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    Advanced Dungeons & Dragons Unlimited AdventuresDesigner's Guide SupplementA Technical Manual for Adventure Design

    by Scott D. Gries and MicroMagic Inc.

    Copyright 1993 Strategic Simulations, Inc. All Rights Reserved.Unlimited Adventures is Copyright 1993 Strategic Simulations, Inc.

    AUTHOR'S NOTES

    GENERAL NOTES AND ERRATAThis Supplement is meant as an addition to the documentation whichcomes with Unlimited Adventures, not a replacement for it. Many basicfeatures, as well as tutorials, are included in the originalDesigner's Guide and are not discussed here.

    There are several pre-drawn dungeon maps included in the Heirs toSkull Crag adventure. Look at the end of the module list foradditional maps not used in the adventure. These modules all havenames beginning with an asterisk (*).

    On the IBM version, display access will not always display correctly.

    Some sprites and pictures are permanently associated with a monster,and share that monster's name. Such images can only be renamed in themonster editor, not in the art gallery. The sprite "BLACK PUDDING"cannot be renamed in the second tutorial of the chapter entitled"Customizing Art". Simply press LEAVE and select "PICTURES", the tryrenaming a picture such as "BIT O' MOANDER".

    Throughout this supplement, references are made to which artwork canbe chosen for various options. In all cases, COMBAT ICONS are notavailable for these choices. Combat icons only appear during actualcombat, and cannot be displayed at any other time.

    NOTATIONAll text which appears in UA is shown in capital letters. Buttonswhich lead to choices are surrounded by square brackets. For shortlists of options or ranges of values, all options are shown within thesame square brackets. Different choices are separated by slashes.Examples:

    STARTING EQUIPMENT [AVERAGE]DISTANCE [UP CLOSE/NEARBY/FAR AWAY]

    Options with an On/Off button are designated with asterisks. Example:

    * DO EVENT ONLY ONCE* EXECUTE EVENT AT DESTINATION

    Where a numerical range is possible, the range is given between squarebrackets. Example:

    HEIGHT/WIDTH [11 TO 50]

    CREATE NEW DESIGN (GAME SETTINGS)

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    The Create New Design and Game Settings options are virtuallyidentical. All options within are the same. The main difference isthat the first option will let you create a brand new design, whilethe second only lets you edit the primary characteristics of anexisting design.

    PAGE 1ADVENTURE DESIGN NAMEType the full name as the PLAYER will see it. If you are creating anew design (as opposed to just editing Game Settings), UA willautomatically make a directory name which fits (if a similar nameexists, it alters enough letters to make it unique).

    THE ADVENTURE BEGINS IN [Dungeon 01] AT ENTRY POINT [1 to 8].Select one of 36 dungeons or 4 overland areas in which to start. Astarting entry point (as opposed to a coordinate location) must bedesignated.

    EACH PARTY MEMBER STARTS WITH[0 to 30 million] EXPERIENCE POINTSSTARTING EQUIPMENT [none to +4]PLATINUM [0 to 5000]Gems [0 to 5000]

    Jewelry [0 to 5000]

    Experience points determine the starting level of each new character(multi-class characters have their experience divided by the number ofclasses before figuring out the starting level). Platinum, Gems, andJewelry determine starting wealth. The equipment that a party startswith is determined by the option selected. The possible options forStarting Equipment are None, Poor, Modest, Average, Prosperous, and +1through +4. Note that no magic items at ALL are given (even to magicusers/clerics) until the +1 Equipment level. For a complete list ofthe items each character class receives at each setting, see AppendixA.Protection Password

    This will cause your adventure to become LOCKED. Once this is done,the only way someone (including you) can modify (select any of theright hand buttons) the game is by entering the same password. Forconvenience, a designer should avoid using this feature until theadventure is completed.

    PAGE 2Keys in Special InventoryThese are item names for special keys used to in getting throughvarious locked doors (or opening special chests, etc.) in the game.They never actually exist as items in a character's ITEM inventory,but are listed in the party inventory (shown by selecting INV at themain menu in the game). They don't even necessarily have to be called

    "keys" - that's just a convenient reference.

    PAGE 3Other Special Inventory ItemsSimilar to the keys above, but in a more generic manner. These are"Quest" items which can be checked for in various EVENTS. As with thekeys, the actual names are up to you (samples are shown as defaults).

    ART GALLERY

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    Unlimited Adventures comes with a substantial library of artwork,including some animation, for use in adventures. To enhance thisaspect of the game and allow designers to truly customize theiradventures, new artwork can be imported to replaced unused pictures.UA specifically supports art drawn in Electronic Arts' DeluxePaint IIand ZSoft's PC Paintbrush. Artwork from other programs may work aswell.

    DRAWING ART FOR IMPORTOn the IBM-PC, all art must be drawn in 256 color mode. Many programsdefault to a 16 color mode. Make sure your paint program is in a 256color mode.

    Palette cycling can only be specified in DeluxePaint II. All colorcycles you set up in the paint program will be used. Cycling onlyworks on PICs and BIGPICs.

    To be able to import color art on the Macintosh version, you must setthe amount of memory for the program to 2000. Use the Get Infocommand in the Finder to set this number. Macintosh color art can bedrawn in any program that will save a picture as a PICT file. ForPICs and CPICs, any color close to the transparent color in shade willbecome transparent. Macintosh Mono art can be drawn in any program

    that will save as a MacPaint file.

    Imported art will not transfer correctly between the IBM-PC versionand the Mac version. The remainder of a design and all savedcharacters and games are transferable.

    There are nine types of art which can appear in UA. Each has apredetermined number of slots in the Art Gallery. Most of the imagescan be replaced by Importing, but the total number of slots can neverbe changed.

    PICTURE (155 slots) - Usually shown as NPC pictures, Towns, Towers,and similar small graphic images.

    SPRITE (38 slots) - These are usually a collection of three monsterimages. When displayed in the game (especially in an encounter withAuto Approach turned on), the monsters appear to be charging theparty.

    COMBAT ICON (127 slots) - These icons appear during combat sequencesand represent monsters and NPCs. There are always two icons in a set- the monster at "Ready" and the monster taking "Action."

    BIG PICTURE (8 slots) - The showpieces of the Art Gallery, theseimages take up the upper half of the screen.

    OVERLAND MAP (5 slots) - All travel outside of dungeons takes place onone of these maps, which also takes up the top half of the screen.

    DUNGEON (5 slots) - These are the wall styles shown in non-outdoorcombat.

    WILDERNESS (4 slots) - These styles determine the combat surroundingsin outdoor combat.

    WALL SET (16 slots) - Each wall set contains up to 5 images for use in

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    dungeon modules. Up to three wall sets can be used in any singlemodule.

    BACKDROP (19 slots) - Backdrops are used in dungeon modules as thefloor and "ceiling" against the wall sets in the 3-D view.

    Note that the Dungeon, Wilderness, Wall Set, and Backdrop graphicscannot be changed. The Import option is removed when viewing thesepictures.

    ART TEMPLATESUA includes several templates, in both PCX and LBM format, for use inimporting artwork. The templates, or copies of them, must be used forthe new artwork -- UA uses portions of the templates to determine thesize and shape of the imported art. Note that the PCX template forCOMBAT ICONs which come with version 1.0 is bad. The LBM template canbe converted using any program which performs a LBM->PCX conversion.Additionally, a correct PCX template can be downloaded from theUnlimited Adventures area on America Online (keyword: UA).

    The templates included are (in both LBM and PCX format -- see noteabove):DRAWBPIC - For Big Picture artwork

    DRAWCPIC - For Combat Icon artworkDRAWPIC - For Picture artworkDRAWSPRITE - For Sprite artwork

    Two sample templates, TOWN.LBM and TOWN.PCX, are also included for usein the Designer's Guide tutorial.

    MONSTER EDITOR

    As mentioned in the Designers book, there are exactly 127 availableslots for Monsters and ALL slots are currently filled. To create a newmonster or NPC, you will need to edit an existing slot. Those wishingto share their monster designs can find altered monsters in the

    appropriate DSN directory labeled MONST###.DAT. While you cannotdirectly (from DOS) copy monsters from one design to another (you can- but it doesn't change the monster name within the design), you couldput together an "adventure" which exists purely as a holder for editedmonsters (no Module designs) and upload a zipped version of thatdirectory for other designers to copy.

    COPYPrompts you to select another design. Once there, you get a list ofall monsters in that design. When you COPY a monster, it copies overALL the data for that monster EXCEPT for the battle icon (and anyother images associated - see ART GALLERY for a discussion on changingimages), including the name. As with edited or renamed monsters,

    selecting DEFAULT returns it to the normal state.

    RENAMERenames the highlighted monster.

    EDITThere are three types of monsters you can edit. Regular (most ofthem), "Complex" (called "big" monsters in the Designer's Guide -those with a "*" to the left of their name), and NPCs (which have a #in their name). Regular and Complex monsters will be discussed

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    together, since there are few differences. NPCs will be discussedseparately.

    EDITING REGULAR AND COMPLEX MONSTERSPAGE 1NameActs just like the RENAME command to change the name of the selectedmonster.

    RACEEither a player race or "monster." The race has little effect on thefunctioning of a monster, as the racial characteristics of the playerraces are embodied in various monster effects and monsters are notsubject to race/class level limitations. Note that monsters of race"monster" are not vulnerable to "Hold Person" and "Charm Person"spells.

    GENDERMale or Female. No functional effect. (There are no spells or effectswhich affect only one gender or the other.)

    ALIGNMENTOne of the 9 game alignments. This will not affect whether a monsteris an ENEMY or not, but gives immunity or vulnerability to certain

    spells and effects in the game. (Protection vs. Good/Evil, etc.)

    CLASSOne of 15 selections. This primarily affects the monster's savingthrow tables and some other resistances, as appropriate. (It is NOTused to calculate THAC0; that must be manually set later.) The playeris unaware of what the class is, so impossible combinations in AD&D(e.g., Gnome Paladin) are possible here. Note: monsters of class MAGEwill not move during combat.

    HIT POINTS [1 to 255]

    AGE [1 to 1200]

    The only material effect of age is that "haste" spells or Potions ofSpeed may cause monsters to die of old age.

    MAGIC RESISTANCE [0 to 100]Number indicates percent. Magic Resistance is determined BEFOREsaving throws. If a monster makes its Magic Resistance roll, itsuffers no effects at ALL from a specific spell. If it fails, thenregular saving throws are applied. Magic Resistance is specified forspells cast by an 11th level character; each level the caster ishigher or lower than 11th modifies the magic resistance by 5%.

    LEVEL [0 to 40]Non-editable. This is the highest class level from Page 2. Included

    here for reference only.

    StatsAll stats range from 3-30 (18 is the normal human maximum). Thepercentage (0 to 100) behind the Strength statistic only applies ifthe strength is exactly 18. Stats higher than 18 can produce enhancedeffects (more spells, lower AC, etc.) based on the stat so raised.

    PAGE 2LEVEL [0 to 40]

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    This affects things like the number and type of spells possible tomemorize. Note that you can put visual contradictions here. Forexample, you may have a monster defined as a "Thief" on the previouspage, but give it some level of ability as a Mage and/or Cleric whichgives it some spell-casting ability (perhaps for a new race ofcreatures which are not literally mages, but can all cast ShockingGrasp several times a day).

    Misc OptionsThe party gets [0 to 65000] experience when monster is killed.This is PER creature involved, so be sure to avoid unbalancing thegame this way.

    UNDEAD TYPE [NOT UNDEAD through SPECIAL]This does not change the monster's literal abilities, but anythingexcept "Not Undead" may allow a Cleric or Paladin to TURN the monster,causing it to flee or be destroyed. ("Special" undead are a classalmost impossible to TURN, even under normal circumstances.)

    PAGE 3ATTRIBUTE OPTIONSMultiple, even contradictory (e.g., Mammal and Snake) options may beselected.

    Form* MAMMALIndicates whether the monster is vulnerable to the second level DruidSpell "Charm Person or Mammal."

    * ANIMALDetermines whether the monster is susceptible to the first level Druidspell "Invisibility to Animals."

    * SNAKEDetermines whether the monster is vulnerable to the second levelClerical spell "Snake Charm."

    * TRUE GIANTIndicates whether the monster takes extra damage from a Long Sword vsGiants.

    * LARGE EVEN IF ICON 1 BY 1Monster receives weapon damage based on the "Large" column on thedamage table. All monsters with wide, tall, or big icons areautomatically considered larger than man-sized.

    Penalties

    * DWARF ACIndicates that creatures with the effect "Dwarf AC bonus" (e.g.

    dwarves) get an AC bonus of +4 when attacked by the monster.

    * GNOME ACIndicates that creatures with the effect "Gnome AC bonus" (e.g.gnomes) get an AC bonus of +4 when attacked by the monster.

    * DWARF THAC0Indicates that creatures with the effect "Dwarf THAC0 +1" (e.g.dwarves) get a THAC0 bonus of +1 when attacking the monster.

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    * GNOME THAC0Indicates that creatures with the effect "Gnome THAC0 +1" (e.g.gnomes) get a THAC0 bonus of +1 when attacking the monster.

    * RANGER DAMAGEIndicates that creatures with the effect "Ranger Gnt Bonus" (e.g.rangers) get a damage bonus equal to their ranger levels whenever theyhit the monster.

    IMMUNE TO

    * POISONIndicates that the monster is immune to poison, including "stinkingcloud".

    * DEATHIndicates that the monster is immune to all death magic, including"Cloudkill."

    * CONFUSIONIndicates that confusion wands, spells, and gazes have no effect onthe monster.

    * VORPAL SWORDS

    Indicates that the monster cannot be decapitated by a vorpal blade.

    MISC OPTIONS

    * MAY BE HELD OR CHARMEDIndicates that the monster is vulnerable to charm or hold spells.Note that the monster is also invulnerable to "Hold Person" spells ifit is of race "monster"; only humans and similar races are susceptibleto "Hold Person."

    * AFFECTED BY DISPEL EVILIndicates that the monster is summoned from another plane of existenceand may be affected by the fifth level clerical spell "Dispel Evil".

    PAGE 4MONSTER ATTACKSATTACK TYPE 1[0 to 50] BLOWS EVERY 2 ROUNDSOF [0 to 50] [1 to 99] SIDED DICE + [0 to 99]For example, "5 10 sided dice + 6" will cause a damage computation asif a 10-sided die was rolled five times, summed up, and then 6 pointsadded to the final total. Note that this allows for a maximum damagePER ATTACK of 5049 points of damage! Use with care - remember themaximum player HP is also 255.

    An odd number of blows causes a blow to be skipped (or added) every

    second round. E.g., 3 Blows per 2 rounds causes 1 blow the firstround, 2 the second, 1 the third, etc.

    ATTACK TYPE 2This is structured just like Attack Type 1. This is meant to be themonster's secondary attack. For example, a lion might have AttackType 1 set as 4 blows per 2 rounds (indicating 2 claw attacks eachsingle round) and Attack Type 2 set as 2 blows per 2 rounds(indicating one bite attack each round).

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    MORE COMBAT OPTIONSBASE THAC0 [-50 to 50] PLUS STR BONUSThis is the minimum die roll needed to hit a target with Armor Class0. The lower the better. Modifications are made for each attack basedon Strength, and numerous combat circumstances (hit from behind, Held,actual AC, etc.) to decide the final chance to hit.

    BASE AC [-20 to 20] PLUS DEX BONUSThe lower the AC, the harder this monster will be to hit. "10" is thenormal "worst" armor class - comparable to a human wearing streetclothes (no protection at all).

    BASE MOVEMENT [0 to 60 (0 to 12 in v1.0)]Zero makes a monster stationary. It will not be able to move at all incombat.

    PAGE 5THE MONSTER HASPLATINUM [0 to 65000]GEMS [0 to 65000]JEWELRY [0 to 65000]

    ITEM/REG Note - COMPLEX monsters have 6 total slots of each, compared

    to only 3 slots of each for regular monsters.

    ITEMThese are the items which each monster will have available to it forcombat. Selections of armor, weapons, and usable miscellaneous magicitems (Dart of Hornets Nest, wands, etc.) will be used appropriatelyin combat (a +2 Sword will be used for attacks, armor will lower AC).It is possible to give a monster an extra item (e.g., a second sword,or a potion) in one of these slots to give a standard "treasure" bonusfor this monster class (avoiding the need for a COMBAT TREASUREevent).

    REG

    For most items, this has no effect. For items with charges (e.g.,wands) or a quantity (e.g., arrows) associated with them this buttoncan alter the default amount. "REG" (Regular) means to use the defaultamount (so 10 Arrows will really be 10 arrows). Selecting a numberforces the quantity or charges to that amount. All wands have 20charges as a default value.

    PAGE 6EFFECTComplex monsters can have up to 10 effects. Regular monsters only get5. Individual effects areas are discussed broadly below. An itemizedlist of each type of effect can be found in Appendix B.

    SPELLSAffects monster exactly as if the named Clerical or Mage spell hadbeen cast immediately before combat started. However, these effectsdo not wear off over time and cannot be dispelled with "Dispel Magic."

    ITEMSThese effects are automatically placed when the generating items arereadied by a character; use the effects only when they are inherent ina monster (such as "Cloak Displace" for a displacer beast).

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    PLAY CHARSThese effects are attributes of various player character races andclasses. They must be explicitly given to monsters of those races orclasses.

    DEFENSE BONUSESThe effects can make monsters more difficult, or even impossible, toattack by various means, as well as adding other protectivecapabilities.

    ATTACKSSome attacks are contingent upon attack #1 hitting or attack #2hitting. Other attacks are conducted independently of normal meleeattacks.

    HAZARDSThese effects introduce special vulnerabilities to the monsters.

    MEMORIZED [0 to 140]The number of spells currently memorized by this monster. The monstermust be at least Level 1 in Magic-User (for Mage spells), Cleric (forCleric Spells), Paladin (for Cleric Spells), and/or Ranger (for Mageand Druid spells) to receive certain spells. Class level does NOT

    affect the number of spells or spell-levels permitted to be memorized.(E.g, a 1st-level mage can learn 9th-level spells, for example).However, be aware that most spells have durations, ranges, and effectsbased on the ACTUAL level of the spell-caster - so low-level magescasting high-level spells are either wasting their time (a 1 die"Fireball" is good for toasting marshmallows, and not much else) orendangering their lives (a 1st level mage cannot cast "Cloudkill" farenough away to exclude his breathing space).

    EDITING NPCSIf you select to edit an NPC (a monster with a "#" in front of itsname), you are immediately asked:

    RE-CREATE NPC? [YES/NO]

    Selecting NO (i.e., edit the CURRENT NPC - do not create a new one)takes you through the following two pages:

    PAGE 1The ONLY thing a designer can change on this page is the name of theNPC (the only light-grey field). Other fields on this page areidentical to those of regular monsters, although they are not editableat this time (only when creating a new NPC).

    PAGE 2PLATINUM, GEMS, and JEWELRY are editable as with regular monsters.

    ITEMS are also treated the same way except that an NPC can start withup to 8 total items (compared to 3 for a regular monster and 6 for acomplex monster).

    SPELLS MEMORIZED [0 to 140]This option works the same way as spells for regular monsters.

    Selecting YES on the Edit Monster screen indicates that you wish tocreate an entirely new NPC. (Note that a bug in version 1.0 creates

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    NPCs with a very low morale. The effect of this bug is that NPCs willalmost always immediately flee or surrender in combat unlesscontrolled by a high-level player character.) You are now asked anumber of questions:

    EXPERIENCE[0 to 99999999]This will determine the NPC's level (if multiclass, experience isdivided by the number of classes before levels are determined). PressENTER when ready.

    PICK RACE/ALIGNMENT/GENDER/CLASSSame restrictions as if you were creating a regular character. SelectDONE when finished on this screen.

    REROLL STATSDetermines the NPC's statistics. MODIFY is permitted here (didn'twork in 1.0). Select DONE when you are satisfied with the NPC's statsor EXIT to stop creating a new PC (goes to Page 1 of the "Edit CurrentNPC" series of pages).

    CHARACTER NAME15 characters permitted, just like regular characters. The name muststart with a letter, but numbers can be used elsewhere in it.

    TRY TO CHANGE CLASSThis option only appears if NPC is a Human. This, if successful, willcreate a Dual-Classed NPC. Normal Dual-Class restrictions apply.PICK NEW CLASSOnly appears if NPC is Human, YES is chosen for the previous question,and the NPC meets AD&D's dual-classed human requirements with his orher statistics. A list of eligible classes will appear.

    EXPERIENCE [0 to 99999999]If a new class is selected above, the experience earned in that secondclass is required. Note that a dual-classed human does not regain theabilities of the original class unless he or she surpasses the oldclass level in the new class, so be sure to assign the original class

    experience low enough that the NPC will be at least one level higherin the new class.

    PAGES 1 and 2 follow, and are identical in function and appearance tothe pages which appear if you are only editing an existing NPC.

    EDIT MODULES

    The options described below are all covered in varying degrees ofdetail in the original Designer's Guide. Extra detail has been addedwhere it seems useful.

    FILE MENU

    OPENOpens a new module (overland or dungeon). If you have not saved yourcurrent module, you will be prompted to:SAVE (and open the new module)DON'T SAVE (and open the new module anyway)CANCEL (return to the current module).

    SAVE

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    Saves all changes in the current module to disk, and returns to theedit screen.

    WRITE TOSave the data from this module under one of the other module names(effectively duplicating the module).

    COPY FROMCopy data from another module into the current module (effectivelyduplicating the other module).

    REVERT TO SAVEDIgnore all changes and reload this module from disk.

    GLOBAL INFOInformation changed in here applies to all locations in the currentmodule.

    PAGE 1

    ADVENTURE MODULE NAMEFor the designer's purpose only. Players do not see this name.

    HEIGHT/WIDTH [11 to 50]

    (Dungeon modules only) The total area (Height times Width) must be 576or less.

    * ALLOW AREA VIEW?(Dungeon modules only) Selecting this option will allow players to seea basic overhead map of the module they are currently traversing.

    SUMMONED MONSTER [goblin]Determines which monster appears to fight for the party if a magecasts the 9th level spell "Monster Summoning."

    ZONE NAMES [zone 1 through zone 8]Again, only for the designer's viewing. See the Designer's Guide for

    the use of Zones. Naming them here permits the designer to be able tobetter discern different needs and areas within the modules.

    PAGE 2(The next two options exist for OVERLAND modules only.)

    PICK MAP ARTChoose one of the five maps available. (Note that you can import newmaps. See ART GALLERY section for a discussion on importing graphics.Importing a new map will replace one of the current maps.)

    PICK OUTDOOR COMBAT ART FOR EACH ZONEOne function of Zoning is to allow combat graphics to be altered

    universally. These selections will choose what art is used duringcombat for locations marked as "Outside."

    (The next three options are for DUNGEON modules only.)

    PICK WALL ART SETSSelects up to three wall sets (maximum 15 different walls) . Theseare the pictures seen in the 3-D view by the players.

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    PICK FLOOR AND CEILING ARTSelect up to four different backdrops. These are seen in the 3-D viewagainst the wall art selected above.

    PICK COMBAT ART (Indoor/Outdoor)This selects the combat background used (based on whether the currentzone is Indoors or Outdoors).

    PAGES 3 through 6

    ZONE MESSAGES 1 through 8These are the messages a player will get when attempting to cross intoeither of these zones from any other zone in the module. (A blanktext field indicates no indication is given that the player haschanged zones.)

    PAGE 7

    DEFINE STEP EVENTS 1-3A total of 8 different step events can be defined each module. A stepevent is, literally, an event which takes place each time the playerhas taken a specified number of STEPS in that particular zone. Stepsare cumulative - if you take 8 steps in Zone 1 and leave for Zone 2,when you return to Zone 1 you continue with step 9. Definition of

    each step event is the same - you can choose up to 8 different zones(and combination) in which that event will occur. You then choose thenumber of steps until the event is triggered (range - 1 to 50000).You then choose the event type (discussed later). Note that eventhough only 8 Step Events themselves can be defined, by chainingevents you can produce far more than 8 ACTUAL events related to playersteps.

    PAGE 8

    DEFINE STEP EVENTS 4-6As above.

    PAGE 9

    DEFINE STEP EVENTS 7-8As above.

    MORE MAP OPTIONS

    UNDEAD ARE MORE DIFFICULT TO TURN BY [0 to 250]The higher the number, the more difficult clerics will find it to turnundead in this module (above 20 is practically impossible for anylevel cleric).

    CAMP PICTURE [camp 2]

    This is the picture shown when the party has ENCAMPED. You canactually choose nearly any artwork (except the large pictures),although there are three CAMP pictures specifically available.

    TREASURE PICTURE [treasure 3]As Camp Picture, but this artwork is shown after a successful combatencounter when treasure is available. Two standard Treasure picturesare available.

    PAGES 10 and 11

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    DEFINE REST EVENTS FOR ZONES 1-8For each zone, a different event can be defined to occur if the partyattempts to rest. The options are:IN ZONE 1 A [choose event] EVENT HAS A [0 to 100] % CHANCE OFOCCURRING EVERY [1 to 250] MINUTES.Note that a bug exists in IBM version 1.0 which causes the event tooccur 100% of the time after the first time period expires. Forexample, if the event is set to happen 50% of the time every 100minutes, then the first 100 minutes a party rests the event actuallyonly has a 50% chance of happening. However, on the 101st minute ofthe rest period, the chance of the event happening becomes 100%.

    * CAN'T RESTSelect this to refuse the party any chance of resting in this zone.(The REST and FIX options are removed from the ENCAMP menu.)

    PRINTPrints out an ASCII map of the module and text from all events in thatmodule. Note that on the IBM version 1.0, only line feeds are sent tothe printer. Most printers handle this with no problem. Others mayneed to be set to automatically include a Carriage Return (CR) witheach line feed (LF). This problem is fixed in v1.1.

    LEAVEStop editing modules. If you have not saved your module, you will beprompted to do so before exiting to the main screen.

    MAP MENU

    3-D VIEWThis option is not available when editing Overland modules. InDungeon modules, selecting this will switch the screen to a 3-D viewon the left with a small overhead view on the right.

    AREA VIEWThe only viewing option for Overland modules. This shows an overhead

    perspective (up to 21 blocks wide by 21 blocks high) of the currentmap (whether Overland or Dungeon).

    BLOCK PLACEMENT/WALL PLACEMENTSelect this function for placing blocks (impassable areas) on anoverland map. For Dungeon modules, select this function to place oneof up to 15 wall pictures. Note that in 3-D mode, placing a Wall onlyplaces it from the side you on -- in the "inside" of the location, sospeak -- so that looking into that location from the other side ofthat wall placement will show nothing. However, placing walls in Areamode puts the wall art on both sides of the same location, so that itis visible no matter from which direction the party arrives.

    BACKDROP PLACEMENTLets you select any of the four backdrops for the locations youspecify. When players step into these areas, the appropriate backdropwill display above and below the selected walls.

    ZONE PLACEMENTThis lets you define different zone areas within the dungeon. Zoneshelp segment the dungeon into sections so that you can easily modifyStep and Rest events across a whole area without the need to edit eachlocation. All locations of a single zone do not need to be connected.

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    For example, Zone 8 could be internally called "SAFE REST ZONE" with aRest Event defined for Zone 8 areas as No Event. Single locations ofZone 8 could be scattered throughout the dungeon (in closets and otherout of the way places) to signify quiet and safe places for the partyto heal and rememorize spells.

    EVENT PLACEMENTAllows the placement of events and event chains throughout the module.Individual Events are described at the end of this document.

    MOVE THROUGH WALLSOnly valid in 3-D mode. When this selection is active (checked), thedesigner can move the mark (yellow arrow) around without considerationof the Obstruction status of any location. This does not affectactual game play.

    UTILITIES MENU

    DISPLAY ACCESSDungeon modules only. Selecting this shows where a player can travelfrom the current MARK. Access is color-coded by type (freelyaccessible, locked - key needed, etc.). Because a recursive,memory-constrained algorithm is used to to calculate accessible areas,the IBM version may not correctly show access in very large open areas

    or very long corridors.

    REPLACE GLOBALLYDungeon modules only. This function permits wholesale replacing ofentire wall pictures, backdrops, and zones with a different selection.It is not UNDOable. You cannot globally replace events. Select thethe new art or zone BEFORE choosing "REPLACE GLOBALLY." Afterselecting the new art and then activating Global replacement, choosethe art or zone to replace.

    CLEAR MODULE

    [CLEAR AND RESIZE THE ENTIRE MAP]

    This erases everything from the module and sizes it to thespecifications entered below.

    [CLEAR EVENTS ONLY]Leaves all sections of the map untouched, but removes all eventsdefined for the module.

    NEW HEIGHT/WIDTH [0 to 49]Same effect as the Global Info. Only has an effect if the firstoption is chosen above.

    ENTRY POINTSUp to 8 entry points can be defined. These entry points theoretically

    permit shortcuts to be taken with teleports, stairs, and transfermodule events. However, with IBM version 1.0 only the TRANSFER MODULEevent actually uses entry points correctly. Select a map location,then select an entry point from the list which appears. Entry pointscan only exist in one location at a time, although multiple entrypoints can share the same location (although only the lowest-numberedentry point is shown on screen).

    PLACE ENTRY POINTThis places an entry point (from a vertical list) at the MARK's

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    current location and facing. This function is identical to the EntryPoints option above, but can be selected in any placement mode.

    TEST MODULELoads a party from the SAVE directory into the module AT THE CURRENTLOCATION AND FACING OF THE MARK. Note that the manual implies thatTest Module uses Entry Points to determine where the party is placed.However, this is not the case. To test the module, place the Markexactly where you wish your test party to be located and then selectUtilities|Test Module. You cannot test the destination portion of aTRANSFER MODULE event, as you cannot leave the module you arecurrently testing; attempting to do so will simply end the test.

    EVENTS

    There are 35 different types of events in Unlimited Adventures. Withcreative chaining of events and different definitions, an infinitenumber of event actions can be developed -- only your creativity andunderstanding of the tools available limit the available actions youcan present to the game player. As with all other areas described inthese documents, each event will be presented separately and discussedpage by page, starting with Page 2. All events have the exact samePage 1 setup, as described below.

    Using Event VariablesThere are three kinds of variables: Keys, Items, and Quests. Onlykeys may be used as conditions for opening specially-locked doors, asdefined in wall placement. Only keys and items appear in the party'sINVentory. Any type of variable may be used as a condition for anevent (on Page 1 of the event) or as a quest. Variables may havevalues from 0 to 255; values may be altered with QUEST, SPECIAL ITEM,and UTILITIES events. For all variables, a value of 0 signifies thatthe party does not possess the variable, while any other valuessignifies that the party possesses it. This distinction is used bothin the party's INVentory, and in the page 1 execution options of allevents.

    PAGE 1 (All Events)Page 1 of all events provides choices for execution and chainingcriteria; the format of page 1 is the same for all events. There arethree separate choices on page 1: whether the event will only happenonce, or whether it may happen every time the party enters thelocation of the event; the conditions which must be met for the eventto happen; and the conditions under which the event will chain to thenext event in sequence (these conditions do not apply to specialchains from events such as QUEST STAGE or QUESTION-YES/NO). Note thatthe "do event only once" and "event happens if" choices only determinewhether the event itself will happen, and not whether a chained event

    will happen.

    The "chain control" options allow you to specify whether an event willalways chain, or whether it will only chain if the event controlconditions allowed (or did not allow) the event to happen. Note thatin an event which always goes to a special chain if the event happens,such as an ENCOUNTER event, the normal chain may only be reached ifthe event control conditions prevent the event from happening. Theseconditions may also be superseded in a QUEST STAGE event; such anevent will always chain to the standard chain if the selected quest is

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    not at the indicated stage. The chain control options also allow youto select the type of event you wish to chain to (if any) in thestandard chain.

    EVENT CONTROL

    * DO EVENT ONLY ONCEIf this option is selected, the event will only happen a single timeduring game play, and never again.

    EVENT HAPPENS IF...

    [ALWAYS HAPPENS]No criteria is applied. If the party reaches this point in the chain,this event will always occur.

    [PARTY HAS SPECIAL ITEM]Activates "Item/Quest" option described below. This item must be inthe party's possession in order for the event to happen.

    [PARTY DOESN'T HAVE SPECIAL ITEM]As above, except the event only happens if the party does NOT have theitem defined in Item/Quest.

    [DAY TIME]Event only occurs during daytime hours (6 AM to 8 PM).

    [NIGHT TIME]As above, but only occurs from 8 PM to 6 AM.

    [RANDOM PERCENT CHANCE]Activates the "Percent Change" option described below. Each time thispart of the event chain is reached, a random number from 1 to 100 iscompared against the value given below. If the random number is equalto or below the number specified, the event occurs.

    [PARTY IS SEARCHING]

    Event only occurs if the party is moving with the SEARCH functionturned on.

    [PARTY IS NOT SEARCHING]As above, but party is moving without searching.

    [FACING CORRECT DIRECTION]Activates "Facing" below. The party must be facing the indicateddirection(s) in order for this event to happen.

    [QUEST COMPLETE]Activates "Item/Quest" option. Quests can only be set to Completed orFailed in a Quest Stage event.

    [QUEST FAILED]As above. However, the party must have had the quest set to "Failure"in a Quest Stage event.

    [QUEST IN PROGRESS]A "Quest in Progress" state will be valid if the quest variable has anon-zero value but the quest has neither been completed nor failed.

    [PARTY IS DETECTING TRAPS]

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    Party must have a "Detect Traps" effect or spell activated for thisevent to occur.

    [PARTY IS NOT DETECTING TRAPS]As above, but no "Detect Traps" effect or spell is activated.

    [PARTY CAN SEE INVISIBLE]The party must have a "See Invisible" spell or effect activated forthis event.

    [PARTY CANNOT SEE INVISIBLE]As above, no "See Invisible" active.

    [SPECIFIED CLASS IS IN PARTY]Activates "Class" option described below. At least one character orparty NPC must be of the defined class and have an OK state in orderto trigger this event.

    [SPECIFIED RACE IS IN PARTY]Activates "Race" option described below. At least one character orparty NPC must be of the defined race and have an OK state in order totrigger this event.

    ITEM/QUEST [item 1]

    Only triggered by certain qualifications above. Selecting this pullsup a vertical list of possible keys, items, and quests. Only a singleselection is possible, and it should match the qualification type.

    PERCENT CHANCE [1 to 99]Only triggered by the RANDOM PERCENT CHANCE qualification.

    FACING [front]Only triggered by the FACING CORRECT DIRECTION qualification. Everypossible combination of facing choices (from 1 to 4 directions) isselectable here.

    CLASS [cleric]

    Only triggered by the SPECIFIED CLASS IS IN PARTY qualification.Select one of the six primary classes.

    RACE [elf]Only triggered by the SPECIFIED RACE IS IN PARTY qualification. Selectone of the six primary races.

    CHAIN CONTROL

    CHAIN [ALWAYS/IF EVENT HAPPENS/IF EVENT DOESN'T HAPPEN]This control determines whether or not the chain of events continuesafter the current event is reached.

    CHAIN EVENT [NO EVENT]The chain ends here unless another event is selected (and allconditions are met for continuing).

    ADD NPCAllows the designer to add an NPC "monster" into the party at thispoint. If the party already has that NPC, or the party is full (8total characters), this event is ignored and the page 1 chainingbehaves as if the condition was not met.

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    PAGE 2

    PLAYER SEES: [vala]Any monster art can be shown at this point. It is not necessary toshow the player a picture of the actual NPC about to be added. Notethat you cannot display sprites in an overland module.

    DISTANCE - [Up Close/Nearby/Far Away]This only has an effect if the art chosen above is a sprite. In othercases, this option is ignored.

    PLAYER READSText shown when the picture is displayed.

    ADD NPC - [vala]Selecting this option brings up a list of only NPCs (monsters with a"#" to the left of the name). [NO NPC] can be selected, in which casethe player gets the message but no addition to the party. (The samething can be accomplished with a TEXT event.)

    WITH [1-100] % OF MAX HIT POINTSLess than 100% indicates that the NPC is injured in some way. Maximumhit points are still obtainable by the player through healing of the

    NPC or resting.

    CAMPThis event FORCES the party into Encamp mode, but the effect is thesame as if the player had manually selected to Encamp, except thatdifferent artwork and text may be shown. By chaining a WHO PAYS eventto a CAMP event, you can create a simple inn.

    PAGE 2

    PLAYER SEES [camp 1]Select the artwork to be displayed while the party is camping.

    * BACK UP ONE STEP WHEN LEAVINGForces the party to retreat to the location they were in previous tothe current location (after exiting Camp).

    PLAYER READSText shown as the party encamps.

    CHAINThis event is used to branch a chain to two different sequences ofevents. If the event control conditions allow the event to happen,the page 2 chain will be followed; otherwise, the page 1 chain will be

    followed.

    PAGE 2

    CHAIN TO [no event]Select an event to activate if the qualifications on Page 1 are met.

    COMBATThis is the only way to trigger combat in the game, outside of the

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    PICK ONE COMBAT, which is very similar. Up to six different monstertypes can be present (and up to 3 of those types can fight on the sideof the party).

    PAGE 2

    BEFORE COMBAT BEGINS

    PLAYER SEES [no art]ANY artwork, even the large pictures, can be shown here.

    PLAYER READSText which appears before the combat starts.

    IN COMBAT

    MONSTERS ARE [UP CLOSE/NEARBY/FAR AWAY]This determines how close initially the monsters are to the party onthe combat map.

    AND [IN FRONT] OF THE PARTYThis determines the placement of the monsters on the combat map. INFRONT will automatically place the monsters in the direction the partywas last facing (as if the party had literally run into them). All

    other potential direction combinations are available, for a variety ofways to surround the party. (For example, if you know the party ismoving East, the monsters can come in front the West as if they wererunning after the party.) Note that if impossible directions areselected, or if there isn't enough room for all monsters to appear inthe designated locations, some monsters may not appear in the battle.In indoor combats, it is possible to make selections which result inmonsters appearing on the other side of walls with no access to theparty; if this happens, try adjusting the range and direction (or putmore doors in the map).

    SURPRISED [NEITHER/PARTY/MONSTER]If one of the sides is surprised, that side gets NO turns during the

    first round of combat.

    * AUTO APPROACHIf selected, monsters automatically run forward before combat starts(and enter combat in UP CLOSE position, no matter where previouslyset). If a sprite is chosen for art, the monsters will be shownracing toward the party before the battle begins.

    * OUTDOORSForces the combat to occur outdoors, using trees, et cetera on thecombat map, instead of indoor wall art.

    PAGE 3

    MONSTERS ENCOUNTERED 1-3These are always enemy monsters. A maximum of 50 monsters total canbe in a single battle, including friendly monsters. Note that Complexmonsters (those with a "*" to the left of their names) each count asTWO monsters towards that maximum.

    NUMBER [0 to 31]The number of monsters of the selected type.

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    TYPE [goblin]The specific monster in the encounter. NPCs are not available forthese selections.

    PAGE 4

    MONSTERS ENCOUNTERED 4-6This page acts just like the previous one (and monsters selected arecounted towards the maximum of 50). The main difference is that one ormore monsters selected can be "friendly" towards the party. Note thatit is NOT required to have all three monster selections on Page 3activated before choosing Monsters 4 through 6.

    NUMBER [0 to 31]As Page 3.

    TYPEAs Page 3.

    * FRIENDLYIf selected, monsters fight on the side of the party unless charmed.

    PAGE 5

    MORE COMBAT OPTIONS

    * NO TREASURE FROM MONSTERSNo matter what items exist on the monster definitions, no treasurewill be gained from the monsters after this battle. Note that if aCOMBAT TREASURE event occurs anywhere before this battle, thattreasure will still be given out. This option ONLY affects specificmonster treasure.

    * PARTY NEVER DIESThe party cannot be wiped out in this battle. If the party loses thebattle, all characters who were conscious at the beginning of the

    battle are restored to life after the battle with 1 hit point each.

    * MAGIC DOESN'T WORKNo spell-casting is possible. This includes item effects! (The CASTand USE functions do not appear at all in the combat menus.)

    MONSTER MORALE [1 to 100]This determines how much damage the monsters must sustain before theyflee combat or surrender, measured as a percentage of their totalstarting hit points. The higher the morale, the more damage themonsters will take before giving up; monsters at 100 morale shouldnever surrender or flee. Some slow, stupid monsters may not flee orsurrender even after their morale has been exceeded, and many powerful

    monsters and types of monster such as undead have their own personalmorale, which may keep them fighting after other monsters have fled orsurrendered.

    ADDITIONAL DIFFICULTY IN TURNING UNDEAD[None/Harder/Difficult/Impossible]This affects Clerics and Paladins using the TURN option. The numbershown is added to the number required to be "rolled" for the attemptto succeed. This reduction is cumulative with any additionaldifficulty specified in the module's Global Information.

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    COMBAT TREASUREThis is treasure found above and beyond that specified by each Monsterdescription. (Monster treasure is always received unless theappropriate option is selected on Page 5 of the Combat event.) Thisevent should be placed immediately before the combat event. If morethan one combat treasure event is placed before a combat event, theparty will receive the complete set of treasure.

    PAGE 2

    THE PARTY FINDSPLATINUM [0 to 1 million]GEMS [0 to 50000]JEWELRY [0 to 100000]

    THE ITEMS THEY GETUp to 8 different items can be added to the treasure list. Unlike theMonster items, you cannot control the quantity of charges (wands) ormultiple items items (arrows).

    * ITEMS ARE IDENTIFIEDNo effect on non-magical items. However, magical items will normally

    be unidentified (e.g., a WAND OF MAGIC MISSILES would normally beshown as WAND) unless this option is selected.

    PAGE 3Text explaining the use of a Combat Treasure Event.

    DAMAGEThis event is used to inflict damage on the party outside of combat,from traps, avalanches, or thrown boulders, for example. A WHO TRIESevent chained to a DAMAGE event, under appropriate conditions, can beused to represent a simple, unavoidable trap, and a QUESTION-BUTTONevent chained to a combination of events, including WHO TRIES/DAMAGE

    chains, may be developed for a more complex trap.

    PAGE 2

    PLAYER SEES [no art]Choose a picture, if appropriate.

    [UP CLOSE/NEARBY/FAR AWAY]Only valid for sprites. An example of use is an event where a Goblinshoots an arrow at the party from the end of the hall and then runsaway. In that case, FAR AWAY would be chosen along with the GOBLINart.

    PLAYER READSAny text you wish displayed.

    ATTACKSNumber of Complete Attacks [1 to 100]The number of attempts made to damage the party (all attempts will betried, although not all may succeed).

    [IS ON THE ENTIRE PARTY]If it succeeds, the whole party takes the damage,

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    [IS ON THE ACTIVE CHARACTER]Only affects the highlighted character,

    [IS ON ONE PARTY MEMBER AT RANDOM]Random choice by computer,

    [HAS A PERCENT CHANCE ON EACH]Uses the number in the next field to determine likelihood of eachindividual party member being affected.

    PERCENT CHANCE ON EACH [1 to 99]Only valid if the last option is selected above.

    PAGE 3

    THE DAMAGE ROLL HAS [1 to 250] DICE OF [1 to 250] SIDES PLUS [0 to250]This could add up very quickly. Be sure to calculate the maximumpossible damage to avoid obliterating the party (unless that is theintention).

    [NO SAVING THROW]If the damage occurs, the full damage rolled is always taken.

    [SAVE FOR HALF DAMAGE]If the saving throw type selected below is made, only half damage istaken.

    [SAVE FOR NO DAMAGE]As above, but no damage is taken at all.

    [HITS BASED ON THAC0]Appropriate if the party is being attacked by a weapon or object.This gives the better armored party members a good chance to avoiddamage.

    SAVING THROW TYPE [POISON/PETRIFICATION/WAND/BREATH/SPELL]This selects the type of saving throw to be made. Different characterclasses have differing saving throws (all of which get better athigher levels).

    ADD TO SAVING THROW [0 to 15]The higher the number, the easier it will be for the character to makethe saving throw.

    THAC0 OF ATTACK [-20 to 20]Only valid if Hits Based on THAC0 is chosen above. This determines theattack's ability to hit Armor Class 0, which is then modified for theeffective armor class of the character in question.

    ENCOUNTERThis is not necessarily a Combat encounter (although it can lead toone). It can be used to trigger events based on the party's choicesas defined in the event itself.

    PAGE 2

    PLAYER SEES [no art]

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    Choose appropriate artwork.

    PLAYER READSThe text you wish read for the start of the encounter.

    MONSTERS START [FAR AWAY/NEARBY/UP CLOSE]Determines starting position of monsters.

    MONSTER SPEED [1 to 50]Determines if the party can escape or not. (48 is the absolute maximumparty speed, so a Monster speed of 50 would ALWAYS succeed in keepingthe party from fleeing.)

    CHAIN DEFINITIONS

    ON COMBAT [no event]Go to this event if the party chooses the COMBAT option.

    ON TALK [no event]As above, with Talk option.

    ON ESCAPE [no event]As above, with Escape option.

    PAGE 3

    APPROACH

    * BUTTON IS PRESENTDetermines if this option is available.

    * NOT ALLOWED WHEN UP CLOSEIf selected, removes this option when monster become UP CLOSE.

    BUTTON WILL...

    [DECREASE RANGE]

    Moves monsters one position closer (FAR AWAY to NEARBY, or NEARBY toUP CLOSE) - Monsters already UP CLOSE go to RANGE ZERO and triggerthat option.

    [COMBAT, NO SURPRISE]Trigger Combat chain (Page 2) with no surprise on either side.

    [PARTY SURPRISED, IF SLOW PARTY]Trigger Combat chain, but only if the monsters are faster than theslowest party member. Neither side is surprised if the party is notSLOW. Unconscious, poisoned, stoned, and dead party members have aspeed of 0; the speed of other party members depends upon their armor,encumbrance, Haste spells, and Boots or Potions of Speed.

    [MONSTERS SURPRISED, IF FAST PARTY]As above, but only if party is faster than the monsters. Neither sideis surprised if the party is slow.

    [TALK]Triggers TALK chain from Page 2.

    [ESCAPE, IF FAST PARTY, ELSE COMBAT]If the party is faster than the monsters, trigger the ESCAPE chain

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    from Page 2. Otherwise, trigger the COMBAT chain from Page 2.

    [HAVE NO EFFECT]Does nothing at all (original menu re-appears).

    RETREAT

    * BUTTON IS PRESENTAs "Approach."

    BUTTON WILL...As "Approach."

    FIGHT

    * BUTTON IS PRESENTAs "Approach."

    * ONLY ALLOWED WHEN UP CLOSEAs "Approach."

    BUTTON WILL...Options act identically to those under "Approach."

    PAGE 4

    WAIT

    * BUTTON IS PRESENTAs "Approach."

    BUTTON WILL...Options act identically to those under "Approach."

    TALK* BUTTON IS PRESENTAs "Approach."

    * ONLY ALLOWED WHEN UP CLOSEAs "Approach."

    BUTTON WILL...Options act identically to those under "Approach."

    IF RANGE GOES TO ZEROOptions as previous settings, except DECREASE RANGE and NO EFFECT areno longer available.

    ENTER PASSWORD

    Useful for making sure the party has been elsewhere in the gamewithout using up a Quest by making the player enter a password whichhas been revealed in a different area.

    PAGE 2

    PLAYER SEES [no art]Choose any artwork.

    PLAYER READS

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    Introductory text.

    PLAYER MUST ENTER

    PASSWORD1 to 25 characters in length.

    NUMBER OF TRIES [1 to 50]Indicates how many times the password can be entered incorrectlybefore a FAILURE event is triggered.

    TELEPORT DESTINATIONThere is only one teleport destination, regardless of whether it isused on Success, Failure, both or neither.

    COL/ROW [0 to 49]Must be legitimate coordinates for the current module.

    FACING [North/East/South/West]Direction the party will be facing at the new location.

    * EXECUTE EVENT AT DESTINATIONIf the party is teleported onto a location which also contains anEvent, that event is only triggered if this option is active.

    Otherwise, the party must leave the new location and return to it inorder to receive the new event.

    PAGE 3

    IF PASSWORD ENTERED CORRECTLY, PLAYER READSText to be displayed.

    AFTER TEXT...

    [DO NOTHING]No additional effect.

    [CHAIN]Execute the event specified below.

    [TELEPORT]Move the party to the coordinates and facing specified on Page 2.

    [BACKUP ONE STEP]Move the party to its previous location.

    SUCCESS CHAIN [No Event]Select an event to occur if "CHAIN" is selected above.

    PAGE 4

    IF PASSWORD ENTERED INCORRECTLYSettings on this page perform identically to those on Page 3.However, they are only triggered if a password FAILURE occurs (i.e.,the wrong password is entered on all tries permitted).

    GAIN EXPERIENCEThis event is useful for giving the party experience for completingmajor or special portions of the game (rescuing the fair monsters from

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    evil maidens, etc.).

    PAGE 2

    THE PLAYER WILL...

    HEAR [no Sound]Select one sound or theme only.

    SEE [No Art]Any artwork can be chosen except the large pictures.

    AND READEnter appropriate text to display, if any.

    THE [ENTIRE PARTY/ACTIVE MEMBER] RECEIVES [1 to 10 million] EXPERIENCEPOINTS.

    GIVE TREASUREUseful for granting the party treasure items without requiring acombat to occur (wands found in a pile of rubble, for example).

    PAGE 2

    PARTY FINDS

    PLATINUM [0 to 1 million]GEMS [0 to 50000]JEWELRY [0 to 50000]

    THE ITEMS THEY GETUp to 8 items can be selected (see Item List in Appendix A).

    * ITEMS ARE IDENTIFIEDIf not selected, magical items will show generic names untilidentified by a shopkeeper.

    GUIDED TOURTours do not work in Overland modules (they require the 3-D view to befunctional). The Guided Tour events are ONLY used for actually movingthe party around. For more excitement, they should be chained withSOUND and other events (including multiple Guided Tour events).

    PAGE 2

    NUMBER OF STEPS [1 to 24]Up to 24 sequential actions can be taken, as defined on the laterpages.

    STARTING LOCATION

    * USE STARTING LOCATIONIf not checked, the guided tour begins wherever the event is triggered(this could lead to illegal moves if the event can be triggered inmultiple locations).

    COL/ROW [0 to 49]Must be a valid coordinate for the dungeon module. Ignored unless

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    above button is checked.

    FACING [North/East/South/West]This option is ignored unless above button is checked.

    * EXECUTE EVENT AT DESTINATIONIf the Guided Tour ends in a location with an Event, that new eventwill only be triggered if this option is active. Otherwise, the partywill need to leave the location and return in order to trigger thatevent.

    PAGES 3 through 5List of Steps to take in order from 1 to 24. Each step can make theparty move FORWARD, turn RIGHT or LEFT, or PAUSE for a moment.

    PAGE 6

    TEXT 1 BEFORE STEP [1 to 25]Text which appears at before the indicated step is taken. To displaytext at the end of a guided tour, select the step after the last step.

    TEXT 2 BEFORE STEP [1 to 25]As Text 1.

    NPC SAYSThis has an NPC who is already in the party with an OK status saysomething (displayed on screen). If the NPC selected is not in theparty or not OK, the event will not happen.

    PAGE 2

    IF [VALA] IS IN THE PARTY, THE PLAYER WILLChoose an NPC from the list displayed.

    SEE [NO ART]Choose any artwork in the game, even large pictures.

    [UP CLOSE/NEARBY/FAR AWAY]Valid only for triple-image monsters.

    HEAR [no sound]Choose any game sound or theme, if desired.

    AND READEnter the text you wish displayed.

    * MUST PRESS RETURNPrompts the player to press RETURN after reading the text. Note thatthe game automatically forces the player to press return when the

    window is full of text; you need not worry about failing to displaytext because you have filled the window.

    * HIGHLIGHTDisplays the entire text in this section in the highlight text color(light cyan). When possible, we generally use highlighting todesignate text which is being spoken by a character or monster, asopposed to text which merely describes events or surroundings to theplayer.

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    PAGES 3 and 4

    TEXTS 2 through 5Second through fifth text sections. Note that text is linked directlyfollowing previous text defined, unless PRESS RETURN is indicated, sobe sure to put a space at the end of each text section, or they willrun together on screen.

    * MUST PRESS RETURNAs above.

    * HIGHLIGHTAs above.

    PASS TIMEA way to force the party to wait a certain period of time (or indicatethat several days go by in travelling, to make spells on party memberswear off, etc.).

    PAGE 2

    PLAYER READSThe text to be displayed.

    HOW MUCH TIME SHOULD PASS...DAYS [0 to 250]HOURS [0 to 23]MINUTES [0 to 59]

    PICK ONE COMBATNOTE - This event is referred to in the DESIGNER'S GUIDE as a "RANDOMCOMBAT EVENT." This event like the COMBAT event, except there are nofriendly monsters possible, and ALL monsters do not appear in eachbattle. Instead, the computer randomly picks a monster group(numbered 1 through 6) and presents the party with only a single group

    to fight. Groups containing no monsters will not be selected. Notethat only one sprite or picture can be shown to the player, so a morecomplex event chain consisting of several different PICK ONE COMBATevents may be necessary to present the players with a wide varietypictures and different monster types. Options shown below areidentical to the COMBAT event except where noted.

    PAGE 2

    BEFORE COMBAT BEGINS

    PLAYER SEES [no art]Choose any artwork in the game.

    PLAYER READSText displayed before each combat.

    IN COMBAT

    MONSTERS ARE [UP CLOSE/NEARBY/FAR AWAY]Select the starting distance for the monsters.

    AND [IN FRONT/various compass positions] OF THE PARTY.

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    SURPRISED [NEITHER/PARTY/MONSTER]

    * AUTO APPROACHMonsters "run" up to the party and enter combat Up Close.

    * OUTDOORSUses outdoor combat terrain.

    PAGE 3There is a brief explanation of PICK ONE COMBAT event on this Page.

    * NO TREASURE FROM MONSTERSThe party will not gain any of the treasure carried by the monsters;only treasure specified in a previous COMBAT TREASURE event.

    * PARTY NEVER DIESAs discussed before - if the party is defeated, the game doesn't end.

    * MAGIC DOESN'T WORKDisables (removes) CAST and USE functions from combat.

    MONSTER MORALE [1 to 100]The higher the morale, the more damage the monsters must take before

    they attempt to flee or surrender.

    ADDITIONAL DIFFICULTY IN TURNING UNDEAD [0 to 100]Gives normal, hard, difficult, or impossible chances for Clerics andPaladins to turn Undead. This is in addition to the difficulty set inthe module's Global Information.

    PAGE 4 and 5

    MONSTERS THAT MAY BE ENCOUNTERED (1-3 and 4-6)These sections work just like pages 3 and 4 in the COMBAT Eventdescription, except Monsters 4-6 cannot be selected as FRIENDLY.

    QUEST STAGEThis is the event which guides the party through the various Quests inthe game. A Quest can only be set as COMPLETED through this Quest,and it can only be advanced (for multi-stage Quests) through thisstage. With up to 44 Quests in one adventure, and up to 100 stageswith each Quest, much can be done through the use of this singleevent. A QUEST STAGE event only occurs if the Quest in question (seton Page 2) is at the previous stage marked on Page 2. (For example,if on Page 2 you set the Stage to 5, the Quest's current stage must be4 in order for this event to occur.)

    A simple heroic quest generally starts with an "accept on yes" QUEST

    STAGE (the queen asks the party to rescue her son, who has beenkidnapped by a dragon), which may have "quest fails upon rejection"selected (*loud belch* from under volcano); followed by one or more"accept automatic (no question)" QUEST STAGEs associated with heroicdeeds (locating the shepherd who knows the secret path to the dragon'slair, slaying the fearsome beast, and striking the chains from theprince before the volcano explodes); and finally an "accept automatic(no question)" QUEST STAGE with "quest completed upon acceptance"selected (reuniting the tearful, happy royalty and hauling off theloot before lava covers palace). For a complex example of this sort

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    of quest, examine Yemandra's quarters at column 3, row 27 of dungeon 4in "The Heirs to Skull Crag." Note that quest 4 is the rescue ofMorudel, quest 5 is used to keep track of how many item quests havebeen completed, and quest 10 is used to determine whether the partymay be offered another item quest at this time; the actual quest forthe Lance of the Roadwarden is quest 3.

    PAGE 2

    PLAYER SEES [no art]Choose any artwork in the game.

    PLAYER READSText to be displayed.

    ACCEPT...For all below options except the last two, the player is given YES andNO buttons for response to the text displayed.

    [IMPOSSIBLE]The text is displayed, but the whether the player selects YES OR NO,the option is set to REJECTION.

    [ON YES]

    If players select YES, this stage is considered completed.

    [ON NO]If players select NO, this stage is considered completed.

    [ON YES OR NO]No matter which option the player selects, the stage is consideredcompleted.

    [IMPOSSIBLE (NO QUESTION)]The text is not displayed, the player does not get a choice, and theoption is set to REJECTION.

    [AUTOMATIC (NO QUESTION)]The text is not displayed, the player does not get a choice, and theoption is set to ACCEPTANCE.

    * QUEST COMPLETED UPON ACCEPTANCEIf the selected condition results in ACCEPTANCE, this Quest isconsidered successfully completed.

    * QUEST FAILS UPON REJECTIONIf the selected condition results in REJECTION, the Quest has ended infailure.

    WHICH QUEST [quest 1]

    Choose a Quest.

    STAGE [1 to 100]This determines when this event can occur (the party's current stagemust be this value minus 1 for it to occur). All previous stages mustbe passed before this stage can occur. All Quests are at Stage 0until modified by a Quest Stage or Utilities event.

    PAGE 3

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    CHAIN ON ACCEPT [no event]Next event if conditions on the previous page cause an ACCEPTANCEresult.

    CHAIN ON REJECT [no event]Next event if the conditions on the previous page cause a REJECTIONresult.

    There is also brief help text about this event on this Page.

    QUESTION-BUTTONThis event provides the player with text and a horizontal list of upto five options to select. Each option can chain to a separate event.Note that each button must start with a letter unique from the firstletter of any other button. (Note: In version 1.0 Do not use ANYnumbers, they cause the buttons to be stacked strangely. Be sure touse only alphabetic characters and some symbols.) The maximum numberof letters in all button labels combined must not exceed 34 characters(including spaces in multi-word buttons). All five buttons do notneed to be used. Standard uses for QUESTION-BUTTON events includecomplex traps, atypical monster encounters, and customized towns inoverland.

    PAGE 2

    PLAYER SEES [no art]Choose any artwork, if desired.

    PLAYER READSText displayed above the options.

    BUTTON 1

    LABELUp to 15 letters. First letter must be unique from other buttons.

    CHAIN EVENT [no event]Event to activate if this option is selected.

    AFTER CHAIN...

    * RETURN TO QUESTION EVENTIf selected, the game will return to the original question event afterall events in "CHAIN EVENT" are completed.

    * BACKUP ONE STEPIf selected, the party will backup one step after the event iscompleted.

    PAGES 3 and 4

    BUTTONS 2 through 5Same options as Button 1.

    QUESTION-LISTThis event provides the player with a vertical list of options.Unlike QUESTION-BUTTONS, the answers do not need to start with uniqueletters. All 5 answers do not need to be used.

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    PAGE 2

    PLAYER SEES [no art]Choose any artwork from the game.

    PLAYER READSUp to 36 characters to be displayed as a heading or one-linedescription.

    ANSWER 1Up to 34 characters of descriptive text.

    CHAIN EVENT [no event]The next event if this answer is selected.

    AFTER CHAIN...

    * RETURN TO QUESTION EVENTIf selected, the game returns to the original question after eventchains are completed.

    * BACKUP ONE STEPAfter all events are completed, backup the party to its previous

    location.

    PAGES 3 and 4

    ANSWERS 2 through 5Same options are Answer 1.

    QUESTION-YES/NOFor giving the player a simple Yes or No question. YES and NO buttonsare automatically displayed. (This event is labeled "ASK A YES/NOQUESTION" on its edit pages.)

    PAGE 2

    PLAYER SEES [no art]Choose any artwork, if desired.

    PLAYER READSText to display.

    PAGE 3

    IF PLAYER ANSWERS "YES" THEY READText to display.

    CHAIN TO [no event]Event to chain to on a YES answer.

    AFTER CHAIN...

    [NOTHING]Perform no additional action.

    [REPEAT QUESTION]Return to the start of the event.

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    [BACKUP ONE STEP]Return the party to its previous location.

    PAGE 4

    IF PLAYER ANSWERS "NO" THEY READText to display.

    CHAIN TO [no event]Event to chain to on NO answer.

    AFTER CHAIN...Same options as Page 3.

    REMOVE NPCFor removing an NPC from the party. If the specified NPC is not in theparty, this event is as not happening for page 1 conditions.

    PAGE 2

    PLAYER SEES [no art]Choose any artwork from the game.

    [UP CLOSE/NEARBY/FAR AWAY]Valid only with sprites.

    PLAYER READSText to display.

    REMOVE NPC [vala]Choose which NPC to remove from the party. If [no monster] isselected, the first NPC in the party will be removed.

    SHOP

    For selling (or perhaps giving) the party any of the various objectsavailable in the game. Each shop has a maximum number of totalobjects available (up to 4 of the total 16 sets of objects), andspecific items can be selected from each set when building this event.

    PAGE 2

    THEY SEE: [SHOPKEEPER]All non-large art available.

    COST FACTOR [NORMAL]The cost, in platinum, of the items available for sale. NORMAL doesnot change the prices at all. FREE changes all prices to 0. Other

    multipliers and dividers (from Multiple by 100 down to Divide by 100)are available. A full list of items with Normal prices is availablein Appendix D.

    * BACKUP ONE STEP WHEN LEAVINGReturns the party to its previous location.

    PICK THE FOUR TYPES OF ITEMS IN STOCK...TYPES 1 to 4It IS possible to select the same item group multiple times, but this

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    does not change the appearance of the items in the list. NOTE: If youset all Types to NONE (and do not customize the default settings), ashop with only VIEW POOL APPRAISE EXIT will appear in the game.

    PAGES 3 through 6A list of all the items in the group chosen for each TYPE appear here.A TYPE set to NONE shows a list of the objects from +0 WEAPONS A (withall items unselected). If a specific item group was chosen, all itemsare initially selected (red button). The designer can deselect anycombination of items to customize the shop.

    SMALL TOWNUse this event to provide a town's services and supplies to travellerson the Overland maps (although it can be used in Dungeon modules aswell) without the need to build a full-blown town. You may want tochain a QUESTION-YES/NO event to a SMALL TOWN (via the "yes" chain) toprovide some description of the town and offer the party the choice ofwhether or not to enter the town.

    PAGE 2

    PLAYER SEES [TOWN 2]All artwork is available.

    PLAYER READSThe text to be displayed above the button choices.

    WHAT IS IN THE SMALL TOWN...Each of the following items are initially selected (red button).

    * TEMPLEWhere healing spells may be purchased.

    * TRAINING HALLWhere the party can train for higher levels, and also where characterand game functions may be used (Add/Delete character, Save/Load game,

    etc.)

    * SHOPWhere items may be purchased, identified, and sold. Only twocategories of items may be sold at any SMALL TOWN shop.

    * INNSame functions available as ENCAMPING, but with no chance ofencounters.

    * TAVERNSmall version of TAVERN event (no drink choices, only one tale)

    * VAULTWhere characters may store items and money (the party may recover theitems and money at any vault, not just the vault where they depositedtheir possessions).

    PAGE 3

    COST FACTORSSHOP [Free to Normal to Multiplied by 100].Affects only items in the shop.

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    TRAINING HALL & TEMPLE [Free to Normal to Multiplied by 100].Affects both Training Hall (normal is 1000 Platinum) and Temple fees.

    HIGHEST TEMPLE SPELL LEVEL [1 to 7]See the Appendix C for a list of spells available for each level.

    WHICH CLASSES MAY TRAIN...Each class is initially selected. This can be used to specialize thetype of training (it may be a town of Knights, or only mage-types,etc.).* CLERIC* FIGHTER* PALADIN* RANGER* MAGE* THIEF

    PAGE 4

    TAVERN TALEThe text displayed while the party is drinking in the tavern. Note -If a TAVERN TALES event is placed immediately before the SMALL TOWNevent, additional Tavern Tales can be added to this text. Tales are

    shown sequentially - the Small Town Tavern Tale first, followed, inorder, by the TAVERN TALES event tales.

    SHOP ITEMS...TYPES 1 and 2Up to two different types of items are available. A full list ofavailable items is shown in Appendix A.

    PAGES 5 and 6For customization of the item choices, as described in the SHOP event.

    SOUNDS

    For playing up to 10 sounds and themes in a row. Multiple soundeffects in a row can simulate distant (or nearby) battles or set thestage for a new scenario in the game. Only sound effects and themesfrom previous Gold Box games area available -- new sounds cannot besubstituted.

    PAGES 2 and 3Select from one of the 21 sounds and themes (or NO SOUND) availablefor each of SOUND slots 1 through 10. Sounds are always played in theorder shown.

    SPECIAL ITEM

    Used for giving or removing a special item or key from the party. Thearithmetic effect is to assign a value of 1 to the item variable if itis given to the party, or 0 if it is taken away. This event onlycounts as happening for page 1 chaining if the party doesn't alreadyhave the item (for give) or already has the item (for take).

    PAGE 2

    PLAYER SEES [NO ART]Any artwork in the game.

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    PLAYER READSText to be displayed.

    [GIVE ITEM TO PARTY]Adds the selected item to the party's inventory list.

    [TAKE ITEM FROM PARTY]Removes the selected item from the party's inventory list.

    ITEM [item 1]Brings up a list of 8 keys and 12 items to select.

    STAIRSUsed to let the party move to different locations within a singlemodule. A STAIRS event happens as the party tries to enter thelocation containing the event, so the party never actually enters thelocation. This allows you to put a STAIRS event behind a wall-setimage of a stairway and have the STAIRS event happen when the partyattempts to move across the "stairway" wall, without letting the partysee what's on the other side of the wall. Note: ENTRY POINTS do notwork for Stairs in IBM version 1.0.

    PAGE 2

    BEFORE ENTERING STAIRWELL

    PARTY SEES [NO ART]All artwork is available.

    * ASK "YES/NO" QUESTIONDisplay the text entered below and give YES and NO buttons.

    TRANSFER ON [YES or NO]Determines which answer causes the transfer.

    ASKText to display. Note that this is displayed whether or not ASK"YES/NO" QUESTION is selected. If not selected, a PRESS RETURN promptis given and transfer takes place immediately afterwards.

    PAGE 3

    WHEN ENTERING STAIRWELL

    PLACE [DIRECTLY (COL, ROW)/AT AN ENTRY POINT]See warning above about the Entry Point bug in IBM version 1.0.

    COL/ROW [0 to 49]

    Must be a valid coordinate for the module. Only used if PLACEDIRECTLY is selected above.

    FACING [EAST/SOUTH/WEST/NORTH]Only used if PLACE DIRECTLY is selected above.

    ENTRY POINT [1 to 8]Only valid if AT AN ENTRY POINT is selected above.

    THE PLAYER READS

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    Text to be displayed AFTER the transfer takes place and the party isat the new location.

    * EXECUTE EVENT AT DESTINATIONIf there is an event on the new location, selecting this option willautomatically execute that event (otherwise, the event is onlytriggered if the player leaves the location and re-enters it).

    TAVERNThis event is used to create a public house where the party maysocialize with the inhabitants of the local demesne (start a fight),share tales of wondrous events (eavesdrop), and sample localconcoctions (use your imagination). The party's options in a tavernare indicated by buttons at the bottom of the screen. This event canbe modified by placing a TAVERN TALES event immediately preceding it(to add up to six more tales to those defined within).

    PAGE 2

    PLAYER SEES [BARTENDER]All artwork available.

    PLAYER READS

    Text displayed on entry. This is not a Tale -- it is usually adescription of the Tavern.

    FIGHTS...

    * ALLOW FIGHTSIf selected, a FIGHT option is available in the Tavern.

    ON FIGHT, CHAIN TO [no event]Select an event (usually combat, but can be anything).

    * BACK UP ONE STEP WHEN LEAVINGIf selected, players are returned to their previous location.

    PAGE 3

    SHOW TAVERN TALES...

    [IN ORDER]With each successive TALK selection, the next Tale in order will beshown. If a TAVERN TALES event directly precedes the TAVERN event,those additional TALES are shown AFTER the tales defined in thisevent. Only one TAVERN TALES event can precede a TAVERN event. Ifmore exist, only the most recent set of Tales are used.

    [AT RANDOM]

    Randomly chooses a tale (including any in a preceding TAVERNS TALESevent) to display. Tales can be repeating without seeing the entirelist (each time TALK is selected, the entire list of possible tales israndomly searched).

    TAVERN TALES 1 and 2Text of those two tales.

    PAGE 4TAVERN TALES 3 and 4

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    Text of additional tales.

    PAGE 5

    DRINKS

    * ALLOW DRINKSIf not selected, the only options available are TALK and LEAVE (andpossibly FIGHT).

    ...CHAIN TO [NO EVENT]This selection is only valid if you have at least one named drink. Itis activated when a character gains 60 or more "consumption" point.(Drink points are described on this Page in the editor) If you want acertain event to occur after the characters have been drinking awhile, any event can be chosen for this item.

    DRINK NAMES 1 to 5A maximum of 34 characters can be used TOTAL for all drink names(including spaces). Each drink name itself can be up to 15 characters(keeping the total in mind). Each drink name must start with a uniqueletter. Note that Drink Names are ignored unless ALLOW DRINKS isactivated. (Note: In version 1.0 as with the QUESTION-BUTTONS event,only letters should be used in drink names -- numbers cause the names

    to show up strangely in the game.)

    TAVERN TALESThis event ONLY has an effect on the game if a SMALL TOWN (with theTavern option turned on) or a TAVERN event immediately follows it. Itspurpose is to add additional tales to the Tavern. Only one TAVERNTALES event can be added before each of the above events.

    PAGES 2 through 4Enter the text of up to six additional Tavern Tales.

    PAGE 5

    Brief help text about this event.

    TELEPORTERThis event functions in exactly the same fashion as a STAIRS event,except that it takes place as the party moves into or LOOKs at thelocation of the event, whereas a STAIRS event happens when the partyattempts to leave an adjoining location to enter the event's location;thus, in a TELEPORTER, the party will be able see the walls of thelocation containing the event from the location itself, which is notpossible in a STAIRS event. (Note that, as with Stairs, the ENTRYPOINT method of teleport does not work properly in IBM version 1.0.Only coordinate points should be used for teleportation with that

    version.)

    PAGE 2

    BEFORE THE PARTY TELEPORTSIT SEES [GATEWAY 2]All artwork available.

    * ASK "YES/NO" QUESTIONSelect if the party is to get a YES or NO option about teleporting.

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    (Otherwise, teleportation is automatic.)

    TRANSFER ON [YES or NO]Determines which answer causes the transfer. Only valid if the aboveoption is selected.

    ASKText to be displayed to the party. This is displayed whether or notASK "YES/NO" QUESTION is active. If it is not active, a PRESS RETURNprompt is shown, with teleportation taking place immediatelyafterwards.

    PAGE 3

    WHEN THE PARTY TELEPORTS

    PLACE...

    [DIRECTLY (COL, ROW)]Go to specific coordinates.

    [AT AN ENTRY POINT]Should move the party to one of 8 entry points.

    COL/ROW [0 to 49]Must be valid for the current module. Only active if DIRECTLY ischosen above.

    FACING [EAST/SOUTH/WEST/NORTH]The facing of the party at the new coordinates. Only active ifDIRECTLY is chosen above.

    ENTRY POINT [1 to 8]Only valid if AT AN ENTRY POINT is chosen above.

    THE PLAYER READSText displayed AFTER the teleportation.

    * EXECUTE EVENT AT DESTINATIONIf there is an event on the arrival point, it is only triggeredautomatically if this option is selected (otherwise, the party mustleave the location and return to trigger that event).

    TEMPLEOutside of objects and personal spells, this is the only waycharacters can be healed of various afflictions in the game. Notethat for the "Fix" button (which automatically heals all possibledamage to party members) to be available to the party, the highestspell level must be set to "7" and the cost factor must be set to

    "free."

    PAGE 2

    PLAYER SEES [TEMPLE PRIEST]All small artwork available.

    PLAYER READSText to be displayed on entry. (PRESS RETURN is displayed andnecessary before an actual Temple menu appears.)

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    HIGHEST SPELL LEVEL OFFERED [1 to 7]Spell levels are cumulative. See Appendix C for a list of spellsavailable, along with their normal cost.

    COST FACTOR [NORMAL]If not NORMAL or FREE, this determines the multiple or divisor used onthe NORMAL prices.

    * ALLOW DONATIONSThis option lets the party donate platinum pieces to the temple(possibly triggering an event below).

    WHEN [1 to 10 million] PLATINUM HAS BEEN DONATEDThis total is cumulative throughout the life of the game at any templeevent. The chained event will not happen until the party starts toleave the temple after donating the requisite amount of platinum.

    CHAIN TO [no event]Select an event to chain to, if desired, when the above number hasbeen reached. Only valid if ALLOW DONATIONS is active.

    PAGE 3

    WHILE IN TEMPLE, PLAYER READSText to be displayed after pressing RETURN on the first text.

    * BACK UP ONE STEP WHEN LEAVINGIf active, returns the party to its previous location upon exitingfrom the Temple.

    TEXT STATEMENTUseful for describing events or occurrences which may chain after thetext statement or setting the mood.

    PAGE 2

    PLAYER WILL...

    HEAR [NO SOUND]Select any sound or theme, if desired.

    SEE [NO ART]All artwork is available.

    DISTANCE [UP CLOSE/NEARBY/FAR AWAY]Only valid for sprites.

    * BACK UP ONE STEP WHEN DONEReturns party to previous location if active.

    PLAYER READS...

    TEXT 1Text to be displayed. Remember that each text section is directlylinked to the preceding text section unless MUST PRESS RETURN isactive. Be sure to place a space after each text item to avoidcrowding of sentences.

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    * MUST PRESS RETURNForces player to press return before next text section (or event) isdisplayed.

    * HIGHLIGHTTurns text in that section light cyan.

    PAGES 3 and 4

    TEXTS 2 through 5Additional text to display, each with the same options as TEXT 1.

    TRAINING HALLThe only place characters can train to go to higher levels (plus thetraining hall possible in a Small Town event). The menus in theTraining Halls also allow for character removals or additions, andmodifications (for characters who haven't gained any experience yet).

    PAGE 2

    WHICH CLASSES MAY TRAINDetermines who may train at this particular Hall.

    * CLERIC* FIGHTER* PALADIN* RANGER* MAGE* THIEF

    COST [FREE]Up to 100,000 Platinum may be charged for a character to train asingle level.

    PLAYER SEES [ARMS MASTER]Any small artwork may be chosen.

    PLAYER READSText to display.

    * BACK UP ONE STEP WHEN LEAVINGReturns party to previous location on exit.

    TRANSFER MODULEThis is the only way in which a party may move from one module(Overland or Dungeon) to another module (Overland or Dungeon). Unlikethe Stairs and Teleport events, there are no problems using ENTRYPOINTS with the Transfer Module events in version 1.0.

    PAGE 2

    TRANSFER THE PARTY WHEN IT...

    [ATTEMPTS TO ENTER] THE CELLEvent activates when the party attempts to move in a direction whichwould place it in that same location as the event (the party neveractually completes the step).

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    [IS IN] THE CELLEvent does not activate until the party physically moves into thelocation of the event.

    BEFORE THE PARTY TRANSFERS

    IT SEES [NO ART]All artwork is available.

    * ASK "YES/NO" QUESTIONPlaces YES and NO buttons at the bottom, giving the party the chanceto stay.

    TRANSFER ON [YES or NO]Determines which answer causes the transfer. Ignored if the aboveoption isn't selected.

    ASKText to display to the party. This text is ALWAYS displayed. If theabove option is not active, a PRESS RETURN option is given to theparty, and the transfer takes place immediately afterwards.

    * DESTROY DROW EQUIPMENTDrow equipment (armor and weapons) is not supposed to survive the

    light of day. If the party is transferring to an outside (visible toreal sunlight) area (whether Overland or "dungeon" module) and Drowequipment is actually available in the game, the designer shouldactivate this option.

    PAGE 3

    WHEN THE PARTY TRANSFERS...DESTINATION MODULE [dungeon 01]Any of the 4 Overland or 36 Dungeon modules can be selected as thedestination of the party.

    PLACE...

    [DIRECTLY (COL, ROW)]Places the party at the coordinates indicated below when the newmodule is loaded in.

    [AT AN ENTRY POINT]Places the party at the below designated Entry Point when the newmodule is loaded in.

    COL/ROW [0 to 49]New location of the party if DIRECTLY is selected above. Must bevalid for the new module.

    FACING [EAST/SOUTH/WEST/NORTH]The direction the party will be facing in the new module, if DIRECTLYis selected above. Note that this is ignored for Overland modules,which have no Facing.

    ENTRY POINT [1 to 8]The entry point where the party starts the new dungeon if AT AN ENTRYPOINT is selected above.

    THE PLAYER READS

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    Text to be displayed AFTER the transfer has taken place.

    * EXECUTE EVENT AT DESTINATIONIf there is an event in the new location of the party, it will only betriggered if this option is set. Otherwise, the party must leave thelocation and return to trigger that event.

    UTILITIESThis event is used for arithmetic and logical operations on variables,and for ending an adventure. You may perform each of the three typesof operation in a single UTILITIES event, although it is ratherpointless to perform any other operations if you are ending theadventure.

    The first type of operation is arithmetic. An arithmetic operationallows you to add, subtract, or store a specific value in the variableyou select. Values must be positive integers between 0 and 255.Remember that a value of zero indicates that the party does notpossess a given item, while any other value indicates that the partydoes possess the item.

    The second operation is ending the adventure, which exits play. It isrecommended that you warn the player before ending the adventure, and

    provide an opportunity to save the characters in the party, if theyare to be allowed further adventures.

    The third operation is a multi-item check. This allows you to checkwhether the party has any or all of any six items and, if they do,give them a seventh item. If you are checking fewer than six items,simply check one of the items several times. This operation may beuseful for determining whether the party has completed any of severaltasks required to proceed, or whether the party has completed all ofthe tasks required to proceed, as the case may be.

    PAGE 2

    MATH

    [0 to 255]This value is used in the below operations.

    [NO OPERATION]Value above is ignored and no special operation occurs.

    [STORED IN]Value above is placed into the item below, overwriting (erasing) anyvalue previously stored there.

    [ADDED TO]

    Value above is added to any value already in the item below.

    [SUBTRACTED FROM]Value above is subtracted from any value already in the item below.

    [Item 1]The item which is used for the math functions above. This can be anItem, Key, or Quest.

    MISC

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    * EXIT PLAY NOWEnds the game play immediately (no chance to save) and returns playerto initial UA menu.

    PAGE 3

    MULTI-ITEM CHECK

    OPERATION...

    [NONE]Ignores any checks selected below.

    [ALL ITEMS PRESENT]If all items shown in the checks below are present in the party, theitem selected below is given to the party.

    [ANY ONE OR MORE PRESENT]As above, but only at least one listed item must actually be presentfor the action to take place.

    CHECKS 1 through 6Select the keys or items which the party must currently have in order

    for the operation to take place. (Ignored if NONE is chosen above.)

    STORE RESULT IN [item 1]Choose an Item, Key or Quest. Once a value is stored in thisselection, the party will have that item, or be at stage 1 of thedesignated Quest.

    VAULTAs with the Small Town event's Vault, this is where