Tag: Visual edit |
No edit summary Tag: Visual edit |
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== 1. '''Wall objects''' == |
== 1. '''Wall objects''' == |
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− | === <u>Door |
+ | === <u>Door</u> === |
+ | <u>([[Doors|Catalog of Doors]])</u> |
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{| class="article-table" |
{| class="article-table" |
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!<nowiki>Field | Option</nowiki> |
!<nowiki>Field | Option</nowiki> |
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==== Needed Item ==== |
==== Needed Item ==== |
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− | |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). |
| |
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|- |
|- |
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==== (Item) Target IDs ==== |
==== (Item) Target IDs ==== |
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− | | |
+ | |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. |
+ | | |
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+ | |- |
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+ | | |
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+ | ==== (Item) Transfer IDs ==== |
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+ | |ID of a transfer event or multiple IDs separated by comma (",") without spaces - transfer events happen once the door is opened with an item. |
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+ | |||
+ | Use [[Transfer Events|Transfer Tool]] to create or edit transfer events. |
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|- |
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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. |
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− | === <u>Switch |
+ | === <u>Switch</u> === |
+ | <u>([[Switches|Catalog of Switches]])</u> |
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{| class="article-table" |
{| class="article-table" |
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!<nowiki>Field | Option</nowiki> |
!<nowiki>Field | Option</nowiki> |
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==== Target IDs ==== |
==== Target IDs ==== |
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|ID of a target event object or multiple IDs separated by comma (",") without spaces - targets get triggered once a player uses the switch. |
|ID of a target event object or multiple IDs separated by comma (",") without spaces - targets get triggered once a player uses the switch. |
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+ | | |
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+ | |- |
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+ | | |
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+ | ==== Transfer IDs ==== |
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+ | |ID of a transfer event or multiple IDs separated by comma (",") without spaces - transfer events happen once a player uses the switch. |
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+ | |||
+ | Use [[Transfer Events|Transfer Tool]] to create or edit transfer events. |
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|- |
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==== Single Use ==== |
==== Single Use ==== |
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|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). |
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+ | |No |
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+ | |- |
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+ | | |
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+ | ==== Unmarked ==== |
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+ | |If checked, the switch will not be marked on the map unless it is pressed. |
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|No |
|No |
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|- |
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|} |
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− | === <u>Portal |
+ | === <u>Portal</u> === |
+ | <u>([[Portals|Catalog of Portals]])</u> |
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{| class="article-table" |
{| class="article-table" |
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!<nowiki>Field | Option</nowiki> |
!<nowiki>Field | Option</nowiki> |
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==== Activating Item ==== |
==== Activating Item ==== |
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− | |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. |
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|- |
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==== Target IDs ==== |
==== Target IDs ==== |
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|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. |
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+ | |- |
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+ | | |
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+ | ==== Transfer IDs ==== |
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+ | |ID of a transfer event or multiple IDs separated by comma (",") without spaces - transfer events happen once the question panel is solved. |
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+ | |||
+ | Use [[Transfer Events|Transfer Tool]] to create or edit transfer events. |
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|- |
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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. |
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[http://dungeonsandbox.wikia.com/wiki/Styling Read more here]. |
[http://dungeonsandbox.wikia.com/wiki/Styling Read more here]. |
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+ | |||
To remove transparent black background, input "'''panel-background: none'''" in this field. |
To remove transparent black background, input "'''panel-background: none'''" in this field. |
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+ | |- |
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+ | | |
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+ | ==== Initially Hidden ==== |
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+ | |Check if you want the question panel to be initially hidden. |
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|- |
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==== '''Item Description''' ==== |
==== '''Item Description''' ==== |
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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. |
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+ | |- |
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+ | | |
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+ | ==== Item Amount ==== |
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+ | |Amount of items a player will get. |
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|- |
|- |
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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. |
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− | === <u>Exit |
+ | === <u>Exit</u> === |
+ | <u>([[Exits|Catalog of Exits]])</u> |
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{| class="article-table" |
{| class="article-table" |
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!<nowiki>Field | Option</nowiki> |
!<nowiki>Field | Option</nowiki> |
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==== Initially Inactive ==== |
==== Initially Inactive ==== |
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− | |Hider |
+ | |Check if you do not want the Hider to hide/replace the content initially. |
|No |
|No |
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|- |
|- |
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==== Extra Triggers ==== |
==== Extra Triggers ==== |
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− | |Extra triggers required for a hider to hide/reveal the content |
+ | |Extra triggers required for a hider to hide/reveal the content. |
+ | '''''Any object with extra triggers is one-off.''''' |
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|0 |
|0 |
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|- |
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== 2. '''Floor Objects''' == |
== 2. '''Floor Objects''' == |
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− | === <u>Item Chest |
+ | === <u>Item Chest</u> === |
+ | <u>([[Chests|Catalog of Chests]] | [[Items|Catalog of Items]])</u> |
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{| class="article-table" |
{| class="article-table" |
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!<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. |
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|/images/objects/chest/default_open.png |
|/images/objects/chest/default_open.png |
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+ | |- |
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+ | |Min Width |
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+ | |Value in a range from 0 to 100 that defines the minimum size of the chest - use it to make the chest smaller. |
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+ | |||
+ | '''''Value is a percentage of the tile area the chest is located on.''''' |
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+ | |0 |
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+ | |- |
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+ | |Max Width |
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+ | |Value in a range from 1 to 100 that defines the maximum size of the chest - use it to make the chest bigger. |
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+ | |||
+ | '''''Value is a percentage of the tile area the chest is located on.''''' |
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+ | |100 |
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|- |
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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. |
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|/images/objects/item/default.png |
|/images/objects/item/default.png |
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+ | |- |
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+ | |Min Width |
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+ | |Value in a range from 0 to 100 that defines the minimum size of the item - use it to make the item smaller. |
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+ | |||
+ | '''''Value is a percentage of the tile area the item is located on.''''' |
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+ | |0 |
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+ | |- |
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+ | |Max Width |
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+ | |Value in a range from 1 to 100 that defines the maximum size of the item - use it to make the item bigger. |
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+ | |||
+ | '''''Value is a percentage of the tile area the item is located on.''''' |
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+ | |100 |
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|- |
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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. |
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|The key to all doors |
|The key to all doors |
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+ | |- |
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+ | | |
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+ | ==== Item Amount ==== |
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+ | |Amount of items a player will get. |
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+ | | |
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|- |
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− | === <u>Gate |
+ | === <u>Gate</u> === |
+ | <u>([[Gates|Catalog of Gates]])</u> |
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{| class="article-table" |
{| class="article-table" |
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!<nowiki>Field | Option</nowiki> |
!<nowiki>Field | Option</nowiki> |
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==== Needed Item ==== |
==== Needed Item ==== |
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− | |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). |
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==== (Item) Target IDs ==== |
==== (Item) Target IDs ==== |
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|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. |
|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. |
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+ | | |
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+ | |- |
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+ | | |
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+ | ==== (Item) Target IDs ==== |
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+ | |ID of a transfer event or multiple IDs separated by comma (",") without spaces - transfer events happen once the gate is opened with an item. |
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+ | |||
+ | 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. |
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|No |
|No |
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+ | |- |
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+ | | |
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+ | ==== Opening Direction ==== |
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+ | |Choose whether a gate will open upwards or outwards. |
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+ | |Upward |
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==== Needed Item ==== |
==== Needed Item ==== |
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− | |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 ==== |
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|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. |
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+ | | |
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+ | |- |
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+ | | |
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+ | ==== (Item) Transfer IDs ==== |
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+ | |ID of a transfer event or multiple IDs separated by comma (",") without spaces - transfer events happen once the door is opened with an item. |
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+ | |||
+ | Use [[Transfer Events|Transfer Tool]] to create or edit transfer events. |
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− | === <u>Floor Button |
+ | === <u>Floor Button</u> === |
+ | <u>([[Floor Buttons|Catalog of Floor Buttons]])</u> |
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{| class="article-table" |
{| class="article-table" |
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!<nowiki>Field | Option</nowiki> |
!<nowiki>Field | Option</nowiki> |
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==== Target IDs ==== |
==== Target IDs ==== |
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|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. |
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+ | | |
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+ | |- |
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+ | | |
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+ | ==== Transfer IDs ==== |
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+ | |ID of a transfer event or multiple IDs separated by comma (",") without spaces - transfer events happen once a player steps on the unpressed button. |
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+ | |||
+ | Use [[Transfer Events|Transfer Tool]] to create or edit transfer events. |
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==== Single Use ==== |
==== Single Use ==== |
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− | |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. |
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|Yes |
|Yes |
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==== Active Image ==== |
==== Active Image ==== |
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− | | |
+ | |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. |
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|/images/objects/npc/default.png |
|/images/objects/npc/default.png |
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|- |
|- |
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==== Min Width (active) ==== |
==== Min Width (active) ==== |
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− | | |
+ | |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.''''' |
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− | |70 |
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+ | |0 |
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|- |
|- |
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==== Max Width (active) ==== |
==== Max Width (active) ==== |
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− | | |
+ | |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.''''' |
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|100 |
|100 |
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|- |
|- |
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==== Inactive Image ==== |
==== Inactive Image ==== |
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− | | |
+ | |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. |
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|- |
|- |
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==== Min Width (inactive) ==== |
==== Min Width (inactive) ==== |
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− | | |
+ | |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.''''' |
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|0 |
|0 |
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|- |
|- |
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==== Max Width (inactive) ==== |
==== Max Width (inactive) ==== |
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− | | |
+ | |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.''''' |
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|100 |
|100 |
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|- |
|- |
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==== Needed Item ==== |
==== Needed Item ==== |
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− | | |
+ | |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). |
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|- |
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==== (Item) Target IDs ==== |
==== (Item) Target IDs ==== |
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− | | |
+ | |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. |
+ | | |
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+ | |- |
||
+ | | |
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+ | ==== (Item) Transfer IDs ==== |
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+ | |ID of a transfer event or multiple IDs separated by comma (",") without spaces - transfer events happen once the NPC becomes inactive after item use. |
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+ | |||
+ | Use [[Transfer Events|Transfer Tool]] to create or edit transfer events. |
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|- |
|- |
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==== Extra Triggers ==== |
==== Extra Triggers ==== |
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− | |Extra triggers required for an NPC to get activated/deactivated |
+ | |Extra triggers required for an NPC to get activated/deactivated. |
+ | '''''Any object with extra triggers is one-off.''''' |
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+ | | |
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+ | |- |
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+ | | |
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+ | ==== One-off ==== |
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+ | |Check to make it impossible for NPC to be activate/deactivated more than once. |
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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[]
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[]
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[]
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.
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[]
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[]
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[]
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. |