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Page 1: En Manual of Ryzom Ring

Ryzom Ring Manual

An IncanMonkey God

StudiosProduction

www.ryzom-ring.com

Page 2: En Manual of Ryzom Ring

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To be read before the use of any video game by yourselfor your child.Certain persons are susceptible to epileptic fits or loss of conscious-ness upon viewing certain types of flashing lights or high-speeddisplays within their daily environment. These persons may be atrisk when watching certain televised images or playing certainvideo games. This phenomenon can arise even when the individualconcerned has no medical history of such a reaction or has neversuffered an epileptic fit.

If you or a member of your family have ever displayed symptomslinked to epilepsy (fits or loss of consciousness) brought about byelectronic simulations, you are strongly recommended to seekmedical advice before using this product. We would advise parentsto closely supervise their children when they are playing videogames.

In the event that you or your children do display any of the follow-ing symptoms: dizziness, vision problems, contraction of eyes ormuscles, loss of consciousness, problems of orientation, spasms orconvulsions; you should stop playing immediately and seek medicaladvice.

General precautions to be taken by everyone using videogames:• Do not position yourself too close to the monitor.

• Play the game at a safe distance from the screen.

• If possible, always play video games on a small screen.

• Avoid playing when tired or sleepy.

• Make sure you play in a well-lit room.

• Take a 10 to 15 minute break for every hour of play.

© 2006 Nevrax. Nevrax, “Ryzom”, “Ryzom Ring”, and the Nevrax,“Ryzom” and “Ryzom Ring” logos are trademarks and registeredtrademarks of Nevrax. All brand, product names and logos aretrademarks or registered trademarks of their respective owners. JoltOnline Gaming and the Jolt logo are trademarks of Jolt OnlineGaming Ltd. All rights reserved.

Warning to epilepsy sufferers

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WELCOME TO THE RYZOMRING! ................................4NOTE Instances & Scenarios

WHAT IS A SCENARIO?......5

A Location........................5

Occupants........................5

Events ..............................5

DESIGN CHECKLIST ............6NOTE PCs, NPCs and MOBs, Oh My!

Planning............................6

Players ..............................6

Events................................6

Entities ..............................6

Locations ..........................6

Mastering..........................6

GETTING READY TO GO ....7

System Prereqs ................7

Installing ..........................7

Launching ........................7

Other Options ..................7

Launching the editor........8

Starting a New Scenario ..8

Island & Season................8

Choices ..............................8

Scenario ..........................8

Scenery Objects ..............8

Components ....................8

CREATING A SCENARIO: THE MECHANICS ..........9

NOTE Entities, Objects, Items, Components, Routes & Places

NOTE Names

Palette ..............................9

Entities ..............................9

Scenery Objects ................9

Routes & Places ..............10

Components....................10

Component Descriptions..11NOTE Active / Repeatable / Cyclic

NOTE Plot Items

NOTE Group Manipulations

NOTE Shift-Drag Copy & Paste

Scenario ..........................13NOTE Ring Points

Entities &Components ..................13

Scenery Objects ............13

Items (Plot Items) ..........13

Scenario ........................14

Act ................................14

Map ................................14

ACTS................................15

EVENTS ............................15

Sequences........................16

Activity Sequence Editor 16

Activity Pane ..................16

Dialog Editor ..................17

Chat Pane ......................17

Events Editor ..................17

Event Pane ....................17

Top Buttons ....................18

Main Menu......................18

Contextual Buttons ........19

Right-Click Menu ............20

Properties ......................20

Tree Buttons ..................21

Customize Look (Homins) 21NOTE Sets

Profile ............................21

Equipment ....................21

Body ..............................21

TESTING A SCENARIO ......22

Test Mode ......................22

Top Buttons ....................22

Main Menu......................22

Contextual Buttons ........22

Test as AM......................22

Test as Player..................22

RUNNING A SCENARIO ....23

Play Mode ......................23

Launching & Listing aSession ............................23

Mastered or Masterless? 23

JOINING A SCENARIO ......24

Ring Terminals ................24

Joining ............................24

Table of Contents

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If you’ve played much on Atysin the world of Ryzom, you’refamiliar with the Fyros and theMatis, the Trykers and theZoraïs. You’ve met, and fought,more Kitin than you’d everwant to meet in your dreams,and you’ve started leaningtoward the Kami or theKaravan. You probably evenhave an opinion about whetherJena is real and has actuallyreturned to Atys. You’veexplored many regions of theworld, and completed wonder-ful quests.

But you’ve never had a chanceto create anything new yourself— it’s always been someoneelse’s world. Until now …

The Ring delivers a whole new

realm of massive online gaming— areas where you can createScenarios yourself, filled withprecisely those creatures, char-acters and situations that youknow will make the best of allpossible Scenarios.

You create a Scenario, thenonce you’re ready, you canopen it to other players. Youcan choose to “play God” asthe Adventure Master (AM) orparticipate with your normalavatar. You can restrict accessto just a few other players byinvitation, or open it up foranyone who wants to play. Youcan launch Scenarios thatyou’ve created yourself or thathave been created by others.There are a wealth of possibili-ties.

Welcome to the ryzom Ring!

NOTEINSTANCES & SCENARIOS

a session (scenario at runtime) is one example of an “instance.” Aninstance is an area that only a few players can enter (often, by meetinga specific condition, like finding a key or receiving a royal assignment).In some cases, several teams can complete the same quest at one timewhile never meeting each other, each in a separate but identicalinstance of that quest.

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A LocationFirst, you need a location (ortwo, or more) in which yourScenario takes place. Desert,forest, jungle or lake? Damp ordry? Town or countryside?

Many Scenarios can take placein any locale at all, but aScenario has to take place …somewhere. Take advantage ofthe location you choose, anduse its features to enhance yourScenario!

OccupantsSecond, you need people andcreatures to occupy your loca-tion. Sure, you can open aScenario that’s unoccupied, but… what would a player dothere?

Occupants aren’t restricted topeople, plants and creatures.Perhaps the focus of yourScenario is locating a rare, pre-

cious animal resource, recover-ing a lost tiara, or delivering acrucial treaty. You might wantto include baggage, camps,temples, even small towns(occupied or deserted) in yourScenario.

EventsThird, you generally needthings to happen — perhaps akidnapped damsel rescued, ahijacked cargo recovered, animminent invasion repulsed.(Or maybe you want your play-ers to kidnap, hijack andinvade, themselves?) Again,you can create a Scenario with-out any events, but your play-ers are likely to quickly growbored if you don’t give themanything to do.

What is a Scenario?Before we start talking about how to create a Scenario, let’s take afew minutes to discuss exactly what a scenario is. You’ve played inlots of scenarios, but how much time have you spent consideringwhat it takes to create one?

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PlanningWe won’t tell you not to open Ryzom Ring and wander through it(it’s a lot of fun just looking around), but before you actually startcreating a serious Scenario, take time to decide what you want init. Use the checklist on the next page (or something similar) to out-line the elements of your Scenario. Once you have a solid idea ofwhat you want to do, dive in and have fun!

PlayersWhat is your Scenario’s primary level? Are you designing a scenario for Level 10 newbies, or for ateam of Level 150 veterans?

How many players are you planning to include in a team?

EventsWhat will happen?What is the sequence of events?

List each event that took place before the Scenario starts(things that caused the Scenario).

List each event that takes place during the Scenario.

If some events are conditional, what conditions will triggerthem?

EntitiesWho are the key NPCs and creatures?List each Entity, and the role it plays in the Scenario.

For each key Entity, what will it do, and when will it do it?

For each NPC, what will it say? (and what will trigger eachstatement?)

LocationsWhere does it take place?

What are the necessary elements? A town, a camp, an oasis?

What are non-necessary elements that would help make theScenario more believable?

MasteringIs your scenario going to be mastered (you’re planning onrunning the Scenario as the AM ), or masterless (you’re goingto participate as a normal player)?

If your scenario is to be mastered, what are your functionsas the AM?

Will you want to slow down progress if they’re going toofast? How? Do you have appropriate Entities ready to addquickly? Do you want to have an optional Act ready to add in?

Will you want to speed up progress if they’re not goingfast enough? How? Do you have an NPC who can provideclues and/or aid in combat?

Design Checklist

Abbreviations and acronyms areomnipresent parts of massive onlinegames (also called MOGs,MMORPGs and so forth), especiallywhile typing chat, when you needto get the word out just as quicklyas possible. The key acronyms hereare fairly easy — a PC is a “playercharacter,” a character run by aplayer. An NPC is a “non-playercharacter,” one run by the gamecode. A MOB is … well, there is dis-agreement on exactly what theword stands for, but a MOB is agame-run creature. Both “NPC”

and “MOB” are sometimes used todescribe all non-player beings.

Rather than using “MOB,” thismanual uses “Entity” to refer to anon-player being (including plants),while “NPC” just refers to walking,talking non-player characters.

And one other bit of clarification —in a Scenario, it is possible for you(the AM) to actively run a gamecharacter. We’ll refer to all charac-ters not run by players as NPCs,even if you run them yourself.

NOTEPCS, NPCS AND MOBS, OH MY!

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SystemPrereqsWindows 98SE/2000/XP

Pentium III 1GHz or equiva-lent (2GHz recommended)

512MB RAM

4x CD-ROM drive or higher(only if you have the disc)

NVidia GeForce 2 (or equivalent video card)with 64MB RAM (GeForce 4 TI or equiva-lent, with 128MB RAM rec-ommended)

DirectX 8 compatibleSound Card

Internet connection with56K modem (ADSL orCable recommended)

6.5 GB available hard diskspace

InstallingSee www.ryzom.com forinstructions on downloadingthe Ryzom Ring.

LaunchingDouble-click your Ryzom Ringshortcut (if you have one onyour desktop), or go to Start >Programs > Ryzom Ring.

To launch Ryzom Ring, enteryour Login ID and Password,then click on “Connect.”

If the gamecode needs to beupdated, a screen appears.Confirm that you want toupdate. (Some updates cantake a long time; check to seehow large the update is, if yourtime is limited.)

Each time you log on, youmust accept the End UserLicense Agreement. Click on “I Accept” if you accept it.

OtherOptionsTo create an account or modifyyour setup, select the appropri-ate button:

Game Configuration. Thislaunches a window with thesame configuration options youhave in Ryzom, such as screenresolution, audio options andso forth. These options are alsoavailable in-game.

Create Account. Click on thisto launch a browser window inwhich you can create anaccount.

Edit Account. Click on this tolaunch a browser window tomodify your account informa-tion. You will need to sign inwith your ID and Password toaccess your account.

I Forgot My Password. Clickon this to get an email to resetyour password.

Create Your Free TrialAccount. Click on this tolaunch a browser window tocreate a trial account.

Support. Click on this tolaunch a browser window tothe Ryzom support page.

Game Resolution. Select from:

• Windowed(to work within a window,rather than full screen)

• 1024 x 768 (default)

• 1152 x 864 • 1280 x 768

• 1280 x 960 • 1280 x 1024

• 1360 x 768 • 1600 x 900

• 1600 x 1024 • 1600 x 1200

Note that some of these resolu-tions may not be supported byyour monitor. If you select a res-olution that isn’t supported,you’ll need to use the “GameConfiguration” button next timeyou run the game to return to aresolution that works.

Level of Details. Choose from:

• Low • Medium

• Normal (default)

• High • Custom

Exit. To quit Ryzom Ring, clickon Exit.

Getting Ready to Go

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Launchingthe EditorOnce you’ve logged on, you goto the regular character creationand selection screen. If youdon’t yet have any character,you’ll need to create one. Thisdone, you should select thecharacter that you want to use.

Delete. Delete this character.

Play. Jump into the world ofRyzom as a regular player.

Editor. Select this to launchthe editor. The first time youpress this button, it will launchthe editor directly. When youcome back to the characterselect screen, select the samecharacter again and press thisbutton, you’ll be prompted toeither resume from where youleft off or to reset the editorand start again from scratch.

Starting aNew ScenarioYou have several choices tomake as you begin a newScenario. Or not — for most, ifyou don’t want to choose, arandom decision is made.

Island & SeasonEcosystem. Choose an ecosys-tem for the first Act of yourScenario (Desert, Jungle, SubTropics, Forest or Prime Roots).Then choose one of the islandswith that ecosystem. Finally,choose your starting point with-in that island by clicking on oneof its flags (in the bottom,

zoomed view). This is whereyour character starts, and wherethe Scenario starts for players.The flag you select turns green.

Season. You may chooseSpring (yellow), Summer(green), Autumn (red) or Winter(blue). If you uncheck Manualseason, a season is chosen ran-domly..

When you’ve selected an islandand made your Season deci-sion, select Enter Map to begindesigning your Scenario. (Youmay give it a specific name, aswell, at this time.)

ChoicesWhen you get to this point,your character is standing allalone, out in the open withseveral buttons and a couple ofmenus available. There may besome landscaping around —scattered trees, maybe a lake, afew hills — but otherwise,

you’ve got a blank canvas foryour new masterpiece. Whatdo you do next?

ScenarioIf your Scenario is going tohave multiple Acts, you’ll needto create the various Acts, anddecide which Entities go intoeach Act. Scenario (p. 13)describes how to create andmodify the structure of yourScenario.

Objects & EntitiesThe Object & Entities tabs (partof the Palette window) arewhere you get all the variousObjects & Entities you’ll beplacing in your Scenario.Objects (p. 9) and Entities(p.9) describe how to placeand modify Objects/Entities.

ComponentsThe Component menu (also inthe Palette window) is where

you get triggers, spawners, dia-log and other events that makethings happen in yourScenario. Components (p. 10)describes how to place andmodify components.

But what do you do first?That’s up to you. You can cre-ate and organize all the Actsyou’re going to need, then filleach of them with objects andentities, and then assign eventsto entities to make things hap-pen.

Or you can ignore the Scenariomenu — just start placing theelements for your first Act (pos-sibly your only Act), and dealwith any Act structure if andwhen you need it.

Or you can start placing theevents you want, then placethe elements that the eventsactivate. It’s all up to you.

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When you’re creating aScenario, you have a widerange of choices and optionsavailable.

Begin with the three buttons atthe top right: Palette, Scenarioand Map. The Palette windowincludes every object and eventthat you can add to a Scenario.The Scenario window (p. 13)keeps your Scenario organized,keeping track of the basics foreach Act. The Map window (p.14) shows you where you are.

Palette PThe Palette hasfour tabs: Entities,Components,

Items and Routes & Places.You can change its size bydragging on an edge or cor-ner.

EntitiesUse this tab to selectindividual creaturesand people to place

in your Scenario. This tab hastwo filters — Ecosystem andLevel — to help narrow downyour choices (and to help keepyour Scenario consistent andrealistic).

Entities are grouped like the filesin Windows. Click on a smallbox with a “+” to reveal morechoices; click on a box with a “-” to hide choices. Click on a spe-cific Entity to select it, thenmove your cursor to where youwant to place it and click again.

Before you place an Entity, itsimage appears on the screen;this is a good time to take alook at it, if you’re unfamiliarwith it. You can only place it ifthere’s a yellow starburst at thepoint of your cursor; if yourcursor has a red “No” circle,you can’t place the Objectthere. Right-click to get rid ofthe Entity without placing it.

SceneryObjects

Use this tab to selectindividual Objects toplace in your Scenario.

Objects can only be placed inPermanent Content; even thoughyou place an Object while in aspecific Act, the Object is addedto your Scenario’s PermanentContent, and can appear anytime your Scenario is using thatlocation. You can place up to 100Objects in a Scenario.

Other than that, Object place-ment is identical to Entityplacement — see the last twoparagraphs of Entities fordirections on placing Objects.

Creating a Scenario:The Mechanics

Sequence

Top Buttons

Main MenuScenario & Select

Your Character

Contextual

NOTEENTITIES, OBJECTS, ITEMS,

COMPONENTS, ROUTES & PLACES

An Entity is anything materialthat can think. (That’s mostlypeople and creatures, but a fewplants are intelligent, also.) AnObject is anything material butnon-thinking. An Item (a.k.a.Plot Item) is something youspecifically design as a reward.A Component is a trigger orother non-material element thatyou place to advance your plot.A Route is a series of markersthat Entities can follow; a Placeis a loop of markers that form aboundary for a specific location.

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Routes &Places

Select Trace NewRoute or Trace NewPlace to position a

new Route or Place. A Route isa path that an Entity will follow,if you tell it to. A Route appearsas a blue line, with small flagmarkers at the points andarrowheads showing the direc-tion of travel. (If you want yourEntities to go in the otherdirection, place the same flags,but in the reverse order.) APlace can be a camp whereKitins have gathered to plan anattack, or an oasis where a car-avan has stopped for the night.A Place appears as a coloredarea outlined with a highlightcolor, and with stone markersat the points. Entities assignedto a Place will stay within theboundaries of that Place.

The procedures for tracing aRoute and outlining a Place arethe same. Select one or theother (click on its icon in thePalette), then click on the ter-rain at each point that definesthe Route or Place. As with

Objects, a starburst or a red cir-cle indicates where you can orcannot place a marker.

When you get to your lastmarker, double-click or right-click to complete it. When trac-ing a Place, the last marker willautomatically connect withyour first marker to completelyenclose the Place.

You can’t right-click a Route orPlace to delete it before youplace it; you must finish placingit, then select and delete it.

However, while you’re placinga Route for the first time, youcan press D to delete themost recent marker.

ComponentsComponents accom-plish several neces-sary functions. They

determine what happens andwhen it happens, and a couplesimplify your design task byplacing several Objects at once.For each component, begin byclicking on its icon in thePalette window.

There are three broad cate-gories of components. Triggercomponents allow you to spec-ify when things happen. Whereyou place a Timer isn’t impor-tant, but a Zone Trigger or aUser Trigger must be placedprecisely where you want itseffects to occur.

Use Quest components to cre-ate a set of instructions for yourScenario — to spawn a boss atthe right time, to require thatyour party give specific Items toan NPC, to place a chest withthose Items, and so forth. Thesetypes of components share acouple of features:

1) You can place a quest com-ponent before you place itsEntities, but you’ll need toplace the Entities for the com-ponent to do anything. Youdon’t create them with thecomponent; instead, you sepa-rately place Entities and thenassign them to the component.

2) With the exception of ItemChests, exactly where you placea quest component isn’t impor-tant. (It’s usually handy to place

it near the Entities it will affect.)

A Macro component is a set ofObjects that you place withone click. Use these to simplifyyour design task.

To briefly outline the types ofcomponents:

Quest ComponentsBoss SpawnerReward Chest (Loot

Spawner)Chest (Item Chest)Get Item Task StepRequest Item Task StepTalk To Task StepDialog

Trigger ComponentsTimerZone TriggerUser Trigger

Macro ComponentsBandits CampFauna System

Route

Place

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NOTENAMES

Everything in the Ring beginswith a default name (Scenario1, Item Chest 6 and so forth).You can change that name toanything you want: NewBeginnings, Treasure Chest ofAlakazam, or whatever elseyour heart desires.

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Component DescriptionsGeneral NotesName. Assign the componentany name you want.

Active. If this box is checked,the component will work. If it’snot checked, the componentwon’t do anything.

Trigger Value. For a boss tospawn, the designated group ofguards must be reduced to thisnumber. For example, if you list“2” as the trigger value, thenthe boss spawns when no morethan 2 guards are still alive. Thetrigger value should be smallerthan the number of guards youlist (in “Guards,” below); if yourtrigger value is as large as thenumber of guards you list, thenthe boss spawns immediately.

Guards. List the “guard pool”— the guards who are checkedby the Trigger Value.

Specific NotesBoss Spawner.Select this andclick on your loca-

tion to begin. Using the win-dow that appears, select theboss and up to five Entities whomust die before the bossappears (click on Pick, then onan Entity). These Entities aredescribed as “Guards,” but theycan be any Entity you want(including plants).

Reward ChestComponent(Loot Spawner).

A Reward Chest spawns a chestthat contains one or more Itemsfor players to collect during theScenario. You can set a chest toappear only after one or more-specific Entities die.

When you place a RewardChest component, a chest isalso placed (see Chest, next).However, you don’t have to usethis chest with the component;you can select another chestand then delete the originalchest.

Remember to actually placeItems in the chest. When youplace an Item in a RewardChest, that Item becomes a PlotItem. See the Plot Items note.

Chest (ItemChest). Click on alocation to place a

chest (or select a chest placedby a Reward Chest compo-

nent). Using the window thatappears, select 1 to 3 Items toplace in the chest, and howmany of each Item to place.

You can’t place triggers directlyon a chest. To trigger a chest,create a Reward Chest compo-nent for it, or use the EventsEditor (p. 17).

Give Item Task Step,Talk to Task Step,Request Item Task Step.Some Scenarios require that anNPC gives a specific item to aplayer (Give Item), receives anitem from a player (RequestItem), or that a player talks to aspecific NPC. Use these compo-nents to select the NPC (if any)who gives this task, the NPC (ifany) that PCs must find to com-plete it, and the specific dialogthat occurs. There are defaultdialog choices, but you canchange these to whatever youwant. Contextual text appearsas a prompt next to the mousecursor when a player first clickson the mission giver. Missiontext is what the mission giversays when the PC accepts themission. Validation text is whatthe mission target says when aPC first talks to him. Missionsucceeded text is what the NPCsays when the PC completesthe mission.

Usually, these componentscombine with each other and

with other components. Forexample, you can combine aGive Item and a Request Itemcomponent, so that one NPCgives an Item to the playercharacter, and then anotherNPC receives it from him tocomplete the mission. As withmost other components, thesecan be connected through theEvents Editor (p. 17).

Timer. Create atimer to delayevents until the

appropriate time. A timer canbe triggered by the start of anAct, or by any other event.

You can only set the timer’slength in the timer Propertywindow. To set when it starts, orwhat happens when it expires,use the Events Editor (p. 17).

If you set a timer to Cyclic,each time it finishes counting,it will start counting again (andwill trigger its events again).

NOTEACTIVE / REPEATABLE / CYCLIC

Nearly all component windowshave two check boxes. CheckActive to make the componentactive and available in the sce-nario. Uncheck this to turn off acomponent without deleting it.

Check Repeatable or Cyclic ifyou want to be able to repeatthis component’s actions.

NOTEITEMS (PLOT ITEMS)

When you select a box markedas a plot item, a window withabout 180 item icons appears.Select an item (and how manyof that item) that you want thecomponent to include.

Most components allow you toselect one, two or three itemsfrom the Plot Item window.

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Zone Trigger. Azone trigger beginsan event when a

player character enters or leavesan area that you specify (asquare Place appears when youcreate the trigger, which youcan move and modify like anyother Place). You can combinetriggers (for example a zonetrigger can trigger a five-minutetimer, which then triggers anevent so that the event occursfive minutes after a PC entersthe zone).

User Trigger. Ifyou activelygamemaster the

Scenario (rather than setting itup to run without oversight),you can include user triggers.While the Scenario is running,you can decide when you wantto trigger specific events. Forexample, you might want thedesperate son of the missingtrader to appear, begging forhelp to find his missing mother,but only after the party has hada chance to get familiar with thesituation. Since some parties cando this in five minutes and otherparties take over half an hour,an automatic trigger won’t workas well as a user trigger.

You can also create a user trig-ger to add optional elements toa Scenario, deciding along theway whether the party needsthe additional challenge or helpof more Entities. Either way, auser trigger is a good way to

prepare additional elements sothat you aren’t trying to putthem together in the middle ofa Scenario.

Dialog. This cre-ates a new dialog.Besides its obvious

use of delivering information, adialog component can act likemost other components, tohelp trigger events.

The Properties window for aDialog component only sets itsname and whether it is AutoStart (doesn’t need to be trig-gered) and Active. To actuallyassign dialog to the compo-nent, and specify who says it,and to whom, select EditDialogs and use the DialogEditor (p. 17).

Bandits Camp. When thecampfire appears, click on alocation for it. A Bandits Camp -description window appears.Type in how many bandits youwant, and select their race andlevel. Close this window andthen select the camp’sProperties window to select

how long they sit and how longthey wander (in seconds). Theyalternate between sitting andwandering, unless either time isset to 0, in which case they arealways sitting.

As with other components, usethe Event Sequence window toassign the bandits other activi-ties.

Fauna System. Select onetype of herbivore, one type ofcarnivore, and how many ofeach will appear. (To get differ-ent choices in the pull-downmenu, change the Level or theEcosystem.) Their paths overlap— the carnivores seek out theherbivores. However, oncethey’re placed, you can sepa-rate them (or even delete onegroup, if all you want is theother group).

NOTESHIFT-DRAG COPY & PASTE

You can copy/paste with thetop buttons, but sometimes it’seasier to press s, select theItem you want to copy, andthen drag to where you wantthe copy to appear.

NOTEGROUP MANIPULATIONS

If you create a new Entity neara similar Entity, they are auto-matically grouped, with the firstone as leader. If you shift-copyan Entity that’s already in agroup, the new Entity is auto-matically in the group as well,unless you drag it far enoughaway from the original group.

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Scenario SThe Scenario win-dow has six tabs:Entities,

Components, Objects, PlotItems, Scenario and Act. Youcan change its size by draggingon an edge or corner.

Entities &Components

The Entitiestab displaysall the

Entities of each Act. TheComponents tab displays all ofthe Components of each Act.

Note that Merius’s name is inred, indicating that he is leaderof his group. Hiang has a pinbeside his name, indicating thathe is in Permanent Content.

Entity/Component Limits.You can place up to 100Entities and Components ineach Act (100 combined). Theparenthetical number at theright end of the Act bar trackshow many more Entities andComponents you can place.

Permanent Content. Youcan make an Entity or aComponent part of PermanentContent: right-click on it, thenchoose Permanent Content.This is the easiest way to makean Entity or Component avail-able at the same place in eachAct. However, if it’s inPermanent Content, it countsagainst the 100-Entity/Component limit for each Act,even if the Act is in a differentlocation. (If you want to switchan Entity or Component fromone Act to another that usesthe same location, right-click,make it Permanent Content,change to the new Act, thenright-click again to make it partof that Act’s content.)

Scenery ObjectsThe Objects tab dis-plays all the Objectsof the Scenario.

Object Limits. You can placeup to 100 Objects in theScenario. (They all go inPermanent Content.) The par-enthetical number at the rightend of the Act bar tracks howmany more Objects you canplace.

Items (Plot Items)The Items tab is oneway to create newItems for your

Scenario. Click in the “Create anew item” box and select anobject from the window thatappears. Each time you select anew Item, its Properties win-dow appears, and you canName, Describe and Commenton the new Item.

Then, when you are ready toplace loot or fill a chest, yournew Item is available, or youcan create even more newItems.

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NOTERING POINTS

You don’t have access to all the possible islands and entities as soonas you begin Ryzom — what you can use is determined by whichspawn points you’ve reached. Each spawn point you discover addsmore to your choices.

This means that a newbie only has access to a small number of theRing islands, along with related entities. The more you play Ryzom,the more locations and entities you can choose from when designingadventures.

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ScenarioFilename. The filename for this sce-nario. If you haven’t

already saved the file, save it(through the Main Menu).

Rules. Mastered means thatyou (the AM) will be activelyinvolved on the non-player side— controlling Entities, selectinguser triggers, chatting throughan Entity, and so forth.Masterless means you’ll beplaying as a normal player.

Level. This level is used todetermine the type of pointsthat players can gain whileplaying through your scenario.You should select a value thatcorresponds to the level ofplayers that your scenario isdesigned for. For characters andcreatures who are going to beinvolved in combat, be sure toselect opponents and allies whoare strong enough, but not toostrong. You can switch amongthe levels to select Entities, butbe aware that you can unbal-ance an otherwise well-designed Scenario if youinclude Entities that are too

weak or too strong.

Language. Select the primarylanguage used in your scenario— English, French, German orany Other language.

Type. Select the term that bestdescribes your scenario: StoryTelling, Newbie Training, Hack& Slash, Mystery, GuildTraining or Other.

Title. This is the name that willappear in the Ring terminal.

Description. If you wish, writea brief description of yourScenario here. This will appearin the Ring terminal (but youcan edit it when you list thescenario there).

Act(There is no Act tabfor PermanentContent.)

To switch to a different Act, usethe Act pull-down menu.

New Act. Select this to nameand start a new Act. This takesyou to a window where youmay select a new island for thenew Act (select the large yellowCreate New Location button inthe top left, then OK in thebottom right), or select a previ-ous location (any of the listedlocations, then OK).

Delete Current. Select thisto delete the current Act.

Manual weather. If youwant to specify the weather,check this box and adjustthe Weather slider, rangingfrom clear (far left), to partlycloudy, to stormy. If youdon’t check the box, RyzomRing chooses weather at ran-dom.

Act description. If youwish, write a description ofyour Act here.

Map <The Map buttonopens a map ofyour current loca-

tion. You can use it to teleport.

Make the map window largeror smaller to increase ordecrease the map’s scale. Thereis a dot for each element thatyou’ve placed on the map;hold your cursor over a dot andyou will get a tag identifyingthe element.

The white arc indicates thedirection you character is look-ing and (roughly) what he cancurrently see.

Use the ‘+’ and ‘–’ buttons inthe upper left corner to zoomin and out of the map; use thewhite arrowhead next to themto center the map.

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Sometimes, a Scenario needsmore than one time and place.It needs acts, like a play.Perhaps Act I takes place at asmall town, while the Act IIaction moves to a Tryker camp,and Act III concludes theScenario deep in the moun-tains.

You set Objects as PermanentContent and (in general) youassign each Entity to a specificact. For example, you keep asmall oasis town, with all itsbuildings, permanent residentsand trappings, as PermanentContent. Act I can include apassing caravan that is attackedwhile the player group is near-by, but not close enough tosave them. In Act II, anothercaravan arrives, hears thereport, and begs the group forhelp. The brigands attackagain, with reinforcements.This attack is stronger, but thegroup fights it off with littleloss to either side. The groupdecide they need to set anambush and lure in the brig-ands (assisted to this conclu-sion with a few appropriatesuggestions from the town’sNPCs), and in Act III, the brig-ands attack once more, thistime with the brigand leaderand his mage advisor. Only thegroup’s clever plans and team-work can win the day.

Since this all takes place in onelocation, this can all be

designed as a single act.However, it’s much easier tokeep track of all the action(especially the repeat brigandvisits) when broken into severalacts. In addition, you’re limitedto 100 Entities andComponents (combined) peract; you can only exceed thatlimit by creating multiple acts.

Any Object, Route or Place isset as Permanent Content. Forexample, you can set a Routethat one group patrols in Act I,while a second group simplyfollows it once in Act II.

Time is Nature’s way of keepingeverything from happening atonce. The Events filter isRyzom’s way of keeping every-thing from happening at once.

With this window, you can setsomething as complicated asthis baroque sequence:

When the party first enters aremote campsite, five winsomemaidens appear. They busythemselves fixing a fine meal(wandering around a fire andseveral food containers), thencompose themselves and invitethe party to dine on the mealthey have created.

As the party decides what todo, an elderly gentleman entersthe hut, takes one look, shoutsthat his wives have betrayedhim, and immediately trans-forms into a monster. Heattacks each wife in turn, andeach one he attacks also turnsinto a monster. He cannot beharmed until all his wives havebecome creatures, but he falls

to the first blow after that.

As monsters, his wives attackhim and the party. As each oneis conquered, she transformsinto a chest. Eventually, fivechests are all that remain of thewives.

Here the party may reap itsreward for surviving this bizarreencounter … or not. For theymust satisfy certain conditionsbefore opening each chest.How does the party know this?Shortly after the man dies andhis body disappears, his disem-bodied voice confesses the fail-ure of his plan to safeguard hismost precious treasures.

If a chest is opened improperly,it teleports to another location,to another island. If none of thechests are opened properly, allfive chests disappear this way.And as the party searches outthe chests, they are guided bythe ever stronger creatures whosuddenly appear and challengethem — the closer they are to achest, the stronger the creature.

This window has far more pos-sibilities than can be describedin detail here, so plan what youwant to happen, drop in all theelements you need, and startconnecting the dots. Be awarethat you can only include ele-ments that currently exist inthe Scenario, so you have tocreate what you need beforeyou can include it in an event.

Acts Events

While the Event windowcan’t do absolutely every-

thing, it can do an awful lot.For example, here is an early

part of the sequence inwhich wife O’Biroy dies the

first time she is hit, vanishes,and reappears as a bayinggingo. When the bayinggingo dies, it vanishes aswell, and a chest appears.

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SequencesYou may have all the actors inplace; you may even havesome of them wanderingabout, or following set paths.But how do you make them dothings when you want them to,as long as you want them to, inthe order you want them to?The answer is a sequence.

When you select anItem that can walk,

crawl, run or fly — that is, anEntity — a new button appears,just to the right of the TreeButtons (p. 21). Use this but-ton to select one of the Entity’ssequences, or to create a newsequence.

When you choose a sequence,at least one small buttonappears above the Entity’sContextual buttons, at the farleft of the screen. Select thatbutton to start assigningactions to the Entity.

If you’ve already assignedactions to the Entity, severalsmall buttons appear, one foreach activity. Select any of themto open the Entity’s ActivitySequence Editor window.

ActivitySequenceEditorNew Sequence. Select this tocreate a new Event (series ofactions) for the Item.

Tabs. Select a tab to open thecorresponding Sequence pane.When you select a Sequencetab, its Activities are listed inorder.

New Activity. Select this toadd a new Activity to the cur-rent Sequence.

Activity Order. Select anActivity, then click the up ordown arrow to move theActivity earlier or later in theSequence.

Trashcan (bottom left cornerof Sequence window). Click onthis to delete the currentSequence.

Triple Dots (bottom right cor-ner). Select this to change thecurrent Sequence’s name. (Notethat the Sequence tab only dis-plays the first five letters.)

Activity PaneActivity pull-down menu.Select a type of action; if youselect an action that needs fur-ther specification, do that also.For example, if you selectFollow Route, and there arethree Routes, you must contin-ue by selecting which Routeyou want the Entity to follow.

Time Limit. With this pull-down menu, you can set theActivity’s duration: WithoutTime Limit or For a CertainTime. If you specify For aCertain Time, you must nextset the time, in those boxes.

Trashcan (bottom left cornerof each pane). Click on this todelete the selected Activity.

NOTEIf you’ve already assigned anaction to the Entity (such as fol-lowing a Route), it will alreadyhave a Sequence (Seq1)assigned to it.

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DialogEditorDialog can only occurthrough a Dialog component.When you want anyone to saysomething, select a Dialogcomponent and select NewChat.

Strictly speaking, you may onlyneed to have one Dialog com-ponent for an entire Scenario.However, it usually makes a lotmore sense to have severalDialog components, and assigna set of related chats to eachone.

Anytime you want to add ormodify a chat, select one ofyour Dialog components toopen the Dialog Editor. Selectthe Dialog component youwant to change from the pull-down Dialogs List. (You canedit any Dialog componentfrom this Editor, not just theone you selected.)

Select New Chat to create anew chat.

Chat Order. Select a Chat,then click the up or downarrow to move the Chat earlieror later in the chat sequence.

Expand/Minimize. Select thestandard Windows button(right of the arrows) to expandor minimize all of the chats forthe current Dialog component.

Repeat Dialog. Check thisbox to repeat (cycle) all thechats for the current Dialogcomponent.

Chat PaneWhen you select New Chat,you get a Chat pane, with:

After. If you don’t want theEntity to start chatting immedi-ately, set a delay here. Notethat this delay begins when thischat is triggered, not (for exam-ple) at the beginning of the act.

Who. This pull-down menu listsall Entities in the current act;select one to speak the chat.

Says What. Type in what youwant the Entity to say.

To Who. Another pull-downmenu; you can select anotherEntity whom the Entity address-es. (You can trigger an Entity tospeak when PCs are nearby,but you can’t select a specificplayer character to address.)

Emote. What gesture thespeaker makes. If you want twoemotes during a chat, break itinto two chats and assign anemote to each one.

EventsEditorYou assign actionsand chats to each of yourEntities with Sequences andDialogs. But how do you tiethem together, so that (forexample), what Alphonse doestriggers Gaston’s response? Forthat, you need the EventsEditor.

Just as there is only one DialogEditor window (that you canopen from any Dialog compo-nent), there is only one EventsEditor, that you can openthrough any Entity or compo-nent.

Filter. Use this pull-down toselect any Entity, group, com-ponent, or even an Act itself.

New Event. Once you’veselected something from theFilter pull-down, select NewEvent (to start a new Eventpane) or select any existingEvent pane by clicking on it.

Event PaneAt this point, you get two orthree new pull-down menus:

When. Select what you wantto trigger the event.

What Happens. Select whatyou want to happen. There aresome appropriate genericoptions (for example, a groupcan Appear, Vanish or Die),plus any Sequences that you’vecreated for whatever youselected with the Filter.

The next two options are onlyavailable if you selectAdvanced, but you’ll find your-self using them regularly onceyou’re familiar with the Ring.

Add Action. This adds anoth-er entry to What Happens, forwhen you want a single triggerto trigger multiple actions.

Add Condition. This is similarto When; it adds more triggerrequirements for the action(s)you’ve specified.

Trashcan. Click this to deletethe correspondingcondition or action;click the trashcan inthe bottom left cor-ner of the Event paneto completely deletethe current event.

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Top ButtonsSelect/Move (M).Choose this button,then click-and-drag

an Object to move it from onelocation to another.

Select/Rotate(R). Choose thisbutton, then click-

and-drag an Object to rotate it— drag left to rotate theObject clockwise, drag right torotate it counter-clockwise.

Undo (cZ) & Redo. Thesework like most Undo/Redo but-tons.

Copy & Paste. It’s sometimeseasier to use these buttons toplace multiple Objects,Routes or Places. Tocopy something, selectit, then click the Copybutton. To place it,click the Paste button.Whatever you copiedappears, then move itto where you want toplace it. When youcopy an Entity, you alsodecide whether youwant to duplicate itsevents and activities.

Teleport (cT).Click this and thenclick on the screen

to teleport to a new location.You can also open the map —Main Menu: Map (,) — andselect a destination there.

Display ofRoutes andZones. Select this

button to hide/show and freeze/unfreeze all Routes and Places.

Freeze/UnfreezeObjects. Select tofreeze/unfreeze all

Objects in the Scenario.

Launch Test(8). Click thisbutton to begin a

test of your Scenario.

Main MenuUse the Main Menu to openwindows and select otheroptions.

New Scenario. Start a newScenario.

Load Scenario. Load aScenario that you’ve created.

Save Scenario. Save the cur-rent Scenario.

Preferences (U). This opensthe standard Ryzom GameConfiguration window, withthe same options.

Keys (K). This opens a list ofhotkeys, similar to the standardRyzom Key list, but this list hasall the editing keys you’ll need.

Reset Default WindowPositions. If you’ve shifted thewindows around as you workedon the Scenario, this returnsthem to their original locations.

Map (,). Displays a small mapof your zone (p. 13).

Palette (P).Toggles thePalette win-dow (p. 9).

Scenario(S). Togglesthe Scenariowindow (p.13).

Properties.Toggles thePropertieswindow forthe currentlyselectedObject (p.

20).

Chat Window (X). Togglesthe Chat window. Use this tochat with other designers. Youcan also use it to “talk” foryour NPCs while a Scenario isrunning.

Mailbox. Check for messagesthat other players have sent.

Support. Contact the RyzomRing Support Team.

Force Day Light / Back toDefault Time of Day (tog-gle). Takes you to noon / takesyou to “server time” (the timeof day on the server).

Launch Test (8). Select thiswhen you’re ready to make atest run of your Scenario.

Stop Test (8). Select thiswhen you want to return toediting your Scenario.

Quit. Select this to quit RyzomRing.

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ContextualButtonsOnce you’ve placed an ele-ment, several more buttonsappear along the bottom of thescreen each time you select it.These are contextual buttons,which means that a buttonappears only if it is appropriateto the current context.

Delete. Deletes theselected element.

Properties.Opens the ele-ment’s Properties

window (p. 20).

Customize Look… (C). This opensa homin’s cus-

tomization window (p. 21).

Edit Events. Thisopens the EventsEditor for you to

modify what happens duringthe Scenario (p. 17).

Wander. Whenyou have an Entityselected, click on

this button to assign the Entityto wander around in a Placeyou mark (either a new Place,or an existing one).

Follow Route, Patrol,Repeat Route. These are likeTrace New Route (p. 10),except when you finish creat-ing a Route, the Entity is auto-matically assigned to it. Youcan also assign the Entity to anexisting Route.

Follow Route means that theEntity follows the Route once.

Patrol means that the Entitywalks the Route repeatedly,back and forth.

Repeat Route means that theEntity walks the Route in a con-tinual loop.

When an Entity is assigned to aRoute or Place, a set of foot-prints leads from the Entity.

Add NewVertices. Thisoption is visible

when a Route or Place is select-ed. It allows you to add moreflag markers in the middle of aRoute or more stone markers toa Place. Hold your cursor overthe Place outline or over theRoute and click when it turnsyellow. A new marker appears,which you can drag to whereyou want it.

Extend Road.This allows you toadd more flag

markers to the end of a Route.When you select it, your cursor

turns into the next flag marker.

Group (G). Thistells the Entity toduplicate the

actions of another Entity. Selectthe other Entity, and a greenline appears, connecting thefirst Entity to the second Entity.An arrowhead on the linepoints to the group leader.Several Entities can be groupedwith a leader, but a groupleader cannot be assigned toanother group leader.

Set as GroupLeader. This makesthe Entity the leader

of its group. All of the grouparrows that used to point tothe former leader now point tothe Entity.

Ungroup (aG).Select a groupmember and

choose this button to removehim from his group.

Stand Still. Thistells an Entity tostand still.

Work. Sends a non-aggressive Kitin to aPlace you mark.

Guard. Sends anaggressive Kitin toa Place you mark.

Rest. Sends a crea-ture to a Place torest.

Feed. Sends an her-bivore to a Placeyou mark to feed.

Hunt. Sends a car-nivore to a Placeyou mark to hunt.

Edit Dialogs. Ifyou select a Dialogcomponent, select

this to edit your chats.

Lock/Unlock.While locked, theelement can’t be

modified.

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Right-ClickMenuSelect an element, then right-click to open this window. Theupper-left corner of the win-dow appears where you click.

Move. This does the samething as the Select/Move topbutton (p. 18).

Rotate. This does the samething as the Select/Rotate topbutton (p. 18).

New Activity. This opens asubmenu to the variouspathing options (seeContextual Buttons, p. 19).

Delete. Deletes the element.

Properties. Opens the ele-ment’s Properties window (p. 20).

Customize Look. This opensa homin’s customization win-dow (p. 21).

Edit Events …. This opens theEvents Editor for you to modifywhat happens during theScenario (see p. 17).

Permanent Content/Current Act Content.Switches the Entity orComponent from one to theother.

Group, Ungroup, Set as

Group Leader. These dothe same thing as the cor-responding Contextual but-tons (see p. 19).

Lock/Unlock. Whilelocked, an element can’t bemodified.

PropertiesThis window displays sever-al of the selected element’sfeatures.

Properties of ObjectsName. You can change theObject’s display name.

Angle. This slider works likethe Select/Rotate button.Rotate the Object by movingthe slider.

Properties of EntitiesAll properties of Objects, plus:

Fights with Players. If youcheck this box, the Entity willbe player attackable.

Fights with NPCs. If youcheck this box, the Entity willbe bot-attackable.

Auto-Spawn. If you check thisbox, the Entity appears at thebeginning of the Act. (Youdon’t have to create an eventto make it appear.)

No Respawn. If you check thisbox, the Entity doesn’t respawnafter it has died.

Properties of HominsAll properties of Entities, plus:

Customize Look. Opens a

window to change the charac-ter’s look (see below). You canonly change a homin’s looks.

Aggro. Set the homin’s aggrolevel, between 1 (low) and 120(high). The higher the aggro,the farther the homin will runto attack.

Speed. Set the homin’s normalmovement rate: either Walk orRun.

Level. Select Very High, High,Average or Low. These fall with-in the level range that you hadset when you first created thehomin, so (for example), if thehomin is Level 150–200, “Low”will be near Level 150, while“Very High” will be near Level200.

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Tree ButtonsThese aren’t called “TreeButtons” because they haveanything to do with trees, butbecause each selection youmake narrows down theoptions for your next choice,like tracing a tree from trunk tobranch to leaf.

Scenario. Use the Scenario“pull-up” menu to select a spe-cific Act.

Select. Use this “pull-up” menuto select a specific Entity orComponent or Object.

You can use this menu to selectany element, even if it’s notnearby, and then modify itsProperties box.

If you have groups in the cur-rent Act, you can select a group,which adds one more “branch”button to the tree. It is just likethe original Select button, but itonly lists the Entities in thegroup you selected.

Customize CLook (Homins)Use this window to changeanything about a homin thatyou want. (You can onlychange homins.) It has threetabs: Profile, Equipment andBody.

Preview. Toggles a preview ofthe homin.

Change View (in the Previewpane). Toggles between a full-length and close-up view of thehomin.

ProfileName. Change the name thehomin displays.

Race. Select any of the fourhomin races.

Sex. Select Male or Female.

Notes. Make any useful noteshere about the character.

EquipmentSelect clothing, armor,weapons and other equipmentfor the character.

Random Equipment. Selectthis to randomly assign equip-ment to the character.

Sets. Use this pull-down menuto select a coordinated set ofarmor.

Color. Use the sliders to selectthe color for each piece ofarmor. Check the Link box tochange all pieces at once.

Random Color. Select this togive each piece of armor a ran-dom color. (If the Link box ischecked, all of the armor isgiven a single random color.)

Manage Sets. Select this toopen the Equipment window.With this window, you cancompose sets of armor, thatcan then be assigned to thishomin or any others.

Specialization. Select a com-bat specialization for thehomin. This is how you changethe weapon a homin wields.

BodyUse these sliders to modify thehomin’s physical features.

Random. Use these buttons torandomize the homin’s body,head and facial features.

Manage Sets. Use these but-tons to open windows to createand coordinate common sets offeatures.

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NOTESETS

Creating and managing sets ofequipment and body featurescan take some time, but it’s avaluable investment. Onceyou’ve created sets of equip-ment or features, it’s easy toapply those sets to otherhomins, quickly creating a uni-form force. If you don’t, you’llwish you had, as you create thethird troop of attacking Trykers,all from the same realm.

Of course, if you want exactlyidentical troops, use the Copyand Paste buttons. (And youcan modify each one slightly sothat they don’t look like creepyclones.)

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Designing a Scenario is a lot offun, but eventually you have totry it out — to test it (TestMode), as you complete vari-ous parts of the design, and toplay it for others (Play Mode).

Test ModeLaunch Test Mode. You canget to Test Mode from EditMode with the top button,through the Main Menu, or8.

Return to Edit Mode. Toreturn, select the top button oruse the Main Menu.

Test as Player, Test as AM.There are two ways to test yourScenario — as a player and asthe Adventure Master. Whenyou first go to Test Mode, it isin Test as AM. Your characterstill doesn’t interact with any-thing else, and you have thesame abilities you would havenormally as an AdventureMaster in Play Mode.

You may switch to Test asPlayer using the appropriatecontextual button (lower left),at which point your characterbecomes part of the action.You still have several buttonsand options available that regu-lar players wouldn’t have, butyou can experience theScenario as a player would.

You may switch back to Test asAM (contextual button) orreturn to Edit Mode.

Top ButtonsTeleport (cT). As before.

Return to editionmode (8). Clickthis button during

a test to go back and continueediting your Scenario.

Click this button ifyou finish design-ing a scenario and

want to list it for play immedi-ately. (See next page.)

Main MenuThe Main Menu has feweroptions in Test and Play Modes;they are the same as the corre-sponding options in Edit Mode(p. 18).

ContextualButtonsTest as AM

Go to Test Mode.Switch to Test asPlayer.

Scenario Acts.Change to theselected Act.

Triggers. Triggerthe user trigger youselect.

Speak/Stop Speak.Adds/removes a tab for thisEntity in the Chat window.Chat typed this way isn’t savedas permanent dialogue; youcan only do that in Edit Mode.

Control. Move theselected Entity asthough he were

your own PC.

Add HP. Give theselected Entitymore HP.

Kill. Kill the select-ed Entity.

Despawn. Removethe selected Entity.

Change Weather.Change the weath-er.

Test as PlayerGo to AM Mode.Switch to Test asAM.

Testing a Scenario

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Play ModeYou can’t jump between Editingand Play Modes. You can onlylaunch Play Mode through thetop button in Test Mode or dur-ing normal Ryzom play, using aRing Terminal in Pyr, Fairhaven,Yrkanis, Zora.

In Play Mode, you have accessto the same buttons and choic-es available in Test Mode(except you can’t switchbetween AM and Player —you’re always the AdventureMaster if you flagged the sce-nario that way; see Rules, p.14 — and you can’t go intoEdit Mode). You also have theplayer and session controlsdescribed in Mastered orMasterless? (to the right).

Launching &Listing aSessionTo launch and list a sessionimmediately, go to Test Modeand select the R2 top button.Otherwise, start in Ryzom andgo to a Ring Terminal. There areRing Terminals in Pyr, Fairhaven,Yrkanis, Zora and Ruins of Silan.

If you start in Ryzom, click onthe terminal to open theRyzom Ring Sessions window.Click on the Ryzom Ring logobeside the flags to list a sessionthat you’re ready to run. Thenchoose a scenario from thoseyou’ve designed.

Whether you started from TestMode or from the Ryzom RingSessions window, the remain-ing process is the same.

When you select the R2 button(either in a Ring Terminal orthe top button in Test Mode),you do two things: you launchyour session and you list it inthe Ryzom Ring Sessions win-dow. Your own character istransferred to the session’s Act Ilocation, and you stay in yoursession until you end it. Youcan still invite, change filtersand so forth.

You’ve already determined yoursession’s Title, Level, Language,Type, Rules (Mastered orMasterless) and Description(see Scenario, p. 14).

You may modify the descrip-tion, but keep it fairly short —this is what is displayed in theRyzom Ring Sessions descrip-tion column.

Below that, decide whether thesession will be open to every-one (by checking AllowNewcomers) or not (by leavingit unchecked). If you make itavailable to everyone, but wantto restrict the types of charac-ters who can play, check theappropriate boxes by Race,Religion, Non-guild players,Shard and Combat level. (Achecked box indicates that typeof character is allowed.)

No one can play in your sessionunless you specifically invitethat player. A player who wantsto play in your session must letyou know (through chat) and

you must invite that playerbefore he can join. (One short-cut: if you’re in a group whenyou launch a session, everyonein that group is automaticallyinvited.)

Mastered or Masterless?When you’re creating your sce-nario, you decide whether theplayer who will launch the ses-sion will participate as the AM(Mastered adventure) or as aPC in the group (Masterlessadventure).

There is no AM in a masterlessadventure, but the owner (andonly him) can still change theinvitation parameters, invite orkick players out of an adven-ture (through the PlayerControl window), and stop theadventure.

As the AM in a masteredadventure, you can do all this,plus the various thingsdescribed earlier in this manual— control Entities, select usertriggers, chat through anEntity, and so forth.

Running a Scenario

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RingTerminalsUse a Ring terminal to see thesessions you’ve been invited tojoin, and to chat with AMs whoare launching sessions that youmight join. The Ryzom RingSessions window has 9columns, and you can sort byeach of the columns.

Invited/Animator. There is acheck for each session to whichyou’ve been invited. There is aneye icon for each session inwhich the AM is running aMastered adventure (p. 23).

Owner. This lists the name ofthe player who listed the ses-sion. You can send a tell to theowner by selecting that sessionand using the right-click menu,or by double-clicking on the

session.

Title. The session’s title.

Description. The session’sdescription. If a description iscut off, hold your cursor on itto see a longer version.

Level. The range of recom-mended character levels for thesession.

Nb. Players. The number ofplayers currently in the session.

Language. The primary lan-guage used in the session.

Type. What type of adventureit is — raid, rescue, roleplayand so forth.

Launch date. When the ses-sion began.

Flags. Check the lower left flagboxes to display only sessionswhose primary language is

English, French, German orsomething else (Other or ?).

JoiningIf there is a checkmark in theInvited column, you have beeninvited to join that session. Youcan click on Join to begin play-ing. You can join a session thathas already begun.

If you can see a session listed,but there isn’t a checkmark inthe Invited column, then yourcharacter meets the parame-ters that the owner has set forhis session, but you haven’tbeen invited to it. (You can’tsee sessions for which yourcurrent character doesn’t meetthe parameters.)

If you might be interested in asession to which you haven’tbeen invited, select Tell (to chatwith the owner). If the ownerdecides to invite you, a check-mark appears for that sessionand you may select Join (to jointhe session).

Joining a Scenario

24