# FloorSwitch Wizard

Switch Type buttons set the behavior of the switch.
(Note: Flying monsters never activate floor switches.)

- Always Activates
  - Everything triggers the switch, items being added or removed, monsters stepping on or off, and the party stepping on or off.
- Constant Weight
  - Everything triggers the switch as above, but only if nothing is already(still) on the switch.
- Party/Mons Only
  - Monsters and the party (player), stepping on or off, will activate the switch. Items have no effect.
- Items Only
  - Only items being added or removed trigger the switch.
- Stepping On Only
  - Only monsters or the party stepping on the switch will activate it.
- Stepping Off Only
  - Only monsters or the party stepping off the switch will activate it.
- Monsters Only
  - Only monsters stepping on or off the switch will activate it.
- Monsters Stepping On
  - Only monsters stepping on the switch will activate it.
- Monsters Stepping Off
  - Only monsters stepping off the switch will activate it.
- Party Only
  - Only the party stepping on or off the switch will activate it.
- Party Stepping On
  - Only the party stepping on the switch will activate it.
- Party Stepping Off
  - Only the party stepping off the switch will activate it.
- Constant On
  - Like Constant Weight, but only when adding items or stepping on.
- Constant Off
  - Like Constant Weight, but only when removing items or stepping off.

Direction Party Must Face

- Only affects the party, used to set the direction the party must be facing in order to trigger the switch. Affects all switch types.

Target Fields

- Determine what square is affected by the switch.
- From Map Button
  - Brings up a graphical display of the dungeon which can be used to select the target square. Use this if you don't know the coordinates of the square to be changed.

Reusable Button

- If selected, the switch can be used repeatedly. Otherwise, after one use, the switch will no longer function.

Visible Button

- If selected, the switch will be visible to the player, with its picture drawn on the floor.

Makes Sound Button

- If selected, the switch will make a click sound when triggered (or when about to be triggered in the case of step-off types).

Reset Count

- The number of game cycles before the switch triggers again, toggling or changing back the target square.

- The No Trigger on Reset button can prevent the reset from causing the switch to trigger again. This is useful, as during the reset time (and during delay time), the switch is inactive and cannot be used.

Delay Count

- The number of game cycles before the switch actually triggers after being activated.

The 9 buttons near the bottom determine what type of action the switch performs:

Toggles Button

- If selected, the switch will toggle the target square. For example, an open door will close while a closed door will open.
- Note that Toggle ignores any switch counts on the target square! This is the only action type that does so. To achieve a toggle effect when using switch counts, use either Act/Deact or Deact/Act.

Activates Button

- If selected, the switch will activate the target square. For example, a closed door will open, but an open door will do nothing. This action decreases the current switch count of the target (if it has one) by one down to 0.

Deactivates Button

- If selected, the switch will deactivate the target square. For example, an open door will close, but a closed door will do nothing. This action increases the current switch count of the target (if it has one) by one up to its maximum.

Act/Deact Button

- If selected, the switch will cycle, activating first, then on the next use, deactivating the target square, and so on.

Deact/Act Button

- The same as Act/Deact, but it starts with a deactivation trigger.

Exchanges Button

- If selected, the switch will exchange the target square with another square. (This action cycles, so the next use will restore whatever was swapped out.) This could be used, for example, to turn a wall into a floor, then back to a wall on the next triggering. The default is floor, which can be changed by clicking on the Change button. The new square can hold items, which can be added by clicking the Items... button (which displays an item panel with add/edit, remove, and change corner buttons). The new square can also be set as No Monster or No Ghosts (described on the main page). The Retain Items button, if selected, will transfer any items on the original square to the newly created one (if the button is disabled, the transfer is not possible or not yet supported for the type a square being swapped in).

Set To Button

- Similar to exchange, except there is no cycle: triggering the switch will always replace whatever is there with the new square, it will never put back the square that was there before. Note that neither of these actions (exchange, set to) generate new copies of items that are defined to be on the square, as it is always the same square being swapped in. Further, both actions will delay if there is something in the way that the new square does not support (such as a switch attempting to turn a floor into a wall when the floor has the party on it).

Play Sound Button

- Causes a sound file (wav) to be played. The sound can be set to only play once (No Loop), or loop continuosly with a random delay between playings (Loop Delay), or to loop continuously with no delay. Looping is intended for ambient sounds or music. The target indicates where the sound seems to be coming from (target level is ignored). Use -1 for the x and y coords to have the sound always played at the party's current location (best for music).

Stop Sound Button

- Related to the previous action, this causes all looping sounds to stop. The sounds can be cut off abruptly, or allowed to reach their end before stopping.

## Multiple Floor Switches Wizard

The Multiple Floor Switches Wizard is used to add many floor switches to the same square. This is necessary any time you want more than one target square to be affected, or more than one behavior (for example, the party stepping on the switch opens one door, while a monster stepping on it opens another).

The Add/Edit Switch button is used to add more switches or modify existing ones.

The Remove Switch button is used to remove the selected switch from the group.

The Move Switch Up/Down buttons are used to change the order of the switches in the group. Switches are triggered in order from top to bottom. Order of triggering can have consequences, so be sure to test.

The Visible button controls the visibility of the switch group. The Visible settings of the individual switches are ignored.

Note: If multiple switches can be activated simultaneously, only one should have Makes Sound selected (otherwise there will be many click sounds played at once, resulting in a really loud click).

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