Game guide:Creating a tomb

Brief overview of tools and commands used

 * TestingCheatsEnabled on - vital for scripting triggers and hide/unhide effects on objects such as doors, stairs and switches.
 * BuyDebug on - allows you to place tomb-specific items such as traps, switches, treasures and even collectable spawners on the lot, in buy mode use the 'sort by function' tab and click the question mark to access them.
 * MoveObjects on - may be needed for placing items in awkward locations.

'''Please be aware that creating your own tombs or triggerable items may not be the most user-friendly process, and side effects may occur. Also, most items are intended to be triggered only once, meaning after use they will appear as normal.'''

Placing tomb items
This is the easy part, as placing the physical items is no different from placing standard items, enter the 'BuyDebug on' cheat and find the adventure items, you can then place as you wish.

Creating a simple trigger
Scripting triggers is a somewhat difficult process as it has not been fully tested yet. To access scripting commands first enter the 'TestingCheatsEnabled on' command and enter buy mode, from here shift + control clicking on adventure items will bring up a pie menu, options include;


 * Hide - very simple, makes the object transparent, it will disappear completely in live mode.
 * Show object status - shows the current status of the object, what treasures it will give on examining, what it is linked to by a trigger, etc.
 * Treasure component... - clicking will bring up a long list of items that can be hidden in the object to be collected upon examining, ranging from simoleons, ancient coins, crystals, keystones, relics and more.
 * Make unusable by NPCs - pretty straightforward, NPCs won't use this object.
 * Reset current link - will reset all triggers to their original state, this may have to be done manually every time after the trigger is fired (if you want to re-hide something for example.)
 * Clear all links to and from this object - Clears all trigger links to and from the object.
 * Activated behaviors - uncertain of all the purposes, but it basically tells the object what to do when triggered, sub-menus include;
 * Activate - will activate the item-specific commands such as 'appear' or 'disappear'.
 * Turn on cause/effect FX - will turn on/off the music and visual effects when the object is triggered. Optional.
 * Set TNS on activation - At the moment i'm not sure what TNS stands for, it's text-related as a dialog box appears, at first I thought it was for the actual triggers themselves, (an item with a command to fire 'trigger1' would activate an item with a 'trigger1' prompt,) but now I believe it is simply for the text that appears when you trigger the item, such as "You gained entry into the tomb." Therefore it's optional.
 * Clear TNS on activation - clears any text entered in the previous command.
 * Triggers - brings up sub-menus;
 * Draw all links on lot - draws coloured lines between linked items, green seems to indicate the object is ready to fire, pink means it has been fired, and red means it's not linked properly.