DM2 actuators, also how to do that *MAY SPOILER*
Posted: Wed May 17, 2006 4:13 pm
in DM2 PC,
1) list of all actuators.
Floor actuators:
&H01 - Activator, trap floor
&H03 - Activator, trap floor
&H04 - Activator, trap floor
&H07 - Activator, trap floor
&H08 - Activator, trap floor
&H0B - Creature killer
&H26 - Activator, missile explosion
&H27 - Cross scene
&H28 - ?
&H30 - Shop exhibition
&H3A - Creature animator
&H40 - Item recycler
&H42 - Change creature facing direction
&H49 - Item capture from creature
Wall actuators:
&H03 - Activator, item watcher
&H08 - Trap shooter
&H0A - Trap shooter 2
&H0E - Item shooter
&H12 - The END
&H15 - Activator, charged item watcher
&H16 - Activator, cross map
&H17 - Activator, 2 state wall switch
&H18 - Activator, push button wall switch
&H1A - Activator, key hole
&H1D - Activator, counter
&H1E - Activator, tick generator
&H21 - Activator, arrival & departure
&H22 - Activator, knock sensor (flying item)
&H23 - Item teleporter (flying item)
&H26 - Switch sign for creature
&H2A - Activator, alcove item trap
&H2D - Activator, finite activator relay
&H2E - Creature generator
&H31 - Activator, work timer
&H3C - Item generator
&H3F - Shop panel
&H41 - Ornate step animator
&H43 - Activator, inverse flag
&H44 - Activator, test flag
&H46 - Activator, sealable push button wall switch
&H47 - Item capture
&H7E - Activator, resuscitation
2) actuator specific parameter.
one of followings.
No:
no parameter required.
Item:
specify an item type from weapons, clothes, misc or potions. also "all items" representation for some actuatros.
Missile type:
specify a spell type. e.g. fireball, zo spell, and so on.
Numeric:
specify a numeric value. possible purposes: counter, tick count, long delay (longer than 31, less than 511), direction (0=North,1=E,2=S,3=W) or flag#.
Map#:
specify a map number.
Creature type:
specify a creature type.
Hero#:
specify a hero type.
3) actuator specific working.
this is that, if you activate the actuator (by turn on lever, press the pad and so on), actuator will do XXX.
one of followings.
Send a message:
send one of "on"/"off"/"toggle" message against target located by (X,Y) position. a example use is to open or close the door.
Send a message via map:
send one of "on"/"off"/"toggle" message against target located by (MAP#,X,Y) position.
Shoot 1 or 2 spell missiles:
shoot the missiles such as volt.
Shoot a specified item:
shoot an item (one of weapon,cloth,misc or potion item). it is useful to shoot out the inserted key from key hole.
Teleport a specified item:
collect the specified item from specified (X,Y) position. it is useful to collect the inserted key from keyhole.
Teleport items for resale:
teleport the specific item to specified (X,Y) position.
Generate a specified item:
generate a specified item. it is to supply a new combined item which is mixed at keep cauldron.
Remove specific creature:
mechanism is still unknown. it is to release zo link gate.
Generate a specified creature:
generate a creature at specified (X,Y) position.
Steal specified item from creature:
capture a specified item from creature specified at (X,Y) position. it is to capture raw materials for combine, in the process of item combine.
THE END:
reached the goal.
Make the creature operate a switch:
it says a specified creature should operate the coexist switch actuator. it is useful if you ask gigglers to launch the trap.
Project overthere:
the actuator projects outside current map. position is specified by coexist teleporter's (MAP#,X,Y) destination. it won't projects any scene graphics such as walls/floors/ceils. it projects creatures, items, spells which you should see at player's position wherever the object is outside from current map.
Shop merchandices pool:
tell the shopkeeper, your merchandices are here.
Continuous ornate animator:
it will make the ornate animate such as fireplace. you can turn on and off the animation.
Single step ornate animator:
it will step the animation frame when it receives a message. it is to realize 4 state switch such as keep entranc keyhole for clan key pieces.
Show merchandice menu at shop panel:
you can select merchandices which you wanna buy. the merchandice list is built from (1)actuator's parameter "creature type" and (2)associated merchandices item list in graphics data file.
Inverse flag:
still unknown.
Test flag:
still unknown.
Hero sleep:
it is similar to hero mirror.
Animate the creature:
animate the creature once if you activate. it is useful to animate the steam engine and boiler while their energy input continues.
Face the creature:
force direct the creature at specified (X,Y) position. it is to prevent you from getting the last clan key piece while you won't show any business trade mind.
4) actuator specific activation.
this is that, if you do XXX to actuator (e.g. turn on lever, press the pad and so on), actuator will do something.
one of followings.
Receive a message:
receive a "on"/"off"/"toggle" message dispatched from (1)another actuator or (2)defeated creature.
Show an specified item to actuator:
you show the specified item to ornate.
Show an specified and charged item to actuator:
you show the specified item to ornate. e.g. you can lit the fireplace with only lit torch.
Step into/out the floor:
who can step the trap; (a)players/creatures/any items or (b)an item or (c)players or (d)creatures.
Press the lever, push the button:
players can touch the switch, also some creatures.
Insert or remove the key:
only players can handle keys.
Timer expires:
an oneshot timer. e.g. creature will revive after constant period if you defeat a creature.
You enter/leave the map:
only players can affect enter/leave trap.
You knock the wall by throw a specified item:
players and creatures throw a specified item. trap works if it knocks the trap wall. e.g. throw a pyro to funerance.
Explode a spell:
players and creatures cast spell. trap will work when the spell explode. e.g. cast fireball to unlit fireplace, it will lit the fireplace.
Place/take the item at alcove:
e.g. vexirk will be angry if you take the meteor sword from their room.
Resuscitate hero:
1) list of all actuators.
Floor actuators:
&H01 - Activator, trap floor
&H03 - Activator, trap floor
&H04 - Activator, trap floor
&H07 - Activator, trap floor
&H08 - Activator, trap floor
&H0B - Creature killer
&H26 - Activator, missile explosion
&H27 - Cross scene
&H28 - ?
&H30 - Shop exhibition
&H3A - Creature animator
&H40 - Item recycler
&H42 - Change creature facing direction
&H49 - Item capture from creature
Wall actuators:
&H03 - Activator, item watcher
&H08 - Trap shooter
&H0A - Trap shooter 2
&H0E - Item shooter
&H12 - The END
&H15 - Activator, charged item watcher
&H16 - Activator, cross map
&H17 - Activator, 2 state wall switch
&H18 - Activator, push button wall switch
&H1A - Activator, key hole
&H1D - Activator, counter
&H1E - Activator, tick generator
&H21 - Activator, arrival & departure
&H22 - Activator, knock sensor (flying item)
&H23 - Item teleporter (flying item)
&H26 - Switch sign for creature
&H2A - Activator, alcove item trap
&H2D - Activator, finite activator relay
&H2E - Creature generator
&H31 - Activator, work timer
&H3C - Item generator
&H3F - Shop panel
&H41 - Ornate step animator
&H43 - Activator, inverse flag
&H44 - Activator, test flag
&H46 - Activator, sealable push button wall switch
&H47 - Item capture
&H7E - Activator, resuscitation
2) actuator specific parameter.
one of followings.
No:
no parameter required.
Item:
specify an item type from weapons, clothes, misc or potions. also "all items" representation for some actuatros.
Missile type:
specify a spell type. e.g. fireball, zo spell, and so on.
Numeric:
specify a numeric value. possible purposes: counter, tick count, long delay (longer than 31, less than 511), direction (0=North,1=E,2=S,3=W) or flag#.
Map#:
specify a map number.
Creature type:
specify a creature type.
Hero#:
specify a hero type.
3) actuator specific working.
this is that, if you activate the actuator (by turn on lever, press the pad and so on), actuator will do XXX.
one of followings.
Send a message:
send one of "on"/"off"/"toggle" message against target located by (X,Y) position. a example use is to open or close the door.
Send a message via map:
send one of "on"/"off"/"toggle" message against target located by (MAP#,X,Y) position.
Shoot 1 or 2 spell missiles:
shoot the missiles such as volt.
Shoot a specified item:
shoot an item (one of weapon,cloth,misc or potion item). it is useful to shoot out the inserted key from key hole.
Teleport a specified item:
collect the specified item from specified (X,Y) position. it is useful to collect the inserted key from keyhole.
Teleport items for resale:
teleport the specific item to specified (X,Y) position.
Generate a specified item:
generate a specified item. it is to supply a new combined item which is mixed at keep cauldron.
Remove specific creature:
mechanism is still unknown. it is to release zo link gate.
Generate a specified creature:
generate a creature at specified (X,Y) position.
Steal specified item from creature:
capture a specified item from creature specified at (X,Y) position. it is to capture raw materials for combine, in the process of item combine.
THE END:
reached the goal.
Make the creature operate a switch:
it says a specified creature should operate the coexist switch actuator. it is useful if you ask gigglers to launch the trap.
Project overthere:
the actuator projects outside current map. position is specified by coexist teleporter's (MAP#,X,Y) destination. it won't projects any scene graphics such as walls/floors/ceils. it projects creatures, items, spells which you should see at player's position wherever the object is outside from current map.
Shop merchandices pool:
tell the shopkeeper, your merchandices are here.
Continuous ornate animator:
it will make the ornate animate such as fireplace. you can turn on and off the animation.
Single step ornate animator:
it will step the animation frame when it receives a message. it is to realize 4 state switch such as keep entranc keyhole for clan key pieces.
Show merchandice menu at shop panel:
you can select merchandices which you wanna buy. the merchandice list is built from (1)actuator's parameter "creature type" and (2)associated merchandices item list in graphics data file.
Inverse flag:
still unknown.
Test flag:
still unknown.
Hero sleep:
it is similar to hero mirror.
Animate the creature:
animate the creature once if you activate. it is useful to animate the steam engine and boiler while their energy input continues.
Face the creature:
force direct the creature at specified (X,Y) position. it is to prevent you from getting the last clan key piece while you won't show any business trade mind.
4) actuator specific activation.
this is that, if you do XXX to actuator (e.g. turn on lever, press the pad and so on), actuator will do something.
one of followings.
Receive a message:
receive a "on"/"off"/"toggle" message dispatched from (1)another actuator or (2)defeated creature.
Show an specified item to actuator:
you show the specified item to ornate.
Show an specified and charged item to actuator:
you show the specified item to ornate. e.g. you can lit the fireplace with only lit torch.
Step into/out the floor:
who can step the trap; (a)players/creatures/any items or (b)an item or (c)players or (d)creatures.
Press the lever, push the button:
players can touch the switch, also some creatures.
Insert or remove the key:
only players can handle keys.
Timer expires:
an oneshot timer. e.g. creature will revive after constant period if you defeat a creature.
You enter/leave the map:
only players can affect enter/leave trap.
You knock the wall by throw a specified item:
players and creatures throw a specified item. trap works if it knocks the trap wall. e.g. throw a pyro to funerance.
Explode a spell:
players and creatures cast spell. trap will work when the spell explode. e.g. cast fireball to unlit fireplace, it will lit the fireplace.
Place/take the item at alcove:
e.g. vexirk will be angry if you take the meteor sword from their room.
Resuscitate hero: