Page 1 of 1
Make wall objects that change when key insert (DMute)
Posted: Sat Jun 24, 2000 4:00 pm
by Ian Clark
Place a blue switch and gem hole respectively, set the hole to be activated by the gem and to do whatever function. Set the switch as inactive, operated by none, note the hex codes in 1 and 2 on the bottom row of the hole hex and copy them, reducing the first one by 1, (a blue gem is 84|40 so would be 83|40). The second to last byte should be 10 (for the switch) and I think you should be able to make gem holes turn to switches when gems are put in. This seems to be the case when you use zo-kath-ra spells in CSB in the RA key holes. With sufficient messing around we could possibly have a gem hole turn into a green switch when a green gem is inserted and a blue one when a blue gem is inserted. We could also have keyholes changing. <p><font face=arial>Ian Clark
Beer is proof that God loves us and wants to make us happy.</font></p>
Re: To make wall objects that change when a key insert
Posted: Sat Jul 22, 2000 2:00 pm
by Gambit37
I've tried doing this, but can't seem to get it to work. I think you've missed out an instrruction.
Can you clarify how the switch works and how to get the gem hole to disappear and turn into a green switch. Which order should the objects be added to the tile? Which objects are active and which are inactive? Stuff like that.
I have a tile with object 1: green switch in, object 2: green switch out activated by green gem, object 3: gem hole activated by green gem. Both the gem hole and the switch out are set to active and to open a door. It doesn't work, so what do I do now? Any help would be appreciated. Thanks.
Re: To make wall objects that change when a key insert
Posted: Sat Jul 22, 2000 5:00 pm
by Ian Clark
It works fine for me, this is a little confusing... see the examples in my dungeon. <!--EZCODE EMOTICON START |I --><img src=
http://www.ezboard.com/intl/aenglish/im ... /tired.gif ALT="|I"><!--EZCODE EMOTICON END--> <p><font face=arial>Ian
Pulp - Styling the pattern for life!</font></p>
Re: To make wall objects that change when a key insert
Posted: Sat Jul 22, 2000 6:00 pm
by Gambit37
Ok, so call me stupid if you like, but there's two problems with your suggestion:
1) The game hangs as soon as you go downstairs so it's impossible to get to the stuff you've built
2) There's no example of a gem hole turning into a switch in your dungeon; I checked with DMUTE
Is there a different dungeon I should be using? I have got both your iantest1 and iantest2 but neither have this example in them.
Note also that although you have moved the party start position to level 2, DM still starts on level 1. This appears to be a limitation of DMUTE - we can only move the party start position within the same level, not over multiple levels. I had to edit your level to get where I wanted to go...

Re: To make wall objects that change when a key insert
Posted: Sat Jul 22, 2000 8:00 pm
by Gambit37
OK, I got the gem hole turning into a gem switch, and it also opens the door I want when the gem is inserted. Now I want the new gem switch to toggle the door open and closed, but I can't get that to work. If I change the behaviour of the gem switch object to toggle the door open and closed(the one that was hex edited to be activated by the green gem), the switch doesn't appear when the gem gets put in the hole. Any ideas?
Re: To make wall objects that change when a key insert
Posted: Sun Jul 23, 2000 12:00 am
by Gambit37
I finally got the whole thing to work, but the gem switch doesn't go in and out - it stays in the out position, even though I have wall objects for both states. This'll have to do for now, but when I have got that bit working, I'll post the full instructions.