Hey gang,
Long time forum reader and Dungeon Master enthusiast, first time poster. Been playing with and building an RTC map for more than a year now... with what little spare time I have. However, I cleverly figured out how to put Characters back into the mirror by just clicking on the mirror.
I had seen GG's answer to this topic from past posts, but his never quite worked like this. Check out the links below... I took GG's mirror map and edited it. Let me know what you guys think.
http://www.designblink.com/dm/JT_mirror.RTC
http://www.designblink.com/dm/JT_mirror.txt
~Ost
Place Characters back in Mirror... SOLVED!
Moderator: George Gilbert
Forum rules
Please read the Forum rules and policies before posting.
Please read the Forum rules and policies before posting.
Re: Place Characters back in Mirror... SOLVED!
One observation - If you re-incarnate the charactors, put them back and re-incarnate you increase their base skills each time - so you could have a great charactor quite easily!
Edit: But still, looks impressive!
Edit: But still, looks impressive!
Last edited by money on Wed Oct 07, 2009 8:49 am, edited 1 time in total.
Re: Place Characters back in Mirror... SOLVED!
Welcome to the forums, it's always good to get a new enthusiasts posting. haven't looked at the .txt file yet, but if it works well with little to no bugs don't forget to place it in the Dungeon Master Wiki.
It's not a bug in the program, I've just gone and done something weird.
Re: Place Characters back in Mirror... SOLVED!
check this proof of concept dungeon out. you start with one guy. click one of the wandering monsters in the room, it should disappear and a corresponding party member will join. now check your free handed attacks, instead of warcry, each party member has an attack that will put them back in their mirror and create that same monster they came from in the dungeon. also they turn into zombies when they die. only problem with this is, if you have no party members you cant click anything in the dungeon, so you have to have a main character in the game permanently in the party to use this mechanic. dont need no stinking mirrors.
*mind you the put champ in mirror action isnt finished. example, kill a champion, put him back in his mirror on death, and pick up his bones...
*mind you the put champ in mirror action isnt finished. example, kill a champion, put him back in his mirror on death, and pick up his bones...
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
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
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?
Re: Place Characters back in Mirror... SOLVED!
This is actually set in the main data portion of the dungeon (module) and has nothing to do with how the mirror works. I should have set the following tag to "No_Change" before I compiled the map.money wrote:One observation - If you re-incarnate the charactors, put them back and re-incarnate you increase their base skills each time - so you could have a great charactor quite easily!
REINCARNATE_ATTRS=(SMALL_INCREASE)
~Ost
- Lord_BoNes
- Jack of all trades
- Posts: 1064
- Joined: Mon Dec 01, 2008 12:36 pm
- Location: Ararat, Australia.
Re: Place Characters back in Mirror... SOLVED!
Good call on this... and welcome to the forums
1 death is a tragedy,
10,000,000 deaths is a statistic.
- Joseph Stalin
Check out my Return to Chaos dungeon launcher
And my Dungeon Master Clone