A remake of the classic Wizardry video games
Copyright Eric Pietrocupo
Wizardry Legacy
WL Adventures
Filed in: AdvEditing.AEeventref · Modified on : January 19, 2014, at 09:03 PM - Visits 1515
This is the list of events, their values and variables. Take note that most variables are set at 0 as default which gives them a default beavior if you forget to setup certain parameters.
These are the various ways to trigger an event in the maze. Simply use the trigger value into the event table trigger field to use that trigger.
Event trigger list
Trigger Name | Value | Description |
---|---|---|
Walk | 0 | Triggers when the party walk into the tile. |
Face North | 1 | Triggers when the party is facing North when on the tile. |
Face East | 2 | Triggers when the party is facing East when on the tile. |
Face South | 3 | Triggers when the party is facing South when on the tile. |
Face West | 4 | Triggers when the party is facing West when on the tile. |
Undefined | 5 | Undefined trigger! |
Undefined | 6 | Undefined trigger! |
Search Room | 7 | Triggers when the party is searching the tile. |
Search North | 8 | Trigger when the party is searching and facing north. |
Search East | 9 | Trigger when the party is searching and facing east. |
Search South | 10 | Trigger when the party is searching and facing south. |
Search West | 11 | Trigger when the party is searching and facing west. |
Use Item | 12 | Not implemented yet! |
Open Door North | 13 | trigger when a player try to open a door to the north. |
Open Door East | 14 | trigger when a player try to open a door to the east. |
Open Door South | 15 | trigger when a player try to open a door to the south. |
Open Door West | 16 | trigger when a player try to open a door to the west. |
Each of these events are triggered first and will return pass or fail. The results will either trigger the pass or the fail event.
Value: | 0 |
---|---|
Status: | Complete |
Key: | Not Used |
Msg: | Displayed if not empty |
This event if very simple. It automatically pass the lock event. It can at most display a message before passing the lock event.
Value: | 1 |
---|---|
Status: | Complete |
Key: | A missing key automatically fail the question. Set at 0 to ignore. |
Msg: | Question Message |
This lock first check to see if the party has the required item before asking a question, else it fails the event automatically. If key is set at 0 the question is asked immediately. If the players answer "Yes" they will pass the event. If they answer "No" they will fail the event.
Value: | 2 |
---|---|
Status: | Partial, use item works, DESTO and lock pick are disabled |
Key: | Key item required to pass the lock |
var: | Level of the lock required for lock picking or the desto spell |
Msg: | Displayed before encountering the lock |
This event display a menu and ask the player to deal with the lock. You can either use an item with the right matching key ID, or attempt to pick the lock or using the DESTO spell. Success to any of this method will trigger the pass event. Quitting the lock will trigger the fail event.
Value: | 3 |
---|---|
Status: | Complete |
Key: | Key required to pass the event |
Msg: | Flavor message displayed if not empty |
This lock is pretty simple, it disply the message then check to see if the party has teh required key item. If it does have the item, the lock is passed. If it does not have the item, it fails.
Value: | 4 |
---|---|
Status: | Not Implemented! |
Var: | ID of the long text to use in the database |
Msg: | Displayed if not empty before the riddle |
Str: | Answer to the riddle |
NOT IMPLEMENTED! It should normally display a riddle and as the user for a text string to pass the event.
Value: | 5 |
---|---|
Status: | Not Implemented! |
NOT IMPLEMENTED! No idea how it would work. Since it's a lock, it should prevent players from accessing something.
Value: | 6 |
---|---|
Status: | Not Implemented! |
NOT IMPLEMENTED! No idea how it would work. Again, an NPC that prevent accessing something (Like big max in wizardry 5 where you must give him a ticket to pass.)
Any event in the list below could be used for the pass or for the fail aspect of an event. It's up to you to decide how to use it.
Value: | 0 |
---|---|
Status: | Complete |
This event does that it says. It does absolutely nothing.
Value: | 1 |
---|---|
Status: | Almost Complete, Prologe and credits are currently disabled |
Msg: | Displayed if not empty before the end of the game |
This event display a message to indicate that the adventure is over. It shows the prologue, the credits and return the party to the city.
Value: | 2 |
---|---|
Status: | Complete |
Msg: | Displayed if not empty before the movement |
Var1: | Direction to move, use value from table below. |
Var2: | Nb of tiles to move into that same direction. |
This is a basic move events that allows to move your party into various directions a certain number of times. If a party is moved multiple times, it will not display the multiple movement, but rather warp the party to destination. The direction to move is determined by a value from the table below:
Move event direction value
Direction | Value |
---|---|
Move North | 1 |
Move East | 2 |
Move South | 3 |
Move West | 4 |
Move Backward | 5 |
Move Forward | 6 |
Move Up | 7 |
Move Down | 8 |
Value: | 3 |
---|---|
Status: | Complete |
Msg: | Displayed if not empty before teleportation |
Var1: | X coordinate |
Var2: | Y coordinate |
Var3: | Z coordinate |
Var4: | Facing value |
This event teleport the party to a selected destination and does a cool teleport animation. The variables are basically the X, Y, Z coordinates of the target plus the facing the party should have. The party facing values are listed here
Party Facing Value
Direction | Value |
---|---|
North | 0 |
East | 1 |
South | 2 |
West | 3 |
Value: | 4 |
---|---|
Status: | Complete |
Msg: | Displayed if not empty before item acquired |
Var1: | Item ID of the item to give to the party |
This event will give an unidentified item to the party. The item to be given is selected with variable 1 useing the item primary key. A generic message will say that party acquired item X. Note that acquired items are always duplicated from the original. So there can be multiple copies of the same key item if the party revisit the same event over and over again.
Value: | 5 |
---|---|
Status: | Complete |
Msg: | Displayed if not empty before items are exchanged |
Var1: | Key IF of the item to throw away |
Var2: | Item ID of the item to give to the party |
This event allows the party to exchange 2 items. One item is discarded from the inventory, and the other item is added to the inventory unidentified. It's important to remember that the item to give need to use the KEY value of the item because the primary key of the item will be different all the time and unpredictable. While the item to give to the player must use the Primary Key value of the item to duplicate and give to the player.
Value: | 6 |
---|---|
Status: | Not Implemented! |
Msg: | Displayed if not empty before the trap |
Var1: | ID of the trap to use |
NOT IMPLEMENTED! Simply trigger a trap identified by var1 using the trap list.
Value: | 7 |
---|---|
Status: | Not Implemented |
NOT IMPLEMENTED! Not sure how it will work. Trigger a battle as a result of an event.
Value: | 8 |
---|---|
Status: | Almost Complete, Entrances are not implemented yet. |
Msg: | Displayed if not empty before exit |
Var1: | Entrance ID if not 0 |
Exits the maze and return to the city. If the entrance ID is different than 0, it unlocks for the rest of the adventure the corresponding entrance. Normally, it should make sense that the entrance should point to the location where the exit is, but it is not mandatory.
Value: | 9 |
---|---|
Status: | Complete |
Var1: | Direction to rotate |
Change the facing of the party to rotate in a direction specified by the value in var1. The values are listed below. The random direction will select a facing different then the current facing randomly.
Rotation Direction Value
Direction | Value |
---|---|
Left | 1 |
Right | 2 |
Back | 3 |
Random | 4 |
Face North | 5 |
Face East | 6 |
Face South | 7 |
Face West | 8 |
Value: | 10 |
---|---|
Status: | Complete |
Msg: | Message to be displayed |
Simply display a message.
Value: | 11 |
---|---|
Status: | Not Implemented! |
NOT IMPLEMENTED! Not sure how it would work. It basically display a long multi line text.
Value: | 12 |
---|---|
Status: | Not Implemented! |
NOT IMPLEMENTED! Not sure how it should work.
Value: | 13 |
---|---|
Status: | Complete |
Msg: | Displayed if not empty to describe the elevator |
Var1: | Highest Level |
Var2: | Lowest Level |
An elevator that allows you to change floors. It will replace floor nummbers by letters and marks with an asterisk the current floor. The same event can be reused for all the floors where the elevator is located. Note that levels are numbered from 0 to 19 where 19 is at the bottom. So the lowest level will actually have an higher value than the highest level.
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