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Insert a link to any picture here that will be shown when the door is closed. It is recommended to use pictures of .png format with transparent areas.
/images/objects/door/default.png
Activated Image
Insert a link to any picture here that will be shown when the door is open. 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 that can be used to open the door (or to reduce its extra triggers by 1 in case there are any).
(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.
Spent Upon Use
Leave unchecked if you want an item needed to open the door 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!
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.
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. Remote music has priority!
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.
Insert a link to any picture here that will represent an inactive portal. It is recommended to use pictures of .png format with transparent areas.
/images/objects/door/default_inactive.png
Activated Image
Insert a link to any picture here that will represent an active portal. It is recommended to use pictures of .png format with transparent areas.
/images/objects/door/default.png
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.
Your current position and direction
Activating Item
Insert a name of an item that can be used to activate the portal.
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. The main message of a question panel has a priority over any remote messages of other objects.
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.
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. Remote music has priority!
Question Panel
Field | Option
Definition
Question
Type in a question or any other text. You can also put an image link here of .jpg, .jpeg, .png or .gif format.
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.
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.
Target IDs
Insert an ID of a target event object or multiple events separated by comma (",") without spaces
Item
Insert a unique word, word combination, etc. that the item will be identified by or a link to make item a "treasure", e.g. SteamGifts giveaway to create an item that would be given as a prize for solving th equestion panel. If Item Description field is empty, this field would is shown in the inventory instead of it.
Item Image
Insert 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
Insert an item description that can be read in the inventory.
Messages (by ID)
ID of an event message that will be shown when the object is triggered in a certain way. The main message of a question panel has a priority over any remote messages of other objects.
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.
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. Remote music has priority!
Additional info:
When a player enters a correct answer, the question panel disappears and wall decoration gets revealed.
Insert a link to any picture here that will represent an exit. It is recommended to use pictures of .png format with transparent areas.
/images/objects/exit/default.png
Escape Background
Insert a large 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
Insert any text, link, image, video, etc. you want a player to get as a completion prize. For example, you can put some links to extra giveaways on SteamGifts here. Completion prize is the sameregardless of the exit a player uses to complete the game (in case there is more than 1 exit).
Completion Music
ID of a music that would be played on the completion screen. 0 or negative value means no background 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 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!
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.
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. Remote music has priority!
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.
Insert a link to any picture here that will represent a closed chest or 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
Insert a link to any picture here that will represent an open chest or 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
Item
Insert a unique word, word combination, etc. that the item will be identified by or a link to make item a "treasure", e.g. SteamGifts giveaway. If Item Description field is empty, this field is shown in the inventory instead of it.
Key
Item Image
Insert 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
Item Description
Insert an item description that can be read in the inventory.
The key to all doors
(Pick Up) Target IDs
Insert an ID of a target event object or multiple events 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!
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.
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. Remote music has priority!
Insert a link to any jpeg, .jpg or .png image to make it a 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
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).
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
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.
Initially Open
Check if you want the gate to be open from the start.
No
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!
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.
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. Remote music has priority!
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 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.
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!
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.
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. Remote music has priority!
Attach Object
Create and attach another object to the interactive wall.
Insert a link to any picture here that will be shown when the button is not pressed.
/images/objects/floor_button/default.jpg
Activated Image
Insert a link to any picture here that will be shown when the button is not pressed.
/images/objects/floor_button/default_pressed.jpg
Target IDs
Insert an ID of a target event object or multiple events separated by comma (",") without spaces
Single Use
If checked, the button will stay pressed even if 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!
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.
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. Remote music has priority!
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!
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.
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. Remote music has priority!
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
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.
/images/objects/npc/default.png
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).
70
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).
100
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.
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).
0
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).
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
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).
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
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.
Extra Triggers
Extra triggers required for an NPC to get activated/deactivated. Any object with extra triggers is one-off.
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!
Sounds (by ID)
ID of a sound effect that would be played when the object is triggered in a certain way.
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. Remote music has priority!