Place Characters back in Mirror... SOLVED!

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

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ostard
Neophyte
Posts: 5
Joined: Wed Oct 07, 2009 2:26 am

Place Characters back in Mirror... SOLVED!

Post by ostard »

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
User avatar
money
On Master
Posts: 574
Joined: Tue Apr 29, 2008 4:45 pm
Location: Newcastle

Re: Place Characters back in Mirror... SOLVED!

Post by money »

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!
Last edited by money on Wed Oct 07, 2009 8:49 am, edited 1 time in total.
User avatar
Trego
Artisan
Posts: 174
Joined: Tue May 26, 2009 2:03 pm
Location: Brunei

Re: Place Characters back in Mirror... SOLVED!

Post by Trego »

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

Re: Place Characters back in Mirror... SOLVED!

Post by b1llygo4t »

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...

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
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    /******************************************************************************/
    /* 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
ostard
Neophyte
Posts: 5
Joined: Wed Oct 07, 2009 2:26 am

Re: Place Characters back in Mirror... SOLVED!

Post by ostard »

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!
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.

REINCARNATE_ATTRS=(SMALL_INCREASE)

~Ost
User avatar
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!

Post by Lord_BoNes »

Good call on this... and welcome to the forums :P
 
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10,000,000 deaths is a statistic.
- Joseph Stalin

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