19:42 ST
The Encounters Page

Once you’re ready to start editing your encounters, you can click on the encounter name in the sidebar. This will take you to a page similar to the commands page, where you can customize the encounter to suit your adventure.

Encounter Name This is the name that appears in the sidebar, and is invisible to the adventurer.
Encounter Title This is an optional field that generates a heading for the encounter. No heading will be generated if the field is left blank.
Encounter Pool This is a way to group encounters together. When triggering an encounter, only encounters from the specific pool will be selected. This is an optional field, but be careful — specifying a pool without any encounters will cause the adventure to generate an error.

Did you know?
You can also create encounter pools when creating encounters from the main page!
Kerric

Success Command Encounters can either end in success or failure, although they will end in success by default. This field allows you to specify a command to run when the encounter successfully ends. Typically, this is a masked command that is only tied to the success of the encounter, but it can be whatever you want.
Intro Text The text that introduces the encounter, similar to the Post Text in commands.

 

Careful!
You’ll also see a textbox for Battles, which makes use of the enemy system. For more information on how battles work, see the Advanced Guide to Adventuring!
Kerric

 

Encounter Commands

From the main page, you can specify one or more encounter commands. These commands act in the same way as regular commands, except they are only visible from within that encounter. Moreover, they are the only commands visible from within the encounter. Selecting an encounter command will generally resolve the encounter successfully.

Careful!
In multiplayer adventures, each adventurer has to select a command (but it doesn’t have to be the same one!) before the encounter resolves.
Kerric

Encounter Specific Actions
End Encounter Automatically ends the encounter for all adventurers. It is also possible to specify whether the encounter resolves in a success or failure with this action.
Continue Encounter Forces the encounter to continue for the adventurer selecting the command.

 

Self-Resolving Encounters do not make use of encounter commands and end without any input from the player. These can be used for anything from flavor text to giving the adventurer an item. They can also be used to inject some randomness into the adventure.

For example!
There could be two encounters in the same pool, ‘find coin’ and ‘find nothing’ where the first encounter gives the player a coin and the second encounter does not.
Kerric