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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

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!

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.

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

Insert a link to any picture here that will be shown when the button hasn't yet been used.

Activated Image

Insert a link to any picture here that will be shown when the switch has already been used. /images/objects/switch/default_used.jpg

Style

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

Target IDs

Insert an ID of a target event object or multiple events separated by comma (",") without spaces.

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

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.

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

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.

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.

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

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.

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.

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

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 same regardless 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!

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.

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

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

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

(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.

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

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!

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.

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 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!

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.

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.

Floor Button (Catalog of Floor Buttons)

Field | Option Definition Default value

Non-activated Image

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!

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.

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.

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

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!

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.

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.

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