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== 1. '''Wall objects''' ==
 
== 1. '''Wall objects''' ==
   
=== <u>Door ([[Doors|Catalog of Doors]])</u> ===
+
=== <u>Door</u> ===
  +
<u>([[Doors|Catalog of Doors]])</u>
 
{| class="article-table"
 
{| class="article-table"
 
!<nowiki>Field | Option</nowiki>
 
!<nowiki>Field | Option</nowiki>
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|
 
|
 
==== Needed Item ====
 
==== Needed Item ====
|Insert a name of an item that can be used to open the door (or to reduce its extra triggers by 1 in case there are any).
+
|Insert a name of an item (''or multiple possible item names separated by ";" without spaces'') that can be used to open the door (or to reduce its extra triggers by 1 in case there are any).
 
|
 
|
 
|-
 
|-
 
|
 
|
 
==== (Item) Target IDs ====
 
==== (Item) Target IDs ====
|Insert an ID of a target event object or multiple events separated by comma (",") without spaces - targets get triggered once the door is opened with an item.
+
|ID of a target event object or multiple IDs separated by comma (",") without spaces - targets get triggered once the door is opened with an item.
  +
|
  +
|-
  +
|
  +
==== (Item) Transfer IDs ====
  +
|ID of a transfer event or multiple IDs separated by comma (",") without spaces - transfer events happen once the door is opened with an item.
  +
  +
Use [[Transfer Events|Transfer Tool]] to create or edit transfer events.
 
|
 
|
 
|-
 
|-
 
|
 
|
 
==== Spent Upon Use ====
 
==== Spent Upon Use ====
|Leave unchecked if you want an item needed to open the door be left in the inventory after use.
+
|Leave unchecked if you want an item needed to open the door to be left in the inventory after use.
 
|No
 
|No
 
|-
 
|-
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A text or image put on a same wall as a door will be shown shortly when a player clicks on it while it is shut.
 
A text or image put on a same wall as a door will be shown shortly when a player clicks on it while it is shut.
   
=== <u>Switch ([[Switches|Catalog of Switches]])</u> ===
+
=== <u>Switch</u> ===
  +
<u>([[Switches|Catalog of Switches]])</u>
 
{| class="article-table"
 
{| class="article-table"
 
!<nowiki>Field | Option</nowiki>
 
!<nowiki>Field | Option</nowiki>
Line 104: Line 113:
 
|
 
|
 
==== Target IDs ====
 
==== Target IDs ====
|Insert an ID of a target event object or multiple events separated by comma (",") without spaces.
+
|ID of a target event object or multiple IDs separated by comma (",") without spaces - targets get triggered once a player uses the switch.
  +
|
  +
|-
  +
|
  +
==== Transfer IDs ====
  +
|ID of a transfer event or multiple IDs separated by comma (",") without spaces - transfer events happen once a player uses the switch.
  +
  +
Use [[Transfer Events|Transfer Tool]] to create or edit transfer events.
 
|
 
|
 
|-
 
|-
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==== Single Use ====
 
==== Single Use ====
 
|If checked, it won't be possible to use the switch twice (unless, for example, it is recovered by some other switch or button that targets its ID).
 
|If checked, it won't be possible to use the switch twice (unless, for example, it is recovered by some other switch or button that targets its ID).
  +
|No
  +
|-
  +
|
  +
==== Unmarked ====
  +
|If checked, the switch will not be marked on the map unless it is pressed.
 
|No
 
|No
 
|-
 
|-
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|}
 
|}
   
=== <u>Portal ([[Portals|Catalog of Portals]])</u> ===
+
=== <u>Portal</u> ===
  +
<u>([[Portals|Catalog of Portals]])</u>
 
{| class="article-table"
 
{| class="article-table"
 
!<nowiki>Field | Option</nowiki>
 
!<nowiki>Field | Option</nowiki>
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|
 
|
 
==== Destinations ====
 
==== Destinations ====
|Insert position of destination location and direction of a player appearing on it in the following format: '''''Level-X-Y-Direction'''''. You can insert multiple destinations by separating them with a comma (",") without spaces. In this case destination location will be chosen randomly between inserted options.
+
|Coordinates of destination location and direction of a player appearing on it in the following format: '''''Level-X-Y-Direction''''', e.g. 1-51-51-1.
  +
You can insert multiple destinations by separating them with a comma (",") without spaces. In this case destination location will be chosen randomly between inserted options.
 
|Your current position and direction
 
|Your current position and direction
 
|-
 
|-
 
|
 
|
 
==== Activating Item ====
 
==== Activating Item ====
|Insert a name of an item that can be used to activate the portal.
+
|Name of an item (''or multiple possible item names separated by ";" without spaces'') that can be used to activate the portal.
 
|
 
|
  +
|-
  +
|
  +
==== Item Spent Upon Use ====
  +
|Leave unchecked if you want an item needed to activate the portal to be left in the inventory after use.
  +
|No
 
|-
 
|-
 
|
 
|
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|
 
|
 
==== Extra Triggers ====
 
==== Extra Triggers ====
|Extra triggers required for a portal to get activated/deactivated. Any object with extra triggers is one-off.
+
|Extra triggers required for a portal to get activated/deactivated.
  +
'''''Any object with extra triggers is one-off.'''''
 
|0
 
|0
 
|-
 
|-
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==== Target IDs ====
 
==== Target IDs ====
 
|ID of a target event object or multiple IDs separated by comma (",") without spaces - targets get triggered once the question panel is solved.
 
|ID of a target event object or multiple IDs separated by comma (",") without spaces - targets get triggered once the question panel is solved.
  +
|-
  +
|
  +
==== Transfer IDs ====
  +
|ID of a transfer event or multiple IDs separated by comma (",") without spaces - transfer events happen once the question panel is solved.
  +
  +
Use [[Transfer Events|Transfer Tool]] to create or edit transfer events.
 
|-
 
|-
 
|
 
|
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|Modify question text (or image) position, size, transparency, etc. using CSS syntax.
 
|Modify question text (or image) position, size, transparency, etc. using CSS syntax.
 
[http://dungeonsandbox.wikia.com/wiki/Styling Read more here].
 
[http://dungeonsandbox.wikia.com/wiki/Styling Read more here].
  +
 
To remove transparent black background, input "'''panel-background: none'''" in this field.
 
To remove transparent black background, input "'''panel-background: none'''" in this field.
  +
|-
  +
|
  +
==== Initially Hidden ====
  +
|Check if you want the question panel to be initially hidden.
 
|-
 
|-
 
|
 
|
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==== '''Item Description''' ====
 
==== '''Item Description''' ====
 
|An item description that can be read in the inventory when a player puts a cursor over an item.
 
|An item description that can be read in the inventory when a player puts a cursor over an item.
  +
|-
  +
|
  +
==== Item Amount ====
  +
|Amount of items a player will get.
 
|-
 
|-
 
|
 
|
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When a player enters a correct answer, the question panel disappears and wall decoration gets revealed.
 
When a player enters a correct answer, the question panel disappears and wall decoration gets revealed.
   
=== <u>Exit ([[Exits|Catalog of Exits]])</u> ===
+
=== <u>Exit</u> ===
  +
<u>([[Exits|Catalog of Exits]])</u>
 
{| class="article-table"
 
{| class="article-table"
 
!<nowiki>Field | Option</nowiki>
 
!<nowiki>Field | Option</nowiki>
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|
 
|
 
==== Text / Image / Video ====
 
==== Text / Image / Video ====
|Insert any text or a link to an image or YouTube video that will be shown while Hider is active.
+
|Insert any text, link to an image or YouTube video that will be shown while Hider is active.
 
|
 
|
 
|-
 
|-
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|
 
|
 
==== Initially Inactive ====
 
==== Initially Inactive ====
|Hider doesn't hide/replace the content initially.
+
|Check if you do not want the Hider to hide/replace the content initially.
 
|No
 
|No
 
|-
 
|-
 
|
 
|
 
==== Extra Triggers ====
 
==== Extra Triggers ====
|Extra triggers required for a hider to hide/reveal the content. Any object with extra triggers is one-off.
+
|Extra triggers required for a hider to hide/reveal the content.
  +
'''''Any object with extra triggers is one-off.'''''
 
|0
 
|0
 
|-
 
|-
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== 2. '''Floor Objects''' ==
 
== 2. '''Floor Objects''' ==
   
=== <u>Item Chest ([[Chests|Catalog of Chests]] | [[Items|Catalog of Items]])</u> ===
+
=== <u>Item Chest</u> ===
  +
<u>([[Chests|Catalog of Chests]] | [[Items|Catalog of Items]])</u>
 
{| class="article-table"
 
{| class="article-table"
 
!<nowiki>Field | Option</nowiki>
 
!<nowiki>Field | Option</nowiki>
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It is recommended to use pictures of .png format with transparent areas.
 
It is recommended to use pictures of .png format with transparent areas.
 
|/images/objects/chest/default_open.png
 
|/images/objects/chest/default_open.png
  +
|-
  +
|Min Width
  +
|Value in a range from 0 to 100 that defines the minimum size of the chest - use it to make the chest smaller.
  +
  +
'''''Value is a percentage of the tile area the chest is located on.'''''
  +
|0
  +
|-
  +
|Max Width
  +
|Value in a range from 1 to 100 that defines the maximum size of the chest - use it to make the chest bigger.
  +
  +
'''''Value is a percentage of the tile area the chest is located on.'''''
  +
|100
 
|-
 
|-
 
|
 
|
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It is recommended to use pictures of .png format with transparent areas.
 
It is recommended to use pictures of .png format with transparent areas.
 
|/images/objects/item/default.png
 
|/images/objects/item/default.png
  +
|-
  +
|Min Width
  +
|Value in a range from 0 to 100 that defines the minimum size of the item - use it to make the item smaller.
  +
  +
'''''Value is a percentage of the tile area the item is located on.'''''
  +
|0
  +
|-
  +
|Max Width
  +
|Value in a range from 1 to 100 that defines the maximum size of the item - use it to make the item bigger.
  +
  +
'''''Value is a percentage of the tile area the item is located on.'''''
  +
|100
 
|-
 
|-
 
|
 
|
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|An item description that can be read in the inventory when a player puts a cursor over an item.
 
|An item description that can be read in the inventory when a player puts a cursor over an item.
 
|The key to all doors
 
|The key to all doors
  +
|-
  +
|
  +
==== Item Amount ====
  +
|Amount of items a player will get.
  +
|
 
|-
 
|-
 
|
 
|
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|}
 
|}
   
=== <u>Gate ([[Gates|Catalog of Gates]])</u> ===
+
=== <u>Gate</u> ===
  +
<u>([[Gates|Catalog of Gates]])</u>
 
{| class="article-table"
 
{| class="article-table"
 
!<nowiki>Field | Option</nowiki>
 
!<nowiki>Field | Option</nowiki>
Line 456: Line 533:
 
|
 
|
 
==== Texture ====
 
==== Texture ====
|Insert a link to any jpeg, .jpg or .png image to make it a texture of the gate.
+
|A link to any jpeg, .jpg or .png image that would be the texture of the gate.
 
|/images/textures/gate/default.png
 
|/images/textures/gate/default.png
 
|-
 
|-
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|
 
|
 
==== Needed Item ====
 
==== Needed Item ====
|Insert a name of an item that can be used to open the gate (or to reduce its extra triggers by 1 in case there are any).
+
|Name of an item (''or multiple possible item names separated by ";" without spaces'') that can be used to open the gate (or to reduce its extra triggers by 1 in case there are any).
 
|
 
|
 
|-
 
|-
 
|
 
|
==== Spent upon Use ====
+
==== Spent Upon Use ====
 
|Leave unchecked if you want an item needed to open the gate to be left in the inventory after use.
 
|Leave unchecked if you want an item needed to open the gate to be left in the inventory after use.
 
|No
 
|No
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|
 
|
 
==== (Item) Target IDs ====
 
==== (Item) Target IDs ====
|Insert an ID of a target event object or multiple events separated by comma (",") without spaces - targets get triggered once the door is opened with an item.
+
|ID of a target event object or multiple IDs separated by comma (",") without spaces - targets get triggered once the gate is opened with an item.
  +
|
  +
|-
  +
|
  +
==== (Item) Target IDs ====
  +
|ID of a transfer event or multiple IDs separated by comma (",") without spaces - transfer events happen once the gate is opened with an item.
  +
  +
Use [[Transfer Events|Transfer Tool]] to create or edit transfer events.
 
|
 
|
 
|-
 
|-
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|Check if you want the gate to be open from the start.
 
|Check if you want the gate to be open from the start.
 
|No
 
|No
  +
|-
  +
|
  +
==== Opening Direction ====
  +
|Choose whether a gate will open upwards or outwards.
  +
|Upward
 
|-
 
|-
 
|
 
|
 
==== Extra Triggers ====
 
==== Extra Triggers ====
|Extra triggers required for a gate to open/close. Any object with extra triggers is one-off.
+
|Extra triggers required for a gate to open/close.
  +
'''''Any object with extra triggers is one-off.'''''
 
|0
 
|0
 
|-
 
|-
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|
 
|
 
==== Needed Item ====
 
==== Needed Item ====
|Insert a name of an item that can be used to open the wall (or to reduce its extra triggers by 1 in case there are any).
+
|Insert a name of an item (''or multiple possible item names separated by ";" without spaces'') that can be used to open the wall (or to reduce its extra triggers by 1 in case there are any).
 
|
 
|
 
|-
 
|-
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==== (Item) Target IDs ====
 
==== (Item) Target IDs ====
 
|Insert an ID of a target event object or multiple events separated by comma (",") without spaces - targets get triggered once the door is opened with an item.
 
|Insert an ID of a target event object or multiple events separated by comma (",") without spaces - targets get triggered once the door is opened with an item.
  +
|
  +
|-
  +
|
  +
==== (Item) Transfer IDs ====
  +
|ID of a transfer event or multiple IDs separated by comma (",") without spaces - transfer events happen once the door is opened with an item.
  +
  +
Use [[Transfer Events|Transfer Tool]] to create or edit transfer events.
 
|
 
|
 
|-
 
|-
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Use [[Audio|Audio Tool]] to create or edit music.
 
Use [[Audio|Audio Tool]] to create or edit music.
  +
|
  +
|-
  +
|
  +
==== Attach Object ====
  +
|Click an object that would be attached to the interactive wall.
 
|
 
|
 
|}
 
|}
   
=== <u>Floor Button ([[Floor Buttons|Catalog of Floor Buttons]])</u> ===
+
=== <u>Floor Button</u> ===
  +
<u>([[Floor Buttons|Catalog of Floor Buttons]])</u>
 
{| class="article-table"
 
{| class="article-table"
 
!<nowiki>Field | Option</nowiki>
 
!<nowiki>Field | Option</nowiki>
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==== Target IDs ====
 
==== Target IDs ====
 
|ID of a target event object or multiple IDs separated by comma (",") without spaces - targets get triggered once a player steps on the unpressed button.
 
|ID of a target event object or multiple IDs separated by comma (",") without spaces - targets get triggered once a player steps on the unpressed button.
  +
|
  +
|-
  +
|
  +
==== Transfer IDs ====
  +
|ID of a transfer event or multiple IDs separated by comma (",") without spaces - transfer events happen once a player steps on the unpressed button.
  +
  +
Use [[Transfer Events|Transfer Tool]] to create or edit transfer events.
 
|
 
|
 
|-
 
|-
 
|
 
|
 
==== Single Use ====
 
==== Single Use ====
|If checked, the button will stay pressed even if player steps out of it.
+
|If checked, the button will stay pressed even if a player steps out of it.
 
It can be reversed to the released state once triggered by some other objects, e.g. a lever or other floor button.
 
It can be reversed to the released state once triggered by some other objects, e.g. a lever or other floor button.
 
|Yes
 
|Yes
Line 715: Line 825:
 
|
 
|
 
==== Active Image ====
 
==== Active Image ====
|Insert a link to any picture here that will represent an NPC in its active state. It is recommended to use pictures of '''''.png''''' format with transparent areas.
+
|Link to any picture here that will represent an NPC in its active state.
  +
It is recommended to use pictures of '''''.png''''' format with transparent areas.
 
|/images/objects/npc/default.png
 
|/images/objects/npc/default.png
 
|-
 
|-
 
|
 
|
 
==== Min Width (active) ====
 
==== Min Width (active) ====
|Type a value in a range from 0 to 100 to make the size of active NPC larger (value is a percentage of the tile area an NPC is located on).
+
|Value in a range from 0 to 100 that defines the minimum size of active NPC - use it to make NPC bigger.
  +
'''''Value is a percentage of the tile area an NPC is located on.'''''
|70
 
  +
|0
 
|-
 
|-
 
|
 
|
 
==== Max Width (active) ====
 
==== Max Width (active) ====
|Type a value in a range from 0 to 100 to make the size of active NPC smaller (value is a percentage of the tile area an NPC is located on).
+
|Value in a range from 0 to 100 that defines the maximum size of active NPC - use it to make NPC smaller.
  +
'''''Value is a percentage of the tile area an NPC is located on.'''''
 
|100
 
|100
 
|-
 
|-
 
|
 
|
 
==== Inactive Image ====
 
==== Inactive Image ====
|Insert a link to any picture here that will represent an NPC in its inactive state. It is recommended to use pictures of '''''.png''''' format with transparent areas.
+
|Link to any picture here that will represent an NPC in its inactive state.
  +
It is recommended to use pictures of '''''.png''''' format with transparent areas.
 
|
 
|
 
|-
 
|-
 
|
 
|
 
==== Min Width (inactive) ====
 
==== Min Width (inactive) ====
|Type a value in a range from 0 to 100 to make the size of inactive NPC larger (value is a percentage of the tile area an NPC is located on).
+
|Value in a range from 0 to 100 that defines the minimum size of inactive NPC - use it to make NPC bigger.
  +
'''''Value is a percentage of the tile area an NPC is located on.'''''
 
|0
 
|0
 
|-
 
|-
 
|
 
|
 
==== Max Width (inactive) ====
 
==== Max Width (inactive) ====
|Type a value in a range from 0 to 100 to make the size of inactive NPC smaller (value is a percentage of the tile area an NPC is located on).
+
|Value in a range from 0 to 100 that defines the minimum size of inactive NPC - use it to make NPC smaller.
  +
'''''Value is a percentage of the tile area an NPC is located on.'''''
 
|100
 
|100
 
|-
 
|-
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|
 
|
 
==== Needed Item ====
 
==== Needed Item ====
|Insert a name of an item that can be used to make an NPC inactive (or to reduce its extra triggers by 1 in case there are any).
+
|Name of an item (''or multiple possible item names separated by ";" without spaces'') that can be used to make an NPC inactive (or to reduce its extra triggers by 1 in case there are any).
 
|
 
|
 
|-
 
|-
Line 765: Line 881:
 
|
 
|
 
==== (Item) Target IDs ====
 
==== (Item) Target IDs ====
|Insert an ID of a target event object or multiple events separated by comma (",") without spaces - targets get triggered once the NPC becomes inactive after item use.
+
|ID of a target event object or multiple IDs separated by comma (",") without spaces - targets get triggered once the NPC becomes inactive after item use.
  +
|
  +
|-
  +
|
  +
==== (Item) Transfer IDs ====
  +
|ID of a transfer event or multiple IDs separated by comma (",") without spaces - transfer events happen once the NPC becomes inactive after item use.
  +
  +
Use [[Transfer Events|Transfer Tool]] to create or edit transfer events.
 
|
 
|
 
|-
 
|-
 
|
 
|
 
==== Extra Triggers ====
 
==== Extra Triggers ====
|Extra triggers required for an NPC to get activated/deactivated. Any object with extra triggers is one-off.
+
|Extra triggers required for an NPC to get activated/deactivated.
  +
'''''Any object with extra triggers is one-off.'''''
  +
|
  +
|-
  +
|
  +
==== One-off ====
  +
|Check to make it impossible for NPC to be activate/deactivated more than once.
 
|
 
|
 
|-
 
|-

Latest revision as of 22:34, 10 February 2019

This section has all the information on event object editing using an Event Tool.

Important note - object IDs[]

  • Each object has its own ID which can be used to make other objects interact with it, e.g. make a switch open/close a door.

1. Wall objects[]

Door[]

(Catalog of Doors)

Field | Option Definition Default value

Non-activated Image[]

A link to any picture that would represent a closed door.

It is recommended to use pictures of .png format with transparent areas.

/images/objects/door/default.png

Activated Image[]

A link to any picture that would represent an open door.

It is recommended to use pictures of .png format with transparent areas.

/images/objects/door/default_open.png

Needed Item[]

Insert a name of an item (or multiple possible item names separated by ";" without spaces) that can be used to open the door (or to reduce its extra triggers by 1 in case there are any).

(Item) Target IDs[]

ID of a target event object or multiple IDs separated by comma (",") without spaces - targets get triggered once the door is opened with an item.

(Item) Transfer IDs[]

ID of a transfer event or multiple IDs separated by comma (",") without spaces - transfer events happen once the door is opened with an item.

Use Transfer Tool to create or edit transfer events.

Spent Upon Use[]

Leave unchecked if you want an item needed to open the door to be left in the inventory after use. No

Initially Open[]

Check if you want the door to be open from the start. No

Extra Triggers[]

Extra triggers required for a door to open/close. Any object with extra triggers is one-off. 0

Messages (by ID)[]

ID of an event message that will be shown when the object is triggered in a certain way.

Remote messages have priority over all other messages!

Use Message Tool to create or edit event messages.

Sounds (by ID)[]

ID of a sound effect that would be played when the object is triggered in a certain way.

Setting this value to -1 mutes the default sound effect.

Use Audio Tool to create or edit sound effects.

Music (by ID)[]

ID of a music that the current background music would be switched to when the object is triggered in a certain way.

Setting this value to -1 mutes currently playing music.

Remote music has priority!

Use Audio Tool to create or edit music.

Additional info[]

A text or image put on a same wall as a door will be shown shortly when a player clicks on it while it is shut.

Switch[]

(Catalog of Switches)

Field | Option Definition Default value

Non-activated Image[]

A link to any picture that would represent a switch in its unused (initial) state.

It is recommended to use pictures of .png format with transparent areas.

/images/objects/switch/default.jpg

Activated Image[]

A link to any picture that would represent a switch in its used state.

It is recommended to use pictures of .png format with transparent areas.

/images/objects/switch/default_used.jpg

Style[]

Modify switch position, size, transparency, etc. using CSS syntax. Read more here.

Target IDs[]

ID of a target event object or multiple IDs separated by comma (",") without spaces - targets get triggered once a player uses the switch.

Transfer IDs[]

ID of a transfer event or multiple IDs separated by comma (",") without spaces - transfer events happen once a player uses the switch.

Use Transfer Tool to create or edit transfer events.

Single Use[]

If checked, it won't be possible to use the switch twice (unless, for example, it is recovered by some other switch or button that targets its ID). No

Unmarked[]

If checked, the switch will not be marked on the map unless it is pressed. No

Messages (by ID)[]

ID of an event message that will be shown when the object is triggered in a certain way.

Remote messages have priority over all other messages!

Use Message Tool to create or edit event messages.

Sounds (by ID)[]

ID of a sound effect that would be played when the object is triggered in a certain way.

Setting this value to -1 mutes the default sound effect.

Use Audio Tool to create or edit sound effects.

Music (by ID)[]

ID of a music that the current background music would be switched to when the object is triggered in a certain way.

Setting this value to -1 mutes currently playing music.

Remote music has priority!

Use Audio Tool to create or edit music.

Portal[]

(Catalog of Portals)

Field | Option Definition Default value

Non-activated Image[]

A link to any picture that would represent a portal in its inactive state.

It is recommended to use pictures of .png format with transparent areas.

/images/objects/door/default_inactive.png

Activated Image[]

A link to any picture that would represent a portal in its active state.

It is recommended to use pictures of .png format with transparent areas.

/images/objects/door/default.png

Destinations[]

Coordinates of destination location and direction of a player appearing on it in the following format: Level-X-Y-Direction, e.g. 1-51-51-1.

You can insert multiple destinations by separating them with a comma (",") without spaces. In this case destination location will be chosen randomly between inserted options.

Your current position and direction

Activating Item[]

Name of an item (or multiple possible item names separated by ";" without spaces) that can be used to activate the portal.

Item Spent Upon Use[]

Leave unchecked if you want an item needed to activate the portal to be left in the inventory after use. No

Initially Active[]

Uncheck if you want the portal to be inactive from the start. Yes

Extra Triggers[]

Extra triggers required for a portal to get activated/deactivated.

Any object with extra triggers is one-off.

0

Messages (by ID)[]

ID of an event message that will be shown when the object is triggered in a certain way.

Remote messages have priority over all other messages!

Use Message Tool to create or edit event messages.

Sounds (by ID)[]

ID of a sound effect that would be played when the object is triggered in a certain way.

Setting this value to -1 mutes the default sound effect.

Use Audio Tool to create or edit sound effects.

Music (by ID)[]

ID of a music that the current background music would be switched to when the object is triggered in a certain way.

Setting this value to -1 mutes currently playing music.

Remote music has priority!

Use Audio Tool to create or edit music.

Question Panel[]

Field | Option Definition

Question[]

A question or any other text.

You can also put an image link of .jpg, .jpeg, .png or .gif format here.

Answer[]

Type in an answer (or multiple possible answers separated by ";" without spaces) that a player needs to submit to activate question panel targets.

Answers are not case sensitive.

Target IDs[]

ID of a target event object or multiple IDs separated by comma (",") without spaces - targets get triggered once the question panel is solved.

Transfer IDs[]

ID of a transfer event or multiple IDs separated by comma (",") without spaces - transfer events happen once the question panel is solved.

Use Transfer Tool to create or edit transfer events.

Style[]

Modify question text (or image) position, size, transparency, etc. using CSS syntax.

Read more here.

To remove transparent black background, input "panel-background: none" in this field.

Initially Hidden[]

Check if you want the question panel to be initially hidden.

Item[]

You can create an item that would be given as a prize for solving the question panel.

1) To create an item - type in a unique word, word combination, etc. that the item will be identified by.

2) To create a treasure - insert any link, e.g. to a SteamGifts giveaway.

If Item Description field is empty, this field is shown in the inventory instead of it.

Item Image[]

A link to any picture here that will represent an item.

It is recommended to use pictures of .png format with transparent areas.

Item Description[]

An item description that can be read in the inventory when a player puts a cursor over an item.

Item Amount[]

Amount of items a player will get.

Messages (by ID)[]

ID of an event message that will be shown when the object is triggered in a certain way.

Remote messages have priority over all other messages!

Use Message Tool to create or edit event messages.

Sounds (by ID)[]

ID of a sound effect that would be played when the object is triggered in a certain way.

Setting this value to -1 mutes the default sound effect.

Use Audio Tool to create or edit sound effects.

Music (by ID)[]

ID of a music that the current background music would be switched to when the object is triggered in a certain way.

Setting this value to -1 mutes currently playing music.

Remote music has priority!

Use Audio Tool to create or edit music.

Additional info:[]

When a player enters a correct answer, the question panel disappears and wall decoration gets revealed.

Exit[]

(Catalog of Exits)

Field | Option Definition Default Value

Image[]

A link to any picture that would represent an exit.

It is recommended to use pictures of .png format with transparent areas.

/images/objects/exit/default.png

Escape Background[]

A link to a large (HD) image that will be shown as a results screen background - an environment where a player escapes to from your dungeon. /images/objects/exit/default_background.jpg

Completion Prize[]

Any text, link, image, video, etc. you want a player to get as a completion prize, e.g. some links to extra giveaways on SteamGifts.

Completion prize is the same regardless of the exit a player uses to complete the game (in case there are several exits in the dungeon).

Completion Music[]

ID of a music that would be played on the completion screen.

0 or negative value means no background music.

Use Audio Tool to create or edit music.

Additional info:[]

A dungeon must have at least one exit, otherwise it won't be possible to publish it.

Hider[]

Field | Option Definition Default Value

Text / Image / Video[]

Insert any text, link to an image or YouTube video that will be shown while Hider is active.

Style[]

Modify text/image style using CSS syntax. Read more here.

One-off[]

Check to make it impossible for Hider object to be triggered more than once.

Initially Inactive[]

Check if you do not want the Hider to hide/replace the content initially. No

Extra Triggers[]

Extra triggers required for a hider to hide/reveal the content.

Any object with extra triggers is one-off.

0

Messages (by ID)[]

ID of an event message that will be shown when the object is triggered in a certain way.

Remote messages have priority over all other messages!

Use Message Tool to create or edit event messages.

Sounds (by ID)[]

ID of a sound effect that would be played when the object is triggered in a certain way.

Setting this value to -1 mutes the default sound effect.

Use Audio Tool to create or edit sound effects.

Music (by ID)[]

ID of a music that the current background music would be switched to when the object is triggered in a certain way.

Setting this value to -1 mutes currently playing music.

Remote music has priority!

Use Audio Tool to create or edit music.

Additional info:[]

Creator can see an eye icon on hider spot when it is active and has no tex/image/video set - this icon is, however, not visible to players. "Hide Options" option hides such icons and lets the creator see their dungeon as a player would see it.

2. Floor Objects[]

Item Chest[]

(Catalog of Chests | Catalog of Items)

Field | Option Definition Default value

Closed Chest Image[]

A link to any picture here that will represent a closed chest.

Remove it if you want an item not to be contained in a chest.

It is recommended to use pictures of .png format with transparent areas.

/images/objects/chest/default.png

Open Chest Image[]

A link to any picture here that will represent an open chest.

Remove it if you want an item not to be contained in a chest.

It is recommended to use pictures of .png format with transparent areas.

/images/objects/chest/default_open.png
Min Width Value in a range from 0 to 100 that defines the minimum size of the chest - use it to make the chest smaller.

Value is a percentage of the tile area the chest is located on.

0
Max Width Value in a range from 1 to 100 that defines the maximum size of the chest - use it to make the chest bigger.

Value is a percentage of the tile area the chest is located on.

100

Item[]

1) To create an item - type in a unique word, word combination, etc. that the item will be identified by.

2) To create a treasure - insert any link, e.g. to a SteamGifts giveaway.

If Item Description field is empty, this field is shown in the inventory instead of it.

Key

Item Image[]

A link to any picture here that will represent an item.

It is recommended to use pictures of .png format with transparent areas.

/images/objects/item/default.png
Min Width Value in a range from 0 to 100 that defines the minimum size of the item - use it to make the item smaller.

Value is a percentage of the tile area the item is located on.

0
Max Width Value in a range from 1 to 100 that defines the maximum size of the item - use it to make the item bigger.

Value is a percentage of the tile area the item is located on.

100

Item Description[]

An item description that can be read in the inventory when a player puts a cursor over an item. The key to all doors

Item Amount[]

Amount of items a player will get.

(Pick Up) Target IDs[]

ID of a target event object or multiple IDs separated by comma (",") without spaces - targets get triggered once an item gets picked up.

Messages (by ID)[]

ID of an event message that will be shown when the object is triggered in a certain way.

Remote messages have priority over all other messages!

Use Message Tool to create or edit event messages.

Sounds (by ID)[]

ID of a sound effect that would be played when the object is triggered in a certain way.

Setting this value to -1 mutes the default sound effect.

Use Audio Tool to create or edit sound effects.

Music (by ID)[]

ID of a music that the current background music would be switched to when the object is triggered in a certain way.

Setting this value to -1 mutes currently playing music.

Remote music has priority!

Use Audio Tool to create or edit music.

Gate[]

(Catalog of Gates)

Field | Option Definition Default value

Texture[]

A link to any jpeg, .jpg or .png image that would be the texture of the gate. /images/textures/gate/default.png

Repeat Texture[]

Checking Repeat option will make a texture repeat itself within an object instead of scaling to the whole object size. No

Needed Item[]

Name of an item (or multiple possible item names separated by ";" without spaces) that can be used to open the gate (or to reduce its extra triggers by 1 in case there are any).

Spent Upon Use[]

Leave unchecked if you want an item needed to open the gate to be left in the inventory after use. No

(Item) Target IDs[]

ID of a target event object or multiple IDs separated by comma (",") without spaces - targets get triggered once the gate is opened with an item.

(Item) Target IDs[]

ID of a transfer event or multiple IDs separated by comma (",") without spaces - transfer events happen once the gate is opened with an item.

Use Transfer Tool to create or edit transfer events.

Initially Open[]

Check if you want the gate to be open from the start. No

Opening Direction[]

Choose whether a gate will open upwards or outwards. Upward

Extra Triggers[]

Extra triggers required for a gate to open/close.

Any object with extra triggers is one-off.

0

Messages (by ID)[]

ID of an event message that will be shown when the object is triggered in a certain way.

Remote messages have priority over all other messages!

Use Message Tool to create or edit event messages.

Sounds (by ID)[]

ID of a sound effect that would be played when the object is triggered in a certain way.

Setting this value to -1 mutes the default sound effect.

Use Audio Tool to create or edit sound effects.

Music (by ID)[]

ID of a music that the current background music would be switched to when the object is triggered in a certain way.

Setting this value to -1 mutes currently playing music.

Remote music has priority!

Use Audio Tool to create or edit music.

Interactive Wall[]

Field | Option Definition Default value

Penetrable[]

Check if you want to make it a "fake" wall that can be walked through. No

Needed Item[]

Insert a name of an item (or multiple possible item names separated by ";" without spaces) that can be used to open the wall (or to reduce its extra triggers by 1 in case there are any).

Spent upon Use[]

Leave unchecked if you want an item needed to open the wall to be left in the inventory after use. No

(Item) Target IDs[]

Insert an ID of a target event object or multiple events separated by comma (",") without spaces - targets get triggered once the door is opened with an item.

(Item) Transfer IDs[]

ID of a transfer event or multiple IDs separated by comma (",") without spaces - transfer events happen once the door is opened with an item.

Use Transfer Tool to create or edit transfer events.

Initially Open[]

Check if you want the wall to be open from the start. No

Extra Triggers[]

Extra triggers required for a wall to open/close. Any object with extra triggers is one-off. 0

Messages (by ID)[]

ID of an event message that will be shown when the object is triggered in a certain way.

Remote messages have priority over all other messages!

Use Message Tool to create or edit event messages.

Sounds (by ID)[]

ID of a sound effect that would be played when the object is triggered in a certain way.

Setting this value to -1 mutes the default sound effect.

Use Audio Tool to create or edit sound effects.

Music (by ID)[]

ID of a music that the current background music would be switched to when the object is triggered in a certain way.

Setting this value to -1 mutes currently playing music.

Remote music has priority!

Use Audio Tool to create or edit music.

Attach Object[]

Click an object that would be attached to the interactive wall.

Floor Button[]

(Catalog of Floor Buttons)

Field | Option Definition Default value

Non-activated Image[]

A link to any picture that would represent a floor button in its released state. /images/objects/floor_button/default.jpg

Activated Image[]

A link to any picture that would represent a floor button in its pressed state. /images/objects/floor_button/default_pressed.jpg

Target IDs[]

ID of a target event object or multiple IDs separated by comma (",") without spaces - targets get triggered once a player steps on the unpressed button.

Transfer IDs[]

ID of a transfer event or multiple IDs separated by comma (",") without spaces - transfer events happen once a player steps on the unpressed button.

Use Transfer Tool to create or edit transfer events.

Single Use[]

If checked, the button will stay pressed even if a player steps out of it.

It can be reversed to the released state once triggered by some other objects, e.g. a lever or other floor button.

Yes

Messages (by ID)[]

ID of an event message that will be shown when the object is triggered in a certain way.

Remote messages have priority over all other messages!

Use Message Tool to create or edit event messages.

Sounds (by ID)[]

ID of a sound effect that would be played when the object is triggered in a certain way.

Setting this value to -1 mutes the default sound effect.

Use Audio Tool to create or edit sound effects.

Music (by ID)[]

ID of a music that the current background music would be switched to when the object is triggered in a certain way.

Setting this value to -1 mutes currently playing music.

Remote music has priority!

Use Audio Tool to create or edit music.

Additional info:[]

Removing Non-activated Image mutes the triggering sound, allowing the button to activate events silently.

Hider[]

Field | Option Definition Default Value

Text / Image / Video[]

Insert any text or a link to an image or YouTube video that will be shown while Hider is active.

Style[]

Modify text/image style using CSS syntax. Read more here.

One-off[]

Check to make it impossible for Hider object to be triggered more than once.

Initially Inactive[]

Hider doesn't hide/replace the content initially. No

Extra Triggers[]

Extra triggers required for a hider to hide/reveal the content. Any object with extra triggers is one-off. 0

Messages (by ID)[]

ID of an event message that will be shown when the object is triggered in a certain way.

Remote messages have priority over all other messages!

Use Message Tool to create or edit event messages.

Sounds (by ID)[]

ID of a sound effect that would be played when the object is triggered in a certain way.

Setting this value to -1 mutes the default sound effect.

Use Audio Tool to create or edit sound effects.

Music (by ID)[]

ID of a music that the current background music would be switched to when the object is triggered in a certain way.

Setting this value to -1 mutes currently playing music.

Remote music has priority!

Use Audio Tool to create or edit music.

Additional info:[]

Creator can see an eye icon on hider spot when it is active and has no tex/image/video set - this icon is, however, not visible to players. "Hide Options" option hides such icons and lets the creator see their dungeon as a player would see it.

NPC[]

Field | Option Definition Default Value

Penetrable[]

Check if you want to make it possible to walk through the NPC even while it is active. No

Tooltip Name[]

Text that would be displayed when a player moves a cursor over an NPC.

Active Image[]

Link to any picture here that will represent an NPC in its active state.

It is recommended to use pictures of .png format with transparent areas.

/images/objects/npc/default.png

Min Width (active)[]

Value in a range from 0 to 100 that defines the minimum size of active NPC - use it to make NPC bigger.

Value is a percentage of the tile area an NPC is located on.

0

Max Width (active)[]

Value in a range from 0 to 100 that defines the maximum size of active NPC - use it to make NPC smaller.

Value is a percentage of the tile area an NPC is located on.

100

Inactive Image[]

Link to any picture here that will represent an NPC in its inactive state.

It is recommended to use pictures of .png format with transparent areas.

Min Width (inactive)[]

Value in a range from 0 to 100 that defines the minimum size of inactive NPC - use it to make NPC bigger.

Value is a percentage of the tile area an NPC is located on.

0

Max Width (inactive)[]

Value in a range from 0 to 100 that defines the minimum size of inactive NPC - use it to make NPC smaller.

Value is a percentage of the tile area an NPC is located on.

100

Lays on the Floor[]

Check if you want an inactive image of an NPC to be "laying" on the floor (making image display horizontally).

Initially Inactive[]

Check if you want an NPC to have an inactive state from the start.

Needed Item[]

Name of an item (or multiple possible item names separated by ";" without spaces) that can be used to make an NPC inactive (or to reduce its extra triggers by 1 in case there are any).

Spent Upon Use[]

Leave unchecked if you want an item needed to trigger an NPC to be left in the inventory after use.

(Item) Target IDs[]

ID of a target event object or multiple IDs separated by comma (",") without spaces - targets get triggered once the NPC becomes inactive after item use.

(Item) Transfer IDs[]

ID of a transfer event or multiple IDs separated by comma (",") without spaces - transfer events happen once the NPC becomes inactive after item use.

Use Transfer Tool to create or edit transfer events.

Extra Triggers[]

Extra triggers required for an NPC to get activated/deactivated.

Any object with extra triggers is one-off.

One-off[]

Check to make it impossible for NPC to be activate/deactivated more than once.

Messages (by ID)[]

ID of an event message that will be shown when the object is triggered in a certain way.

Remote messages have priority over all other messages!

Use Message Tool to create or edit event messages.

Sounds (by ID)[]

ID of a sound effect that would be played when the object is triggered in a certain way.

Setting this value to -1 mutes the default sound effect.

Use Audio Tool to create or edit sound effects.

Music (by ID)[]

ID of a music that the current background music would be switched to when the object is triggered in a certain way.

Setting this value to -1 mutes currently playing music.

Remote music has priority!

Use Audio Tool to create or edit music.