arch map
name Testmaps - Special Objects
msg
Created:  2003-04-13 Daimonin Map Editor
endmsg
width 17
height 17
enter_x 1
enter_y 1
difficulty 1
darkness -1
tile_path_2 testmap_special2
end
arch floor_ostone1
end
arch wall_stone_8
end
arch floor_ostone1
y 1
end
arch wall_stone_3
y 1
end
arch floor_ostone1
y 2
end
arch wall_stone_3
y 2
end
arch floor_ostone1
y 3
end
arch wall_stone_3
y 3
end
arch floor_ostone1
y 4
end
arch wall_stone_3
y 4
end
arch floor_ostone1
y 5
end
arch wall_stone_3
y 5
end
arch floor_ostone1
y 6
end
arch wall_stone_3
y 6
end
arch floor_ostone1
y 7
end
arch wall_stone_3
y 7
end
arch wmask_fire_on_1
direction 5
y 7
end
arch floor_ostone1
y 8
end
arch wall_stone_3
y 8
end
arch floor_ostone1
y 9
end
arch wall_stone_3
y 9
end
arch floor_ostone1
y 10
end
arch wall_stone_3
y 10
end
arch wmask_fire_on_1
direction 5
y 10
end
arch floor_ostone1
y 11
end
arch wall_stone_3
y 11
end
arch floor_ostone1
y 12
end
arch wall_stone_3
y 12
end
arch floor_ostone1
y 13
end
arch wall_stone_3
y 13
end
arch floor_ostone1
y 14
end
arch wall_stone_3
y 14
end
arch floor_ostone1
y 15
end
arch wall_stone_3
y 15
end
arch floor_ostone1
y 16
end
arch wall_stone_3
y 16
end
arch floor_ostone1
x 1
end
arch wall_stone_1
x 1
end
arch floor_ostone1
x 1
y 1
end
arch stairs_wood_up
slaying testmap_main
hp 11
sp 1
x 1
y 1
end
arch floor_ostone1
x 1
y 2
end
arch floor_ostone1
x 1
y 3
end
arch floor_ostone1
x 1
y 4
end
arch sign
name magic mouth object
msg
If a player moves over a magic mouth,
a message is given to him or the whole map.
This is a very useful object to serve the player
with useful information or ambient info.
( "you feel a cold wind on this spot".. "
"you see some blinking in the shadows")
endmsg
x 1
y 4
end
arch floor_ostone1
x 1
y 5
end
arch floor_ostone1
x 1
y 6
end
arch floor_ostone1
x 1
y 7
end
arch floor_ostone1
x 1
y 8
end
arch floor_ostone1
x 1
y 9
end
arch floor_ostone1
x 1
y 10
end
arch floor_ostone1
x 1
y 11
end
arch floor_ostone1
x 1
y 12
end
arch detector
name convert gold to mithril
msg
Convert mithril to gold
endmsg
type 103
slaying goldcoin
food 1000
other_arch mitcoin
walk_on 1
fly_on 1
x 1
y 12
end
arch floor_ostone1
x 1
y 13
end
arch detector
name convert mithril to gold
msg
Convert mithril to gold
endmsg
type 103
slaying mitcoin
food 1
other_arch goldcoin
sp 1000
walk_on 1
fly_on 1
x 1
y 13
end
arch floor_ostone1
x 1
y 14
end
arch floor_ostone1
x 1
y 15
end
arch floor_ostone1
x 1
y 16
end
arch wall_stone_1
x 1
y 16
end
arch floor_ostone1
x 2
end
arch wall_stone_1
x 2
end
arch floor_ostone1
x 2
y 1
end
arch sign
msg
Test of Directors, Movers, Spinner and
Magic Walls (automated spell casting objects)
and other special objects.
endmsg
x 2
y 1
end
arch floor_ostone1
x 2
y 2
end
arch floor_ostone1
x 2
y 3
end
arch floor_ostone1
x 2
y 4
end
arch magic_mouth
name magic mouth
msg
I am the talking object...
a magic mouth! Nice, isn't it?
endmsg
sys_object 0
layer 4
x 2
y 4
end
arch floor_ostone1
x 2
y 5
end
arch floor_ostone1
x 2
y 6
end
arch floor_ostone1
x 2
y 7
end
arch mover
layer 3
direction 3
sys_object 0
x 2
y 7
end
arch floor_ostone1
x 2
y 8
end
arch mover
sys_object 0
layer 3
direction 5
sp 4
x 2
y 8
end
arch floor_ostone1
x 2
y 9
end
arch mover
layer 4
sys_object 0
direction 2
x 2
y 9
end
arch floor_ostone1
x 2
y 10
end
arch sign
name player mover objects
msg
MOVERS can push players and mobs
in a specific direction. They can used to
block entries or push monster in a specific
direction.
endmsg
x 2
y 10
end
arch floor_ostone1
x 2
y 11
end
arch floor_ostone1
x 2
y 12
end
arch floor_ostone1
x 2
y 13
end
arch floor_ostone1
x 2
y 14
end
arch floor_ostone1
x 2
y 15
end
arch floor_ostone1
x 2
y 16
end
arch wall_stone_1
x 2
y 16
end
arch floor_ostone1
x 3
end
arch wall_stone_1
x 3
end
arch floor_ostone1
x 3
y 1
end
arch floor_ostone1
x 3
y 2
end
arch floor_ostone1
x 3
y 3
end
arch floor_ostone1
x 3
y 4
end
arch floor_ostone1
x 3
y 5
end
arch floor_ostone1
x 3
y 6
end
arch floor_ostone1
x 3
y 7
end
arch floor_ostone1
x 3
y 8
end
arch floor_ostone1
x 3
y 9
end
arch floor_ostone1
x 3
y 10
end
arch floor_ostone1
x 3
y 11
end
arch floor_ostone1
x 3
y 12
end
arch floor_ostone1
x 3
y 13
end
arch floor_ostone1
x 3
y 14
end
arch floor_ostone1
x 3
y 15
end
arch floor_ostone1
x 3
y 16
end
arch wall_stone_1
x 3
y 16
end
arch floor_ostone1
x 4
end
arch wall_stone_1
x 4
end
arch wmask_fire_off_1
x 4
end
arch floor_ostone1
x 4
y 1
end
arch floor_ostone1
x 4
y 2
end
arch floor_ostone1
x 4
y 3
end
arch handle_lever
direction 3
connected 200
x 4
y 3
end
arch floor_ostone1
x 4
y 4
end
arch floor_ostone1
x 4
y 5
end
arch floor_ostone1
x 4
y 6
end
arch floor_ostone1
x 4
y 7
end
arch floor_ostone1
x 4
y 8
end
arch floor_ostone1
x 4
y 9
end
arch floor_ostone1
x 4
y 10
end
arch floor_ostone1
x 4
y 11
end
arch floor_ostone1
x 4
y 12
end
arch floor_ostone1
x 4
y 13
end
arch floor_ostone1
x 4
y 14
end
arch floor_ostone1
x 4
y 15
end
arch floor_ostone1
x 4
y 16
end
arch wall_stone_1
x 4
y 16
end
arch floor_ostone1
x 5
end
arch wall_stone_1
x 5
end
arch floor_ostone1
x 5
y 1
end
arch floor_ostone1
x 5
y 2
end
arch floor_ostone1
x 5
y 3
end
arch sign
name CREATOR objects
msg
A CREATOR creates objects every time
it is triggered. This CREATOR creates
food.
CREATORs are very useful objects. Look
at the different object features.
endmsg
x 5
y 3
end
arch floor_ostone1
x 5
y 4
end
arch creator
layer 4
other_arch food_generic
connected 200
lifesave 1
sys_object 0
x 5
y 4
end
arch floor_ostone1
x 5
y 5
end
arch floor_ostone1
x 5
y 6
end
arch floor_ostone1
x 5
y 7
end
arch floor_ostone1
x 5
y 8
end
arch floor_ostone1
x 5
y 9
end
arch floor_ostone1
x 5
y 10
end
arch floor_ostone1
x 5
y 11
end
arch floor_ostone1
x 5
y 12
end
arch sign
name director objects
msg
Director Test.
A director reflects incoming missiles
in a new direction. Several directors in
a line can change direction for a single
missile several times.
Directors can be build from players - they
can be used to fire from save areas "around
a corner" into dangerous spots.
Also, 2 Directors point of each other can be
used as a "spell cannon". Cast several missile
spells in the director. Because its get reflected
from the other director back, you have a infinitive
loop. Now cast many spells in it. Then cast
in the middle a director pointing in the direction
the enemy is...
endmsg
x 5
y 12
end
arch floor_ostone1
x 5
y 13
end
arch floor_ostone1
x 5
y 14
end
arch floor_ostone1
x 5
y 15
end
arch floor_ostone1
x 5
y 16
end
arch wall_stone_1
x 5
y 16
end
arch floor_ostone1
x 6
end
arch wall_stone_1
x 6
end
arch wmask_fire_off_1
x 6
end
arch floor_ostone1
x 6
y 1
end
arch floor_ostone1
x 6
y 2
end
arch floor_ostone1
x 6
y 3
end
arch sign
name CREATOR objects
msg
A CREATOR creates objects every time
it is triggered. This CREATOR creates
food, but only if there isn't one on it already.
CREATORs are very useful objects. Look
at the different object features.
endmsg
x 6
y 3
end
arch floor_ostone1
x 6
y 4
end
arch creator
layer 4
other_arch food_generic
connected 200
lifesave 1
sys_object 0
one_drop 1
x 6
y 4
end
arch floor_ostone1
x 6
y 5
end
arch floor_ostone1
x 6
y 6
end
arch floor_ostone1
x 6
y 7
end
arch director
face director.131
direction 3
x 6
y 7
end
arch floor_ostone2
x 6
y 8
end
arch floor_ostone2
x 6
y 9
end
arch floor_ostone2
x 6
y 10
end
arch floor_ostone2
x 6
y 11
end
arch floor_wood1
x 6
y 12
end
arch t_dagger
nrof 50
x 6
y 12
end
arch floor_ostone1
x 6
y 13
end
arch floor_ostone1
x 6
y 14
end
arch floor_ostone1
x 6
y 15
end
arch floor_ostone1
x 6
y 16
end
arch wall_stone_1
x 6
y 16
end
arch floor_ostone1
x 7
end
arch wall_stone_1
x 7
end
arch floor_ostone1
x 7
y 1
end
arch floor_ostone1
x 7
y 2
end
arch floor_ostone1
x 7
y 3
end
arch sign
name CREATOR objects
msg
A CREATOR creates objects every time
it is triggered. This CREATOR creates
magic items from its inventory.
CREATORs are very useful objects. Look
at the different object features.
endmsg
x 7
y 3
end
arch floor_ostone1
x 7
y 4
end
arch creator
connected 200
lifesave 1
layer 4
sys_object 0
layer 4
sys_object 0
x 7
y 4
arch hat_blue
name blue colored hat
wis 4
luck 10
identified 1
known_magical 1
is_magical 1
end
arch gloves
title of glue
identified 1
known_magical 1
known_cursed 1
is_magical 1
cursed 1
cursed_perm 1
damned 1
damned_perm 1
end
end
arch floor_ostone1
x 7
y 5
end
arch floor_ostone1
x 7
y 6
end
arch floor_ostone2
x 7
y 7
end
arch floor_ostone1
x 7
y 8
end
arch floor_ostone1
x 7
y 9
end
arch floor_ostone1
x 7
y 10
end
arch floor_ostone1
x 7
y 11
end
arch floor_ostone1
x 7
y 12
end
arch handle_lever
face lever.131
direction 3
connected 101
x 7
y 12
end
arch floor_ostone1
x 7
y 13
end
arch floor_ostone1
x 7
y 14
end
arch floor_ostone1
x 7
y 15
end
arch floor_ostone1
x 7
y 16
end
arch wall_stone_1
x 7
y 16
end
arch floor_ostone1
x 8
end
arch wall_stone_1
x 8
end
arch floor_ostone1
x 8
y 1
end
arch floor_ostone1
x 8
y 2
end
arch floor_ostone1
x 8
y 3
end
arch sign
name CREATOR objects
msg
A CREATOR creates objects every time
it is triggered. This CREATOR creates
items from its inventory, but only if there aren't any on it already.
CREATORs are very useful objects. Look
at the different object features.
endmsg
x 8
y 3
end
arch floor_ostone1
x 8
y 4
end
arch creator
connected 200
lifesave 1
layer 4
sys_object 0
one_drop 1
x 8
y 4
arch girdle
end
end
arch floor_ostone1
x 8
y 5
end
arch floor_ostone1
x 8
y 6
end
arch floor_ostone2
x 8
y 7
end
arch floor_ostone1
x 8
y 8
end
arch floor_ostone1
x 8
y 9
end
arch floor_ostone1
x 8
y 10
end
arch floor_ostone1
x 8
y 11
end
arch floor_ostone1
x 8
y 12
end
arch sign
msg
DIRECTOR und FIREWALL objects can
be turned with a connected signal object
like a handle or a button. Depending on the
turn value, the objects turn clock wise.
endmsg
x 8
y 12
end
arch floor_ostone1
x 8
y 13
end
arch floor_ostone1
x 8
y 14
end
arch floor_ostone1
x 8
y 15
end
arch floor_ostone1
x 8
y 16
end
arch wall_stone_1
x 8
y 16
end
arch floor_ostone1
x 9
end
arch wall_stone_1
x 9
end
arch floor_ostone1
x 9
y 1
end
arch floor_ostone1
x 9
y 2
end
arch floor_ostone1
x 9
y 3
end
arch sign
name CREATOR objects
msg
A CREATOR creates objects every time
it is triggered. This CREATOR creates a single random item from its inventory.
CREATORs are very useful objects. Look
at the different object features.
endmsg
x 9
y 3
end
arch floor_ostone1
x 9
y 4
end
arch creator
layer 4
splitting 1
connected 200
lifesave 1
sys_object 0
x 9
y 4
arch girdle
end
arch helm_leather
end
arch gauntlets
end
arch leggings_leather
end
end
arch floor_ostone1
x 9
y 5
end
arch floor_ostone1
x 9
y 6
end
arch floor_ostone1
x 9
y 7
end
arch director
connected 101
is_animated 0
x 9
y 7
end
arch floor_ostone1
x 9
y 8
end
arch floor_ostone1
x 9
y 9
end
arch floor_ostone1
x 9
y 10
end
arch floor_ostone1
x 9
y 11
end
arch floor_ostone1
x 9
y 12
end
arch floor_ostone1
x 9
y 13
end
arch floor_ostone1
x 9
y 14
end
arch floor_ostone1
x 9
y 15
end
arch floor_ostone1
x 9
y 16
end
arch wall_stone_1
x 9
y 16
end
arch floor_ostone1
x 10
end
arch wall_stone_1
x 10
end
arch floor_ostone1
x 10
y 1
end
arch floor_ostone1
x 10
y 2
end
arch sign
name spinner objects
msg
SPINNER works like DIRECTORS but
not in a fixed direction. They don't reflect,
they change the direction. This depends on
the incoming direction and the adjusted
angel.
Like DIRECTORS they will only affect missiles
and some spells - no mobs, player or other
living objects.
They are used to confuse player on a map -
they are really evil inside a maze or bigger
maps where the map maker want hide
secret areas.
endmsg
x 10
y 2
end
arch floor_wood1
x 10
y 3
end
arch t_dagger
nrof 50
x 10
y 3
end
arch floor_ostone1
x 10
y 4
end
arch floor_ostone1
x 10
y 5
end
arch floor_ostone1
x 10
y 6
end
arch floor_ostone1
x 10
y 7
end
arch floor_ostone1
x 10
y 8
end
arch floor_ostone1
x 10
y 9
end
arch floor_ostone1
x 10
y 10
end
arch grate1_8
x 10
y 10
end
arch floor_ostone1
x 10
y 11
end
arch grate1_3
x 10
y 11
end
arch floor_ostone1
x 10
y 12
end
arch grate1_3
x 10
y 12
end
arch floor_ostone1
x 10
y 13
end
arch grate1_3
x 10
y 13
end
arch floor_ostone1
x 10
y 14
end
arch grate1_3
x 10
y 14
end
arch floor_ostone1
x 10
y 15
end
arch grate1_3
x 10
y 15
end
arch floor_ostone1
x 10
y 16
end
arch wall_stone_1
x 10
y 16
end
arch floor_ostone1
x 11
end
arch wall_stone_1
x 11
end
arch floor_ostone1
x 11
y 1
end
arch floor_ostone1
x 11
y 2
end
arch spinner
direction 4
sys_object 0
layer 4
x 11
y 2
end
arch floor_ostone1
x 11
y 3
end
arch floor_ostone1
x 11
y 4
end
arch floor_ostone1
x 11
y 5
end
arch floor_ostone1
x 11
y 6
end
arch floor_ostone1
x 11
y 7
end
arch floor_ostone1
x 11
y 8
end
arch floor_ostone1
x 11
y 9
end
arch floor_ostone1
x 11
y 10
end
arch grate1_1
x 11
y 10
end
arch floor_ostone1
x 11
y 11
end
arch floor_ostone1
x 11
y 12
end
arch floor_ostone1
x 11
y 13
end
arch floor_ostone1
x 11
y 14
end
arch floor_ostone1
x 11
y 15
end
arch floor_ostone1
x 11
y 16
end
arch wall_stone_1
x 11
y 16
end
arch floor_ostone1
x 12
end
arch wall_stone_1
x 12
end
arch floor_ostone1
x 12
y 1
end
arch floor_ostone1
x 12
y 2
end
arch floor_ostone1
x 12
y 3
end
arch floor_ostone1
x 12
y 4
end
arch floor_ostone1
x 12
y 5
end
arch floor_ostone1
x 12
y 6
end
arch floor_ostone1
x 12
y 7
end
arch handle_lever
name handle: turn wall
face lever.131
direction 3
connected 102
x 12
y 7
end
arch floor_ostone1
x 12
y 8
end
arch floor_ostone1
x 12
y 9
end
arch floor_ostone1
x 12
y 10
end
arch grate1_1
x 12
y 10
end
arch floor_ostone1
x 12
y 11
end
arch floor_ostone1
x 12
y 12
end
arch floor_ostone1
x 12
y 13
end
arch floor_ostone1
x 12
y 14
end
arch floor_ostone1
x 12
y 15
end
arch floor_ostone1
x 12
y 16
end
arch wall_stone_1
x 12
y 16
end
arch floor_ostone1
x 13
end
arch wall_stone_1
x 13
end
arch floor_ostone1
x 13
y 1
end
arch floor_ostone1
x 13
y 2
end
arch spinner
direction 3
sys_object 0
layer 4
x 13
y 2
end
arch floor_ostone1
x 13
y 3
end
arch floor_ostone1
x 13
y 4
end
arch floor_ostone1
x 13
y 5
end
arch floor_ostone1
x 13
y 6
end
arch floor_ostone1
x 13
y 7
end
arch sign
name magic wall objects
msg
MAGIC WALLs are kind of automized
spell casting devices. They can be marked
as destroyable or as indestructable.
Normally, they can only harmed by physical
attacks. They fire a spell in a direction.
This 2 handles will control the magic wall.
There are 2 ways of control:
Setting the fire direction or using
connection flag1 and turning the magi
wall on and off.
endmsg
x 13
y 7
end
arch floor_ostone2
x 13
y 8
end
arch floor_ostone2
x 13
y 9
end
arch floor_ostone2
x 13
y 10
end
arch grate1_1
x 13
y 10
end
arch floor_ostone2
x 13
y 11
end
arch floor_ostone2
x 13
y 12
end
arch floor_ostone1
x 13
y 13
end
arch magic_wall
dam 0
connected 102
speed 1
x 13
y 13
end
arch floor_ostone1
x 13
y 14
end
arch floor_ostone1
x 13
y 15
end
arch floor_ostone1
x 13
y 16
end
arch wall_stone_1
x 13
y 16
end
arch floor_ostone1
x 14
end
arch wall_stone_1
x 14
end
arch floor_ostone1
x 14
y 1
end
arch floor_ostone1
x 14
y 2
end
arch spinner
direction 6
sys_object 0
layer 4
x 14
y 2
end
arch floor_ostone1
x 14
y 3
end
arch spinner
direction 5
sys_object 0
layer 4
x 14
y 3
end
arch floor_ostone1
x 14
y 4
end
arch spinner
direction 2
sys_object 0
layer 4
x 14
y 4
end
arch floor_ostone1
x 14
y 5
end
arch floor_ostone1
x 14
y 6
end
arch floor_ostone1
x 14
y 7
end
arch handle_lever
name handle: wall on/off
face lever.131
direction 3
connected 102
last_eat 1
x 14
y 7
end
arch floor_ostone1
x 14
y 8
end
arch floor_ostone1
x 14
y 9
end
arch floor_ostone1
x 14
y 10
end
arch grate1_1
x 14
y 10
end
arch floor_ostone1
x 14
y 11
end
arch floor_ostone1
x 14
y 12
end
arch floor_ostone1
x 14
y 13
end
arch floor_ostone1
x 14
y 13
end
arch floor_ostone1
x 14
y 14
end
arch floor_ostone1
x 14
y 15
end
arch floor_ostone1
x 14
y 16
end
arch wall_stone_1
x 14
y 16
end
arch floor_ostone1
x 15
end
arch wall_stone_1
x 15
end
arch floor_ostone1
x 15
y 1
end
arch floor_ostone1
x 15
y 2
end
arch floor_ostone1
x 15
y 3
end
arch floor_ostone1
x 15
y 4
end
arch floor_ostone1
x 15
y 5
end
arch floor_ostone1
x 15
y 6
end
arch floor_ostone1
x 15
y 7
end
arch floor_ostone1
x 15
y 8
end
arch floor_ostone1
x 15
y 9
end
arch floor_ostone1
x 15
y 10
end
arch grate1_1
x 15
y 10
end
arch floor_ostone1
x 15
y 11
end
arch floor_ostone1
x 15
y 12
end
arch floor_ostone1
x 15
y 13
end
arch floor_ostone1
x 15
y 14
end
arch floor_ostone1
x 15
y 15
end
arch floor_ostone1
x 15
y 16
end
arch wall_stone_1
x 15
y 16
end
arch floor_ostone1
x 16
end
arch wall_stone_1
x 16
end
arch floor_ostone1
x 16
y 1
end
arch floor_ostone1
x 16
y 2
end
arch floor_ostone1
x 16
y 3
end
arch floor_ostone1
x 16
y 4
end
arch floor_ostone1
x 16
y 5
end
arch floor_ostone1
x 16
y 6
end
arch floor_ostone1
x 16
y 7
end
arch floor_ostone1
x 16
y 8
end
arch floor_ostone1
x 16
y 9
end
arch floor_ostone1
x 16
y 10
end
arch wall_stone_1
x 16
y 10
end
arch floor_ostone1
x 16
y 11
end
arch wall_stone_3
x 16
y 11
end
arch floor_ostone1
x 16
y 12
end
arch wall_stone_3
x 16
y 12
end
arch floor_ostone1
x 16
y 13
end
arch wall_stone_3
x 16
y 13
end
arch floor_ostone1
x 16
y 14
end
arch wall_stone_3
x 16
y 14
end
arch floor_ostone1
x 16
y 15
end
arch wall_stone_3
x 16
y 15
end
arch floor_ostone1
x 16
y 16
end
arch wall_stone_4
x 16
y 16
end
