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 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.
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 |
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.
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 |
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.
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. | |
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. | |
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. | |
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 |
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.
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 |
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.
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 |
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.
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 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.
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. |
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. | |
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.
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 |
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.
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. |