Creator: Anthony Thyssen Email: anthony@cit.gu.edu.au Date: Mon Dec 21 16:48:56 1998

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  • sign_w "Grate Door"

    Grate Doors.. I can't figure out if these open! Do they do anything? I can't tell!

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  • sign_e "Boulders"

    Boulders of different types to push around for testing. 1/ Normal Boulder 2/ Treasure Boulder 3/ Large treasure Boulder 4/ Rock 5/ Barrel

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  • sign_e "Magic Ear"

    Magic Ear... Say anything, anything at all This will send 1 trigger signal.

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  • sign "Handles and Buttons"

    Handles and Buttons... * Devices have a definate on/off state * When state is changed ALL connected gates buttons and handles also change state. (Though it may take some time) * Note this means a button can be `on' without any objects on top. Button Specific... * The trigger weight of buttons is setable. EG: You could use it to sort objects in a `cascade' for example. * The trigger weight is also the button actual weight! As such any EXTRA buttons stacked underneath must include the weight of all the buttons above it before adding the desired trigger weight. EG: button trigger weight from top down: 1, 2, 4, 8, etc * A button can be used to reset a handle which started a `cascade', when a object rolls on and then latter off the button. Pedistals.. * Activates on specific object placed on it. Default is the player himself. In this case the `test_key' * Only seems to activate trigger gates!

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  • sign "Triggers"

    Triggers... * Activate once and reset * Inverts the state of ALL connected gates/handles/buttons/etc... * Can leave things in a odd state * Only really useful for trigger gates or `once only' gates (from an altar?) * Trigger buttons do not exist, though they could be useful. EG: turn on then later in a cascade turn off. * A pedistal trigger also exists. -- Trigger pedistals here are set to work with the `test_key'. But I can get it to do anything.

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  • sign_e "Check Inv"

    Check Inv.. To the left is a ``check_inv'' square looking for the ``test_key'' lockcode. It activates like a button without player needing to drop tested object.

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  • sign_e "Check Floor"

    Check Floor.. To the left is a ``check_floor'' For some reason however the image says ``check inv'' however (in blue)! It also looks for the ``test_key''. It activates like a trigger, Once only when player moves onto square.

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  • sign_e "Altars"

    Altars... * Altars make dropped items disappear. * They work only once, until map reset! * Item type and amount can be set. -- In order top down. * Altar (1 food -- can't get to work) * Trigger Altar (1 food) * Gold Floor (1 gp)

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  • sign_e "Gates"

    Gates... * Comes in a huge variety * Has a definate on and off state * Objects on top of a closing gate will roll off if a free space is availble. Boudlers is one of the few objects which can NOT coexist with itself. * Needs quite a long period to change state, and takes even longer if more than two objects needs to be rolled off.

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  • sign_w "Trigger Gates"

    Trigger Gates... * On event (any event, including handle/button off) will open the gate and start (or restart) a timer. * Gate automatically closes when no futher signal is received after a very long period of time. * Can't seem to change the time the gate takes to close.

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  • sign_e "Trapdoors & Teleports"

    Trapdoors & Teleports... The first two `pits' are connectable. ALL the rest activate when a player walks on then. Except the one with `brick work'. This trapdoor is weight activated. EG: a player can walk on it but a boulder can not! (See special_objects for more)

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  • sign_e "Magic Mouths"

    Magic Mouths... These handle/trigger/button are each connected to a seperate magic mouth to check how `connected mouths' work. Particularly to try and avoid having the mouth repeat itself. -- Results... * The mouth is triggered whenever 1/ Player steps on magic mouth 2/ On any connected event weather that is a on, off or a trigger 3/ A player `applys' a button! 4/ A player walks on any button weather or not the button itself activates! This includes plate buttons! * Result 2 means a button in a cascade will always trigger a mouth at least twice! Once when `token' rolls on and again when it rolls off. It will remain so unless we can get a ``trigger button'' (or alturnative). * A mouth can be heard ANYWHERE on the map when triggered (via connection?) Great! No radius limits?

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  • sign_e "Boulder Bounce"

    Boulder Bounce... This shows that if you have a button under a boulder in say a cascade, and the boulder can't `roll' then it will bounce on and off the button. -- We can see this in this case as a magic mouth will ``mouth off'' everytime boulder leaves and falls back onto the button. This happens too quickly to properly effect any other device, but shows that it is present! -- What it does mean is that if a trigger gate is connected to that button with a bouncing boulder, the `reset timer' will constantally reset, and the gate will never close. -- Also, if we ever do get a `button trigger' you can not use it in a `up cascade' (see cascades) due to this `boulder bounce'. In a Raffles like down cascade however their should be no problem.

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