A remake of the classic Wizardry video games
Copyright Eric Pietrocupo
E-Mail: ericp@lariennalibrary.com
Wizardry Legacy
WL Adventures
Filed in: AdvEditing.AEevent · Modified on : January 19, 2014, at 07:37 PM - Visits 1610
Before we start, here are important references pages you should check out.
Maze event System
Event Reference
Adding an event to the maze editor is very easy. You just use the "Mark Event" menu or use the "+=" key. It will display a list of all the events found in the database. You select the event and it will hook it up at the cursor location. The hardest part is to design those events.
First note that event are reusable. There will be some events that you will reuse all the time. For example, a stair up event will be use repeatively. In that case, I suggest you plan a numbering structure for certain events that will occurs regularly. You could place a number range for each floor or each area of the maze if you want.
The event ID idenfified with pk as a primary key. It will generate an automatic value if none is specified. But you could force a certain value if you want a certain structure. Remember that all ID must be unique and between 1 and 255. Events outside this range are simply not loaded.
As explained in the Maze event system page, there are 3 events per "event": A lock, a pass and a fail. The Pass and the fail are the same and they are referred as pass/fail event because each of those events can either be used for a pass or fail event. Each events will have a series of generic variables that are interpreted differently from an event to another. Use the event reference page to know the details. Here is the database structure:
Field Name | Type of Variable | Description |
---|---|---|
pk | INTEGER | Primary Key: Unique identifier for the event, used by the maze tile |
trigger | INTEGER | Condition for the event trigger (Walk, search, etc) |
lock_event | INTEGER | Type of lock event triggered |
lock_key | INTEGER | Key item required to pass the lock |
lock_var | INTEGER | Another variable for the lock event |
lock_msg | TEXT | Message string to display to the user during the lock |
lock_str | TEXT | Another string variable used by the lock event (ex: riddle answer) |
pass_event | INTEGER | Type of event to run if the lock is passed |
pass_var1 | INTEGER | 1st event variable |
pass_var2 | INTEGER | 2nd event variable |
pass_var3 | INTEGER | 3rd event variable |
pass_var4 | INTEGER | 4th event variable |
pass_msg | TEXT | Message string to display during the pass event |
pass_str | TEXT | A text variable required by the pass event |
fail_event | INTEGER | Type of event to run if the lock is failed |
fail_var1 | INTEGER | 1st event variable |
fail_var2 | INTEGER | 2nd event variable |
fail_var3 | INTEGER | 3rd event variable |
fail_var4 | INTEGER | 4th event variable |
fail_msg | TEXT | Message string to display during the fail event |
fail_str | TEXT | A text variable required by the fail event |
So in the end, design you list of event when you have drawn your maze layout. Insert them in the database with an sqlite database editor. Finally, use the Wizardry Editor to hook up the events in the maze. It's not more complicated than that.
<< Workflows | Table of contents | Event Reference >>
Powered by PmWiki and the Green skin