The various objects you can insert into a quest have become many, and not all are intuitive. Below you'll find explanations for them.
No inputs required. Doors have 2 attributes: Passable? and Visible?. Normal
doors are are both. Secret doors are not visible (have to be detected thorugh
searching) and fake doors are not passable (you get a "the door won't
If you want to simulate locking or unlocking doors try the "Add Object" feature from the Misc section.
Re: Secret doors. If a player accidently walks through a secret door it will be displayed.
No inputs required. You can rotate all furniture by right-clicking the mouse
after you have selected a furniture object. Left-click on the map to place the
Furniture will occupy the squares it's place on and players/monsters cannot pass it. If this is needed for a quest I suggest using a tile instead.
Click first on the trigger square, then select the target square. You will then be able to select any passive object to add during runtime i.e. Doors/Furniture/Monsters and Tiles. If an object of the selected type exists in the target square it will be replaced by the new object. Good for unlocking doors, springing surprise monsters etc.
Can be combined with others miscellanous objects
As the name suggests you can specify one of 3 conditions before something happens. Conditions are
a. "All players are in the room"
b. "All players have entered this square at least once"
c: "A door has been opened in this square"
When the one selected occurs the trap or misc object you selected will be triggered. You must have placed the trap or misc object before placing the conditional trigger.
Used to modify a standard monster regarding it's Name, Stats or attack type during gameplay. It must be placed on top of an existing monster. The standard monsters stats and name will be displayed. Change the name to avoid confusion with the standard monster. You must select an attack-type (diagonal, explore, flee, normal, ranged and spellcaster) . Read what they mean here. The optional text will be shown as a standard roomnote.
This object simulates an NPC dialogue or a choice situation. You enter a question/choice and specify the two possible player choices/responses and the answers to those. NPC responses can be fomulated as a new choice/question and can go on for a while (10 levels deep) with branching of the different dialogue paths. The Dialogue always ends with a single statement/conclusion. See Barbarian quest 4 for an example.
The fieldnote is a message to players shown when a player enters a specific square. The roomnote is displayed as soon as the square containing it is within a players Line-Of-Sight.
The spell object lets you select which spells a monster can cast. You can place this object either directly on the monster square OR within a radius of 2 squares from that monster. When the program encounters a monster with the "spellcaster" attack-type it will look for a spell-object in the vicinity. This is done so you can place other misc-objects on the monster square itself.
This is the only required object for a quest and tells the program where players will begin their quest. You can add up to 4 starting points in a quest. Having more than one starting point will cause the players to be split from the beginning of the quest. Example: You place two starting points. player 1 and 3 will start together at the one starting point and players 2 & 4 will start at the other.
Ahh! we couldn't do without this could we :-) The treasure
object will display the entered message when a player searches for treasure. All
treasure within the players LOS will be revealed at during a search, so you
don't have to stand next to a chest to search it. As treasures often are placed
on furniture where players can't move, a succesfull treasure search will trigger
the program to look for traps in the treasure square too (and only there, other
traps will not be sprung).
A treasure search will also activate any "Add Object" objects within LOS. This is done to allow for the infamous "the Gargoyle is a statue" followed by "The Gargoyle awakens and will attack" scenario.
No inputs required. You may however want to add spells for the monster or
customize it for the current quest. Look at the Misc section for those.
Monster are not passable for players until they are killed.
Monster AI is described here.
No inputs required. You can rotate most tiles by right-clicking the mouse
after you have selected a tile object.
Tiles come with 2 attributes: Walls? and Blocking?
The Walls attribute will add a wall around the tiles edges, which means you will have to provide means for entering the tile (door/teleport).
The blocking attribute is used for e.g. the rock blockade tile and won't let players see or walk through the tile.
All traps can be either detectable, undetectable or well-hidden. The first
two are self-explanatory. The "well hidden" option means that the trap
is so well hidden that when a player searches and finds one of these his search
will end for that turn. Any other traps in the room or hallway will remain
invisible until the next trap search.
All traps closely follow the American rules where possible. This means for example that spear traps are not auto-disarmed once detected as in the European version.
Rather than explaining each single trap I suggest you play around with them and see what they do.