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This section has all the information on event object editing using an Event Tool.

Important note - object IDs Edit

  • 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 Edit

Door (Catalog of Doors) Edit

Field | Option Definition Default value

Non-activated Image Edit

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 Edit

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 Edit

Insert a name of an item that can be used to open the door.

Spent Upon Use Edit

Leave unchecked if you want an item needed to open the door be left in the inventory after use. No

Initially Open Edit

Check if you want the door to be open from the start. No

Extra Triggers Edit

Extra triggers required for a door to open/close. Any object with extra triggers is one-off. 0

Messages (by ID) Edit

ID of an event message that will be shown when the object is triggered in certain way. Remote messages have priority over all other messages!

Additional info Edit

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) Edit

Field | Option Definition Default value

Non-activated Image Edit

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

Activated Image Edit

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 Edit

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

Target IDs Edit

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

Single Use Edit

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) Edit

ID of an event message that will be shown when the object is triggered in certain way. Remote messages have priority over all other messages!

Portal (Catalog of Portals) Edit

Field | Option Definition Default value

Non-activated Image Edit

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 Edit

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 Edit

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 Edit

Insert a name of an item that can be used to activate the portal.

Initially Active Edit

Uncheck if you want the portal to be inactive from the start. Yes

Extra Triggers Edit

Extra triggers required for a portal to get activated/deactivated. Any object with extra triggers is one-off. 0

Messages (by ID) Edit

ID of an event message that will be shown when the object is triggered in certain way. The main message of a question panel has a priority over any remote messages of other objects.

Question Panel Edit

Field | Option Definition

Question Edit

Type in a question or any other text. You can also put an image link here of .jpg, .jpeg, .png or .gif format.

Answer Edit

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 Edit

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 Edit

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

Item Edit

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 Edit

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) Edit

ID of an event message that will be shown when the object is triggered in certain way. The main message of a question panel has a priority over any remote messages of other objects.

Additional info: Edit

When a player enters a correct answer, the question panel disappears and wall decoration gets revealed.

Exit (Catalog of Exits) Edit

Field | Option Definition Default Value

Image Edit

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 Edit

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 Edit

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).

Additional info: Edit

A dungeon must have at least one exit, otherwise it won't be possible to publish it.

Hider Edit

Field | Option Definition Default Value

Text / Image / Video Edit

Insert any text or a link to an image or YouTube video that will be shown while Hider is active.

Style Edit

Modify text/image style using CSS syntax. Read more here.

One-off Edit

Check to make it impossible for Hider object to be triggered more than once.

Initially Inactive Edit

Hider doesn't hide/replace the content initially. No

Extra Triggers Edit

Extra triggers required for a hider to hide/reveal the content. Any object with extra triggers is one-off. 0

Messages (by ID) Edit

ID of an event message that will be shown when the object is triggered in certain way. Remote messages have priority over all other messages!

Additional info: Edit

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 Edit

Item Chest (Catalog of Chests | Catalog of Items) Edit

Field | Option Definition Default value

Closed Chest Image Edit

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 Edit

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 Edit

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 Edit

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 Edit

Insert an item description that can be read in the inventory. The key to all doors

Messages (by ID) Edit

ID of an event message that will be shown when the object is triggered in certain way. Remote messages have priority over all other messages!

Gate (Catalog of Gates) Edit

Field | Option Definition Default value

Texture Edit

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 Edit

Checking Repeat option will make a texture repeat itself within an object instead of scaling to the whole object size. No

Needed Item Edit

Insert a name of an item that can be used to open the gate.

Spent on Use Edit

Leave unchecked if you want an item needed to open the gate be left in the inventory after use. No

Initially Open Edit

Check if you want the gate to be open from the start. No

Extra Triggers Edit

Extra triggers required for a gate to open/close. Any object with extra triggers is one-off. 0

Messages (by ID) Edit

ID of an event message that will be shown when the object is triggered in certain way. Remote messages have priority over all other messages!

Interactive Wall Edit

Field | Option Definition Default value

Penetrable Edit

Check if you want to make it a "fake" wall that can be walked through. No

Needed Item Edit

Insert a name of an item that can be used to open the wall.

Spent on Use Edit

Leave unchecked if you want an item needed to open the wall be left in the inventory after use. No

Item Opening Msg ID Edit

ID of a message which is shown when the gate is opened using an item. 0

Initially Open Edit

Check if you want the wall to be open from the start. No

Extra Triggers Edit

Extra triggers required for a wall to open/close. Any object with extra triggers is one-off. 0

Messages (by ID) Edit

ID of an event message that will be shown when the object is triggered in certain way. Remote messages have priority over all other messages!

Attach Object Edit

Create and attach another object to the interactive wall.

Floor Button (Catalog of Floor Buttons) Edit

Field | Option Definition Default value

Non-activated Image Edit

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 Edit

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 Edit

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

Single Use Edit

If checked, the button will stay pressed even if player steps out of it. Yes

Messages (by ID) Edit

ID of an event message that will be shown when the object is triggered in certain way. Remote messages have priority over all other messages!

Additional info: Edit

Removing Non-activated Image mutes the triggering sound, allowing the button to activate events silently.

Hider Edit

Field | Option Definition Default Value

Text / Image / Video Edit

Insert any text or a link to an image or YouTube video that will be shown while Hider is active.

Style Edit

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 Edit

Hider doesn't hide/replace the content initially. No

Extra Triggers Edit

Extra triggers required for a hider to hide/reveal the content. Any object with extra triggers is one-off. 0

Messages (by ID) Edit

ID of an event message that will be shown when the object is triggered in certain way. Remote messages have priority over all other messages!

Additional info: Edit

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.