Author Topic: FAQ: Event Guide  (Read 2109 times)

Offline ProphetSword

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FAQ: Event Guide
« on: January 22, 2009, 10:57:04 AM »
Event Guide

Understanding events and how to use them is crucial to designing a game in Unlimited Adventures. When you place an event, several pages of choices are brought up. All events have the same first page. This gives you control over:

    * whether an event happens only once or multiple times
    * when an event happens:
          o Always
          o If party does/doesn't have a special item (see SPECIAL ITEM)
          o Daytime/Nighttime
          o Random Percent
          o Party is/isn't searching
          o Facing certain position (or combination there of)
          o Quest Completed/Failed/In Progress
          o Party is/isn't detecting traps
          o Party can/cannot see invisible
          o Specific race/class in party
    * Chain Control
          o When to chain:
                + always
                + if event happens
                + if event doesn't happen
          o List of events to go to next (See CHAIN)

The following is a list of the types of evens, with what can be found on the pages of questions that come with each event.

   1. ADD NPC
          * page 2:
                o graphics the player sees & their distance
                o text box
                o name of npc to add
                o percentage of max hitpoints

   2. CAMP
          * page 2:
                o which camp picture to display
                o choice to back up when done (See CHAIN)
                o text box

   3. CHAIN
      Chaining events allows several different events to follow in sequence. This chain command allows more control of the trigger that starts a chain than in the typical page one chain by using the page one "when event happens"
          * page 2:
                o event to chain to

   4. COMBAT
          * page 2:
                o graphics the play sees
                o text box
                o location of monsters relative to party
                o surprised (neither/party/monster)
                o choice for auto-approach
                o choice for combat being outdoors
          * page 3:
                o 3 choices for monsters which include
                      + type
                      + number
          * page 4:
                o 3 more choices, but with an option for them to be friendly and fight with the party
          * page 5:
                o choice for no treasure from monsters
                o choice for party never dies
                o choice for magic doesn't work
                o monster moral percent
                o difficulty of turning
                o none(0)
                o harder(2)
                o difficult(10)
                o impossible(100)

   5. COMBAT TREASURE
          * page 2:
                o amount of platinum
                o amount of gems
                o amount of jewelry
                o list of 8 items
                o choice for whether items are identified.
          * page 3:
                o note that combat treasure event must be chained directly before the combat event in which the party is to get the treasure.

   6. DAMAGE
          * page 2:
                o art the player sees, and the distance it is from party
                o text box
                o number of complete attacks
                o who is attacked
                      + party
                      + active player
                      + one random party member
                      + each on has a percent chance to get damage
          * page 3:
                o how many dice of how many sides plus _____ damage
                o saving throw/save for half/save for no damage/hits based on THAC0
                o saving throw type
                o modifier to throw
                o THAC0 of attack

   7. ENCOUNTER
      This is more like what happens when you meet monsters and do not go into combat right away. What gets done depend on what you set the options for and where the chain choices go.
          * page 2:
                o graphics the player sees
                o text box
                o where monsters are relative to party
                o monster speed
                o chain choices for
                      + combat
                      + talk
                      + escape
          * page 3:
                o approach
                      + whether choice is available
                      + whether it is allowed closeup
                      + choosing it will
                            # decrease range
                            # combat chain, no surprise
                            # combat chain, surprise if party is slow.
                            # combat chain, monsters surprised if party is fast
                            # talk chain
                            # escape chain if party is fast
                            # no effect
                o retreat
                      + whether choice is available
                      + choosing it will
                            # same options
                o fight
                      + whether choice is available
                      + whether it will only be allowed closeup
                      + choosing it will
                            # same options
          * page 4:
                o wait
                      + whether choice is available
                      + choosing it will
                            # same options
                o talk
                      + whether choice is available
                      + whether it will only be allowed closeup
                      + choosing it will
                            # same options
                o if range goes to zero
                      + same options minus no effect and decreasing the range

   8. ENTER PASSWORD
          * page 2:
                o graphics the party sees
                o text box
                o password
                o number of tries
                o teleport destination (see TELEPORT)
                o whether to execute event at destination
          * page 3:
                o text for correctly entered password
                o after displaying text
                      + chain
                      + do nothing
                      + teleport
                      + back up one step in the chain
          * page 4:
                o same as page 3, but for incorrect password
 
   9. GAIN EXPERIENCE
          * page 2:
                o sound
                o graphics the party sees
                o text box
                o who receives experience (party/active member)
                o amount

  10. GIVE TREASURE
      This is the same as COMBAT TREASURE, but will work at any time.

  11. GUIDED TOUR
      Note long guided tours can be accomplished by chaining several guided tours and using an option on the page two. Note, guided tours do not work in overland.
          * page 2:
                o number of steps (max 24)
                o whether to use starting location
                o location to start, and facing
                o whether to execute event at destination
          * page 3:
                o first eight steps
                      + forward/right/left/pause
          * page 4:
                o steps 9-16
          * page 5:
                o steps 17-24
          * page 6:
                o two text boxes
                o choices when to display text

  12. NPC SAYS
          * page 2:
                o say if ________ is in party
                o graphics party sees (w/ distance)
                o sound
                o text box
                o whether return must be pressed
                o whether text is highlighted
          * page 3:
                o two more text boxes
                o two more whether return must be pressed
                o two more whether text is highlighted
          * page 4:
                o same as page 3
 
  13. PASS TIME
      I have used this event w/ zero time passing to help in chaining w/ multiple event triggers necessary to start the chain (for example: 50 percent chance if party is searching)
          * page 2:
                o text box
                o how much time passes

  14. PICK ONE COMBAT
      This is the same as combat, except that the monster group is randomly chosen from one of the groups on pages 4 and 5.

  15. QUEST STAGE
      Quests are useful and can often be used like an if/then statement. Each quest (a total of 44) can have values between 1 and 100. These events should only happen if the quest is at a value (stage)-1 and will become (stage) when accepted. This is useful when giving the party a choice. You can also use utilities to directly manipulate quests.
          * page 2:
                o graphics the party sees
                o text box
                o accept quest on:
                      + impossible
                      + yes/no/both
                      + impossible, no question
                      + automatic, no question
                o whether quest is completed on acceptance
                o whether quest fails upon rejection
                o which quest
                o which stage
          * page 3:
                o chain for accepting
                o chain for rejection
 
  16. QUESTION-BUTTON
          * page 2:
                o what graphics the party sees
                o text box
                o button 1:
                      + label
                      + chain if choose
                      + whether to return to question when does
                      + whether to back up one step when done
          * page 3:
                o button 2 and 3
          * page 4:
                o button 4 and 5

  17. QUESTION-LIST
          * page 2:
                o what graphics the party sees
                o small text box
                o answer 1:
                      + small text box
                      + chain if choose
                      + whether to return to question when done
                      + whether to go back on step when done
          * page 3:
                o answer 2 and 3
          * page 4:
                o answer 4 and 5

  18. QUESTION-YES/NO
          * page 2:
                o what the player sees
                o text box
          * page 3:
                o text box for yes
                o where to chain
                o what to do after chain is done
          * page 4:
                o same as page 3, but for no

  19. REMOVE NPC
          * page 2:
                o what the players sees (and distance)
                o text box
                o who to remove

  20. SHOP
          * page 2:
                o what the players see
                o cost factor (from free to 100 times)
                o whether to back up one step when leaving store
                o up to four types of items
          * pages 3-6
                o which items of the 4 types selected are available

  21. SMALL TOWN
      Small Towns have simplified versions of things (for example, the shop in a small town has only two types of items). For more detail on each type, see each places separate entries.
          * page 2:
                o what graphics the player sees
                o text box
                o what is in the town:
                      + temple
                      + training hall
                      + shop
                      + inn
                      + tavern
                      + vault
          * rest of the pages are for what is in the town

  22. SOUNDS
          * page 2:
                o first 5 sounds to be played
          * page 3:
                o second 5 sounds to be played

  23. SPECIAL ITEM
      You can use this option to reset quests by taking them from the player
          * page 2:
                o what graphics the player sees
                o text box
                o whether to give or take item from party
                o which item

  24. STAIRS
          * page 2:
                o what graphics the player sees before entering
                o whether to ask a yes or no question
                o whether to transfer on yes or no
                o text box for question
          * page 3:
                o where on map to go when entering stairs
                o text box
                o whether to execute event at destination

  25. TAVERN
          * page 2:
                o what graphics the player sees
                o text box
                o whether to allow fights
                o where to chain on a fight
                o whether to back up a step on leaving
          * page 3:
                o show tales in order/random
                o tale one and two
          * page 4:
                o tale three and four
          * page 5:
                o whether to allow drinks
                o where to chain when too much is drunk
                o names of five drinks
 
  26. TAVERN TALES
      This is place in a chain before a SMALL TOWN or TAVERN and includes six tales.

  27. TELEPORTER
      This is like a stairs, but can transfer without question

  28. TEMPLE
          * page 2:
                o what graphics the player sees
                o text box
                o spell level offered
                o cost
                o whether to allow donations
                      + how much must be donated
                      + where to chain when enough is donated
          * page 3:
                o what text read in the temple
                o whether to go back one step when leaving

  29. TEXT STATEMENT
          * page 2:
                o what graphics the player sees
                o sound
                o distance
                o whether to back up one step when leaving
                o text box 1:
                      + text box
                      + whether you must press return
                      + whether text is highlighted
          * pages 3 and 4 : Text boxes 2 - 5

  30. TRAINING HALL
          * page 2:
                o who may train
                o cost
                o what graphics the player sees
                o text box
                o whether to back up one step

  31. TRANSFER MODULE
      This is like TELEPORT, but can be between modules

  32. UTILITIES
      This event is useful for manually effecting quests and can be used to keep track of many things. For example, if you wanted to have certain events happen only if an alarm has been set off, you can use quest one for the alarm. It starts at zero. If the alarm is set off, add one to quest one. Then in page one of each event you want to happen only in this special case, set the event to happen only if you have quest one.
          * page 2:
                o how much is stored in/added/subtracted from quest/item
                o whether to exit play now
          * page 3:
                o check up to six items/quest and put result in item/quest if all/any of six items are present

  33. VAULT
      This is a place where items can be dropped and retrieved later
          * page 2:
                o what graphics the party sees
                o text box
                o whether to back up one when leaving

  34. WHO PAYS
          * page 2:
                o what graphics the party sees
                o text box
                o what is need for success (enough platinum/ gems/jewelry/impossible)
                o where to teleport if necessary
                o whether to execute event at location
          * page 3:
                o text box for success
                o after text: chain/teleport/back up one step
          * page 4:
                o same as page 3, but for failure

  35. WHO TRIES
          * page 2:
                o what graphics the party sees
                o text box
                o what check is based on (stat or thief skill)
                o whether compared to die/must have at least
                o number of tries
                o teleport destination if needed
                o whether to execute event at location
          * page 3:
                o text box for success
                o after text: chain/teleport.back up on step
          * page 4:
                o same as page 3, but for failure

LANDS OF ADVENTURE: An Old-School Style CRPG

More Information Here: http://landsadventure.blogspot.com/

Offline Adam

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Re: FAQ: Event Guide
« Reply #1 on: December 13, 2015, 04:50:40 PM »
Is there any way to trigger an event depending on wether an npc is in the party?

As I could not find an "event happens if" so I tried to set up an initial "npc says" event with a "if event doesn't happen" chained triggered event. Sadly, as it seems the "if ... is in the party" does not play any role in the "happening" of the event, so the chained event will be triggered depending only on the "event happens if" part of the "npc says" event.

This is really unfortunate as my design in the making was planned to rely heavily on the actual npc(s) attached to the solo protagonist, so any help, idea would be really appreciated.

Offline Ben J

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Re: FAQ: Event Guide
« Reply #2 on: December 13, 2015, 05:11:14 PM »
As far as I know, there is no way to do this. Events chained to the "NPC says" event will trigger even when the NPC is unconscious or dead.

Correct me if I'm wrong.
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Offline Adam

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Re: FAQ: Event Guide
« Reply #3 on: December 13, 2015, 05:31:29 PM »
Thanks. I have found this article: http://frua.rosedragon.org/pc/uanews/uanl34/da-npcs.htm.

I thought of something like this before, but as the player can dump any npcs at will, this could also lead to awkward event triggers.

Offline hans

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Re: FAQ: Event Guide
« Reply #4 on: December 13, 2015, 06:38:33 PM »
This will probably come as no comfort, but OAUA can event check if an NPC is in the party.

Offline Adam

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Re: FAQ: Event Guide
« Reply #5 on: December 14, 2015, 12:17:01 AM »
This will probably come as no comfort, but OAUA can event check if an NPC is in the party.

Well, at least I know it can be done. I'll try to look up the answers then in the OAUA hacks, but I fear it won't be an easy find...

Offline hans

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Re: FAQ: Event Guide
« Reply #6 on: December 14, 2015, 09:48:10 AM »
Well, at least I know it can be done. I'll try to look up the answers then in the OAUA hacks, but I fear it won't be an easy find...
 

The late Brian O'Donnell rewrote a lot of UA's code to create OAUA (with Darius Whiteheart).  Unfortunately, I've been led to believe, a lot of OAUA's secrets were lost when he passed on. 
« Last Edit: December 14, 2015, 09:50:58 AM by hans »

Offline Adam

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Re: FAQ: Event Guide
« Reply #7 on: December 14, 2015, 05:29:54 PM »
The late Brian O'Donnell rewrote a lot of UA's code to create OAUA (with Darius Whiteheart).  Unfortunately, I've been led to believe, a lot of OAUA's secrets were lost when he passed on.

I also fear that that is indeed the case. And also fear that the changes were so extensive, that reverse engineering will be a daunting task.

Anyhow, I was about to install OAUA to have a look at the ckit.exe (or diff.tlb), and see what I'm up against, but failed miserably (Load error: no DPMI - get csdpmi*b.zip). A hint there would be nice - or a generated diff.tlb even nicer.

Offline hans

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Re: FAQ: Event Guide
« Reply #8 on: December 14, 2015, 07:21:30 PM »
Anyhow, I was about to install OAUA to have a look at the ckit.exe (or diff.tlb), and see what I'm up against, but failed miserably (Load error: no DPMI - get csdpmi*b.zip). A hint there would be nice - or a generated diff.tlb even nicer.
 

I think I generated this Diff.tlb correctly.  It should turn the regular UA Ckit into the OAUA Ckit through the usual UAShell manner (that is, for the uninitiated, making a new *.dsn folder, then Applying that design thru UAShell).  Anyone who does not understand what I've just written should not attempt to do anything with  this attachment. 

I have thought about creating versions of my OAUA designs that could be played in regular UA w/UAShell, by adding just such a Diff.tlb and any other necessary files.  I get the impression that a lot of FRUAites have balked at going thru the process of creating a separate OAUA version of UA, and so have never played any OAUA designs (sigh)...   

Offline Adam

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Re: FAQ: Event Guide
« Reply #9 on: December 14, 2015, 11:19:32 PM »
I think I generated this Diff.tlb correctly.  It should turn the regular UA Ckit into the OAUA Ckit through the usual UAShell manner (that is, for the uninitiated, making a new *.dsn folder, then Applying that design thru UAShell).  Anyone who does not understand what I've just written should not attempt to do anything with  this attachment. 

I have thought about creating versions of my OAUA designs that could be played in regular UA w/UAShell, by adding just such a Diff.tlb and any other necessary files.  I get the impression that a lot of FRUAites have balked at going thru the process of creating a separate OAUA version of UA, and so have never played any OAUA designs (sigh)...

15000 bytes changed! I rarely use smileys but this deserves at least a 15K of these:  :o.
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Offline steve_mcdee

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Re: FAQ: Event Guide
« Reply #10 on: December 15, 2015, 03:50:41 AM »
Is it possible to use "comment" lines in a diff.tbl (ie, lines that will be ignored but which can be used to remind ourselves what particular bits of the diff.tbl do, or are supposed to do)? I'm guessing not, but it sure would be useful!