UA Newsletter #5

-Note from Coric-

Welcome, fellow game-designers, to the fifth issue of the UANL! There's not much to say for this issue; the format is the same and the editors are the same (almost). In short, not too much has been happening 'round here. So, without further rambling, I present the Unlimited Adventures NewsLetter!

Topics


Reviews & Previews

"Rod of Ul'ranka"

Author:McJ Viper
Full Title:The Rod of Ul'ranka
Imported Art:Yes
# of Dungeons:12 (apprx)
Additional Documentation:No
I thoroughly enjoyed this module, despite its simplicity. The story is well told, the combats are done fairly, and the art is good. This is one of the few modules that I've played lately that has been playtested well. There are a few errors, but that is to be expected from any module.

The plot is bare-bones role-playing: the party has heard of a mysterious wizard, whom they quest for in search of gold & glory. The main story isn't exactly gripping, but I had a great time just wandering around, visiting small towns & fighting various evil creatures. Area views are available most everywhere, making my gaming experience much smoother (I hate graphing).

Graphics-wise, "Rod" isn't spectacular - it only has a few imported combat icons. However, the standard pics. work well in this module and so, fancy imported art was not necessary.

There are a few problems, however. For one thing, the quest is a bit too open: the party starts at the top of a map with limited equipment and levels and only a vague idea of what to do. I had to wander through several tough fights before I got started on the right track (hint: check in the mountains to the west), but once the correct path is found, everything moves smoothly.

The end of the game is a bit of a let-down, as well. It seems to have been 'rushed' - the last few dungeons are not as complete as I would have liked them. Instead, Viper relies on random combat to keep the module going. Had he filled in the last tower or two with set encounters my overall rating would have been higher.

One last complaint: the random combats are often set to a 'near-by' distance, which can result in unreachable enemies (who have been placed behind walls or buildings).

Still, this module is great fun for gamers of average experience. It has a good combination of story & combat, and has been playtested well. I tried to contact the author but was unable to reach him. Wether he has gone off-line or has simply changed his screen name is a mystery to me.

Story execution:B   
Combat:A-
Graphics:N/A
Bug Control: A
Plot: B-
Overall: B
-CORIC-<C>

"The Threat of Lord Malavon"

Author:Malavon
Full Title:The Threat of Lord Malavon
Imported Art:Yes
# of Dungeons:15
Additional Documentation:No
The Threat of Lord Malavon is not an entirely new idea. It's been done before in various different forms. But there are only so many stories to tell, and in general, the importance lies in how these stories are told.

This is a very well thought out game. There are more choices available here than you can generally expect in a game, and the game is genuinely affected by a few of them. The last major choice, for example, affects the NPC you work with, and the battles you fight.

However, the author was lax in some things. If you travel the road on the overland map the way I did, for example, you come across a little problem. You're supposed to visit a clerical stronghold and receive a mission, then head to a city to carry out the mission. However, you can not only enter the city before the mission is received, but also fulfill the mission, and the game will act as if you've received it. The result is that you find yourself referring to events and people that have never crossed your path.

There is not excessive random combat in this game, except during an escape scene in the middle of the game. Then, every few steps you encounter foes just as powerful as you, and probably with more hit points and better equipment. You cannot rest between these combats, making that area *extremely* difficult. Too difficult in my personal opinion.

The final scene is well thought out, and you are offered a choice of things that truly does effect the game - in this case, the final battles that you will face. However, I think that the combats were far too difficult for what will be 3rd and 4th level characters.

The writing is wonderfully descriptive, and can even inspire genuine awe. I had to quit playing the game after seeing one piece of text and couldn't touch the game for another 2 days. During that time, the description of the scene haunted me, and I started to think about what this creature would really be like to see. However, sometimes, the sheer number of words can get annoying. I like descriptions and text as much as the next person, but frankly, I don't want to read 20 screens describing a statue.

As a last gripe, one mention that the author wants feedback is one mention too many, but Malavon seems obsessed with telling us this. He also calls attention to the fact that we're playing a game at several points, and that seems to break the fantasy.

The art is good, and the story well thought out, if not terribly original. I'd recommend that the author do a bug fix, try and balance the combat more, and possibly lose the self-advertisements. BTW, don't be fooled by the number of dungeons; it's a very short game. It just so happens that there are multiple dungeons for every area just to provide the various events and text space needed.

***Nyx Nightshade***

Story execution:B
Combat:B
Graphics:A-
Bug Control:B- (only one bug, but gods, it is a doozy :/)
Plot:A-
Overall:B+

Editorials

'Step by Step: Creating a Module'

Creating an Unlimited Adventures Module can be one of the most rewarding gaming experiences to be had. But it can also be one of the most frustrating - trust me, I know this from personal experience. Sometimes the ideas don't 'click', the design doesn't fit in the allotted space, or the art just doesn't seem right.

Anyway, here is how I go about creating a module the easy way, in a step by step format:

  1. Choose a basic (very basic) plot and a setting. The plot is the driving force for the rest of the game - so make sure that it is gripping. A standard plot-line like killing a bad guy works, but only if you add some 'spice'. If at all possible, come up with a new plot. The setting should fit the plot, and be do-able. It is not possible to create an adventure set on a glacier without drastic changes to the program's code.

  2. Create a gaming world. If you are setting your mod. in a world that already exists (like the Forgotten Realms), gather all the background material and supplements that you will need. Before you start, learn all that you can about the central theme (for the opening sequence in "Minions of Twilight" (MOT hereafter), for instance, I dug through many books, maps, and guides of Medieval castles & siege warfare).

    If you are designing a new, independent world of your own design, try to create a history of some sort. Outline the events that shaped your world before the adventure started, and the people that lived there. Again, using MOT as an example, I created a detailed history spanning four ages and dozens of wars. I used this 40 page history as a 'jumping point' for the rest of the adventure - if I was ever stuck for ideas, I could always look back into it and gain some inspiration.

  3. Begin to create the monsters and people of your gaming world. Generally, the people fall into two categories: the bad guys and the good guys. Creating a believable, necessarily evil antagonist is key to any fantasy. Make sure that he/she/it exists more than in just the symbolic representation. I like to throw in a few encounters with the main baddie several times before the climax, to give the player a feel of just WHY it is so important for him to die (and he almost always does).

    As for the good guys, the party should generally have some aid. Wether their allies actually fight in the combats (NPC's) or just give advice, a believable set of friends is always a plus. If you're planning on introducing a bit of humor to a mod., this is where to put it. A few over-the-top characters can liven an otherwise serious setting.

  4. Next, create a plot-diagram for each dungeon (these don't have to be done all at once, of course). Think up the general idea and theme of each portion of the module. A good dungeon should fit in with the entire quest, but be self-contained. "Minions" is done in a 'serial' format; each dungeon has its own plot and bad guys, with rising action, a climax, and a conclusion (I know I sound like an English teacher). They often end in cliffhangers, where the party is left wanting more - but has to wait.

    A general plot diagram looks something like this:

                        [start]
                           |
                [branch 1]- -[branch 2]     
                   |            |  
              [1a]- -[1b]  [2a]- -[2b]
                |     |      |     |
                --------------------
                         [END]    
    
    Of course, in a real mod. they would be much more involved. I then list all the monsters, NPC's, and other characters involved in the module.

  5. Now that the background is complete, and the party has some sort of direction, it is time to start the actual game. The first step of coding a module is drawing a preliminary map. Include all the doors, buildings, and areas that you think you'll need, using the plot-diagram as a guide. Start with a large map (I generally use 23x23 if for no other reason that it's easy to graph) - you can always delete unnecessary areas later. Print out the map.

  6. Basically, there are only two ways of coding a module. The first is what I like to call 'seat of the pants designing'. When I do this (rarely), I just sit in front of the computer and write whatever comes to mind. However, this method is not very effective and is conducive for bugs. Not only that, but it is downright difficult to remember all the quests, characters, and settings. While this may save time in the short-run, you'll find that development will be slow in the later stages.

    A better way is to plot it all out on paper first. To do so, I look at the map and label any areas that I can think of. Then, using the plot-diagram once again, I begin to write the various main events and encounters in a notebook. To place the event, I number a spot on the map and correspond a piece of text in the notebook to it. Included in the notebook are the necessary quests and event descriptions (ie - "use Who Tries event here...if Quest 23/10").

    Once I've completed the actual writing of the main events (those listed in the plot-diagram), I see how much room is left. Generally, my mods. take up about 12 note-book pages to fill a single dungeon with 100% text. Of course, if you write neater and smaller than I, it could be less (or more if you're even messier than me). Depending on how many pages I have left, I put in little side-quests and 'filler' events that have no other purpose than to entertain.

  7. With my twelve pages of notes, a map with various scribblings and numbers, and a plot-diagram, I then sit down to the computer to code in the events. In a separate portion of the notebook I keep track of important plot points (say, if I introduce an important character or item) so that there are no loose ends later. I also list any quest events and their stage status (so that I don't use the same one twice). I ALWAYS double check to see that previously written info does not conflict with the new stuff. Finally, I create/gather any monsters and pics necessary.

    The actual coding is self-explanatory and does not need to be detailed here.

  8. Repeat this process for the various other dungeons, making sure to link them with transfers & text events (an overland map is helpful - and is the only area that I write free-form).

  9. Finish the beta version and begin to proof it. It is helpful to send it out to other playtesters (preferably people you know and can trust for input). Do not upload it until it is completely and thoroughly tested. While it is very tempting to upload it right when it's done, your game will suffer. Who knows? Maybe there's an awful bug right in the introduction, that makes your 30 dungeon, 80-piece art mod completely unplayable!

    There are several steps to de-bugging. First, you must print out all the dungeons and overlands. With the text and maps in hand, it is time to check spelling, grammar, and basic code mistakes (the printout does not show that much). Then, once these errors have been corrected, enter each module and go through each event, bit by bit. Check to see if the 'do event once' option is correctly set, that doors are only locked on one side, and that signs don't require a <CR> mark.

    Finally, create a party that seems reasonable (if your mod. starts off with fights against Kobolds, a level 20 party is unnecessary). Set aside one dungeon for an 'arena test' (if there's room) and add in all your monsters in various combat events. "Test" the module with your party. If a monster seems unreasonably strong or weak, change it now. If most of the monsters overwhelm your party, create a stronger base to work with (give 'em more exp).

    With your properly balanced party and monsters, begin a new game. Play through every possible chain, checking for typos, mis-fires, etc. It is probably a good idea to see if events that are not supposed to happen right away don't (see "Threat" review for an example). Do not think of yourself as a designer. Act as a player would act, and think as the player would act. Check for gaps in logic & story.

And that is how to make a module the Coric way. This 'theory' developed after many, many months of working on MOT and a less successful attempt in "Outpost" (yes, I have officially abandoned that project). :>

-CORIC-<C>


Dika Wolf's ART

Note from Dika

Hi! This edition's ART TIPS article will be split into three parts. First of which is the continuation of my column - in which I will talk about recycling your art. Next, I wanted to take the time and discuss artist courtesy. Lastly, I'm going to answer three of the most common questions I get regarding art.

-DIKA WOLF


Letters

Before this column my E-mail was next to nothing, but now sometimes I get up to 5 letters a day. Unfortunately, my tiny little bank book tells me writing back personally to answer your questions can be hazardous (I know, I tried :). So for my first letters column for the art tips section I will try to answer the most common questions I get in the old E-mail. Please, don't think I don't want your letters - I do - so please keep writing. Who knows: you might see your letter in an upcoming UANL issue.
  1. The (program name), you recommended is not working. When I try using it all that happens is (problem). What am I doing wrong?

    Okay, I understand your grief, but I didn't write the program nor do I work for AOL so I cannot solve all your problems with it. I do use the programs myself, and I have never had a problem with it. So it might be your system that's causing it, or more often than not, you started using the program before reading the description and the instructions to it (believe me this happens a lot!) If you still have problems with it, write to the programmer; I'm sure he/she will be glad to help you get started. Anyway, should I still get questions like this I will answer them in my column (it might help others who have similar problems with products I recommend).

  2. I'm currently writing a module that needs a picture (or icon) of (to be filled by writer). I am not an artist myself, so I plead with you if you can create one and send it to me.

    Don't get me wrong - I like these letters and at times I do what I can to help. It's that "I am not an artist myself" quote I get (if I had a dime for every time someone says that to me, I could own California). If you've read my past articles, you would know that I'm also not an artist (if I was I would probably be happily working at some software company by now. I'm not, by the way). I have learned some tricks that help me in the drawings I send, and so, I took CORIC's offer to become Art Editor, to I can share them with you. So please, try drawing some yourself and you will realize there really is a budding artist inside of you after all.

  3. How do draw your pictures, so well?

    I am not being conceited, I actually get this question a lot. To tell the truth, I do get some help at the home front. Many times, I drag my brothers or friends to my computer to help me get a picture right (you could always use third party help). As I mentioned before, I don't have a scanner (though I am jealous of those who do) so I have to draw each picture by hand. This takes time, lots of time (especially with real life looking over my shoulder all the time). But sometimes when the new picture is finished, all I do is impress myself and I can never see its faults (this is where third party help comes in handy). Fortunately, those around me can (especially my brother Euwin, who's a real pencil and paper graphic artist), and they tell me (boy, do they tell me!). Sometimes, they even fix it themselves (actually, I just complain about my blindness to it, and they do it so I would stop whining). So I would like to thank them for all the support they give me. They deserve it.

I do have other letter's I can answer, but I think I'll save them for next issue (who knows, maybe this flood of E-mail might stop. I sure hope not!)

-DIKA WOLF


The 'art' of Recycling Art

In the turn of twentieth century conservation, ecology, protecting the environment is all that is on many peoples' minds. So I thought I'd write an article about recycling. No, not collecting cans, papers, or glass; but your pictures, figures and such.

Sometimes, I shirk when I think about drawing a certain picture or a new NPC (mostly because I don't have a clue what's it going to look like until I start drawing). Sometimes, I just draw a blank (artist's block, I think they call it). So I play with pictures I've already done. I cut, paste, stretch, flip, rotate, etc. a face or figure until a light bulb pops up above my head. This is what I mean about recycling your art: by re-using your past drawings or other peoples' art, you can create a whole new picture (hopefully, one that you can use).

With recycling, you can create several new NPC's (after putting your figure through the grinder the original will more times than not be totally different from the new), different pictures of old NPC's (this can greatly enhance your module, as it gives the character's life; a hard thing to do with just words), and new scenes or backgrounds (I often keep clips of furniture, objects, or the ever useful trees). I've included PCX files (figure1.pcx & figure2.pcx) to demonstrate my point.

figure1.pcx

figure2.pcx

I know most of what I said in this and my past articles is not new to most of you, but I had to speak about it before I got into the real juicy stuff. Next issue I will begin a series of articles on figure drawing (the juicy stuff).

-DIKA WOLF


Beginner's Corner

Alas, Poor Elisstar

Our Beginner's Corner Editor, Ellistar, was not able to submit an article for this issue. So, forgive the hole (I was too lazy to remove a piece of the code :)

Technical Information

A brief introduction

For those of you interested in the inner-workings of the UA code and the editors, I've included the following articles. While much of this has already been put into use, there is definitely some 'unexplored' territory. So, if you've got some programming skills and a few good ideas, contact Kaviyd; he'll get you more detailed information and add you to the Programmer's Consortium. The character editor information was included last issue, and so, I have not added it now.

If you have no idea how to program (or no desire) this section will seem like a long list of variables and garbled text... just a friendly warning. This information was provided by Kaviyd.


The Item Editor Codes

Data about items available in the UA game is kept in two files, both of which are located in the directory "\frua\disk1" (assuming that you installed your UA game with the default options). These files are called "item.dat" and "items.dat". The module files (geoxxx.dat) and monster/NPC files (monstxxx.dat) have pointers to the "item.dat" file, while that file and the ".cch" files contain pointers to the "items.dat" file. It is thus possible to change the contents of the "item.dat" file for the duration of a single adventure and transfer characters from that adventure to another adventure without loss; on the other hand, changes to the items.dat file are of necessity permanent.

The file "item.dat" contains 254 records (numbered from 1 to 254), with each record comprising 18 bytes. This file thus permits editing of all possible items except for item 0 (no item) and item 255 (the random Mage spell scroll).

The records in this file correspond to the following:

  1     Arrows (20)
  2     Battle Axe
  3     Hand Axe
  4     Composite Short Bow
  5     Composite Long Bow
  6     Long Bow
  7     Short Bow
  8     Club
  9     Light Crossbow
 10     Dagger
 11     Darts (10)
 12     Flail
 13     Halberd
 14     Hammer
 15     Javelins (5)
 16     Mace
 17     Morning Star
 18     Military Pick
 19     Awl Pike
 20     Bolts (20)
 21     Scimitar
 22     Sling
 23     Spear
 24     Quarter Staff
 25     Staff Sling
 26     Bastard Sword
 27     Broad Sword
 28     Long Sword
 29     Short Sword
 30     Two Handed Sword
 31     Trident
 32     Belt
 33     Boots
 34     Cloak
 35     Robe
 36     Banded Mail
 37     Chain Mail
 38     Helm
 39     Leather Armor
 40     Plate Mail
 41     Ring Mail
 42     Scale Mail
 43     Shield
 44     Elfin Chain
 45     Fine Long Bow
 46     Blessed Bolts (2)
 47     Dart of Hornet's Nest
 48     Cloak of Displacement
 49     Mirror
 50     Arrows +1 (10)
 51     Battle Axe +1
 52     Composite Short Bow +1
 53     Composite Long Bow +1
 54     Light Crossbow +1
 55     Dagger +1
 56     Darts +1 (10)
 57     Flail +1
 58     Hammer +1
 59     Javelins +1 (2)
 60     Mace +1
 61     Bolts +1 (10)
 62     Scimitar +1
 63     Sling +1
 64     Quarter Staff +1
 65     Staff Sling +1
 66     Long Sword +1
 67     Short Sword +1
 68     Two Handed Sword +1
 69     Trident +1
 70     Cloak of Protection +1
 71     Banded Mail +1
 72     Chain Mail +1
 73     Helm +1
 74     Leather Armor +1
 75     Plate Mail +1
 76     Ring Mail +1
 77     Scale Mail +1
 78     Shield +1
 79     Elfin Chain +1
 80     Arrows +2 (10)
 81     Battle Axe +2
 82     Composite Short Bow +2
 83     Composite Long Bow +2
 84     Light Crossbow +2
 85     Dagger +2
 86     Darts +2 (10)
 87     Flail +2
 88     Hammer +2
 89     Javelins +2 (2)
 90     Mace +2
 91     Bolts +2 (10)
 92     Scimitar +2
 93     Sling +2
 94     Quarter Staff +2
 95     Staff Sling +2
 96     Long Sword +2
 97     Short Sword +2
 98     Two Handed Sword +2
 99     Trident +2
100     Cloak of Protection +2
101     Banded Mail +2
102     Chain Mail +2
103     Helm +2
104     Leather Armor +2
105     Plate Mail +2
106     Ring Mail +2
107     Scale Mail +2
108     Shield +2
109     Elfin Chain +2
110     Arrows +3 (10)
111     Battle Axe +3
112     Composite Short Bow +3
113     Composite Long Bow +3
114     Light Crossbow +3
115     Dagger +3
116     Darts +3 (10)
117     Flail +3
118     Hammer +3
119     Javelins +3 (2)
120     Mace +3
121     Bolts +3 (10)
122     Scimitar +3
123     Sling +3
124     Quarter Staff +3
125     Staff Sling +3
126     Long Sword +3
127     Short Sword +3
128     Two Handed Sword +3
129     Trident +3
130     Cloak of Protection +3
131     Banded Mail +3
132     Chain Mail +3
133     Helm +3
134     Leather Armor +3
135     Plate Mail +3
136     Ring Mail +3
137     Scale Mail +3
138     Shield +3
139     Elfin Chain +3
140     Arrows +4 (10)
141     Battle Axe +4
142     Composite Short Bow +4
143     Composite Long Bow +4
144     Light Crossbow +4
145     Dagger +4
146     Darts +4 (10)
147     Flail +4
148     Hammer +4
149     Javelins +4 (2)
150     Mace +4
151     Bolts +4 (10)
152     Scimitar +4
153     Sling +4
154     Quarter Staff +4
155     Staff Sling +4
156     Long Sword +4
157     Short Sword +4
158     Two Handed Sword +4
159     Trident +4
160     Cloak of Protection +4
161     Banded Mail +4
162     Chain Mail +4
163     Helm +4
164     Leather Armor +4
165     Plate Mail +4
166     Ring Mail +4
167     Scale Mail +4
168     Shield +4
169     Elfin Chain +4
170     Arrows +5 (10)
171     Battle Axe +5
172     Composite Short Bow +5
173     Composite Long Bow +5
174     Light Crossbow +5
175     Dagger +5
176     Darts +5 (10)
177     Flail +5
178     Hammer +5
179     Javelins +5 (2)
180     Mace +5
181     Bolts +5 (10)
182     Scimitar +5
183     Sling +5
184     Quarter Staff +5
185     Staff Sling +5
186     Long Sword +5
187     Short Sword +5
188     Two Handed Sword +5
189     Trident +5
190     Cloak of Protection +5
191     Banded Mail +5
192     Chain Mail +5
193     Helm +5
194     Leather Armor +5
195     Plate Mail +5
196     Ring Mail +5
197     Scale Mail +5
198     Shield +5
199     Elfin Chain +5
200     Silver Shield +3
201     Silver Shield +4
202     Belt of Protection +3
203     Boots of Speed
204     Girdle of Giant Strength
205     Periapt of Health
206     Javelin of Lightning
207     Stone of Good Luck
208     Necklace of Missiles
209     Eyes of Charming
210     Bracers of Defense AC 6
211     Bracers of Defense AC 4
212     Bracers of Defense AC 2
213     Long Sword vs. Giants
214     Vorpal Long Sword
215     Drow Long Sword +1
216     Drow Long Sword +3
217     Drow Long Sword +4
218     Drow Chain +1
219     Drow Chain +3
220     Drow Chain +4
221     Fine Long Bow +2
222     Cursed Light Crossbow
223     Ring (non-magical)
224     Ring of Vulnerability
225     Ring of Protection +1
226     Ring of Protection +2
227     Ring of Protection +3
228     Ring of Protection +4
229     Ring of Protection +5
230     Ring of Cold Resistance
231     Ring of Electrical Immunity
232     Ring of Fire Resistance
233     Gauntlets of Ogre Power
234     Ring of Invisibility
235     Ring of Blinking
236     Ring of Wizardry
237     Ring of Protection vs. Evil
238     Wand of Ice Storm
239     Wand of Fireballs
240     Wand of Lightning
241     Wand of Magic Missiles
242     Wand of Paralyzation
243     Potion of Speed
244     Potion of Healing
245     Potion of Extra Healing
246     Potion of Invisibility
247     Potion of Giant Strength
248     Elixir of Youth
249     Scroll of Protection from Dragons
250-251 Scrolls of Cleric Spells
252-253 Scrolls of Mage Spells
Since this file is full (all possible items are allocated), the only way to create a new item is to replace one of the items in the preceding list. This creates a slight inconvenience for players and designers, as the correct version of the "item.dat" file must be copied into that file before beginning any adventure that uses a different item list from the preceding one.

Numbering each byte in each record from 0 to 17, we have the following format:

Byte 0:  Pointer to record in "items.dat" file.

Bytes 1 to 3:  Name of item, read from byte 3 to byte 1.  The vocabulary
is as follows:

   0) (null)
   1) Battle Axe
   2) Hand Axe
   3) Club
   4) Dagger
   5) Dart
   6) Hammer
   7) Javelin
   8) Mace
   9) Morning Star
  10) Military Pick
  11) Awl Pike
  12) Bolt
  13) Scimitar
  14) Spear
  15) Quarter Staff
  16) Bastard Sword
  17) Broad Sword
  18) Long Sword
  19) Short Sword
  20) Two-Handed Sword
  21) Trident
  22) Composite Long Bow
  23) Composite Short Bow
  24) Long Bow
  25) Short Bow
  26) Fine
  27) Light Crossbow
  28) Sling
  29) Staff
  30) Arrow
  31) Leather
  32) Ring
  33) Scale
  34) Chain
  35) Banded
  36) Plate
  37) Shield
  38) Cleric
  39) Scroll
  40) Mage
  41) Helm
  42) Belt
  43) Robe
  44) Cloak
  45) Boots
  46) Ring
  47) Mail
  48) Armor
  49) Of Prot
  50) Bracers
  51) Wand
  52) Elixir
  53) Potion
  54) Youth
  55) Ruby
  56) Boulder
  57) Dragon Breath
  58) Displacement
  59) Eyes
  60) Drow
  61) Elfin Chain
  62) Ice Storm
  63) Sapphire
  64) Emerald
  65) Wizardry
  66) Hornet's Nest
  67) Fire Resistance
  68) Stone
  69) Good Luck
  70) Flail
  71) Halberd
  72) Gauntlets
  73) Periapt
  74) Health
  75) Cursed
  76) Blessed
  77) Bundle of
  78) Ogre Power
  79) Girdle
  80) Giant Strength
  81) Mirror
  82) Necklace
  83) Dragon
  84) vs Giants
  85) vorpal
  86) cold resistance
  87) Diamond
  88) Lightning
  89) Fireballs
  90) of
  91) Vulnerability
  92) Speed
  93) Silver
  94) Extra
  95) Healing
  96) Charming
  97) Fear
  98) Magic Missiles
  99) Missiles
 100) 1 Spell
 101) 2 Spells
 102) 3 Spells
 103) Paralyzation
 104) Invisibility
 105) Cute Yellow Canary
 106) AC 10
 107) AC 6
 108) AC 4
 109) AC 3
 110) AC 2
 111) +1
 112) +2
 113) +3
 114) +4
 115) +5
 116) -1
 117) -2
 118) -3
 119) Electric Immunity
 120) Gaze Resistance
 121) Spiritual
 122) Gem
 123) Jewelry
 124) blinking
 125) from evil

Bytes 4 and 5:  Encumbrance of item in coins (where 10 coins =
one pound)

Bytes 6 and 7:  Price of item in PP

Byte 8:  Magic Bonus of Item

Byte 9:  Secondary Code:
        Equals byte 8 for protective items other than armor and 
        bracers.
        Equals 1 for magic rings other than rings of protection.
        Equals 1 for scroll of prot. from dragons.

Byte 10:  Indicates whether or not item is ready

Byte 11:  Indicates whether or not item has been identified
(value is zero for identified item)

Byte 12:  Set to 1 if item is cursed (cannot be unreadied once
readied)

Byte 13:  Number of items in "regular" bundle (0 = cannot be joined)

Bytes 14-16 (Scrolls):  Codes for spells contained on scroll

Byte 14:  Number of charges (0 = permanent item)

Byte 15:  Code for magical effect:  See byte 16 for interpretation.

Byte 16:  Special Code
                          0 = Byte 15 is spell code
                        128 = Byte 15 is special ability code
                        129 = Item is Ring of Wizardry
                                (byte 15 = 0)
                        131 = Item is Gauntlets of Ogre Power
                                (byte 15 = 0)
                        133 = Item is Girdle of Giant Strength
                                (byte 15 = 5)

Byte 17:  Always set to zero
The file "items.dat" contains 128 records numbered from 0 to 127. There are many records that are not referenced from the "item.dat" file; it appears (although I cannot be certain of this) that these records are not used. If so, they may be usable for expansions to possible items. The known records are allocated as follows:
  0 = No Item
  1 = Battle Axe
  2 = Hand Axe
  3 = Club
  4 = Dagger
  5 = Dart(s)
  6 = Hammer
  7 = Javelin(s)
  8 = Mace
  9 = Morning Star
 10 = Military Pick
 11 = Awl Pike
 12 = Bolt(s)
 13 = Scimitar
 14 = Spear
 15 = Quarter Staff
 16 = Bastard Sword
 17 = Broad Sword
 18 = Long Sword
 19 = Short Sword
 20 = Two Handed Sword
 21 = Trident
 22 = Composite Long Bow
 23 = Composite Short Bow
 24 = Long Bow
 25 = Short Bow
 26 = Fine Long Bow
 27 = Light Crossbow
 28 = Sling
 29 = Staff Sling
 30 = Arrow(s)
 31 = Leather Armor
 32 = Ring Mail
 33 = Scale Mail
 34 = Chain Mail
 35 = Banded Mail
 36 = Plate Mail
 37 = Shield (including silver shield)
 38 = Scroll of Protection
 39 = Scroll of Mage Spells
 40 = Scroll of Cleric Spells
 41 = Helm
 42 = Belt
 43 = Robe
 44 = Cloak
 45 = Boots
 46 = Misc. Ring
 47 = Special Item
 48 = Mirror
 50 = Bracers
 51 = Wand
 58 = Cloak of Displacement
 59 = Ring of Protection
 61 = Elfin Chain
 62 = Drow Chain
 63 = Drow Long Sword
 65 = Ring of Wizardry
 66 = Dart of Hornet's Nest
 70 = Flail
 71 = Halberd
 72 = Gauntlets
 74 = Blessed Bolts
 75 = Cloak of Protection
105 = Vorpal Long Sword
Numbering each byte from 0 to 15, each record is interpreted as follows:
Byte 0:  Location where item is to be carried:                              
         0 = Weapon Hand
         1 = Shield Hand
         2 = Body (Armor)
         3 = Hands (Gauntlets)
         4 = Head (Helm)
         5 = Waist (Belt)
         6 = Body (Robe)
         7 = Back (Cloak)
         8 = Feet (Boots)
         9 = Fingers (Ring)
        10 = Ammo Quiver

        For scrolls, the value is interpreted as follows:
        10 = Protection
        11 = Mage
        12 = Cleric

Byte 1 = Hands required to use

Byte 2 = Number of Damage Dice vs. size L

Byte 3 = Type of Damage Dice vs. size L

Byte 4 = Damage Bonus vs. size L

Byte 5 = Rate of Fire per two rounds (if ROF = 1, value is 2 for one-
handed weapon and 1 for two-handed weapon)

Byte 6 = Protection Value
        Value = 188 - Base AC for Armor and Bracers
        Value = AC Bonus - 128 for other protective gear
        Value = 0 for non-protective items

Byte 7: 
                  0 = Not a Weapon
                  1 = Cutting Weapon
                128 = Blunt Weapon

Byte 8 = Melee Class
          0 = Item usable in melee
        128 = Item not usable in melee
        This byte appears to be meaningless for protective items.

Bytes 9-11:  As bytes 2-4 but vs. size S-M

Byte 12:  Range of item

Byte 13:  As offset 183 in .cch file, with one bit set per class that
can use this item.  

Byte 14:  Missile Type:
          0 = Not a Weapon
          4 = Hand Held Weapon, Cannot be Thrown
         10 = Sling Weapon (requires no ammo)
         11 = Bow (requires Arrow)
         15 = Fine Bow
         18 = Ammo (Arrow or Bolt)
         20 = Hand Held Weapon, Can be Thrown
         26 = Thrown Weapon
        138 = Crossbow (requires Bolt)

Byte 15:  Set to zero
Changes to this file must be carefully considered, as they could have severe effects on characters transferred between adventures. However, this would be the place to correct the damage of a weapon or the availability of certains items to certain classes (for example, permitting Rangers to wear leather armor and Thieves to use vorpal swords).

Special Ability Codes

The following list of codes is incomplete. Please let me know if you discover any of the missing codes. I will provide updates as needed.
Code            Effect

  0             No Effect
  1             (Blessed)
  2-4           ???
  5             (Detecting Magic)           
  6             Immune to Electricity             
  7             Gnome THAC0
  8             Protection from Evil
  9             Protection from Good
 10             (Resistant to Cold)
 11             ???
 12             (Enlarged)
 13             (Barkskin)
 14             (Friendly)
 15             ???
 16             (Reading Magic)
 17             (Shielded)
 18             Half-Elf MR
 19             (Finding Traps)
 20             (Resistant to Fire)
 21-22          ???
 23             (Has Spiritual Hammer)
 24             See Invisible
 25             Invisible
 26             Dwarf THAC0
 27             ???
 28             (Mirror Image)
 29-35          ???
 36             (Vulnerable, as per Ring)
 37             Blinking
 38             (Strong)
 39             (Hasted)
 40             Rakshasa MR
 41             Protected from Normal Missiles
 42-44          ???
 45             Protection vs. Evil 10'
 46             Protection vs. Good 10'
 47             Dwarf AC Bonus
 48             Gnome AC Bonus
 49             (Praying)
 50-55          ???
 56             (Wearing Ring of Invisibility)
 57             ???
 58             Petrifying Gaze
 59             Reflectable Gaze
 60             +3 or better weapon to hit
 61             (Resistant to Fire)
 62             (Regenerates 1 hp per hour)
 63             ???
 64             Lethal Poison
 65             Petrify Attack
 66             Half Damage from Cutting Weapons
 67             Half Damage from Blunt Weapons
 68             ???
 69             (Invisible to Animals)
 70             Umber Hulk Gaze
 71             ???
 72             Mirror Readied
 73             Immune to Dragon Breath
 74             (Wearing Boots of Speed)
 75             (Extra Damage vs. Giants)
 76             Immune to Disease
 77             ???
 78             (Wearing Stone of Good Luck)
 79             Iron Golem MR
 80             Half Damage from Weapon of +2 or less
 81             Half Damage from Weapon of +3 or less
 82             Slain by Blessed Bolts
 83             ???
 84             Dragon Fire Breath
 85             Dragon Cold Breath
 86             Phase Spider Poison
 87             ???
 88             Paralyzing Attack
 89             Wearing Cloak of Displacement
 90             Dragon Poison Breath
 91             Dragon Lightning Breath
 92             Immune to Fear
 93             Immune to Fire
 94             ???
 95             Elf MR
 96             Dragon Acid Breath
 97             Short Guy MR
 98             Immune to Cold
 99             Random Bonus Attacks
100             Dragon Fear Attack
101             Drain 1 Level
102             Drain 2 Level2
103             +1 or better weapon to hit
104             +4d6 fire damage
105             Ranger Damage Bonus
106-107         ???
108             +2d6 fire damage
109-113         ???
114             Paralyzing Gaze
115             (Vorpal)
116             Marilith Attack
117             Beholder Attack
118             ???
119             (Protected from Fire)
120-121         ???
122             Iron Skin
123             ???
124             Charm Gaze
125             +2 or better weapon to hit
126             Protected vs. Gaze Attack
127-131         ???
132             Paralyze on Hit
133-136         ???
137             Carrion Stench
138-140         ???
141             Immune to Sleep/Charm
142             ???
143             Immune to Poison/Paralysis
144-157         ???
158             Immune to Paralysis
159-167         ???
168             Vulnerable to Fire
169             Half Damage from Magic Weapons
170             Inflicts Mummy Disease
171             Mummy Fear Aura
172             ???
173             Grows from Electricity
174             Resistant to Fire/Cold
175             Half Damage from All Weapons
176             Shambling Mound Engulf
177-185         ???
186             Black Pudding Attack
187-192         ???
193             Immune to All Weapons
194             ???
195             Gorgon Attack
196-215         ???
216             Troll Get Up
217             Troll Regeneration
218             ???
219             Efreet Fire Resistance
220             Owl Bear Hug
221-222         ???
223             Hell Hound Breath
224             Ghoul Paralysis Attack

The Mage's Spellbook

The following spell codes should be of use to anyone working on a character editor. Because the UA program automatically adjusts the spell books of all classes except Magic-Users, other spells are of interest only to those working on item editors. Special spells have names that duplicate existing Cleric and Mage spells but actually appear to be the effects behind certain magic items. All spells listed are Mage spells unless specifically designated with a C (for Cleric) or D (for Druid).
Code    Spell

  1     C: Bless
  2     C: Curse
  3     C: Cure Light Wounds
  4     C: Cause Light Wounds
  5     C: Detect Magic
  6     C: Protection from Evil
  7     C: Protection from Good
  8     Resist Cold  
  9     Burning Hands
 10     Charm Person
 11     Detect Magic
 12     Enlarge
 13     Reduce
 14     Friends
 15     Magic Missile
 16     Prot. vs. Evil
 17     Prot. vs. Good
 18     Read Magic
 19     Shield
 20     Shocking Grasp
 21     Sleep
 22     C: Find Traps
 23     C: Hold Person
 24     C: Resist Fire
 25     C: Silence 15' Radius
 26     C: Slow Poison
 27     C: Snake Charm
 28     C: Spiritual Hammer
 29     Detect Invisibility
 30     Invisibility
 31     Knock
 32     Mirror Image
 33     Ray of Enfeeblement
 34     Stinking Cloud
 35     Strength
 36     C: Heal 
 37     C: Cure Blindness
 38     C: Cause Blindness
 39     C: Cure Disease
 40     C: Cause Disease
 41     C: Dispel Magic
 42     C: Prayer
 43     C: Remove Curse
 44     C: Bestow Curse
 45     Blink
 46     Dispel Magic
 47     Fireball
 48     Haste
 49     Hold Person
 50     Invisibility 10' Radius
 51     Lightning Bolt
 52     Protection vs. Evil 10' Radius
 53     Protection vs. Good 10' Radius
 54     Protection vs. Normal Missiles
 55     Slow
 56     C: Harm
 57     (Potion of Speed)
 58     C: Cure Serious Wounds
 59     (Potion of Giant Strength)
 60     (Javelin of Lightning)
 61     (Wand of Paralyzation)
 62     (Potion of Healing)
 63     (Elixir of Youth)
 64     (Necklace of Missiles)
 65     (Wand of Magic Missiles)
 66     C: Cause Serious Wounds
 67     C: Neutralize Poison
 68     C: Poison
 69     C: Protection from Evil 10' Radius
 70     C: Sticks to Snakes
 71     C: Cure Critical Wounds
 72     C: Cause Critical Wounds
 73     C: Dispel Evil
 74     C: Flame Strike
 75     C: Raise Dead
 76     C: Slay Living
 77     D: Detect Magic
 78     D: Entangle
 79     D: Faerie Fire
 80     D: Invisibility to Animals
 81     Charm Monsters
 82     Confusion
 83     Dimension Door
 84     Fear
 85     Fire Shield
 86     Fumble
 87     Ice Storm
 88     Minor Globe of Invulnerability
 89     Remove Curse
 90     Barkskin
 91     Cloudkill
 92     Cone of Cold
 93     Feeblemind
 94     Hold Monsters
 95     (Scroll of Protection from Dragons)
 96     D: Charm Person or Mammal
 97     (Potion of Invisibility)
 98     D: Cure Light Wounds
 99     (Potion of Extra Healing)
100     Bestow Curse
101     C: Blade Barrier 
102     C: Restoration
103     C: Energy Drain
104     C: Destruction
105     C: Resurrection
106     D: Cure Disease
107     D: Neutralize Poison
108     D: Hold Animal
109     D: Protection from Fire
110     Death Spell
111     Disintegrate
112     Globe of Invulnerability
113     Stone to Flesh
114     Power Word Stun
115     Delayed Blast Fireball
116     Mass Invisibility
117     Power Word Stun
118     Fire Touch
119     Iron Skin
120     Mass Charm
121     Otto's Irresistible Dance
122     Mind Blank
123     Power Word Blind
124     Meteor Swarm
125     Power Word Kill
126     Monster Summoning

News

The Editors

In the past few weeks tremendous work has been done with the various UA editors and more are coming! Since the last update much has changed, and so, without further ado, here's the low-down:

*Shadowmaster has completed the beta-version of the item editor. Hopefully, it will be uploaded shortly after the release of this NL. With this add-on it is possible to create new items for use by both the party and monsters. Changing the damage, name, special abilities (i.e. - Dragonbreath, Lightning, etc.) and class-restrictions are all possible. For instance, a magic-user can now use a Long sword while a Fighter will be able to wield hideously powerful (and new) weapons.

Talireen has already uploaded a file containing eight new weapons and more will be coming shortly. However, there are several draw-backs to the editor, none of which are the fault of its creator. First, while new items can be created, the standard naming system must be used. Words in the game's vocabulary can be rearranged and mixed, but new names cannot be created (yet). Uzis, Hoopaks, and SCUD missiles are not possible, but Spiritual Armor, a Cursed Longsword, and a halbard of Magic Missiles is.

Secondly, the changes to the item files are permanent and systems-wide. So, if an editor is required for one module but not another, different versions of the files will have to be used. When using the editor, always remember to back-up the original item files or you'll have to re-install should you want to go back to the defaults.

With the items editor it is also possible to give the pc's some amazing abilities. For instance, with a sword of Dragonbreath, a char. will be able to breath fire - but only if set on 'Quick' mode. This could be very valuable in creating new character types like kender (see 'Character editor' info) who necessitate special abilities not normally available.

*I've also obtained a working character editor (stat) from Bart Jackson on the Internet. With this file, designers will be able to modify character attributes, racial modifiers, and more. Kaviyd has begun working on de-coding the information needed to create new classes (it seems that a Knight & monk will be possible), and this information will be employed in the actual d/l available version (again, thanks to Shadowmaster).

*John Kochmar is still working on the MAC/IBM converter, but it should be ready soon. He has also found the codes necessary to create a wall/backdrop editor. With this addition (not yet in actual development), a designer can import wall art to be used in playable modules. Importation will work similarly to the pic & icon process, but the information will be stored in the wall art file; so, as with the item editor, back-ups will be required.

Well, that's it for this month. But not to worry: with issue #6, I'll have the latest in high-tech add-ons for UA.

-CORIC-<C>


Ermac Red's 'Monster/Name Generator'

Included Tools:

NPC namer - Male & Female Characters with Middle name option. Keeps a record of all the names rolled until window is closed.

Monster Namer - Insane and Semi-Sane Modes. Keeps a record of all the names rolled until window is closed.

Random Monster Generator - Creates random monsters. Enough info to get a good idea of what the monster looks like and how it fights. Flexible output. Can be printed and Saved as compact MST files (less than 1000 bytes each).

Random NPC Generator - Creates the appearance, occupation, and equipment for extradiminsional humanoids. It saves or prints. Uses an NPC file format that is as compact as MST files.

On both Random Monster and NPC generators, you can input your own name for the creature, which will be saved and printed.

Features an easy-to-use interface, increased string tables (about 20-40% larger, dependant on which tool), printer support, saveable NPCs and Monsters, small animation in and about box, text sensitive help and the original Program's strangeness.

Will Require VBRUN200 and a VBX file (which will be included) an undetermined registry fee. (The) source will be sold for yet undetermined price. Registry gets free updates.

-Ermac Red


'The Dungeon'

Heralding the arrival of a new column...

Greetings, one and all! I am here to introduce an idea for a new column to be featured in the UANL. Now, I can see that we have a number of people working on art, modules, and hacking away for more editors and crack codes. Those areas have been covered sufficiently. I'm offering a NEW forum to help those aspiring writers and module designers who could use a little help in some of the more underdeveloped areas; namely in the area of cartography.

Here's the idea: every issue we will include one or several maps of "generic" towns for designers to use in their mods., or however else they see fit. Now there are a number of ways we can go about executing this project.

OPTION 1:
All towns are fully developed and may include some mini-quests or adventures for the party to complete. You can always use the Utilities option to Clear Events Only and use the map itself, but we probably couldn't do any more than one or two of these every issue.
OPTION 2:
All towns are only semi-developed, using only shop and text events to provide details for some of the important town features while leaving room for the designer to develop his or her own quests and events to suit the module's needs. This will allow us to give you several nicely-developed maps that can be easily dropped into any adventure and leave room for the author to tailor it to the needs of his adventure.
OPTION 3:
All towns are made without inserting any events. This is relatively simple; a generic map and all you have to do is fill it in. We could probably come out with a new set, with thirty-six in each set, every issue. But our goal is to lighten the work of our fellow designers, and you can always erase the events of any map you don't like.
So I think we're going with OPTION 2: semi-developed towns. They won't appear until next issue, so if you think your town is worth letting everyone use, or if you'd like to be a part of the Town Construction Crew, give me a line. Actually, anyone can submit their towns.

Since this is a relatively new idea (the format hasn't been developed as of yet), you can E-mail me with any questions or suggestions you may have.

BTW, OPTION 1 sounds like another column altogether....maybe a mini-adventure column. E-mail me on this if you have ideas about that, too.

Enjoy the sun while you still can!!

Louminator
a.k.a. Aneroch@AOL


Tips

'Hard' Cash: the Use of Pearls

The Pearl Game

I recently learned about a new way to purchase items in the Neverwinter Realms (an AOL on-line game, based on the gold box's), the players can earn pearls by participating in neverwinter on-line events. They then can spend the pearls to purchase magic items not found in the game. I thought this as a novel and very inventive solution to the glut of jewels and gems that can be found through out the neverwinter realms. I immediately set to thinking on how I could migrate this novel idea into FRUA. Well, I had been working on another project (Inns in which the player could prepay, so the player could stay when he was poor & down and out, which by the way was going to be my submission for this issue.) I felt that that project could be easily applied to the new pearl project (easily, hah, boy was I in for a eye opener). So what follows is the concepts and ideas and sample code for the pearl game. This is going to be lengthy and somewhat in-depth: in my mod game the main pearl area needed seven rooms and took up one level and 100 events. The code here won't be as lengthy as my original - I was doing some really wild things.

The whole idea is to make pearls a rare prize to be spent on those things which are not run-of-the-mill magic items. I come from the old school where the following are considered rare and far and few between: +3 weapons or armor, magic rings, gauntlets or girdles, and wands. Heck, +2 items are even coveted by the guys I play with. (but I digress :)

Anyways, it is just to easy to set up a shop and sell magic items. The player can easily get the cash and he loses that whole feeling that the item was earned. The pearls re-instate that 'earned' feeling. The player goes, "oooo..., I only need 5 more and I get that +3 shield". I think you get the idea.

Let's roll up our sleeves and get started. First off, we will need to reserve 3 quests for the pearl game. I used quest 3, 4, and 5 in my mod.

Quest 3: this quest holds the number of pearls in the player's pouch.

Quest 4: this is a hold box, that is used when purchasing an item.

*Quest 5: this tells us what shop the player is in.

* The buying of items takes so many events that I decided it would be much more beneficial to put the pearl shop on one dungeon level all by it self.

Okay, now that we know what quest values need to be reserved, we can get into the meat of it. In my mod, I give pearls to the player for completion of quests. I usually give one to ten pearls, based on the complexity of the task performed. I also give out pearls in random combats; here the number of pearls given is usually from one to three pearls (a reward yet it isn't excessive). It is easy to give the pearls to the player. We only need a UTILITY and TEXT event linked together.

Note: usually when you choose a new event, the editor starts you on the second page.

 UTILITY: 2ND page
   first box: # of pearls to give
    operation: add to
        item: Quest 3
The TEXT event should be chained on the first page of the utility event.
    TEXT: (here we just tell the player how many pearls
    we are giving him, along with some neat artwork,
    and perhaps a few exciting sounds).
"POOF", the player now has two pearls which he can spend on some neat magic. An important note here is that we are unable to tell the player how many pearls he has. He must keep track of them by hand, if he wants to know how many he is carrying. The computer knows, but has no way of telling him how many the player has in his pouch.

All right, now that the player has some pearls, let's go shopping. We first need to set up a shop (or at least what appears to be a shop; in truth it is just a store-front with a UTILITY event and a TRANSFER event. I am unable to proceed further without first drawing a blueprint of the levels we will be working with.

Dungeon level where the storefront is located.
     0.  This is the street    
 ___
| 2 |       1.  Place the UTILITY event here.       
|_ _|           
| 1 |       2.  Place the TRANSFER event here. 
|_ _|           
| 0 |                
|   |       This is the UTILITY located in room 1.

  UTILITY: 2nd page
   1st box: #of the store the player is in
       Operation: store in
     item: Quest 5
  
     This is the TRANSFER located in room 2.

  TRANSFER: 2nd page
    Do not use artwork.
    Turn off the question button.
    Select the ATTEMPTS TO ENTER

     3rd page
    Select the dungeon level where you will put the pearl room.
    The teleport location will be in one of the rooms labeled '4' 
    below. The room depends on which direction the player is 
    coming from.

----------------------------------------------------------------------------

Dungeon level where the pearl room is located:    
   The pearl room should be all by itself on this level. 
   You will need the event space to do transactions.
      ___
     | 3 |
     |_ _|
     | 4 |
     |_ _|
     | 5 |
____________|_ _|___________
| 3   4   5   6   5   4   3 |      
|___|___|___|_ _|___|___|___|
     | 5 |
     |_ _|
     | 4 |
     |_ _|
     | 3 |
     |___|

     3.  This room will transfer the player back to room 1.
  
     4.  This room contains no events. This is where the
  player is transported to from a room 2.

     5.  This room is an error check on the pearls the player
  is carrying.
     
     6.  This is the actual shop where the purchase will be made

ROOM 3            
 QUEST STAGE event
  page 2
   select AUTOMATIC (NO QUESTIONS)
   which quest: QUEST 5
         stage: store # + 1
         (Take the number we stored
          in quest 5 in room 1 and
          add one to it. That is
          the number entered in for
          stage)

  page 3
   chain accept:UTILITIES
 
   Note: We are checking to see where
         we need to send the player to
         by checking QUEST 5.
         We can check to see if we need to
         send the player to another area
         by going to page one and chaining
         to another QUEST STAGE. We could
         then go to page one of that 
         QUEST STAGE and chain to another
         QUEST STAGE. We can do this again
         and again.
 ------------------------------------------------
 UTILITIES from chain accept
        page 2
   1 is SUBTRACTED FROM
   item/quest:QUEST 5
        page 1
   chain event:TRANSFER
 
   Note: We are subtracting one from QUEST 5 
         because the preceding QUEST STAGE
         adds one to QUEST 5 by being true.
         In other words, QUEST 5 is incremented
         by one or becomes equal to the stage
         number entered. We subtract one
         so we don't send the player to the
         wrong store if he turns around and
         re-enters room 2. Even though we
         transfer him to room with the 
         UTILITY event, the utility
         event doesn't happen because the
         computer doesn't check to see
         if there is an event in the spot 
         we send the player to when we use the 
         TRANSFER event. NOTE: it does check
         when we use teleport. But teleport
         can't be used when switching between
         different dungeon levels.
         
 -----------------------------------------------
 TRANSFER from chain event
        page 2
   no text
   no ask
        page 3 
   transfer the player back to 
   room 1 on the level with
   storefront.
--------------------------------------------------------
ROOM 4
 This room contains no events.
_______________________________________________________
ROOM 5
 UTILITIES event
  page 2
   254 is STORED IN
   QUEST 3
  page 1
   event happens if: QUEST COMPLETE
        item: QUEST 3
   chain: IF EVENT DOESN'T HAPPEN
   chain event:UTILITIES
 
   Note: We are error checking to make 
         sure that the value in QUEST 3
         doesn't equal 255. If it does
         Room 6 will not work.
 -----------------------------------------------
 UTILITIES from chain event
  page 2
   127 is STORED IN
   QUEST 3
  page 1
   event happens if: QUEST FAILED
        item: QUEST 3

   Note: We are again error checking to
         make sure that the value in
         QUEST 3 doesn't equal 128. If
         it does Room 6 will not work.
------------------------------------------------------
ROOM 6
 TEXT STATEMENT
  page 2
   Explain to the player that the
   ADD button is used to transfer
   one pearl from his pouch to
   a pile we will call the buy pile.
   The buy pile is used to make
   purchases from the store.
   The SUBTRACT button is used to
   transfer one pearl back to the
   player's pouch.
  page 1
   chain event: QUESTION BUTTON
 
   Note: Brief note concerning the buttons.
         We will only check to see if the
         player has the right amount of
         pearls in the buy pile when he
         is adding them. The reason for this
         is that we would have to use events
         to check when subtracting, thus
         using twice as many events and
         the events will prove to be
         very precious indeed.
 -----------------------------------------------
 QUESTION BUTTON from the chain event
  page 2
   Select artwork appropriate.
   Do not put any text.

   Button 1
    Label:ADD
    Chain event:CHAIN
    MARK Return to question event

   Button 2
    Label:SUBTRACT
    Chain event:CHAIN
    MARK Return to question event
   
   Button 3
    Label:LEAVE
    Chain event:CHAIN
    MARK Return to question event

   Note: The reason we don't place any text here
         is because it takes to long to print text
         and check to see which button pressed.
         I have a 386 and found that without text
         the check moves very quickly and doesn't
         take long. The player can quickly move
         the pearls one by one until he has an
         appropriate amount to make a purchase.
 -------------------------------------------------------
 CHAIN from chain event on button 1
  page 2
   chain to: UTILITIES
  page 1
   event happens if: QUEST IN PROGRESS
        item: QUEST 3
       chain: ALWAYS
        chain event: TEXT STATEMENT
 ------------------------------------------------------
 TEXT STATEMENT from chain event
  page 2
   quickly explain that the player
   has no pearls left to transfer
   to the buy pile.
 ------------------------------------------------------
 UTILITIES from chain to page 2 of chain
  page 2
   1 is ADDED TO
   QUEST 4
  page 1
   chain event: UTILITIES
 ------------------------------------------------------
 UTILITIES from chain event
  page 2
   1 is SUBTRACTED FROM
   QUEST 3
  page 1
   chain event: QUEST STAGE

   Note: What we have done in the above two
         utility operations is simply transfer 
         one pearl from the pouch (QUEST 3) to 
         the buy pile (QUEST 4).
 -----------------------------------------------------
 QUEST STAGE from chain event
  page 2
   (YES)AUTOMATIC
   which quest: QUEST 5
         stage: the store number plus 1
  page 3
   on accept: UTILITIES
  page 1
   chain event: see editor's note

   Note: This is just like the QUEST STAGE
         in room 3. Please refer to the
         editor's note for the QUEST STAGE
         there.
 ----------------------------------------------------
 UTILITIES from on accept
  page 2
   1 is SUBTRACTED FROM
   QUEST 5
  page 1
   chain event: QUEST STAGE
 ---------------------------------------------------
 QUEST STAGE from chain event
  page 2
   Tell the player what he can purchase
   and ask him if he wants it.

   ACCEPT on YES

   Which quest: QUEST 4
         Stage: *

   * This where we place the cost of the item
     in pearls. The number we put in this slot 
     is number of pearls needed plus one.
  page 3
   chain accept:UTILITIES
  page 1
   chain event: see editor's note
   Note:  Again like the previous QUEST STAGE we
   can link to another QUEST STAGE to check
   and see if the player has enough to purchase
   a different item. Refer back to the previous
   QUEST STAGE editor's note where I referred
   you to another note. I think you will
   quickly see the pattern here.
 -----------------------------------------------------------
 UTILITIES from chain accept
  page 2
   * is SUBTRACTED FROM
   QUEST 4
  * this is the number we used in the preceding
    QUEST STAGE. We are debting the cost from
    the player's buy pile.

  page 1
   chain event: GIVE TREASURE
 -----------------------------------------------------------
 GIVE TREASURE from chain event
  page 2
   select the item the player bought.

   be sure and
    MARK items identified
   the player bought it he ought to
   know what it is.
  page 1
   Remember to
    UNMARK do event only once

   Note:  I thought about placing a free shop
   here where the only thing the player
   could buy would be the item he had the
   pearls for. But, then he could just
   sit there and buy a zillion of them.
 -----------------------------------------------------------
 CHAIN event from button 2 back at QUESTION BUTTON event
  page 2
   chain to: UTILITIES
  page 1
   event happens if: QUEST IN PROGRESS
   item:QUEST 4
   chain: IF EVENT DOESN'T HAPPEN
   chain event: TEXT STATEMENT
 ----------------------------------------------------------
 TEXT STATEMENT from chain event
  page 2
   Quickly explain to the player that
   he has 0 pearls left in the buy pile.
 ---------------------------------------------------------
 UTILITIES from chain to in CHAIN event
  page 2
   1 is SUBTRACTED FROM
   QUEST 4
  page 1
   chain event: UTILITIES
 ---------------------------------------------------------
 UTILITIES from chain event
  page 2
   1 is ADDED  TO
   QUEST 3

   Note: Real quick, we have transferred one  pearl
         from the buy pile (QUEST 4) back to the 
         player's pouch (QUEST 3).
 --------------------------------------------------------
 CHAIN from button 3 back at QUESTION BUTTON event
  page 2
   chain to: TEXT EVENT
  page 1:
   event happens if:QUEST IN PROGRESS
        item:QUEST 4
   chain: IF EVENT DOESN'T HAPPEN
   chain event:TEXT STATEMENT
 --------------------------------------------------------
 TEXT STATEMENT from chain to page 2 of CHAIN
  page 2
   Explain to the player he is
   trying to leave the room and
   leave some pearls behind in
   the buy pile (QUEST 4)
  page 1
   chain event: QUESTION YES/NO
 -------------------------------------------------------
 QUESTION YES/NO from chain event
  page 2
   ask if he really wants to leave them
   behind.
  page 3
   Tell the player thanks for the free
   pearls.
   chain to: UTILITIES
  page 4
   Say, yeah I didn't think you meant
   to leave them behind.
 ------------------------------------------------------
 UTILITIES from chain to
  page 2
   0 is STORED IN
   QUEST 4
  page 1
   chain event: TEXT STATEMENT
 -----------------------------------------------------
 TEXT STATEMENT from chain event
  page 2
   MARK back up one step when done
   tell the player bye.
 -----------------------------------------------------
 TEXT STATEMENT from chain event from 
         CHAIN event from button 2 
         back at QUESTION BUTTON event
  page 2
   MARK back up one step when done
   tell the player bye.
------------------------------------------------------------------
Well, there it is. You now have a new form of currency and a way for the player to spend it. You can sell those rare items without fear that the player is carrying a million jewels and buy one for each player. I have been testing this for a couple of days and have yet to experience a problem that I haven't fixed by rehashing the events. At first, I forgot about error trapping. I took care of this problem with room 5. A friendly note, don't forget to UMARK the do only once on the GIVE TREASURE event. That can be alot to wade though if you are absent minded. I hope you found this to be educational and enlightening. If you run into a problem I have yet to encounter, please feel free to EMAIL me.

Shadowmaster
SHDWMSTR03 on AOL
SHDWMSTR03@aol.com


WANTED section

This is the first run of the Wanted Section. I did not explain it as well as I should have last issue, so, if nothing else, this'll give you an idea of what to expect. Unless I get more requests by the next issue, however, this area will be scrapped (so get those ads in!). I know it seems self-serving that it was mostly editors who contributed to this section, but they're the only ones who submitted. :>

Besides requests, I'd like to have 'advertisments' for upcoming art & modules. Let's face it: everyone can use a little exposure!

Elisstar - wants some good drawings of Darkelves, smallpics and bigpics (I like to do icons myself).

Kaviyd - I would like to see some normal sized (1x1) icons for Gnolls, Giant Rats, and other creatures that are either close to human sized (like the Gnoll) or significantly smaller (like the Giant Rat). A smaller Gnoll is required if we are to use them as player characters, while a smaller Giant Rat is desirable primarily for rules accuracy (they should take damage as size S, not size L; besides, they can swarm more effectively if they are smaller).

Nyx N1ghts - I need a red headed vampiress, sufficently beautiful, looking insane. No blood involved tho ;> I also need a black haired vampiress in a white gown, no blood involved. I need a big pic of a black haired male vampire, preferably in some sort of liesurely white top and black pants.

GreggY1 - I am looking for the older SSI AD&D games for a MAC. I have UA, Dark Queen of Krynn, Curse of the Azure Bonds and Pools of Radience. I need Dark Sun (think they never came out with this one), Secret of the Silver Blades and Pools of Darkness.

Pindar - I am currently working on a Ravenloft adv. I need:
Strahd Von Zarovich---pic and icon
Azalin---pic

EKSTRA - If y'all REALLY need art files, I've got about six Megs worth that I personally captured out of other progs, like Buck Rogers, The Secret of Monkey Island 1 and 2, Indiana Jones/Last Crusade, etc. All are very high quality, and I am using most of them in an adventure that will be done sometime after right now and before we colonize Mars. :)


Staff & Notes

The UANL Staffbox

*Editorial staff:   
Editor-in-chief: Coric
Editor (MAC platform): KevinB13
Assistant Editor: Kaviyd
Assistant Editor: Shdwmstr03  

*Columnists:
Reviews & Previews: Nyx N1ght, Nyx N1ghts
Art: Dika Wolf
Beginner's Corner: Elisstar
'The Dungeon': Aneroch

*Correspondent:
Ermac Red
##New staffer! It seems that every issue we add another editor or two, and this month is no exception. Aneroch, aka Louminator, has returned to the UA area with a vengeance. He's signed up to edit & create short adventures and maps for the NL (see attached article). You've probably seen his work somewhere before: many of the older art uploads bear the signature of Louminator - and he's got some great new art coming soon as well!

Coming next issue, AlexDK will join us as an Assistant Editor. Another veteran UA'er, he has racked up more uploads than I can think of. Not only that, but Alex will proof the NL to make our writing tighter and more precise... it's looking good :>


Editor's Notes

Last month I commented upon the explosive growth that we've enjoyed as of late. More art (much of which was done by MWillett and RWBarfoot) and modules have been uploaded in the past few months than ever before. Moreover, there are about a half-dozen editors/hacks floating around in my hd just waiting for their creators to finish and upload. Hopefully we'll be able to expand the basic UA engine to incorporate sf (science fiction) elements into modules in the near future. Of course, the general Fantasy settings will only be aided by the editors. Many of the most eagerly awaited modules are nearing completion and should be up very soon.

What I'm getting at is this: UA is changing so fast that even we are having trouble keeping up with it all! I *really* need more information about any upcoming modules, art, add-ons, etc. that you've got out there. While I know of many modules in development, there are many more that I don't. As I've said in nearly every issue, this is your NL and it won't work without your input. :>

Now for the bad news: I haven't got enough Wanted Ads to make the section worth-while yet. These ads are *free* and certainly can't hurt. So if you really need that piece of art or that map, send your request to "Coric" and I'll get 'em in the NL.

The MAC version of the UANL should be ready soon, but due to software-conflicts, I cannot give an exact date.

The next few issues will have more extras than ever before. Nyx and I are working on a Rogues Gallery of NPC's (again, submissions are welcome :); Elisstar will have a short module ready; and Aneroch is readying his 'Dungeon' section.

Until next time,

-CORIC-<C>


General Notes

To run the NL, simply type "UANL5" at the dos prompt. Some programs can interfere with the color pallete of the program, making it black-and-white. To avoid this, simply re-boot your machine before loading the NL.

I forgot to include the save files for Nyx Night's demo in #4; they are included in this issue. Copy the .CSV & .DAT files to the subdirectory (assuming that you're using the defaults) "C:\FRUA\AMENDS.DSN\SAVE". Once in UA, simply choose 'play game' and then load game 'A'.

Two of the art files in this issue, Figure1.pcx and Figure2.pcx, should be viewed with a paint progam, but they CAN be imported to UA as well.

*I've also decided to include the 'combat icon of the month' in each and every issue of the NewsLetter (Pics are take up too much room). They're all available on AOL already and you may or may not have seen them. However, I think that the icons chosen for this section deserve a bit more attention.

-ICON OF THE MONTH: 'Deep Dragon', by Louminator. This pic. is one of the best that I've ever seen - the color is great, the shading is unbelievable, and the overall pose is much better than the standard dragons. Unlike most of the other dragon icons uploaded, this one is completely original - it is not a modified default pic. Congrats, Aneroch (and welcome back)!

c_deepdr.pcx

-CORIC-<C>


HTML last updated: Jun 25, 1995