(This is the "Dungeon Designs" column from the June 1991 issue of the Eamon Adventurer's Guild newsletter. Copyright 1991 Eamon Adventurer's Guild, 7625 Hawkhaven Dr., Clemmons, NC 27012-9408. You may reproduce this freely as long as this credit remains attached to the article.) Back to the Basics: Containers by Tom Zuchowski A container is any kind of artifact that can hold other artifacts inside of itself. Most containers are simple boxes or chests, but this artifact class also includes things like desks, lockets, sacks, and so on. In fact, anything can be used as a container if the story requires that it be able to contain or conceal other artifacts. Containers may be closed or open, locked or unlocked. Their initial state is up to you. Once a container is unlocked or opened, it may not be closed again or relocked using the standard MAIN PGM programming. However, if the player puts an artifact into an open container, the container will "behave" as if it is closed, holding and concealing the artifact until the player again opens it. Like doors, container key numbers default to artifact #99. You must change this number to the artifact number of the actual key or to zero. If you leave it as 99, then the player must have artifact #99 in his possession to open the container. If the adventure doesn't have 99 artifacts, the MAIN PGM crashes when the player tries to open the container. Also like doors, containers have a Strength parameter that is in effect the container's "hardiness". If the player has no key, he can attack a locked container and wear down its strength until it reaches zero, at which time the container shatters and can be opened. Try to select a container description that fits the strength number that you choose. If the container is a lightly built wooden box then the strength should be around 10. If it is a massive iron-bound strongbox then the strength can be in the hundreds. Make some effort to have the container's description match its strength. Let's do an example of a container. Let's say that the container is a small, stoutly built, locked wooden box that contains an emerald. The box is artifact #1, the key artifact #2, and the emerald artifact #3. The box will be found in room 1 and the key in room 7. This example underlines all typed input: ROOM-0 ART.-0 EFF.-0 MONS.-0 YOUR CHOICES ARE-- 1. ADD NEW ROOM, ARTIFACT, EFFECT, OR MONSTER 2. (etc.) ENTER KEY OF YOUR CHOICE (1-7) 1 DO YOU WANT TO ADD A ROOM, ARTIFACT, EFFECT, OR MONSTER (HIT KEY, RAEM) A ENTER ARTIFACT NAME: BOX ARTIFACT DESCRIPTION: YOU SEE A SMALL WOODEN BOX. IT IS ORNATELY FINISHED IN DARK VARNISHES WITH SILVER INLAYS. YOU CAN SEE FROM ITS CONSTRUCTION THAT IT IS STOUTLY BUILT. THERE IS A SMALL KEYHOLE ON ONE SIDE. VALUE : 5 (not worth much) TYPE : 4 (container) WEIGHT : 5 (not too heavy) ROOM : 1 (found in Room #1) KEY# : 2 (Artifact #2) STRENGTH: 50 (moderately strong) OPEN? : 0 (Open = 1; Closed = 0) USER #8 : 0 (doesn't matter) ROOM-0 ART.-1 EFF.-0 MONS.-0 YOUR CHOICES ARE-- 1. ADD NEW ROOM, ARTIFACT, EFFECT, OR MONSTER 2. (etc.) ENTER KEY OF YOUR CHOICE (1-7) 1 DO YOU WANT TO ADD A ROOM, ARTIFACT, EFFECT, OR MONSTER (HIT KEY, RAEM) A ENTER ARTIFACT NAME: STEEL KEY ARTIFACT DESCRIPTION: YOU HAVE FOUND A SMALL STEEL KEY. VALUE : 1 (not worth much) TYPE : 9 (key) WEIGHT : 1 (doesn't weigh much) ROOM : 7 (found in Room #7) USER #5 : (doesn't matter) USER #6 : (doesn't matter) USER #7 : (doesn't matter) USER #8 : (doesn't matter) ROOM-0 ART.-2 EFF.-0 MONS.-0 YOUR CHOICES ARE-- 1. ADD NEW ROOM, ARTIFACT, EFFECT, OR MONSTER 2. (etc.) ENTER KEY OF YOUR CHOICE (1-7) 1 DO YOU WANT TO ADD A ROOM, ARTIFACT, EFFECT, OR MONSTER (HIT KEY, RAEM) A ENTER ARTIFACT NAME: LARGE EMERALD ARTIFACT DESCRIPTION: YOU SEE A MARVELOUS LARGE EMERALD! IT HAS AN EXQUISITE COLOR AND WONDERFUL CLARITY. IT HAS BEEN CUT INTO AN OVAL SHAPE WITH LARGE FACETS. VALUE : 500 (valuable) TYPE : 1 (treasure) WEIGHT : 1 (doesn't weigh much) ROOM : 501 (inside Artifact #1) USER #5 : 0 (doesn't matter) USER #6 : 0 (doesn't matter) USER #7 : 0 (doesn't matter) USER #8 : 0 (doesn't matter) That's how it's done. Be sure to print out the manual. It has all this information and more in it, and you will find it a valuable reference. The above example is not a complete printout of everything that you will see on the screen. There are quite a few on-screen menus during data input that list the allowable inputs, so that you don't have to memorize such things as the artifact type of a key. In fact, the menus almost cover such information better than the manual does. The USER prompts seen with some types of artifact data input, such as the key above, are not used by the standard MAIN PGM programming. They are made available for the purpose of adding extra data for special programming. If you have not added any such extra programming, simply enter zero at each prompt (or hit Escape to retain the default value shown on the screen) and ignore them.