### Room Editor

The Room Editor is reached by selecting a room in the Editor screen. You can use it to edit any room in the game's data file.

The Room Editor displays a view of the selected room as it would be seen in the game, with some exceptions.

Selecting Objects for Placement - A tabbed menu of game objects is shown on the left side of the screen. The objects in DROD are divided into three categories, also called layers: (1) room pieces (what the room is made from, such as walls, doors, pits, etc), (2) room objects (what goes in a room, such as orbs, scrolls, potions, tar, etc), and (3) monsters and level entrance positions. Select a tab to display that object category. Click on an item in the menu to select it for placement.

Placing Objects - Left-click on a square in the room to place the currently selected item there. Items cannot be placed on a square if something already exists there on the same layer as the object being placed. To delete placed objects, see "Deleting Objects" below. When an item can't or shouldn't be placed on a square, it will be shaded red to indicate a new object won't be placed there.

Setting Object Orientation - For certain objects, their orientation is significant (such as force arrows, monsters, and the player's starting position). Use the "Turn clockwise" and "Turn counter-clockwise" rotation keys or the mouse wheel to rotate the way objects get placed. The "Roach" icon on the monster menu tab is updated to indicate which way placed items will be oriented. While holding down the left mouse button to place an object, its orientation can be changed until the mouse button is released. When room scenery is selected, use the rotation keys or mouse wheel to select what scenery type to place.

Placing Multiple Objects - Dragging the mouse with the left button down will fill the highlighted region with the selected object on all open squares. Hint: Larger scenery objects can be placed this way. Some items are placed only one at a time, such as scrolls. For these items, placing more than one at a time is disabled.

Deleting Objects - Right-clicking on a square will delete any object on that square from the currently selected menu layer. Dragging a region with the right mouse button down will delete all objects of that layer in the selected area.

Moving large regions - To make a duplicate copy of a room region, drag the mouse to highlight a rectangular area and press <Ctrl-C> while the mouse button is down to mark the region to be copied. The region marked for copying stays chosen until a new region is marked or you begin editing a different room. Press <Ctrl-V> at any time to re-copy the marked region. Click on a square to paste a copy of that region, the clicked square being the top-left corner. Note: this operation is not supported for objects occupying more than one square (e.g. serpents and scenery).

Reflecting the room - Press <F7> to reflect the room horizontally (about the vertical axis) and <F8> to reflect the room vertically. All object behaviors are likewise updated to match.

Undo/Redo - Click the "Undo" button or <Ctrl-Z> to undo changes you've made to the room during this session (since selecting the room for editing). Press "Redo" or <Ctrl-Y> to redo changes that have been undone. Note that undone commands cannot be redone once you starting making other changes to the room.

Editor Settings - Enabling the "Show Errors" checkbox will highlight objects in the room that have an improper or questionable placement (see Room Errors below). Uncheck "Save room automatically" on the player settings screen if you want the editor to prompt you before saving any changes you have made to a room.

Choosing a Room from the Map - Click on the level map to select any room in the selected level. You can also click on an area adjacent to an existing room to add a new room to the level at that location. Hit <Ctrl-X> to cut and <Ctrl-C> to copy the current room. Hit <Ctrl-V> to paste the marked room to the currently selected spot on the map. Hit the <delete> key to permanently erase a room from the game.

Switching to another level - Press the PageDown and PageUp keys to exit the current room you are working on and go to the next and previous level entrances, respectively.

Customizing and Special Objects - Several items can be customized to look or act a certain way. Customizable objects are the following:

1. Characters. Special character monsters can be customized to look or behave a certain way.
2. Orbs. Click on an orb to view which yellow gates it affects. Lightning bolts will flash from the orb to all gates it is currently acting on. Gates highlighted green will be opened when the orb is struck, gates highlighted orange will be toggled, and gates highlighted red will be closed. Clicking on a yellow gate while in orb editing mode will change the effect the orb has on this gate. Clicking on a square without an orb or a gate will exit orb editing mode.
3. Yellow gates. Click on a yellow gate to view which orbs affect it. Lightning bolts will flash from the gate to all orbs acting on it. Clicking on an orb while in door editing mode will change the effect the orb has on the selected gate. The color coding scheme is the same as for orb customization. Clicking on a square without an orb or a yellow gate will exit door editing mode.
4. Level entrances. Each level can be entered at any number of user-definable locations. After placing a level entrance, click on it to specify what text the player will see when they enter the level at that point. This text may be the same or different from the descriptions for other level entrances. Click on the entrance again to revise the text description, reorient the direction the player faces when entering the level here, or to mark this entrance as the main entrance to the level. The main level entrance designates its room as the level entrance, or the relative origin to all other room locations in the level. Click and drag a level entrance to reposition it elsewhere in the room.
5. Stairs. After placing stairs, a dialog box will appear with the list of all level entrances in the hold and their text descriptions. Select one of the entrances to designate where the player goes from this staircase. Selecting "End hold" means the player will finish the hold on using these stairs. The destination level can be changed at any time by clicking on the staircase again. Hint: use pairs of stairways and adjacent level entrances to make two-way staircases.
6. Serpents. Serpents are placed a piece at a time, starting from its head. Once you start placing a serpent, click on a room square to mark a turn in its body. Continue placing segments by clicking to lay down each new piece of the serpent. Pieces that have already been placed can be removed by clicking on part of the last segment placed. To finish placing the monster, click twice on the same spot. A serpent must be at least two squares long. Click on any previously placed serpent to modify it.
7. Halph/Slayer. These are special story-based characters, and placing only one of each at a time in the room is enforced. If one is placed on a room entrance (edge), he will follow Beethro into the room five turns later.
8. Floor textures. In addition to the floor textures available in the menu, you can add your own custom floor images. Select the menu item indicated by the color swirl to place your own floor texture. When placing the custom floor for the first time in a room, you will be prompted to import an image file into your hold from disk. This image should be a multiple of the room tile size, which is 22x22 pixels. Only JPEG and PNG images are supported for import. Once one or more images have been imported into your hold, you may also select them for display in any room in the hold. At most one image can be selected as a special floor type in each room. Press F9 to change the image selected for a room and its room origin (i.e. the room location it starts tiling from).
9. Scenery Obstacles. Scenery obstacles can appear in a variety of different shapes and sizes. You can switch between different types of obstacles by pressing the rotate keys ('q' and 'w'). If you place scenery obstacles by highlighting an area rather than square by square, then the largest possible obstacle of the current type will be used. The following is a list of all possible object types and sizes:

   Type | 1x1 | 2x2 | 3x3 | 4x4 | 5x5
   rock 1 | X | X | X |  |
   rock 2 | X | X | X |  |
   plant 1 | X | X |  |  |
   plant 2 | X | X |  |  |
   hut 1 | X |  | X |  | X
   hut 2 | X |  | X |  | X
   pile o' skulls 1 | X | X |  |  |
   pile o' skulls 2 | X | X |  |  |
   goblin statue | X | X |  | X |
   empire statue | X | X |  | X |
   desk | X |  | X |  |

Master walls - A special type of wall tile that becomes transparent and passable to the player once the player has mastered the hold (i.e. exited the hold and conquered every secret room in the hold at least once). Hint: use these to provide access to bonus rooms that the player may only enter once they've conquered the hold.

Room Errors - Errors highlighted in the room include the following:

1. Matching room edges. Room edge squares are highlighted blue if they don't match the squares of an adjacent room. An open square will be highlighted if there is an obstacle (or no room) on the other side, for instance.
2. Orbs. Orbs generally affect yellow gates. Orbs that don't affect any gates are marked orange.
3. Gates. Yellow gates that don't have any orbs affecting them are marked orange. Red gates in a room without trapdoors are highlighted. Green doors in a room without any monsters are highlighted.
4. Strange placement. If an object is put in a location that might not allow it to be used correctly, it will be marked red. Examples of this are placing scrolls or potions on walls where the player can't get to them.

Playtesting - You can test the current room by hitting F5, then clicking on the room position where you want to begin play. During playtesting, you may hit <Backspace> to undo moves at any time. Also, master walls are open. Playtesting continues until <Escape> is pressed.

Misc. Notes -

1. Some notes on good room design can be found here.
2. Click and drag scrolls, characters, and level entrances to reposition and reorient them in the room.
3. Tarstuff can be kept off of walls by holding the Shift key while placing.
4. After modifying a room, demos and saved games recorded previously in that room might no longer be valid.

Press <Escape> to return to the main editor screen.

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