=(-1,-1,0,0)	BITMAPS=(PORTRAIT_MIRROR:BITMAP_INTERF_CHAR_PORTRAIT_DAMAGE_HEALTH,PORTRAIT_PARTY:BITMAP_INTERF_CHAR_PORTRAIT_DAMAGE_HEALTH,HAND_WEAPON:BITMAP_ICON_PARTY_HAND,HAND_MOUSE:NULL)	METHODS=(ATTACK_METHOD_PUNCH,ATTACK_METHOD_KICK,ATTACK_METHOD_A)	BONES=(MISC_BONES_A)
CHARACTER_B			NAME=(B)							GENDER=(M)	STATS=(100,100,100)	EXP=(0.0,0.0,0.0,0.0)		ATTRS=(100,100,100,100,100,100)	HIDDEN=(100,100,100,100,100,100)	OTHER=(-1,-1,0,0)	BITMAPS=(PORTRAIT_MIRROR:BITMAP_INTERF_CHAR_PORTRAIT_DAMAGE_MANA,PORTRAIT_PARTY:BITMAP_INTERF_CHAR_PORTRAIT_DAMAGE_MANA,HAND_WEAPON:BITMAP_ICON_PARTY_HAND,HAND_MOUSE:NULL)	METHODS=(ATTACK_METHOD_PUNCH,ATTACK_METHOD_KICK,ATTACK_METHOD_B)	BONES=(MISC_BONES_B)
CHARACTER_C			NAME=(C)							GENDER=(M)	STATS=(100,100,100)	EXP=(0.0,0.0,0.0,0.0)		ATTRS=(100,100,100,100,100,100)	HIDDEN=(100,100,100,100,100,100)	OTHER=(-1,-1,0,0)	BITMAPS=(PORTRAIT_MIRROR:BITMAP_INTERF_CHAR_PORTRAIT_DAMAGE_STAMINA,PORTRAIT_PARTY:BITMAP_INTERF_CHAR_PORTRAIT_DAMAGE_STAMINA,HAND_WEAPON:BITMAP_ICON_PARTY_HAND,HAND_MOUSE:NULL)	METHODS=(ATTACK_METHOD_PUNCH,ATTACK_METHOD_KICK,ATTACK_METHOD_C)	BONES=(MISC_BONES_C)
CHARACTER_D			NAME=(D)							GENDER=(M)	STATS=(100,100,100)	EXP=(0.0,0.0,0.0,0.0)		ATTRS=(100,100,100,100,100,100)	HIDDEN=(100,100,100,100,100,100)	OTHER=(-1,-1,0,0)	BITMAPS=(PORTRAIT_MIRROR:BITMAP_PORTRAIT_AIRWING,PORTRAIT_PARTY:BITMAP_PORTRAIT_AIRWING,HAND_WEAPON:BITMAP_ICON_PARTY_HAND,HAND_MOUSE:NULL)	METHODS=(ATTACK_METHOD_PUNCH,ATTACK_METHOD_KICK,ATTACK_METHOD_D)	BONES=(MISC_BONES_D)
CHARACTER_E			NAME=(E)							GENDER=(M)	STATS=(100,100,100)	EXP=(0.0,0.0,0.0,0.0)		ATTRS=(100,100,100,100,100,100)	HIDDEN=(100,100,100,100,100,100)	OTHER=(-1,-1,0,0)	BITMAPS=(PORTRAIT_MIRROR:BITMAP_PORTRAIT_ALEX,PORTRAIT_PARTY:BITMAP_PORTRAIT_ALEX,HAND_WEAPON:BITMAP_ICON_PARTY_HAND,HAND_MOUSE:NULL)	METHODS=(ATTACK_METHOD_PUNCH,ATTACK_METHOD_KICK,ATTACK_METHOD_E)	BONES=(MISC_BONES_E)

/******************************************************************************/
/* Party                                                                      */
/******************************************************************************/
[Party]
CHARACTER_E

/******************************************************************************/
/* Layout                                                                     */
/******************************************************************************/
[Layout]

; Level 0
WALLSET......=(WALLSET_DEFAULT)
LIGHT_AMBIENT=(100)
LIGHT_MINIMUM=(5)
LIGHT_MAXIMUM=(1000)
OFFSET.......=(0,0)
SIZE.........=(32,32)
ITEM_PREFIX..=(ref00)
DESCRIPTION..=()
11110000000000000000000000000000
11110000000000000000000000000000
11110000000000000000000000000000
11110000000000000000000000000000
00100000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
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00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
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00000000000000000000000000000000
00000000000000000000000000000000

/******************************************************************************/
/* Items                                                                      */
/******************************************************************************/
[Items]

; Level 0
ref000300-1	MONSTER_C				3	0	0	CENTRE	HEALTH=(559)
ref000400-1	WALLITEM_MIRROR_A			4	0	0	SOUTH		HOLDS=(CHARACTER_A)
ref000400-3	WALLITEM_ACTION			4	0	0	CENTRE	ACTION=(ACTION_REMOVE_CHARACTER_AND_ITEMS_FROM_PARTY,WALLITEM_MIRROR_A,NULL)	STRENGTH=(0)
ref000400-4	WALLITEM_ACTION			4	0	0	CENTRE	ACTION=(ACTION_CREATE_NEW_ON_FLOOR,MONSTER_A,NULL)	STRENGTH=(0)
ref000400-2	WALLITEM_RELAY_A			4	0	0	CENTRE	ACTION=(ACTIVATE)	TARGET=(ref000400-3,ref000400-4)
ref000500-1	WALLITEM_MIRROR_B			5	0	0	SOUTH		HOLDS=(CHARACTER_B)
ref000500-3	WALLITEM_ACTION			5	0	0	CENTRE	ACTION=(ACTION_REMOVE_CHARACTER_AND_ITEMS_FROM_PARTY,WALLITEM_MIRROR_B,NULL)	STRENGTH=(0)
ref000500-4	WALLITEM_ACTION			5	0	0	CENTRE	ACTION=(ACTION_CREATE_NEW_ON_FLOOR,MONSTER_B,NULL)	STRENGTH=(0)
ref000500-2	WALLITEM_RELAY_B			5	0	0	CENTRE	ACTION=(ACTIVATE)	TARGET=(ref000500-3,ref000500-4)
ref000600-1	WALLITEM_MIRROR_C			6	0	0	SOUTH		HOLDS=(CHARACTER_C)
ref000600-3	WALLITEM_ACTION			6	0	0	CENTRE	ACTION=(ACTION_REMOVE_CHARACTER_AND_ITEMS_FROM_PARTY,WALLITEM_MIRROR_C,NULL)	STRENGTH=(0)
ref000600-4	WALLITEM_ACTION			6	0	0	CENTRE	ACTION=(ACTION_CREATE_NEW_ON_FLOOR,MONSTER_C,NULL)	STRENGTH=(0)
ref000600-2	WALLITEM_RELAY_C			6	0	0	CENTRE	ACTION=(ACTIVATE)	TARGET=(ref000600-3,ref000600-4)
ref000700-1	WALLITEM_MIRROR_D			7	0	0	SOUTH		HOLDS=(CHARACTER_D)
ref000700-2	WALLITEM_ACTION			7	0	0	CENTRE	ACTION=(ACTION_REMOVE_CHARACTER_AND_ITEMS_FROM_PARTY,WALLITEM_MIRROR_D,NULL)	STRENGTH=(0)
ref000700-3	WALLITEM_ACTION			7	0	0	CENTRE	ACTION=(ACTION_CREATE_NEW_ON_FLOOR,MONSTER_D,NULL)	STRENGTH=(0)
ref000700-4	WALLITEM_RELAY_D			7	0	0	CENTRE	ACTION=(ACTIVATE)	TARGET=(ref000700-2,ref000700-3)
ref000800-1	WALLITEM_MIRROR_E			8	0	0	SOUTH		HOLDS=(NULL)
ref000800-2	WALLITEM_ACTION			8	0	0	CENTRE	ACTION=(ACTION_REMOVE_CHARACTER_AND_ITEMS_FROM_PARTY,WALLITEM_MIRROR_E,NULL)	STRENGTH=(0)
ref000800-3	WALLITEM_ACTION			8	0	0	CENTRE	ACTION=(ACTION_CREATE_NEW_ON_FLOOR,MONSTER_E,NULL)	STRENGTH=(0)
ref000800-4	WALLITEM_RELAY_E			8	0	0	CENTRE	ACTION=(ACTIVATE)	TARGET=(ref000800-2,ref000800-3)
ref000201-1	MONSTER_D				2	1	0	CENTRE	HEALTH=(133)
ref000402-1	WALLITEM_ACTION			4	2	0	CENTRE	ACTION=(ACTION_REMOVE_CHARACTER_FROM_PARTY,WALLITEM_MIRROR,NULL)	STRENGTH=(0)
ref000402-2	WALLITEM_MIRROR			4	2	0	NORTH		HOLDS=(NULL)
ref000402-3	WALLITEM_MIRROR			4	2	0	NORTH		HOLDS=(NULL)
ref000402-4	WALLITEM_MIRROR			4	2	0	NORTH		HOLDS=(NULL)
ref000402-5	WALLITEM_MIRROR			4	2	0	NORTH		HOLDS=(NULL)
ref000402-6	WALLITEM_MIRROR			4	2	0	NORTH		HOLDS=(NULL)
ref000003-1	MONSTER_A				0	3	0	CENTRE	HEALTH=(240)
ref000303-1	MONSTER_B				3	3	0	CENTRE	HEALTH=(596)
ref000401-1	FLOORITEM_TRIGGER			2	4	0			OPBY=(EACH_DEAD_PARTY_MEMBER)	ACTION=(ACTIVATE)	TARGET=(ref000402-1)

/******************************************************************************/
/* Hint Oracle - Monsters                                                     */
/******************************************************************************/
[Hint Oracle - Monsters]
TITLE=(CREATURES)
TEXT.=(Learn well the shapes and\forms dread Chaos makes;\Regard the toll of pain and\death each monster takes.)
potion? what potion?
User avatar
Gambit37
Should eat more pies
Posts: 13715
Joined: Wed May 31, 2000 1:57 pm
Location: Location, Location
Contact:

Re: cant interact with dungeon without a champion

Post by Gambit37 »

I'll take a look at this when (if!) I get some time this week.

I think anything to do with expiring party members is going to cause crashes -- this is an exception that GG probably never considered and so has not been catered for in the engine. As George isn't actively working on RTC anymore (as far as we know), we're stuck with v0.49 so you would need to find a way of doing this that works without crashing...
User avatar
Trego
Artisan
Posts: 174
Joined: Tue May 26, 2009 2:03 pm
Location: Brunei

Re: cant interact with dungeon without a champion

Post by Trego »

b1llygo4t wrote: can anyone think of an easier way around this?
In short no.

First, I thought you could do something with cloning a mirror to looks like a monster, us it is operated by no party members and putting this onto an invisible wall, but i think you want your monsters still to attack.

or, to prevent the last party member from being removed you could action= move party to object location; at location have a floor trigger that is activated by party members targeting a counter set to 2, greater than or equal to, have this activate the action remove member; and somehow move the party back to starting location involving more complex actions creating a teleporter return location etc .

I don't think there is a way to create new on floor a floor trigger that is pre-set to target the counter, I may be wrong though.
It's not a bug in the program, I've just gone and done something weird.
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