arch map
name Testmap - Connection Objects
background_music rubberfreak.ogg
msg
Created:  2003-04-13 Daimonin Map Editor
endmsg
width 24
height 17
difficulty 1
darkness 5
end
arch floor_ostone2
end
arch fwall_brown1
end
arch floor_ostone2
y 1
end
arch fwall_brown1
y 1
end
arch floor_ostone2
y 2
end
arch fwall_brown1
y 2
end
arch floor_ostone2
y 3
end
arch fwall_brown1
y 3
end
arch floor_ostone2
y 4
end
arch fwall_brown1
y 4
end
arch floor_ostone2
y 5
end
arch fwall_brown1
y 5
end
arch floor_ostone2
y 6
end
arch fwall_brown1
y 6
end
arch floor_ostone2
y 7
end
arch fwall_brown1
y 7
end
arch floor_ostone2
y 8
end
arch fwall_brown1
y 8
end
arch floor_ostone2
y 9
end
arch fwall_brown1
y 9
end
arch floor_ostone2
y 10
end
arch fwall_brown1
y 10
end
arch floor_ostone2
y 11
end
arch fwall_brown1
y 11
end
arch floor_ostone2
y 12
end
arch fwall_brown1
y 12
end
arch floor_ostone2
y 13
end
arch fwall_brown1
y 13
end
arch floor_ostone2
y 14
end
arch fwall_brown1
y 14
end
arch floor_ostone2
y 15
end
arch fwall_brown1
y 15
end
arch floor_ostone2
y 16
end
arch fwall_brown1
y 16
end
arch floor_ostone2
x 1
end
arch fwall_brown1
x 1
end
arch floor_ostone2
x 1
y 1
end
arch stairs_wood_up
slaying testmap_main
hp 3
sp 1
x 1
y 1
end
arch floor_ostone2
x 1
y 2
end
arch sign
msg
Testmap for connected objects.
Connected objects are 2 classes:
Triggers like buttons and levers which
give a signal to connected object when something
trigger them.
The other objects are like doors which do something
when they got a signal from a connected object.
endmsg
x 1
y 2
end
arch floor_ostone2
x 1
y 3
end
arch floor_ostone2
x 1
y 4
end
arch fwall_brown1
x 1
y 4
end
arch floor_ostone2
x 1
y 5
end
arch exit
slaying testmap_connect
hp 3
sp 8
x 1
y 5
end
arch floor_ostone2
x 1
y 6
end
arch ladder_down
slaying testmap_connect
hp 3
sp 8
x 1
y 6
end
arch floor_ostone2
x 1
y 7
end
arch floor_ostone2
x 1
y 8
end
arch sign
msg
Here are 2 types of exits:
EXIT and TELEPORTER.
When used, they teleport the user to the
marked spot in front of this sign. Both type
of exits can be used to change maps too.
The single magic portal is a TELEPORTER,
the ladder and the portal next to it are from
type EXIT.
A EXIT is a permanent open and
connected portal. A exit can be configured
to teleport the user automatically when walk
or fly over it (like the portal is) or the user must
apply it like the ladder.
The TELEPORTER must get a signal to teleport
the user. Under the portal is a lever - when
pulled, it triggers the TELEPORTER.
Note, that the TELEPORTERS will be changed
in later Daimonin betas for ON/OFF use.
endmsg
x 1
y 8
end
arch floor_ostone2
x 1
y 9
end
arch floor_ostone2
x 1
y 10
end
arch handle_lever
no_teleport 1
connected 105
x 1
y 10
end
arch teleporter
slaying testmap_connect
hp 3
sp 8
connected 105
x 1
y 10
end
arch floor_ostone2
x 1
y 11
end
arch floor_ostone2
x 1
y 12
end
arch fwall_brown1
x 1
y 12
end
arch floor_ostone2
x 1
y 13
end
arch pit_open
connected 501
slaying testmap_main
hp 5
sp 5
x 1
y 13
end
arch floor_ostone2
x 1
y 14
end
arch pit_closed
connected 501
hp 10
sp 10
x 1
y 14
end
arch floor_ostone2
x 1
y 15
end
arch floor_ostone2
x 1
y 16
end
arch fwall_brown1
x 1
y 16
end
arch floor_ostone2
x 2
end
arch fwall_brown1
x 2
end
arch floor_ostone2
x 2
y 1
end
arch sign
msg
Here we have 2 levers, both are connected to
the 4 doors. The lever to the south is from type
HANDLE, the other is from type TRIGGER.
The doors are normal connected doors - when
they got a signal from a connected source, they
will open or close, depending on the start stats.
The grates will not block LOS, the normal doors
will.
A HANDLE type lever or button has 2 states:
ON and OFF (or LEFT and RIGHT). For the
doors it will depend on the start stats of the door.
If the doors is closed, the lever will open it and
when the door is open at default, it will close it.
You can pull the lever as fast as you can - every
time you pull it gives a signal.
The TRIGGER lever will drop a pulse when pulled.
Then, after some time it gives out another pulse
which means "i am reseted". In this time between
both pulses the lever will not move - its not
possible to pull him. After the reset it can be
pulled again.
When you pull the HANDLE type lever, only the
doors will move. If you pull the TRIGGER type
lever, the HANDLE lever will move too.
This face the fact that the TRIGGER gives out a
"neutral"  pulse. The HANDLE type lever instead
have fixed stats, connected to the stats where it
itself if connected with  (in this case the doors).
To hold it synchron, the HANDLE type lever will
move too.
endmsg
x 2
y 1
end
arch floor_ostone2
x 2
y 2
end
arch floor_ostone2
x 2
y 3
end
arch floor_ostone2
x 2
y 4
end
arch grate_open
connected 101
x 2
y 4
end
arch floor_ostone2
x 2
y 5
end
arch floor_ostone2
x 2
y 6
end
arch floor_ostone2
x 2
y 7
end
arch floor_ostone2
x 2
y 8
end
arch floor_ostone2
x 2
y 9
end
arch floor_ostone2
x 2
y 10
end
arch floor_ostone2
x 2
y 11
end
arch floor_ostone2
x 2
y 12
end
arch fwall_brown1
x 2
y 12
end
arch floor_ostone2
x 2
y 13
end
arch sign
msg
PIT's are teleporters who can be "opened"
or "closed". If open, the PIT will move the
target (object above it) to a new location
or map. A PIT can drop a object on a fixed
position or in a kind of "random drop area".
This is defined with a flag.
endmsg
x 2
y 13
end
arch floor_ostone2
x 2
y 14
end
arch floor_ostone2
x 2
y 15
end
arch floor_ostone2
x 2
y 16
end
arch fwall_brown1
x 2
y 16
end
arch floor_ostone2
x 3
end
arch fwall_brown1
x 3
end
arch floor_ostone2
x 3
y 1
end
arch trigger_lever
name lever (TRIGGER)
connected 101
x 3
y 1
end
arch floor_ostone2
x 3
y 2
end
arch handle_lever
name big lever 101
connected 101
x 3
y 2
end
arch floor_ostone2
x 3
y 3
end
arch floor_ostone2
x 3
y 4
end
arch fwall_brown1
x 3
y 4
end
arch floor_ostone2
x 3
y 5
end
arch button_trigger
connected 101
weight 1
x 3
y 5
end
arch floor_ostone2
x 3
y 6
end
arch sign
msg
3 button types. The big button is triggered
by weight. This can be the player which carry
alot of heavy equipment or something like
the boulder. The boulder can moved over the
button and trigger it.
The 2 other buttons are triggered when something
move over them. The button behind this sign is
from type TRIGGER_BUTTON, the other is
a normal button. The work as the levers.
For all buttons can the weight value be changed.
endmsg
x 3
y 6
end
arch floor_ostone2
x 3
y 7
end
arch floor_sblack1
x 3
y 8
end
arch floor_ostone2
x 3
y 9
end
arch floor_ostone2
x 3
y 10
end
arch floor_ostone2
x 3
y 11
end
arch floor_ostone2
x 3
y 12
end
arch fwall_brown1
x 3
y 12
end
arch floor_ostone2
x 3
y 13
end
arch handle_lever
name big lever 501
connected 501
x 3
y 13
end
arch floor_ostone2
x 3
y 14
end
arch floor_ostone2
x 3
y 15
end
arch floor_ostone2
x 3
y 16
end
arch fwall_brown1
x 3
y 16
end
arch floor_ostone2
x 4
end
arch fwall_brown1
x 4
end
arch floor_ostone2
x 4
y 1
end
arch floor_ostone2
x 4
y 2
end
arch floor_ostone2
x 4
y 3
end
arch floor_ostone2
x 4
y 4
end
arch grate_closed
connected 101
x 4
y 4
end
arch floor_ostone2
x 4
y 5
end
arch floor_ostone2
x 4
y 6
end
arch floor_ostone2
x 4
y 7
end
arch floor_ostone2
x 4
y 8
end
arch floor_ostone2
x 4
y 9
end
arch floor_ostone2
x 4
y 10
end
arch key2
slaying test_door1
x 4
y 10
end
arch floor_ostone2
x 4
y 11
end
arch floor_ostone2
x 4
y 12
end
arch gate1_locked
slaying test_door1
x 4
y 12
end
arch floor_ostone2
x 4
y 13
end
arch floor_ostone2
x 4
y 14
end
arch floor_ostone2
x 4
y 15
end
arch floor_ostone2
x 4
y 16
end
arch fwall_brown1
x 4
y 16
end
arch floor_ostone2
x 5
end
arch fwall_brown1
x 5
end
arch floor_ostone2
x 5
y 1
end
arch grate_closed
face grate_door1.131
connected 101
direction 3
x 5
y 1
end
arch floor_ostone2
x 5
y 2
end
arch fwall_brown1
x 5
y 2
end
arch floor_ostone2
x 5
y 3
end
arch grate_open
connected 101
direction 3
x 5
y 3
end
arch floor_ostone2
x 5
y 4
end
arch fwall_brown1
x 5
y 4
end
arch floor_ostone2
x 5
y 5
end
arch button_plate
connected 101
x 5
y 5
end
arch floor_ostone2
x 5
y 6
end
arch boulder
no_pick 0
x 5
y 6
end
arch floor_ostone2
x 5
y 7
end
arch floor_ostone2
x 5
y 8
end
arch floor_ostone2
x 5
y 9
end
arch sign
msg
Door which needs a unique key to open them.
2 version: LOS and non LOS.
When opening, the door object is changed to
a "open door" object. This can't be reversed
for special key doors. TODO: normal doors
which can be opened and closed visa versa.
endmsg
x 5
y 9
end
arch floor_ostone2
x 5
y 10
end
arch key2
slaying test_door1
x 5
y 10
end
arch floor_ostone2
x 5
y 11
end
arch floor_ostone2
x 5
y 12
end
arch fwall_brown1
x 5
y 12
end
arch floor_ostone2
x 5
y 13
end
arch floor_ostone2
x 5
y 14
end
arch floor_ostone2
x 5
y 15
end
arch floor_ostone2
x 5
y 16
end
arch fwall_brown1
x 5
y 16
end
arch floor_ostone2
x 6
end
arch fwall_brown1
x 6
end
arch floor_ostone2
x 6
y 1
end
arch floor_ostone2
x 6
y 2
end
arch floor_ostone2
x 6
y 3
end
arch floor_ostone2
x 6
y 4
end
arch fwall_brown1
x 6
y 4
end
arch floor_ostone2
x 6
y 5
end
arch button_small
name small button test
connected 101
x 6
y 5
end
arch floor_ostone2
x 6
y 6
end
arch floor_ostone2
x 6
y 7
end
arch floor_ostone2
x 6
y 8
end
arch floor_ostone2
x 6
y 9
end
arch key_brown
slaying test_door1
x 6
y 9
end
arch floor_ostone2
x 6
y 10
end
arch key_blue
slaying test_door1
x 6
y 10
end
arch floor_ostone2
x 6
y 11
end
arch floor_ostone2
x 6
y 12
end
arch door1_locked
slaying test_door1
x 6
y 12
end
arch floor_ostone2
x 6
y 13
end
arch floor_ostone2
x 6
y 14
end
arch floor_ostone2
x 6
y 15
end
arch floor_ostone2
x 6
y 16
end
arch fwall_brown1
x 6
y 16
end
arch floor_ostone2
x 7
end
arch fwall_brown1
x 7
end
arch floor_ostone2
x 7
y 1
end
arch sign
msg
The same like the room before - a HANDLE
connected to GATE's. This time, the gates
block LOS when closed.
endmsg
x 7
y 1
end
arch floor_ostone2
x 7
y 2
end
arch handle_lever
name big lever 102
face lever.131
direction 3
connected 102
x 7
y 2
end
arch floor_ostone2
x 7
y 3
end
arch floor_ostone2
x 7
y 4
end
arch gate_closed
connected 102
x 7
y 4
end
arch floor_ostone2
x 7
y 5
end
arch floor_ostone2
x 7
y 6
end
arch sign
name magic ear object
msg
TODO: magic ears don't work ATM - we need to make
them trigger a say event script.
A magic ear is system objects, which "listen"
to a player. If the player say a keyword,
the magic ear works like handle.
The magic ear here is connected to the
gate next to it.
The keyword is "magic".
endmsg
x 7
y 6
end
arch floor_ostone2
x 7
y 7
end
arch magic_ear
name magic ear - keyword 'magic'
msg
@match magic
Click.
endmsg
layer 4
sys_object 0
connected 104
x 7
y 7
end
arch floor_ostone2
x 7
y 8
end
arch floor_ostone2
x 7
y 9
end
arch floor_ostone2
x 7
y 10
end
arch floor_ostone2
x 7
y 11
end
arch floor_ostone2
x 7
y 12
end
arch fwall_brown1
x 7
y 12
end
arch floor_ostone2
x 7
y 13
end
arch floor_ostone2
x 7
y 14
end
arch floor_ostone2
x 7
y 15
end
arch floor_ostone2
x 7
y 16
end
arch fwall_brown1
x 7
y 16
end
arch floor_ostone2
x 8
end
arch fwall_brown1
x 8
end
arch floor_ostone2
x 8
y 1
end
arch floor_ostone2
x 8
y 2
end
arch floor_ostone2
x 8
y 3
end
arch floor_ostone2
x 8
y 4
end
arch fwall_brown1
x 8
y 4
end
arch wmask_bflag_fire1_1
x 8
y 4
end
arch floor_ostone2
x 8
y 5
end
arch floor_ostone2
x 8
y 6
end
arch floor_ostone2
x 8
y 7
end
arch floor_ostone2
x 8
y 8
end
arch floor_ostone2
x 8
y 9
end
arch floor_ostone2
x 8
y 10
end
arch floor_ostone2
x 8
y 11
end
arch floor_ostone2
x 8
y 12
end
arch fwall_brown1
x 8
y 12
end
arch floor_ostone2
x 8
y 13
end
arch door1_locked
face door_lock1.131
direction 3
x 8
y 13
end
arch floor_ostone2
x 8
y 14
end
arch fwall_brown1
x 8
y 14
end
arch floor_ostone2
x 8
y 15
end
arch gate1_locked
face gate_lock1.131
slaying test_door1
direction 3
x 8
y 15
end
arch floor_ostone2
x 8
y 16
end
arch fwall_brown1
x 8
y 16
end
arch floor_ostone2
x 9
end
arch fwall_brown1
x 9
end
arch floor_ostone2
x 9
y 1
end
arch floor_ostone2
x 9
y 2
end
arch floor_ostone2
x 9
y 3
end
arch floor_ostone2
x 9
y 4
end
arch gate_open
connected 102
x 9
y 4
end
arch floor_ostone2
x 9
y 5
end
arch floor_ostone2
x 9
y 6
end
arch floor_ostone2
x 9
y 7
end
arch grate_open
connected 104
x 9
y 7
end
arch floor_ostone2
x 9
y 8
end
arch check_inv
face pedestal.131
slaying For the CHECK_INV
race chain_mail
connected 104
last_grace 1
see_invisible 1
direction 3
x 9
y 8
end
arch floor_ostone2
x 9
y 9
end
arch floor_ostone2
x 9
y 10
end
arch floor_ostone2
x 9
y 11
end
arch floor_ostone2
x 9
y 12
end
arch fwall_brown1
x 9
y 12
end
arch floor_ostone2
x 9
y 13
end
arch food_generic
nrof 20
x 9
y 13
end
arch floor_ostone2
x 9
y 14
end
arch floor_ostone2
x 9
y 15
end
arch floor_ostone2
x 9
y 16
end
arch fwall_brown1
x 9
y 16
end
arch floor_ostone2
x 10
end
arch fwall_brown1
x 10
end
arch floor_ostone2
x 10
y 1
end
arch gate_open
face gate_door1.134
connected 102
direction 3
x 10
y 1
end
arch floor_ostone2
x 10
y 2
end
arch fwall_brown1
x 10
y 2
end
arch floor_ostone2
x 10
y 3
end
arch gate_closed
connected 102
direction 3
x 10
y 3
end
arch floor_ostone2
x 10
y 4
end
arch fwall_brown1
x 10
y 4
end
arch fwall_brown1
x 10
y 4
end
arch floor_ostone2
x 10
y 5
end
arch fwall_brown1
x 10
y 5
end
arch floor_ostone2
x 10
y 6
end
arch fwall_brown1
x 10
y 6
end
arch floor_ostone2
x 10
y 7
end
arch fwall_brown1
x 10
y 7
end
arch floor_ostone2
x 10
y 8
end
arch detector
face pedestal.131
direction 3
connected 104
slaying The Test Object
x 10
y 8
end
arch floor_ostone2
x 10
y 9
end
arch bag
name Put the key items in for the CHECK_INV
x 10
y 9
end
arch floor_ostone2
x 10
y 10
end
arch floor_ostone2
x 10
y 11
end
arch floor_ostone2
x 10
y 12
end
arch floor_ostone2
x 10
y 13
end
arch floor_ostone2
x 10
y 14
end
arch floor_ostone2
x 10
y 15
end
arch floor_ostone2
x 10
y 16
end
arch fwall_brown1
x 10
y 16
end
arch floor_ostone2
x 11
end
arch fwall_brown1
x 11
end
arch floor_ostone2
x 11
y 1
end
arch floor_ostone2
x 11
y 2
end
arch floor_ostone2
x 11
y 3
end
arch floor_ostone2
x 11
y 4
end
arch grateTrg1_open
connected 103
maxhp 10
x 11
y 4
end
arch floor_ostone2
x 11
y 5
end
arch floor_ostone2
x 11
y 6
end
arch floor_ostone2
x 11
y 7
end
arch fwall_brown1
x 11
y 7
end
arch floor_ostone2
x 11
y 8
end
arch sign
msg
Here we have 4 kinds of sensors:
PEDESTAL and TRIGGER_PEDESTAL
on the right side and a DETECTOR and
CHECK_INV on the other.
This CHECK_INV will check the arch name
of the chainmail and the name field of the
boots - either works as trigger.
PEDESTAL and TRIGGER_PEDESTAL check
a moving living object over it - normal a mob
or a player. If the key string is "player", it is
triggered by every player moving over it. Is the
key string not player, it is compared with the
race name of the living object over it. Like
"human", "dwarf" or "orc".
The DETECTOR checks the objects on the
same map square but not the inventory or
objects inside containers. It compares the
name strings without title - in our case the
chainmail there.
The CHECK_INV is the big brother of the
DETECTOR. It checks objects inside inventories
and containers too. It can detect mutiple keys
like the name field, the slaying field, the arch
name or the arch type. It can block the space
when the key is not on the object moving on it
and/or delete the key item. The editor help
for this object has many more information about it.
endmsg
x 11
y 8
end
arch floor_ostone2
x 11
y 9
end
arch chain_mail
name The Test Object
x 11
y 9
end
arch floor_ostone2
x 11
y 10
end
arch high_boots
name For the CHECK_INV
x 11
y 10
end
arch floor_ostone2
x 11
y 11
end
arch floor_ostone2
x 11
y 12
end
arch floor_ostone2
x 11
y 13
end
arch altar
name altar (drop 1 food!)
food 1
sp 0
last_sp 5
x 11
y 13
end
arch floor_ostone2
x 11
y 14
end
arch floor_ostone2
x 11
y 15
end
arch floor_ostone2
x 11
y 16
end
arch fwall_brown1
x 11
y 16
end
arch floor_ostone2
x 12
end
arch fwall_brown1
x 12
end
arch floor_ostone2
x 12
y 1
end
arch sign
msg
TIMED_GATE's will open/close when they
get a signal and then reclose/reopen
automatically after some ticks.
We have 2 versions: default position closed
and default open. Closed doors will open and
reclose after the time delay, open doors will
close and reopen. Also, we have LOS and no
LOS versions.
The TIMED_GATE's have delay time how long
they stay in the new state until they reclose/reopen.
This can be changed in the map editor. The open
grate has a delay in ticks of 10, the closed one
20. The closed door has a delay of 40 ticks and the
open door 35. Rough calculated are 10 ticks
5 seconds in real time.
endmsg
x 12
y 1
end
arch floor_ostone2
x 12
y 2
end
arch handle_lever
name big lever 103
face lever.131
direction 3
connected 103
x 12
y 2
end
arch floor_ostone2
x 12
y 3
end
arch floor_ostone2
x 12
y 4
end
arch fwall_brown1
x 12
y 4
end
arch floor_ostone2
x 12
y 5
end
arch floor_ostone2
x 12
y 6
end
arch floor_ostone2
x 12
y 7
end
arch fwall_brown1
x 12
y 7
end
arch floor_ostone2
x 12
y 8
end
arch pedestal
face pedestal.131
direction 3
connected 104
x 12
y 8
end
arch floor_ostone2
x 12
y 9
end
arch floor_ostone2
x 12
y 10
end
arch floor_ostone2
x 12
y 11
end
arch floor_ostone2
x 12
y 12
end
arch grate_closed
connected 110
x 12
y 12
end
arch floor_ostone2
x 12
y 13
end
arch floor_ostone2
x 12
y 14
end
arch sign
msg
ALTAR and TRIGGER_ALTAR are can do
2 things: casting a spell or trigger a connected
object. TRIGGER_ALTAR works like all TRIGGER_
objects. Normal ALTAR's works only ONE time
when connected but infinitve when casting spells.
TRIGGER_ALTARS can't cast spells.
endmsg
x 12
y 14
end
arch floor_ostone2
x 12
y 15
end
arch floor_ostone2
x 12
y 16
end
arch fwall_brown1
x 12
y 16
end
arch floor_ostone2
x 13
end
arch fwall_brown1
x 13
end
arch floor_ostone2
x 13
y 1
end
arch floor_ostone2
x 13
y 2
end
arch floor_ostone2
x 13
y 3
end
arch floor_ostone2
x 13
y 4
end
arch grateTrg1
connected 103
x 13
y 4
end
arch floor_ostone2
x 13
y 5
end
arch floor_ostone2
x 13
y 6
end
arch floor_ostone2
x 13
y 7
end
arch fwall_brown1
x 13
y 7
end
arch floor_ostone2
x 13
y 8
end
arch pedestal_trigger
face pedestal.131
connected 104
slaying human
direction 3
x 13
y 8
end
arch floor_ostone2
x 13
y 9
end
arch floor_ostone2
x 13
y 10
end
arch timer
connected 200
x 13
y 10
end
arch sign
msg
This gate is controlled by an invisible timer.
It opens and closes every 10 seconds
endmsg
x 13
y 10
end
arch floor_ostone2
x 13
y 11
end
arch floor_ostone2
x 13
y 12
end
arch fwall_brown1
x 13
y 12
end
arch floor_ostone2
x 13
y 13
end
arch altar_trigger
name trigger altar (drop 2 food!)
food 2
connected 110
x 13
y 13
end
arch floor_ostone2
x 13
y 14
end
arch floor_ostone2
x 13
y 15
end
arch floor_ostone2
x 13
y 16
end
arch fwall_brown1
x 13
y 16
end
arch floor_ostone2
x 14
end
arch fwall_brown1
x 14
end
arch floor_ostone2
x 14
y 1
end
arch gateTrg1_open
face gate_door1.134
connected 103
maxhp 35
direction 3
x 14
y 1
end
arch floor_ostone2
x 14
y 2
end
arch fwall_brown1
x 14
y 2
end
arch floor_ostone2
x 14
y 3
end
arch gateTrg1
face gate_door1.131
connected 103
maxhp 40
direction 3
x 14
y 3
end
arch floor_ostone2
x 14
y 4
end
arch fwall_brown1
x 14
y 4
end
arch floor_ostone2
x 14
y 5
end
arch floor_ostone2
x 14
y 6
end
arch floor_ostone2
x 14
y 7
end
arch fwall_brown1
x 14
y 7
end
arch floor_ostone2
x 14
y 8
end
arch floor_ostone2
x 14
y 9
end
arch floor_ostone2
x 14
y 10
end
arch gate_closed
connected 200
x 14
y 10
end
arch floor_ostone2
x 14
y 11
end
arch floor_ostone2
x 14
y 12
end
arch fwall_brown1
x 14
y 12
end
arch floor_ostone2
x 14
y 13
end
arch floor_ostone2
x 14
y 14
end
arch floor_ostone2
x 14
y 15
end
arch floor_ostone2
x 14
y 16
end
arch fwall_brown1
x 14
y 16
end
arch floor_ostone2
x 15
end
arch fwall_brown1
x 15
end
arch floor_ostone2
x 15
y 1
end
arch floor_ostone2
x 15
y 2
end
arch floor_ostone2
x 15
y 3
end
arch floor_ostone2
x 15
y 4
end
arch floor_ostone2
x 15
y 5
end
arch floor_ostone2
x 15
y 6
end
arch floor_ostone2
x 15
y 7
end
arch floor_ostone2
x 15
y 8
end
arch floor_ostone2
x 15
y 9
end
arch floor_ostone2
x 15
y 10
end
arch floor_ostone2
x 15
y 11
end
arch floor_ostone2
x 15
y 12
end
arch fwall_brown1
x 15
y 12
end
arch floor_ostone2
x 15
y 13
end
arch floor_ostone2
x 15
y 14
end
arch floor_ostone2
x 15
y 15
end
arch floor_ostone2
x 15
y 16
end
arch fwall_brown1
x 15
y 16
end
arch floor_ostone2
x 16
end
arch fwall_brown1
x 16
end
arch floor_ostone2
x 16
y 1
end
arch fwall_brown1
x 16
y 1
end
arch floor_ostone2
x 16
y 2
end
arch fwall_brown1
x 16
y 2
end
arch floor_ostone2
x 16
y 3
end
arch fwall_brown1
x 16
y 3
end
arch floor_ostone2
x 16
y 4
end
arch fwall_brown1
x 16
y 4
end
arch floor_ostone2
x 16
y 5
end
arch fwall_brown1
x 16
y 5
end
arch floor_ostone2
x 16
y 6
end
arch fwall_brown1
x 16
y 6
end
arch floor_ostone2
x 16
y 7
end
arch fwall_brown1
x 16
y 7
end
arch floor_ostone2
x 16
y 8
end
arch floor_ostone2
x 16
y 9
end
arch floor_ostone2
x 16
y 10
end
arch floor_ostone2
x 16
y 11
end
arch floor_ostone2
x 16
y 12
end
arch fwall_brown1
x 16
y 12
end
arch floor_ostone2
x 16
y 13
end
arch fwall_brown1
x 16
y 13
end
arch floor_ostone2
x 16
y 14
end
arch fwall_brown1
x 16
y 14
end
arch floor_ostone2
x 16
y 15
end
arch fwall_brown1
x 16
y 15
end
arch floor_ostone2
x 16
y 16
end
arch fwall_brown1
x 16
y 16
end
arch floor_ostone2
x 17
end
arch fwall_brown1
x 17
end
arch floor_ostone2
x 17
y 1
end
arch gate_open
connected 201
x 17
y 1
end
arch floor_ostone9
x 17
y 2
end
arch environment_sensor
name Light sensor
last_grace 5
connected 201
x 17
y 2
end
arch floor_ostone2
x 17
y 3
end
arch sign
msg
This sensor senses light
endmsg
x 17
y 3
end
arch floor_ostone2
x 17
y 4
end
arch floor_ostone2
x 17
y 5
end
arch floor_ostone2
x 17
y 6
end
arch ring_generic
name wristwatch
type 9
x 17
y 6
end
arch floor_ostone2
x 17
y 7
end
arch crystal_light4
x 17
y 7
end
arch floor_ostone2
x 17
y 8
end
arch floor_ostone2
x 17
y 9
end
arch floor_ostone2
x 17
y 10
end
arch floor_ostone2
x 17
y 11
end
arch sign
msg
NAND combination
endmsg
x 17
y 11
end
arch floor_ostone2
connected 300
x 17
y 12
end
arch handle_lever
name big lever 300
connected 300
x 17
y 12
end
arch floor_ostone2
x 17
y 13
end
arch handle_lever
name big lever 301
connected 301
x 17
y 13
end
arch floor_ostone2
x 17
y 14
end
arch connection_sensor
sub_type 0
connected 300,301,302
sub_type 0
last_grace 302
x 17
y 14
end
arch grave_fire.101
connected 302
x 17
y 14
end
arch floor_ostone2
x 17
y 15
end
arch floor_ostone2
x 17
y 16
end
arch fwall_brown1
x 17
y 16
end
arch floor_ostone2
x 18
end
arch fwall_brown1
x 18
end
arch floor_ostone2
x 18
y 1
end
arch floor_ostone2
x 18
y 2
end
arch floor_ostone2
x 18
y 3
end
arch floor_ostone2
x 18
y 4
end
arch floor_ostone2
x 18
y 5
end
arch floor_ostone2
x 18
y 6
end
arch floor_ostone2
x 18
y 7
end
arch floor_ostone2
x 18
y 8
end
arch floor_ostone2
x 18
y 9
end
arch floor_ostone2
x 18
y 10
end
arch floor_ostone2
x 18
y 11
end
arch sign
msg
AND combination
endmsg
x 18
y 11
end
arch floor_ostone2
x 18
y 12
end
arch handle_lever
name big lever 310
connected 310
x 18
y 12
end
arch floor_ostone2
x 18
y 13
end
arch handle_lever
name big lever 311
connected 311
x 18
y 13
end
arch floor_ostone2
x 18
y 14
end
arch connection_sensor
connected 310,311,312
last_grace 312
x 18
y 14
end
arch grave_fire.101
connected 312
x 18
y 14
end
arch floor_ostone2
x 18
y 15
end
arch floor_ostone2
x 18
y 16
end
arch fwall_brown1
x 18
y 16
end
arch floor_ostone2
x 19
end
arch fwall_brown1
x 19
end
arch floor_ostone2
x 19
y 1
end
arch gate_open
connected 202
x 19
y 1
end
arch floor_ostone9
x 19
y 2
end
arch environment_sensor
name Afternoon sensor
slaying 10:10-23:59
connected 202
x 19
y 2
end
arch floor_ostone2
x 19
y 3
end
arch sign
msg
This sensor closes the door on afternoons
endmsg
x 19
y 3
end
arch floor_ostone2
x 19
y 4
end
arch floor_ostone2
x 19
y 5
end
arch floor_ostone2
x 19
y 6
end
arch floor_ostone2
x 19
y 7
end
arch floor_ostone2
x 19
y 8
end
arch floor_ostone2
x 19
y 9
end
arch floor_ostone2
x 19
y 10
end
arch floor_ostone2
x 19
y 11
end
arch sign
msg
OR combination
endmsg
x 19
y 11
end
arch floor_ostone2
x 19
y 12
end
arch handle_lever
name big lever 320
connected 320
x 19
y 12
end
arch floor_ostone2
x 19
y 13
end
arch handle_lever
name big lever 321
connected 321
x 19
y 13
end
arch floor_ostone2
x 19
y 14
end
arch connection_sensor
sub_type 2
connected 320,321,322
sub_type 2
last_grace 322
x 19
y 14
end
arch grave_fire.101
connected 322
x 19
y 14
end
arch floor_ostone2
x 19
y 15
end
arch floor_ostone2
x 19
y 16
end
arch fwall_brown1
x 19
y 16
end
arch floor_ostone2
x 20
end
arch fwall_brown1
x 20
end
arch floor_ostone2
x 20
y 1
end
arch floor_ostone2
x 20
y 2
end
arch floor_ostone2
x 20
y 3
end
arch floor_ostone2
x 20
y 4
end
arch floor_ostone2
x 20
y 5
end
arch floor_ostone2
x 20
y 6
end
arch floor_ostone2
x 20
y 7
end
arch sign
msg
This (trigger) button is connected to a spawn point, which will spawn when the button is pressed.
endmsg
x 20
y 7
end
arch floor_ostone2
x 20
y 8
end
arch floor_ostone2
x 20
y 9
end
arch floor_ostone2
x 20
y 10
end
arch floor_ostone2
x 20
y 11
end
arch sign
msg
XOR combination
endmsg
x 20
y 11
end
arch floor_ostone2
x 20
y 12
end
arch handle_lever
name big lever 330
connected 330
x 20
y 12
end
arch floor_ostone2
x 20
y 13
end
arch handle_lever
name big lever 331
connected 331
x 20
y 13
end
arch floor_ostone2
x 20
y 14
end
arch connection_sensor
sub_type 3
connected 330,331,332
sub_type 3
last_grace 332
x 20
y 14
end
arch grave_fire.101
connected 332
x 20
y 14
end
arch floor_ostone2
x 20
y 15
end
arch floor_ostone2
x 20
y 16
end
arch fwall_brown1
x 20
y 16
end
arch floor_ostone2
x 21
end
arch fwall_brown1
x 21
end
arch floor_ostone2
x 21
y 1
end
arch gate_open
connected 203
x 21
y 1
end
arch floor_ostone9
x 21
y 2
end
arch environment_sensor
name Monday sensor
last_heal 1
connected 203
x 21
y 2
end
arch floor_ostone2
x 21
y 3
end
arch sign
msg
This sensor closes the door on mondays
endmsg
x 21
y 3
end
arch floor_ostone2
x 21
y 4
end
arch floor_ostone2
x 21
y 5
end
arch floor_ostone2
x 21
y 6
end
arch floor_ostone2
x 21
y 7
end
arch button_trigger
connected 400
x 21
y 7
end
arch floor_ostone2
x 21
y 8
end
arch spawn_point
last_grace 0
sp -1
connected 400
speed 0
x 21
y 8
arch dog_brown
name Rabid dog
type 83
maxhp 1
wis 5
friendly 0
end
end
arch floor_ostone2
x 21
y 9
end
arch floor_ostone2
x 21
y 10
end
arch floor_ostone2
x 21
y 11
end
arch sign
msg
No combination, just a lever controlling an invisible light source.
endmsg
x 21
y 11
end
arch floor_ostone2
x 21
y 12
end
arch floor_ostone2
x 21
y 13
end
arch handle_lever
name big lever 399
connected 399
x 21
y 13
end
arch floor_ostone2
x 21
y 14
end
arch light2
connected 399
x 21
y 14
end
arch floor_ostone2
x 21
y 15
end
arch floor_ostone2
x 21
y 16
end
arch fwall_brown1
x 21
y 16
end
arch floor_ostone2
x 22
end
arch fwall_brown1
x 22
end
arch floor_ostone2
x 22
y 1
end
arch floor_ostone2
x 22
y 2
end
arch floor_ostone2
x 22
y 3
end
arch floor_ostone2
x 22
y 4
end
arch floor_ostone2
x 22
y 5
end
arch floor_ostone2
x 22
y 6
end
arch floor_ostone2
x 22
y 7
end
arch floor_ostone2
x 22
y 8
end
arch floor_ostone2
x 22
y 9
end
arch floor_ostone2
x 22
y 10
end
arch floor_ostone2
x 22
y 11
end
arch floor_ostone2
x 22
y 12
end
arch floor_ostone2
x 22
y 13
end
arch floor_ostone2
x 22
y 14
end
arch floor_ostone2
x 22
y 15
end
arch floor_ostone2
x 22
y 16
end
arch fwall_brown1
x 22
y 16
end
arch floor_ostone2
x 23
end
arch fwall_brown1
x 23
end
arch floor_ostone2
x 23
y 1
end
arch fwall_brown1
x 23
y 1
end
arch floor_ostone2
x 23
y 2
end
arch fwall_brown1
x 23
y 2
end
arch floor_ostone2
x 23
y 3
end
arch fwall_brown1
x 23
y 3
end
arch floor_ostone2
x 23
y 4
end
arch fwall_brown1
x 23
y 4
end
arch floor_ostone2
x 23
y 5
end
arch fwall_brown1
x 23
y 5
end
arch floor_ostone2
x 23
y 6
end
arch fwall_brown1
x 23
y 6
end
arch floor_ostone2
x 23
y 7
end
arch fwall_brown1
x 23
y 7
end
arch floor_ostone2
x 23
y 8
end
arch fwall_brown1
x 23
y 8
end
arch floor_ostone2
x 23
y 9
end
arch fwall_brown1
x 23
y 9
end
arch floor_ostone2
x 23
y 10
end
arch fwall_brown1
x 23
y 10
end
arch floor_ostone2
x 23
y 11
end
arch fwall_brown1
x 23
y 11
end
arch floor_ostone2
x 23
y 12
end
arch fwall_brown1
x 23
y 12
end
arch floor_ostone2
x 23
y 13
end
arch fwall_brown1
x 23
y 13
end
arch floor_ostone2
x 23
y 14
end
arch fwall_brown1
x 23
y 14
end
arch floor_ostone2
x 23
y 15
end
arch fwall_brown1
x 23
y 15
end
arch floor_ostone2
x 23
y 16
end
arch fwall_brown1
x 23
y 16
end
