A remake of the classic Wizardry video games

Copyright Eric Pietrocupo


E-Mail: ericp[AT]lariennalibrary.com


Wizardry Legacy

WL Adventures

Event Reference

Filed in: AdvEditing.AEeventref · Modified on : Sun, 19 Jan 14 - Visits 339

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.

Triggers

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 NameValueDescription
Walk0Triggers when the party walk into the tile.
Face North1Triggers when the party is facing North when on the tile.
Face East2Triggers when the party is facing East when on the tile.
Face South3Triggers when the party is facing South when on the tile.
Face West4Triggers when the party is facing West when on the tile.
Undefined5Undefined trigger!
Undefined6Undefined trigger!
Search Room7Triggers when the party is searching the tile.
Search North8Trigger when the party is searching and facing north.
Search East9Trigger when the party is searching and facing east.
Search South10Trigger when the party is searching and facing south.
Search West11Trigger when the party is searching and facing west.
Use Item12Not implemented yet!
Open Door North13trigger when a player try to open a door to the north.
Open Door East14trigger when a player try to open a door to the east.
Open Door South15trigger when a player try to open a door to the south.
Open Door West16trigger when a player try to open a door to the west.

Lock Events

Each of these events are triggered first and will return pass or fail. The results will either trigger the pass or the fail event.

Autopass

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.

Question

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.

Encounter Lock

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.

Hidden Lock

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.

Riddle

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.

Combat

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.

NPC (Non-Playing Character)

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.)

Pass / Fail Events

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.

Do Nothing

Value:0
Status:Complete

This event does that it says. It does absolutely nothing.

End Game

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.

Move

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

DirectionValue
Move North1
Move East2
Move South3
Move West4
Move Backward5
Move Forward6
Move Up7
Move Down8

Teleport

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

DirectionValue
North0
East1
South2
West3

Gain Item

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.

Trade Item

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.

Trap

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.

Combat

Value:7
Status:Not Implemented

NOT IMPLEMENTED! Not sure how it will work. Trigger a battle as a result of an event.

Exit Maze

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.

Rotate

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

DirectionValue
Left1
Right2
Back3
Random4
Face North5
Face East6
Face South7
Face West8

Message

Value:10
Status:Complete
Msg:Message to be displayed

Simply display a message.

Story Text

Value:11
Status:Not Implemented!

NOT IMPLEMENTED! Not sure how it would work. It basically display a long multi line text.

NPC ( Non-Player Character)

Value:12
Status:Not Implemented!

NOT IMPLEMENTED! Not sure how it should work.

Elevator

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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