Subject: Next round of the FAQ
Date: Wed, 12 May 93 19:04:50 EDT
From: John Kochmar <kochmar@SEI.CMU.EDU>
Status: OR


There are so many new people on the list, I'm forwarding out the entire
list.  Sorry for the wasted bandwidth.

As before, updated areas are denoted with '*'.

John

P.S.    I intend to add a few more sections tomorrow, and post on
	Monday if at all possible.




		FAQ for Forgotten Realms Unlimited Adventures

Last Edited: 5/12/93

Note:	Items with new or corrected information are denoted with an "*"
	in front of the subject.

   0) What is UA, and why does this list exist?
   1) Is there a list of events?
   2) How do events and event chains work?
   3) What are quest items, keys, and special items for?
   4) How can I create an NPC?
   5) What drawing programs can I use with UA?
*  6) What games are available for UA?
*  7) What UA developers can I communicate with?
   8) Can I differentiate between combats the party has won and combats they
      ran away from?
   9) What cursed items exist?
  10) Can I create my own items?
  11) How can I make secret doors, 1 way doors, and simulate collapsing
      walls?
  12) The combat icons .PCX template is misaligned, is there a way to fix it?
  13) What additional art is available?
  14) What are in the mage and cleric scrolls listed in the scroll item list?
  15) What happens if I copy a simple monster into an NPC slot?

Misc:   Kudos to the following UA developers for providing information
	for most of the answers below.  This FAQ would not be as full if
	not for them:

		Mason Reed (jmr5125@tamaix.tamu.edu)
		Chet Tidwell (tidwell@susan.cs.andrews.edu)
		John Sandoval (sandoval@stsci.edu)
		Robert Trifts (E2KP@UNB.CA) 

	Also, to all who have read this FAQ and provided comments,
	corrections, and general advice, thanks!

	-- John Kochmar, 
	   current editor

---------------------------------------------------------------------------
Subject:	0) What is UA, and why does this list exist?

Forgotten Realms Unlimited Adventures (UA for short) is, for all
practical purposes, a dungeon builder and simulator.  It allows people
to build their own adventure game, and play it with characters that
they create, in a style taken from the AD&D gaming system.

Unfortunately, while the game itself is quite rich, the manual is more
of a tutorial than a reference manual.  Because of this, this FAQ was
created to store as many of the general questions as could be captured
about module building.  While all of the information in this FAQ could
be figured out given enough experimenting with the system, we hope the
FAQ will save people some time in creating games.

If you find any problems with this FAQ, or have something you think
should be added, please, Please, PLEASE, let us know.  Currently, John
Kochmar (kochmar@sei.cmu.edu) is maintaining the FAQ.  Forward any
comments on to him about it.

Also, if you currently own the system, drop us a line.  Kochmar is
keeping a list of players & developers, and as always, the more the
merrier.

---------------------------------------------------------------------------
Subject:	1) What are events, and is there a guide to them?

Understanding events and how to use them is crucial to designing a game
in Unlimited Adventures.  When you place an event, several pages of
choices are brought up.  All events have the same first page.  This
gives you control over:

	-whether an event happens only once or multiple times
	-when an event happens:
		-Always
		-If party does/doesn't have a special item (see SPECIAL
		 ITEM)
		-Daytime/Nighttime
		-Random Percent
		-Party is/isn't searching
		-Facing certain position (or combination there of)
		-Quest Completed/Failed/In Progress
		-Party is/isn't detecting traps
		-Party can/cannot see invisible
		-Specific race/class in party
	-Chain Control
		-When to chain:
			-always
			-if event happens
			-if event doesn't happen
		-List of events to go to next (See CHAIN)

The following is a list of the types of evens, with what can be found on
the pages of questions that come with each event.

ADD NPC
	-page 2:
		-graphics the player sees & their distance
		-text box
		-name of npc to add
		-percentage of max hitpoints

CAMP
	-page 2:
		-which camp picture to display
		-choice to back up when done (See CHAIN)
		-text box

CHAIN

	Chaining events allows several different events to follow in
	sequence.  This chain command allows more control of the
	trigger that starts a chain than in the typical page one chain
	by using the page one "when event happens"

	-page 2:
		-event to chain to

COMBAT
	-page 2:
		-graphics the play sees
		-text box
		-location of monsters relative to party
		-surprised (neither/party/monster)
		-choice for auto-approach
		-choice for combat being outdoors
	-page 3:
		-3 choices for monsters which include
			-type
			-number
	-page 4:
		-3 more choices, but with an option for them to
		 be friendly and fight with the party
	-page 5:
		-choice for no treasure from monsters
		-choice for party never dies
		-choice for magic doesn't work
		-monster moral percent
		-difficulty of turning
			-none(0)
			-harder(2)
			-difficult(10)
			-impossible(100)

COMBAT TREASURE
	-page 2:
		-amount of platinum
		-amount of gems
		-amount of jewelry
		-list of 8 items
		-choice for whether items are identified.
	-page 3:
		-note that combat treasure event must be chained
		 directly before the combat event in which the party
		 is to get the treasure.

DAMAGE
	-page 2: 
		-art the player sees, and the distance it is from party
		-text box
		-number of complete attacks
		-who is attacked
			-party
			-active player
			-one random party member
			-each on has a percent chance to get damage
	-page 3:
		-how many dice of how many sides plus _____ damage
		-saving throw/save for half/save for no damage/hits
		 based on THAC0
		-saving throw type
		-modifier to throw
		-THAC0 of attack

ENCOUNTER

	This is more like what happens when you meet monsters and do
	not go into combat right away.  What gets done depend on what
	you set the options for and where the chain choices go.

	-page 2:
		-graphics the player sees
		-text box
		-where monsters are relative to party
		-monster speed
		-chain choices for
			-combat
			-talk
			-escape
	-page 3:
		-approach
			-whether choice is available
			-whether it is allowed closeup
			-choosing it will
				-decrease range
				-combat chain, no surprise
				-combat chain, surprise if party is
				 slow.
				-combat chain, monsters surprised if
				 party is fast
				-talk chain
				-escape chain if party is fast
				-no effect
		-retreat
			-whether choice is available
			-choosing it will
				-same options
		-fight
			-whether choice is available
			-whether it will only be allowed closeup
			-choosing it will
				-same options
	-page 4:
		-wait
			-whether choice is available
			-choosing it will
				-same options
		-talk
			-whether choice is available
			-whether it will only be allowed closeup
			-choosing it will
				-same options
		-if range goes to zero
			-same options minus no effect and decreasing the
			 range

ENTER PASSWORD
	-page 2:
		-graphics the party sees
		-text box
		-password
		-number of tries
		-teleport destination (see TELEPORT)
		-whether to execute event at destination
	-page 3:
		-text for correctly entered password
		-after displaying text
			-chain
			-do nothing
			-teleport
			-back up one step in the chain
	-page 4:
		-same as page 3, but for incorrect password

GAIN EXPERIENCE
	-page 2:
		-sound
		-graphics the party sees
		-text box
		-who receives experience (party/active member)
		-amount

GIVE TREASURE

	This is the same as COMBAT TREASURE, but will work at any
	time.

GUIDED TOUR

	Note long guided tours can be accomplished by chaining several
	guided tours and using an option on the page two.  Note, guided
	tours do not work in overland.

	-page 2:
		-number of steps (max 24)
		-whether to use starting location
		-location to start, and facing
		-whether to execute event at destination
	-page 3:
		-first eight steps
			-forward/right/left/pause
	-page 4:
		-steps 9-16
	-page 5:
		-steps 17-24
	-page 6:
		-two text boxes
		-choices when to display text

NPC SAYS
	-page 2:
		-say if ________ is in party
		-graphics party sees (w/ distance)
		-sound
		-text box
		-whether return must be pressed
		-whether text is highlighted
	-page 3:
		-two more text boxes 
		-two more whether return must be pressed
		-two more whether text is highlighted
	-page 4:
		-same as page 3

PASS TIME
	
	I have used this event w/ zero time passing to help in chaining
	w/ multiple event triggers necessary to start the chain (for
	example: 50 percent chance if party is searching)

	-page 2:
		-text box
		-how much time passes

PICK ONE COMBAT

	This is the same as combat, except that the monster group is
	randomly chosen from one of the groups on pages 4 and 5.

QUEST STAGE

	Quests are useful and can often be used like an if/then
	statement.  Each quest (a total of 44) can have values between
	1 and 100.  These events should only happen if the quest is at
	a value (stage)-1 and will become (stage) when accepted.  This
	is useful when giving the party a choice.  You can also use
	utilities to directly manipulate quests.

	-page 2:
		-graphics the party sees
		-text box
		-accept quest on:
			-impossible
			-yes/no/both
			-impossible, no question
			-automatic, no question
		-whether quest is completed on acceptance
		-whether quest fails upon rejection
		-which quest
		-which stage
	-page 3:
		-chain for accepting
		-chain for rejection

QUESTION-BUTTON
	-page 2:
		-what graphics the party sees
		-text box
		-button 1:
			-label
			-chain if choose
			-whether to return to question when does
			-whether to back up one step when done
	-page 3:
		-button 2 and 3
	-page 4:
		-button 4 and 5

QUESTION-LIST
	-page 2:
		-what graphics the party sees
		-small text box
		-answer 1:
			-small text box
			-chain if choose
			-whether to return to question when done
			-whether to go back on step when done
	-page 3:
		-answer 2 and 3
	-page 4:
		-answer 4 and 5

QUESTION-YES/NO
	-page 2:
		-what the player sees
		-text box
	-page 3:
		-text box for yes
		-where to chain
		-what to do after chain is done
	-page 4:
		-same as page 3, but for no

REMOVE NPC
	-page 2:
		-what the players sees (and distance)
		-text box
		-who to remove

SHOP
	-page 2:
		-what the players see
		-cost factor (from free to 100 times)
		-whether to back up one step when leaving store
		-up to four types of items
	-pages 3-6
		-which items of the 4 types selected are available

SMALL TOWN

	Small Towns have simplified versions of things (for example,
	the shop in a small town has only two types of items).  For
	more detail on each type, see each places separate entries.

	-page 2:
		-what graphics the player sees
		-text box
		-what is in the town:
			-temple
			-training hall
			-shop
			-inn
			-tavern
			-vault
	-rest of the pages are for what is in the town

SOUNDS
	-page 2:
		-first 5 sounds to be played
	-page 3:
		-second 5 sounds to be played

SPECIAL ITEM

	You can use this option to reset quests by taking them from the
	player

	-page 2:
		-what graphics the player sees
		-text box
		-whether to give or take item from party
		-which item

STAIRS
	-page 2:
		-what graphics the player sees before entering
		-whether to ask a yes or no question
		-whether to transfer on yes or no
		-text box for question
	-page 3:
		-where on map to go when entering stairs
		-text box 
		-whether to execute event at destination

TAVERN
	-page 2:
		-what graphics the player sees
		-text box
		-whether to allow fights
		-where to chain on a fight
		-whether to back up a step on leaving
	-page 3:
		-show tales in order/random
		-tale one and two
	-page 4:
		-tale three and four
	-page 5:
		-whether to allow drinks
		-where to chain when too much is drunk
		-names of five drinks

TAVERN TALES

	This is place in a chain before a SMALL TOWN or TAVERN and
	includes six tales.

TELEPORTER

	This is like a stairs, but can transfer without question

TEMPLE
	-page 2:
		-what graphics the player sees
		-text box
		-spell level offered
		-cost
		-whether to allow donations
			-how much must be donated
			-where to chain when enough is donated
	-page 3:
		-what text read in the temple
		-whether to go back one step when leaving

TEXT STATEMENT
	-page 2:
		-what graphics the player sees
		-sound
		-distance
		-whether to back up one step when leaving
		-text box 1:
			-text box
			-whether you must press return
			-whether text is highlighted
	-pages 3 and 4 : Text boxes 2 - 5			

TRAINING HALL
	-page 2:
		-who may train
		-cost
		-what graphics the player sees
		-text box
		-whether to back up one step

TRANSFER MODULE
 
	 This is like TELEPORT, but can be between modules

UTILITIES

	This event is useful for manually effecting quests and can be
	used to keep track of many things.  For example, if you wanted
	to have certain events happen only if an alarm has been set
	off, you can use quest one for the alarm.  It starts at zero.
	If the alarm is set off, add one to quest one.  Then in page
	one of each event you want to happen only in this special case,
	set the event to happen only if you have quest one.

	-page 2:
		-how much is stored in/added/subtracted from
		 quest/item
		-whether to exit play now
	-page 3:
		-check up to six items/quest and put result 
		 in item/quest if all/any of six items are 
		 present

VAULT

	This is a place where items can be dropped and retrieved later

	-page 2:
		-what graphics the party sees 
		-text box 
		-whether to back up one when leaving

WHO PAYS
	-page 2:
		-what graphics the party sees
		-text box
		-what is need for success (enough platinum/
		 gems/jewelry/impossible)
		-where to teleport if necessary
		-whether to execute event at location
	-page 3:
		-text box for success
		-after text: chain/teleport/back up one step
	-page 4: 
		-same as page 3, but for failure

WHO TRIES
	-page 2:
		-what graphics the party sees
		-text box
		-what check is based on (stat or thief skill)
		-whether compared to die/must have at least
		-number of tries
		-teleport destination if needed
		-whether to execute event at location
	-page 3:
		-text box for success
		-after text: chain/teleport.back up on step
	-page 4:
		-same as page 3, but for failure


-----------------------------------------------------------------------------
Subject:	2) How do events and event chains work?

An event is evaluated for execution when the party enters a square that
the event is attached to.  If the party meets the criteria for the
event, then the event occurs.  There are many different types of
criteria, outlined above, that affect the events.

Events can be defined to happen only once during the game, or happen
every time the event's criteria is met.  Planned combat events and
traps tend to fall into the former category, while random encounters
and informational items tend to fall into the latter, though there are
exceptions.  The defaults tend to be pretty good for creation of events
that don't lead to a party's being able to milk lucrative events.

Ed: Can more than 1 event be connected with a square if they are not
    chained together?  Does the question make sense?

2 or more events in a single square can be connected through a "chain"
that allows for creating rich events or modifying what happens to the
party based on previous actions.

A chain between 2 events can take one of 3 forms: always, follow on
success, follow on failure.  Once the chain stops, subsequent events do
not happen.   However, failure of an event *does not* break the chain,
only the logic of whether to follow the chain can do that.  Also, do
once is considered a *failure* after the first time, so a subsequent
always event will be evaluated, and if it is not a do once event, it
can happen again.

For example, if event A is a do once event (like, get a message if they
search and keep them from entering the square) and you want event B,
which is supposed to happen only if event A fails, to be evaluated for
happening only once, you must set the only done once field, or it will
happen every time the party crosses the square and meets the success
criteria.

-----------------------------------------------------------------------------
Subject:	3) What are quest items, keys, and special items for?

Because events can be specified to occur only in the presence of quest
items, keys, and special items, information can be carried from event
to event through the use of these items.  Keys and items can be seen in
the party's inventory (which is separate from the individual party
member's inventory), while quest items cannot.  This provides a boolean
variable for setting off specific events given the results of previous
events.

For example, you might have the party get a quest item if they are not
searching when entering a building (having them trip an alarm), and
include a few more combat events (with monster's advantage) if the
party has that quest item.  Key's and special items work similarly, and
can also be used to limit a party's advance into certain areas of the
dungeon if they have not completed certain tasks.

-----------------------------------------------------------------------------
Subject:	4) How can I create an NPC?

NPC's are created in the monster creation screen.  This is actually
documented, but some people missed it, so it is here for completeness.

-----------------------------------------------------------------------------
Subject:	5) What drawing programs can I use with UA?

UA lists PC Paintbrush and Deluxe Paint as supported paint programs.
In addition, Corel PhotoPaint and Neopaint work well with the .PCX
files, but Draw (I forget who produced it) does not.

PhotoPaint supports .PCX files by default, and works nicely with the UA
templates.  The cost for the Corel package is a little steep, but it
comes with other tools and fonts people might like.

Neopaint is shareware and will do 1024x768 for most popular cards in
256. 320x200 is also possible by specifying the image size within the
video mode.  It also supports TIFFS and GIFs in addition to .pcx
files.

Draw, which is has support for .PCX format files through import & export
commands, does not work properly with the UA art.  Exported .PCX files
from Draw give a bad header message when you try to import them into UA.

------------------------------------------------------------------------------
Subject:	6) What games are available for UA?

To date, there are 11 adventures available (besides the demo that came
with the game).  They can be picked up at the following sites:

	wuarchive.wustl.edu in /pub/msdos_uploads/games/UA
	ccosun.caltech.edu in /pub/adnd/inbound

The games are outlined below, in the following form:

	Name:  Name of the Game
	Date:  May 7, 1993
	File:  File Name
	Author:    Author's name
	Type:      Free, copyrighted, etc.
	Description:
		Text (usually from the author) descibing the game.
	Disclaimer:
		Any disclaimers, notes, copywrites, etc, given with 
		the game beyond what is listed above.


Name:	Dead Swamp Destiny
Date:	???
Author:	Bernard Schmitz
File:	deadswam.zip
Type:	copyrighted, but free for use
Description:
	Featuring several new monsters (but only a few new graphics!),
	this module is for the experienced player, and is intended to
	be played at CHAMPION level. Your characters will progress from
	level 12 through to about 20-25 as they attempt to thwart the
	plans of an evil god.
Disclaimer:
	Since Bernard copyrighted his new art, monsters, and dungeon
	ideas (?), it is best you contact him if you intend to use any
	of it for your own game development.


Name:  Challenge Beneath Summerfield
Date:  May 7, 1993
File:  SUMMERFI.ZIP (13605 bytes)
Author:    JWQUINN
Type:      Freely Distributed
Description:
	This is an entry level dungeon for 1-4 level characters. Its my
	first design and I think it came out reasonably well. Hope you
	have as much fun playing it as I did making it. It all takes
	place in the town of Summerfield and beneath.
Disclaimer:
	We guarantee that each module released will, when properly
	installed, load into Unlimited Adventures. We do NOT guarantee
	that these modules are completely bug-free. They are downloaded
	on an as-is basis. Comments to the author are always welcome.

Name:  Arena Adventure
Date:  May 6, 1993
File:  ARENA.ZIP (14063 bytes)
Author:    Mark Grant
Type:      Freely Distributed
Description:
	You are in the town of Sarena wealth lures you towards The
	Wizard, The Pyro-Maniac and the Beastmaster. Can you survive?
Disclaimer:
	We guarantee that each module released will, when properly
	installed, load into Unlimited Adventures. We do NOT guarantee
	that these modules are completely bug-free. They are downloaded
	on an as-is basis. Comments to the author are always welcome.

Name:  Red Dragon Adventure
Date:  May 6, 1993
File:  REDDRAGO.ZIP (16196 bytes)
Author:    Rommel
Type:      Freely Distributed
Description:
	This is a quick little adventure I put together. Find and kill
	the red dragon. Be careful where you sleep.
Disclaimer:
	We guarantee that each module released will, when properly
	installed, load into Unlimited Adventures. We do NOT guarantee
	that these modules are completely bug-free. They are downloaded
	on an as-is basis. Comments to the author are always welcome.

Name:  Goblin Adventure
Date:  May 6, 1993
File:  GOBLINS.ZIP (5562 bytes)
AUTHOR:    LrdPhoenix
Type:      Freely Distributed
Description:
	An interesting adventure with the Fun Goblins
Disclaimer:
	We guarantee that each module released will, when properly
	installed, load into Unlimited Adventures. We do NOT guarantee
	that these modules are completely bug-free. They are downloaded
	on an as-is basis. Comments to the author are always welcome.

Name:  The Beginning
Date:  May 6, 1993
File:  THEBEGIN.ZIP (22422 bytes)
Author:    ROMMEL
Type:      Freely Distributed
Description:
	This is just a quick little adventure I put together in about 3
	days not bad.  If you find a bug. or one of my many spelling
	mistakes please e-mail me. Also if you would like the password
	please do the same.
Disclaimer:
	We guarantee that each module released will, when properly
	installed, load into Unlimited Adventures. We do NOT guarantee
	that these modules are completely bug-free. They are downloaded
	on an as-is basis. Comments to the author are always welcome.

Name:  Sins of our Fathers
Date:  April 27, 1993
File:  SINS.ZIP (13349 bytes)
Author:    Pashka
Type:      Freely Distributed
Description:
	The children of a small town are disappearing, and Dark Elves
	are implicated.  Can you solve the mystery and return the
	children to freedom?  The editor is unlocked ;) For levels
	8-12.
Disclaimer:
	We guarantee that each module released will, when properly
	installed, load into Unlimited Adventures. We do NOT guarantee
	that these modules are completely bug-free. They are downloaded
	on an as-is basis. Comments to the author are always welcome.

Name:  Kobold Uprising Module
Date:  April 25, 1993
File:  KOBOLD.ZIP (31460 bytes)
Author:    Neale Davidson
Type:      Freely Distributed
Description:
	Kobolds and thieves are on the rampage in the little town of
	Augris. A starting band of adventurers is needed to rid the
	town of these dreaded Kobolds. DREADED KOBOLDS?

	This adventure was designed specifically to make you look twice
	at what was once considered popcorn.

	ReadMe file is included

	Don't be misled by the fact that you start with level 1
	characters - this adventure poses lots of nice challenges! (SR)
Disclaimer:
	We guarantee that each module released will, when properly
	installed, load into Unlimited Adventures. We do NOT guarantee
	that these modules are completely bug-free. They are downloaded
	on an as-is basis. Comments to the author are always welcome.

Name:  Lost Love Module
Date:  April 25, 1993
File:  LSL.ZIP (59353 bytes)
AUTHOR:    Redman5
Type:      Freely Distributed
Description:
	This is my first lame attempt at creating an AD&D module.  I
	just put it up quickly to stimulate others to do the same.
	Play time should be less than 1 hour.

	You have just returned to Espar and are going to visit your
	special someone in the village south of the town.  Well good
	luck.  There are lots of little bugs.  I think the game is ok
	though.  Please E-mail me about bad things.  I can always give
	you the password to change things.  Thanks and have fun...

	1) If you use QEXTRACT or automatic unzipping with this file,
	you will not pick up the SAVE subdirectory in this package -
	with its characters and sample party. This module should be
	unzipped using PKUNZIP with the -D option

	2) This module is rated PG-13 (or so :D) due to the pep talk by
	your overly enthusiastic NPC. ;D
Disclaimer:
	We guarantee that each module released will, when properly
	installed, load into Unlimited Adventures. We do NOT guarantee
	that these modules are completely bug-free. They are downloaded
	on an as-is basis. Comments to the author are always welcome.

Name:  MALTRIAL: Trial of Champions
Date:  April 23, 1993
From:  Wraithstar
File:  MALTRIAL.ZIP (13986 bytes)
Description:
	to put this on here for an old "friend" of NeverWinters.. ;)
	It's kind of short but is quite good.  It's a Mid-Level, one
	town, one dungeon adventure.  This is the first one Mal has
	written so it may be a little rough around the edges but is
	Wanted to put this on here for an old "friend" of
	NeverWinters.. ;)  It's kind of short but isWanted to put this
	on here for an old "friend" of NeverWinters.. ;)  It's kind of
	short but is quite good.  It's a Mid-Level, one town, one
	dungeon adventure.  This is the first one Mal has written so it
	may be a little rough around the edges but is Wacool little
	adventure!

	(NOTE: The final battle is a REAL beauty in this one :D)
Disclaimer:
	We guarantee that each module released will, when properly
	installed, load into Unlimited Adventures. We do NOT guarantee
	that these modules are completely bug-free. They are downloaded
	on an as-is basis. Comments to the author are always welcome.

Subj:  Ravenloft Adventure
Date:  April 23, 1993
File:  RAVEN.ZIP (11897 bytes)
Author:    Curtis Morris
Type:     Freely Distributed
Description:
	This is my first UA adventure so there are probably spelling
	mistakes,and other bugs.The reson i tried to get this out fast
	is to hopefully encourage others to get those adventures out
	this is a great product.If you find any bugs please e-mail me
	the names Loathar.If you want I'll give you the password to
	unlock the module so you may edit it.Oh,also there is a place
	on the overland map if you find it there is lots of treasure
	there.

	The story begins with your party in a strange realm and small
	village. It's not a long module but trust me it gets hard so
	try to build up your party on the overland map.The final castle
	is extra tough.If you finish it post your messages  so I can
	get your reactions.

	When Loather tells us the final castle is extra-tough, he's not
	promising something he doesn't deliver. Be warned ;D (PC Simon)
Disclaimer:
	We guarantee that each module released will, when properly
	installed, load into Unlimited Adventures. We do NOT guarantee
	that these modules are completely bug-free. They are downloaded
	on an as-is basis. Comments to the author are always welcome.

----------------------------------------------------------------------------
Subject:	7) What UA developers can I communicate with?

What follows is the most current list of developers available.  We hope
to soon have a mailing distribution list, but one hasn't developed
yet.

Ed: If you are in the first group, we already have a working dialog.
    If you are in the 2nd group, it means you've not responded.
    Please, if you are interested in staying on this list, at least get
    back to me and let me know.  If you want me to drop your name, or
    update your address, tell me that too.

	E2KP@UNB.CA (Robert Trifts)
	fbruno@marsha.sanders.lockheed.com (F. Bruno)
	jmr5125@tamsun.tamu.edu (James Reed)
	jnc4p@Virginia.EDU (Joseph Nicholas Colleran)
	tidwell@susan.cs.andrews.edu (Charles Tidwell III)
	atoenne@mpi-sb.mpg.de (Andreas Toenne)
	larwick@iastate.edu (Bret Larwick)
	mijate@ocf.berkeley.edu (Michael J Telanoff)
	sandoval@stsci.edu (John Sandoval)
	picasso@acs.bu.edu (David A. Ondzes)
	mkhan@nyx.cs.du.edu (Mohammad Razi Khan)
	madmax@NeoSoft.com (Jack Stitt)
	dpotter@fndp2.fnal.gov (David Potter)
	donalda@cae.wisc.edu (Donald Allen)
	vonk@cs.rochester.edu (Peter von Kaenel)
	dan-ozeran@uchicago.edu (J. Daniel Ozeran)
	este0005@student.tc.umn.edu (Alan S Estenson-1)
	cfrye@ciis.mitre.org (Curt Frye)
	simmons@cs.washington.edu (Dave Simmons)
	drakonar@fubar.cs.montana.edu (Charles L. Stewart III)
	logan@lexmark.com (Stan Logan)
	brett@porky.oce.orst.edu (Brett Barksdale)
	wixer!wixer.bga.com!moroni@cactus.org (Captain Moroni)
	booga@eng.sun.com (Steve Jankowski)
	swkgohw@nuscc.nus.sg (Sir Launcelot du Lac)
	Kevin_Hurst@Novell.COM (Hurst, Kevin)
	Stcorrig@major.cs.mtu.edu (Steven Corrigan)
	slsherri@cs.mtu.edu (Scott Sherrill)
	chris@chrism.demon.co.uk (Chris Marriott)
	so@cs.duke.edu (Steve Owen)
	mmichaels@irvine.com (Mike)
	
	ferrell@bnr.ca (Wray W. Ferrell)
	mrmarcel@eos.ncsu.edu (Mike Marcelais)
	musser@juncol.juniata.edu (Douglas C. Musser)
	davidh@ttsi.tandem.com (David Hernandez)
	manty@MDATA.FI
	emb@doc.ic.ac.uk
	jgould@ADOBE.COM
	dkevans@ECST.CSUCHICO.EDU
	mijate@ocf.berkeley.EDU
	paulwang@uclink.berkeley.EDU
	timp@extro.ucc.su.OZ.AU

-----------------------------------------------------------------------------
Subject:	8) Can I differentiate between combats a party has won
		   and combats the party has run from?

There is apparently no way to differentiate between a combat that the
party won (killed all the monsters) and one which they simply  survived
(all members either fled or where immobilized.)  In other words, if the
party runs from your super duper combat, the chain continues down
through the next events, giving them quest points, etc. just as
if they had won!

In addition, if at least on party member is held, charmed, or otherwise
being affected by a temporary spell that removes the character from
players control, and all other friendly creatures are dead or down, the
combat ends as if the held/controlled players had fled.  Keep this in
mind while designing your combats [although it isn't something you can
do something about, its interesting].

-----------------------------------------------------------------------------
Subject:	9) What cursed items exist?

There appears to be only 2 cursed items in the game: a cursed crossbow,
and a ring of vulnerability.  So, players can safely use items without
having them identified if they are not rings or crossbows.

-----------------------------------------------------------------------------
Subject:	10) Can I create my own items?

No, and yes.

No, you cannot create items like swords with special abilities, or make
your own spells.  The following is from James Young, who worked on the
development of UA:

	Again this has to do with our license agreements with TSR as
	these items, spells are essentially owned by TSR.  We were
	lucky that they allowed us to edit monsters (or did we get away
	with it:>).  Also by allowing users to edit spells and items
	would have created an immense headache for the programers.

So, it appears you can't create your +1 sword +3 against enchanted
creatures.  There also doesn't appear any way of deciding what spells
go on a scroll, which means you can't tailor your scrolls to your
adventure.

However, you can tailor events based on the existence of an item in the
party's inventory, so with a little work, you can special create items
like "the bandage of St Skywiler" that reduces the damages inflicted
but certain traps, or "the Scepter of Lord Kickbutt" that reduces the
morale of monsters by 25% on combat events.

------------------------------------------------------------------------------
Subject:	11) How can I make secret doors, 1 way doors, and simulate
		    collapsing walls?

Secret doors are based on the ability select walls that a player can
pass through.  Kind of an illusionary wall, each wall has the ability
to be solid or not.  

1 way doors and collapsing walls are possible because a wall can be
placed as 2 halves of the wall, with each side having different
properties.  You can place 1/2 a wall on one side as a solid wall, and
the other side as a door with a door image or leave it empty (so it
looks like a hallway.)  If you place a solid wall on the other side of
an empty wall, and add a damage and text event on the solid side,
instant collapsing wall.  If you have a door opposite a solid wall,
1-way door.

Note: to place 1/2 of a wall, use the cursor keys and wall placing
commands to place the wall based on where the cursor is pointing.  If
you use the mouse and the mouse pointer, it will place both sides of
the wall.

-------------------------------------------------------------------------------
Subject:	12) The combat icons .PCX template is misaligned, is there 
		    a way to fix it?

Yes, you can fix it by grabbing the paint area that surrounds the icon
frames, and dragging it down 13 pixels.  Once done, you can use the
Combat icon frames to create your own combat images.  Of course, you
should make a backup copy of any templates you intend to modify.

For people who can't get this to work, John Kochmar can mail you a copy
of his.  Contact John by mailing to kochmar@sei.cmu.edu.

Ed: Of course, this should go out to the art repository -- once one is
established.

------------------------------------------------------------------------------
Subject:	13) What additional art is available?

At the moment, none.

John Sandoval (sandoval@stsci.edu) has offered to take people's non UA
art and convert it to a UA image for them.  You can contact John via
email, he expects there to be about a 1-day turnaround on most images.
He'll except formats in .GIF, .PCX, and .LBM.

While we can't force anyone to share their art, we encourage people to
please make any images that they use available for others to use.  This
will certainly make developing new games easier.

------------------------------------------------------------------------------
Subject:	14) What are in the mage and cleric scrolls listed in 
		    the scroll item list?

Well, since the scrolls don't list what spells they contain, here are the
spells each has.  The scrolls are listed, top to bottom, so that the first
scroll in the list of scrolls will have the spells on it described under
scroll 1 below.

Mage Scrolls:
	scroll 1 - 	hold monster (level 5)
			fire touch (level 5)
			iron skin (level 5)

	scroll 2 -	death spell (level 6)
			globe of invulnerability (level 6)
			stone to flesh (level 6)

	scroll 3 - 	delayed blast fireball (level 7)
			monster summoning (level 9)
			power word kill (level 9)

	scroll 4 - 	hold person (level 3)
			fire touch (level 5)
			dispel magic (level 3)

Cleric Scrolls:
	scroll 1 -	restoration (level 7)
			resurrection (level 7)
			restoration (level 7)

	scroll 2 - 	destruction (level 7)
			energy drain (level 7)
			blade barrier (level 6)

