Zones
Zones are interactive areas in your World that help create dynamic experiences for Players. They act as triggers that can activate events, spawn Mooks, and control Helpers based on various conditions.
Creating Zones
Basic Setup:
Define the zone's radius and coordinates.
Choose whether to lock the zone to specific
Areas or
Points:
When a zone is locked, it will only activate when the Player is in the specified Area or Point.
Set movement control options (like halting Player movement on entry).
Zone Features
Events:
Create scripted sequences that trigger when Players enter the zone.
Create multi-step event progressions.
Disable
Helpers from being active during the event steps.
Mooks:
Spawn groups of
Mooks within the zone.
Set the Mooks as Avoidable for the Player to get a chance to avoid them (e.g.,
rolling for stealth).
Activation Controls:
Time-based windows (specific dates/times when zones are active).
Area-based restrictions (zones only active in specific locations).
Point-based positioning (zones tied to specific coordinates).
NPC presence requirements:
Can choose to teleport the NPC to the zone or require them to be in the zone for the zone to activate.
Only activates if the NPCs are alive and available.
Allow Repeat After (Days):
Allows the zone to repeat after a certain number of days have passed.
Set to 0 to disable (one-time only).
Zone Events in Detail
Events are scripted sequences that can be triggered when Players enter a zone. Each event can have multiple steps, with each step containing specific instructions, requirements, and actions.
Event Steps
Each event step consists of:
Instructions:
The main narrative content or description of what happens in this step.
Support for @tagging characters, locations (
areas and
points) as well as $tagging
items to provide context.
Tagged objects' information becomes available to the narrative AI during the event.
Important: Objects must be tagged to be referenced if not in the immediate vicinity.
Requirements:
Conditions that must be met before progressing to the next step.
Can include multiple requirements per step.
All requirements must be completed to advance.
Examples:
Player must talk to specific NPCs.
Items must be collected.
Constraints:
Special instructions for the AI about what to avoid.
Helps maintain story consistency.
Prevents spoiler reveals.
Controls information flow.
Example: “Don't reveal the character's true identity yet.”
Actions:
Automated commands that execute when a step completes.
Character Status Management:
`Set @[Character] Status To [Active/Deceased/Unavailable]`.
Movement Control:
`Move @[Target] to @[Area/Point/Character/Coordinates]`.
Helper Control:
You can disable individual
Helpers from being active during the event steps.
This is useful for disabling movement or new character spawns during the event steps.
Event Configuration
Time Windows: Set specific dates and times when the event can occur.
Required NPCs: Specify characters that must be present for the event to trigger.
Teleport Options: Automatically move required NPCs to the event location.
Repeat Settings: Configure how often the event can recur.