Trial Trigger Setting

Creating Trial Triggers
This is a guide to event masters with powers to set, edit, and create trial triggers, Triggers are one of the many elements of the trial systems, they are squares zones that can perform rp events, require players to do actions, deal damages, summon things, teach informations and more.

Initializing/Creation:
When creating a trial trigger (Create TTrigger command), you will be asked the information for its basic setting/initialization; wich will be:

Event Difficulty:
This is the first setting, its a value that defaults at 50 and defines the roll dice difficulty and weights at damage dealed, etc. Keep in mind that when multiple players helps in a trigger, the difficulty will decrease!

Size X/Y:
This will define the size in tiles of the trial trigger square zone, defaults at 3x3

Event Trigger Name:
This is very important, must be a unique name incase you want this trial to be controled or called by another trial step, defaults as Trial

Trial ID Req:
This will be the trial id (knowledge) required to trigger these events, defaults as Trial, keep in mind players always start with the trial id "Start", so if you want something everyone can trigger, use Start.

Req Type:
This will define how this event will interact with the players with or, without the trial id, for example, if its set to be "IF(normal)" it will start to players with that trial id; if its set to be "IfNot(opposite)" means the trigger will happen only to players without that trial id. Defaults as If(normal)

After creating the trigger, you will receive a message in your chat telling the location you created that trigger and its settings, you can then edit all of that later again with the Edit TTrigger command

Editing Trial Triggers
This is where the real event setting comes up, using this you will be able to define what happens when this trigger is activated; once you use the Edit TTrigger command it will ask if you want to edit its base status too, if so, it will let you change its settings as shown in the above topic.

Event Blocks


By default there are 2 event blocks, they are organized with ID (a number to locate the block in the event order) and its type; when clicking a event block it will let you pick between these options:

1-Change ID: You will change the ID number of that block, TIP: If you change the ID of a block, it will reset. Be careful with that! Always use sequential ID’s: 1, 2, 3, 4, 5… This will help you further.

2-Change Type: You will change the type of this event.

3-Edit Event: Will let you manipulate the settings and details of this event block.

Creating New Blocks:
Every time you change the type of the last Block from "Finish" it will create a new block of that type, If you ever fill the window with blocks, you can click that square button on the bottom of your screen to go to the next "Page". You are limited to 2 pages of blocks per event trigger!

Also important to know that FINISH and INTRO RP are considered to be the same type of blocks, only difference is that Finish will end the event, so calling a Intro RP ID 2, and having a Finish ID2, calls the FINISH.

Event Block Types and IDs:
You can change the Blocks typess to: Intro RP, Visual Effects, Summon, Deal Damage, Alert, Do RP, Test, Dice Test, Change Player, Finish. Keep in mind the trigger will always start with a INTRO RP of ID 1. The IDs are used to locate each of the events parts, of this trigger, you can have multiple endings, by creating many Finish blocks. Each block will call another block of a specific ID, and so on, untill the event finishes, Alerts and Dice tests for example can lead the event toward different blocks.

With that in mind remember to never have two blocks of the same ID and Type!

Intro RP:
When editing a block of Intro ID, you will be able to set its RP text, incase you want the event to mention the player's name, use ZSRC, these letters together will be replaced by the player name. As the name suggest Intro RP basically will be a RP posted to the players by the event

Delay: The wait in miliseconds to this RP to be posted and move on the event.

N.Act: The next “type” block will run after this RP intro finishes.

Next ID: The next ID of the block called after this intro RP finishes

The square in the lower part of this screen will return to the previous screen, letting you then create more blocks, make sure to create a new block with the type and id that you have created.

Visual Effect
Edit a Visual Effect Block will result in this window, to return to the main window click on the lower square in this screen. As the name suggest this type of block will cast some visual effects around the players involved in the event.

Types: Will set the type of visual effect that will be called in this block, being able to: Wind, Earthquake, Rain, Snow, Mist, Smog, Smoke, Thunder, Blue Thunder.

N.Act: The next “type” block will run after this Visual Effect finishes.

Next ID: The next ID of the block called after this Visual Effect finishes

Summon
Editing a Summon type block will result in this window, clicking the lower square in this screen will return to the main screen, This block is able to summon Trial Blocks and Pokémons, to specific locations or to relative locations based on the events positionings.

N.Actions: The next “type” block will run after this Summon.

Type: Will it summon a Pokemon or a Block? In this case Blocks are objects blocking the way that can be interacted with, like boulders and trees.

Summon ID: This is the ID/name of the Block/Pokemon that will be summoned for example "Charmander" to summon a charmander, depending on your Admin level, you will only be able to create triggers that summon pokémons you ICly know.

N.ID: The next ID of the block called after this Summon finishes.

X/Y: The position of the summoning, Incase relative to player, its the distance in x/y squares to the player, incase absolute, it will be related to the same map.

Level: Incase of Pokémon this will define the Pokémon level.

Amount: Amount of things to summon, in multiple cases it will randomize around the set location.

Loc.Type: Will define whats the reference of this summon, the event can summon on the same map as the event or player's map aswell.

Deal Damage:
Editing a deal damage page will result in this window, to return to the main window click on the gray square at the lower part of this screen, in this block the player will be dealed damages and status effects, keep in mind the difficulty of this trigger can affect the damage aswell! this will always call a Intro RP next!

Text: The text that will appear describing this damage.

Damage: The raw value of this damage.

N.ID: the ID of the next Intro RP to be caleld once the damage is dealed.

Type: The type of this damage, can be of Effects boosts and heals (shown by the effect name) and Damage (shown by type of the damage)

Alert:
Alert blocks will give the player a confirmation window with up to 3 choices, each leading the event to different directions, to return to the main screen click the lower gray box. If you don't want to use an option just leave it blank.

Question: The message shown in the alert window.

Answer1: The first option.

Answer2: The second option, leave blank to don't use it.

Answer3: The third option, leave blank to don't use it.

N.Act: The next block type to call upon picking the first option.

N.ID1: The next id of the block to call upon picking the first option.

N.Act2: The next block type to call upon picking the second option.

N.ID2: The next id of the block to call upon picking the second option.

N.Act3: The next block type to call upon picking the third option.

N.ID3: The next id of the block to call upon picking the third option.

Do RP:
Do RPs types of blocks will expect the player to write a roleplay of a specific lenght; the next block will always have the same ID as this one! to go back to main window click on the lower gray box;

MinRP: minimum amount of characters to expect from this RP.

N.Act: The type of the next event to be called, of the same ID.

Status Test:
Status test event blocks will check for conditions and send the event toward two different IDs of the specified type, click the lower gray box to return to main screen

MainStatus: The condition to test, being able to check if the player is controling a pokémon and its type, incase of real status check it will use the event difficulty as base.

N.Act: The type of the next event block to call;

Success NID: ID of the next event block to call incase the condition is true.

Fail NID: ID of the next event block to call incase the condition is false.

Dice Test


Dice Test blocks will test the player's luck, being possible to change the direction of the event based on d20 qualities or to modify the event's difficulty. This will always lead to a Intro RP of a specified ID, to go back to main screen click on the gray box at the lower part of this window.

Type: Multi-Actions will send the player to a Intro RP of the specified IDs depending on the dice roll, while Modify will change the difficulty.

N.Id Mod: If the type is modifier, it will start the Intro RP of the specified ID.

N.ID Quality: Will send the event to an Intro RP of the specified ID, depending on the dice roll.

Change Player
Change Player type of blocks will set the event as a multiplayer, and when the event reach this point, it will swap the player, or incasethe event ends, it will also change players based on its settings. To return to the main Menu press the gray square in the bottom of the window.

Next Actions: The type of the blocks to send the next players;

Min ID: Players in this event, that is under this numerical ID in event quewe will be taken as a next player;

N.Mind ID: The event will change to the next player based off the Min. ID and send them to the event of this specified ID.

N.ID: The player that already got here will be sent to this next ID once the event ends giving the turns to every players under the min.ID.

Finish
Finish type of blocks behaves exactly like a Intro RP, including as a call from other events, for example calling Intro RP ID 2, and having a Finish block of id 2, means that will be calling this finish. However a finish window have extra settings to give better variations to the end of an event.

RP Text: Is the RP text that will be posted, similar to INTRO RPs.

Delay: The delay before posting the RP in miliseconds.

New Trial: Gives this new trial ID to the player.

New Trial Desc: Will display this text upon obtaining the trial id.

Finish Type: Infinite will keep this event working, regardless of it being finished or not; Normal will deactivate the trigger once its finished, and Remove ID is infinite but will remove the specified ID in "New Trial" instead of giving it.

X/Y: Displace/teleport the player to these coords at the same map as this trigger, leave blank to no displacement.

Copying and Deleting Triggers
You can use previously made triggers as a base to create new ones by using the Copy TTrigger command, and you can also activate/deactivate old triggers with the toggle TTrigger and even delete them permanently!

Keep in mind the trigger system is one of the many tools to manipulate events and mechanics of the game, as an event master you should understand widely how to properly combine the triggers event blocks to make dynamics experiences and zones!