recursal/Fanatic-Fandom huggingface dataset:
Quest Example 2

This quest example covers switches and blocks. The complete quest file can be found in the RCE via "Ctrl+P: QquestExample2".

### Logic

1. Rocks block path.
2. Activate switch to destroy them.

## Pseudocode

### Events

```
activateSwitch (linked with "toggle" trigger of NPC Lever)
 set haveDestroyedRock = true
_
getSwitchState (linked with "getState" attribute of NPC Lever)
 if haveDestroyedRock == false
 return false (not activated)
 if haveDestroyedRock == true
 return true (activated)
_
canSeeRock (linked with "viewedIf" attribute of NPC Rock)
 if haveDestroyedRock == false
 return true (visible)
 if haveDestroyedRock == true
 return false (not visible)

```

### Maps

* Spawn block that are visible until the player activates the switch.
* Spawn the switch

## Real Code

### Variable

```
[VAR.haveDestroyedRock]:false

```

### Events

```
activateSwitch(key:number){
 s.set(key,VAR.haveDestroyedRock,true);
}
getSwitchState(key:number){
 return s.get(key,VAR.haveDestroyedRock);
}
canSeeRock(key:number){
 return !s.get(key,VAR.haveDestroyedRock);
}

```

### Map

```
//Tiled project as a q1 and q2 spots on layer SPOT
m.spawnBlock(mapUid,spots.q1,EVENT.canSeeRock);

m.spawnToggle(mapUid,spots.q2,EVENT.getSwitchState,EVENT.activateSwitch);

```

## Walkthrough from Quest Template

To create a new quest in the Raining Chain Editor:

1. Create new quest. (Ctrl+Shift+P RCE:New Project)
2. Add ids to the enums.
3. Copy-paste the variable in n.newVariable().
4. Copy-paste the events in EVENT\_CLASS.
5. Add the q1 and q2 spots in the .tmx file then "Update Spots". Make sure the q2 lever tile is positioned inbetween tiles as specified in Map Creation Guide.
6. Copy-paste the npc spawning logic in the map onLoad().
7. Test the quest. (Ctrl+Shift+P RCE:Test Project)
Game Development

You love Raining Chain and you would like to be part of its development? Great! Raining Chain is always looking for enthusiastic players to improve the game. Any help is greatly appreciated.

By contributing to the project, you will also get Contribution Points which can be spent to unlock awesome cosmetic rewards! More info in-game in the Menu->Contribute window.

Come share new development ideas on the Discord server.

## Development & Design

* Overall Design Guideline
* Known Bugs
* Future Updates
	+ Combat Overhaul
* Release Roadmap

## How to Contribute

* Most Wanted Wiki Pages
* Raining Chain Editor
	+ Quest Creation
* Map Creation
	+ Overworld Map Design
	+ Dungeon Map Creation
* Art Style Guideline and Tools
And Then a Sasquatch

**And Then a Sasquatch** is a rare Driving Event in Death Road to Canada.

## Event Text

*[Character] sees a sasquatch on the side of the road, minding its own damn\* business.*

* Bigfoot ain't real
* Turn around and investigate
* [Highest Strength Character] tries to wrestle it

## Results

### **Bigfoot ain't real**

*The group speeds on. [Character] really wanted to believe, but tells him/her self to COOL IT.*

* [Character] -1 Morale
* Increases the COOL IT counter

#### **If party has a character with the Grating stat combo**

*[Character 2] rubs it in by saying COOL IT a second time.*

* Increases the COOL IT counter a second time

### **Turn around and investigate**

*The group turns the car around to investigate. The group finds only a single large footprint where the sasquatch was alledged to be. [Character] snaps an instant photo. He/She wants to believe.*

* [Character] +2 Morale

### **[Character] tries to wrestle it**

*[Character] leaps from the car and locks arms with the sasquatch.*

#### **Character has high Strength (5 or higher)**

*The sasquatch is no match for him/her and submits easily.*

If not alone: *The group applauds [Character]'s victory.*

* [Party] +2 Morale

#### **Character succeeds Strength roll**

*After what seems like hours of the wrastle the sasquatch finally submits.*

If not alone: *The group applauds [Character]'s victory.*

* [Character] +1 Strength
* [Character] +1 Fitness
* [Character] Strength and Fitness revealed
* [Party] +2 Morale

#### **If Character fails strength check**

*He/She is put immediately into an arm bar. This sasquatch knows Judo. [Character] is forced to submit to the greater opponent.*

* [Character] +1 Strength
* [Character] Strength revealed
* [Character] -1 Morale

\*This is the only notable profanity in the game, despite being called a 'family-friendly' game on steam.
Characters

## Important NPCs

### Lord Dotex :

**Lord Dotex** is a self-aware NPC created by **The Creator**. His original purpose was to allow fully dynamic quests and dialogues. However, things didn't go very well. Lord Dotex quickly stopped following the orders and started having projects on his own. He strongly believes every Actor should have equal rights no matter the class or other circumstances of one's birth.

### The Creator :

The Creator has full control over the game code and data. He forged the maps one by one and gave life to every NPC in the game. He has a power to create or destroy anything. He often materializes in the game as the player "rc" to greet newcomers and check the game state. Using His special tools, He has a power to alter the game state while it's running.

### The RNG God :

The Random Number Generator God is the one who decides everything related with randomness. This includes, but is not limited to, enemy behaviour, stats on new weapons and damage dealt. Not much is known about how his decision-making works. His secret lies deep within the core engine, under the function *Math.random()*.
Dentist Office

The Dentist Office is a common driving event that modifies personality traits. This can occasionally result in characters gaining certain traits such as Paranoid if their new personality meets the requirements.

## Event Text

*The group loots a dentist office, finding some left over medical supplies and many technically edible tubes of toothpaste. [Character] goes to the waiting room and grabs a magazine from their sparse selection.*

*Pick a magazine:*

* Glurge for the Sensitive Soul
* CELEBZ news
* Questionable Science

## Results

Each choice below additionally results in gaining 2 Food and 2-3 Medical supplies.

### **Glurge for the Sensitive Soul**

*[Character] realizes that this magazine has always been corny, but still enjoys the optimistic stories. One story is about a cat that saves its owner from choking at a buffet. Inspirational.*

* [Character] +1 Attitude
* [Character] +1 Morale
* [Character] Attitude revealed

### **CELEBZ news**

*This magazine was always incredibly mean, possibly moreso now that most of the people in this are now eaten. [Character] is a slightly worse person for even reading it.*

* [Character] -1 Loyalty
* [Character] -1 Wits
* [Character] +3 Morale
* [Character] Loyalty and Wits revealed

### **Questionable Science**

*[Character] feels pessimistic about the magazine's prediction of flying hovercars in a few years, now that civilization is more or less destroyed. It was still a pretty entertaining magazine.*

* [Character] -1 Attitude
* [Character] +1 Morale
* [Character] Attitude revealed
Quest Example 4

This quest example covers chests and npc tags.

```

```

```

```

```

## Walkthrough from Quest Template

To create a new quest in the Raining Chain Editor:

1. Create new quest. (Ctrl+Shift+P RCE:New Project)
2. Add ids to the enums.
3. Copy-paste the quest variable.
4. Copy-paste the item.
5. Copy-paste the events in EVENT\_CLASS.
6. Add the q1 spots in the .tmx file then "Update Spots". Once again, make sure to put the spot inbetween tiles.
7. Copy-paste the npc spawning logic in the map onLoad().
8. Test the quest. (Ctrl+Shift+P RCE:Test Project)
NPC'er

Hemmelighederne i Bjerget, har mange NPC'er (*Non-Player-Character*) som fylder den verden vores helte befinder sig i. På denne side kan du læse om de speciele NPC'er som vores helte har stødt ind i, ind til videre.

Borka, *Smed i Kurgh*

Slesk, *Handler fra Kurgh*

Melidia, *Ejer af Kurgh Kro*

Ivan Yvust, *Kaptajn af Vagtværnet i Vling*

Lord Ulrik Jöransolv, *Lord af Vling*

Zesel, *Ejer af "Zesel's Gøjl" butikken i Vling*

Yasmine Jöransolv Thormund, *Datter af Lord Ulrik, og prinsesse af Naval*

Issalay Thormund, *Prins af Naval*

Ellin Thormund II, *Konge af Naval*

Fazar, *Herblist i Joven*

Salazar "Red Knight" Moonbow
Crafting

## Description

The crafting system in Rainingchain is really open and also gives all the needed information.

### **crafting anvil location**

All crafting happens at the Anvil located in the map Town right next to the Merchant NPC.

All Information about Re roll chances and possible item Values can be seen there too. To do so : Click the anvil choose any item to upgrade , the bottom most option on the right side of the craft screen window now becomes : “Check Possible Rolls” all stats that your item can get are shown here and in case you wonder if another item would suit you better you can look at the value of any item via changing the Weapon/ armor type at the top of the grid.

### **What can be done ?**

#### **increase the flat Weapon Power / Defensive Values**

- for max value see "Possible Rolls" Panel

#### **swap the Element Multipliers**

- swaps out flat elemental bonusv(ice/fire/lightning) with flat basic damage bonus (melee/ranged/arcane)

#### **upgrade any stat value**

- for max values see "Possible Rolls" Panel

**Ascend Gold equip**

- Increseases Base Dmg/ Def value of a golden item. The maximum Ascension visible in "Check Stats" is lv is 20. But Rc stated there is no real cap.

### **Costs**

All upgrades cost some form or resource there are basically **3 types** of upgrade payments :

#### M**aterial/Gem cost only :**

is used for unlocking more stats or randomly re roll stat boni costs x amount of the resource/gem the item is made of (ex : metal - for metal armor).

#### **Material/Gem + Stat Orb cost:**

is used when upgrading any weapon value rather than swapping it out. to Increase a stat you will be required to spend x material and the fitting stat Orb (power orb for weapon power - lv orb for lv ...)

#### **Ascension :**

can only be done with Gold items. You Pay x gold shards to increase the weapon power/ flat def value of a golden item even more.
Ascension Costs go up every Ascension level.

### **General crafting advice**

* dont spend too much on crafting before getting gold equipment and at least reaching lv 30
* pre lv 30 its best to disencant items into Stat Orbs (no Power/ Level Orbs)
* getting an Ascended weapon early will increase you damage tremendously
Hr. Nielsen

Hr. Nielsen er far til Mathilde Nielsen, som er hovedperson i anden bog. Han er natmand, hvilket giver ham en meget lav status. Dette påvirker resten af familien meget.

## Udseende

Hr. Nielsen er en høj og ranglet midaldrende mand. Han har rødt pjusket hår, brungrønne øjne og meget lys hud, som er overdænget med fregner. Han har et stort fuldskæg og en bred, smallæbet mund samt en stor næse, der vender opad.

Til hverdag går han i en lyseblå, ternet skjorte, vissengrønne bukser og brune støvler.

Til festlige lejligheder har han en striktrøje udover og har strøget håret pænt tilbage.

Om natten sover han i en noget slidt hvid dragt og har bare fødder.

## Personlighed

Han bruger det meste af bogen på at sove, da han har nattearbejde, men vi ved, at han er en meget sjov far, som er lidt ligeglad med, hvad folk tænker om ham. Han kan godt lide udfordringer, men ville bestemt gerne have et bedre job og flere penge, hvis han skulle vælge. Ifølge Mathilde ville han helst være soldat, men er ikke klog nok til det og er ligesom sin datter venstrehåndet og ville derfor ikke kunne kæmpe ordentligt.

## Galleri

Hr. Nielsen i sit hverdagstøjHr. Nielsen til festlige lejlighederHr. Nielsen når han soverHr. Nielsen close-up
Dev: Combat Overhaul

## Objectives

### Monster Overhaul - Complete

1. Revamp the monsters so their attacks are less random and more pattern-based. Knowing the enemies should provide an advantage (being able to dodge them or counter them).
2. Diversify the enemies. Your way to battle enemies should differ depending on the enemy. You should have to adapt yourself to different situations.

### Ability Overhaul

1. Diversify player attacks so they actually feel different. Right now, most of the diversity comes from bullet movement and damage type/status effects. However, it still feels the same using them.
2. Add more strategic elements / options for the player.
3. Allow players to specialize in a domain.
4. Prevent too powerful skill combination

### Equip Overhaul

1. Allow players to specialize in a domain.
2. Balance crafting cost.
3. Have simple cheap builds
4. A wide variety of equip bonus are useful.
5. Getting equip upgrade should be less random.

### General Overhaul

1. Rewards are balanced at low and high levels.
2. The game stays challenging even for skilled players. <- No solution yet
3. Not skilled players are still able to progress in the game. <- No solution yet

## Solutions

List of projects to meet the objectives.

* Ability 1: Gameplay
	+ Introduce new ability modifiers that impact gameplay.

* Ability 1: Gameplay
	+ Create new abilities based on those modifiers.

* Ability 2/3 and Equip 1: Specialization
	+ Introduce new specialized equip bonus tighly tied with ability.
	+ Abilities scale with a specialized equip bonus.

* Ability 3 and Equip 1: Specialization
	+ Remove reputation grid. Grid doesn't add depth to the game. Just pick whats best and thats it.
	+ Remove quest points. Hard to balance. Too fast to level up abilities and only level up precise ones. Ability level up is major power upgrade and should be awarded to its just value.

* Ability 3: Specialization
	+ Change the way new abilities are obtained. Right now, players dont choose what them want. All depends on the achievement is. People dont focus on an achievement for its ability.
	+ Introduce ability grid with points granted via achievements.
	+ Player level up increase the max ability lvl.

* Ability 4: OP builds
	+ System that tracks builds used by top players.

* Equip 4: Bonus Usefulness
	+ Add unique bonus that converts bonus into another.

* Equip 2: Balance
	+ Crafting cost should be based on exp needed to level up.
	+ Level up equip should be expensive at higher level but cheap at lower level.

* Equip 5: Random
	+ Able to convert useless gold equip into shards, then shards into equip of choice.

* Equip 3: Simple Build
	+ Add premade unique equips meant for beginners. Usable for early abilities.

* General 1: Reward Balance
	+ Rewards given depends on the time spent. Create system to easily adjust reward based on time.
Rules

## Rules of Raining Chain

It is forbidden to :

* Sell or buy in-game items or services for real-life money.
* Share your account with another person.
* Play with multiple accounts at the same time in the same party or to use them to exploit gameplay mechanics.
Multiple accounts for extra bank storage is allowed.
* Impersonate another player, moderator or administrator.
* Use inappropriate language.
* Exploit a bug.
* Scam other players.
* Use a macro while in combat to gain an unfair advantage.
* Modify the game code to gain an unfair advantage.
* Create more than 10 accounts with the intention of selling their name.
Release Roadmap

This is the list of features before Raining Chain is officially released.

* Combat overhaul
* Revamp walls graphics
* ~~Revamp sound effects~~
* Functional mobile version
* ~~Basic multi-server features (friend list and PM)~~
* ~~Daily logs~~
* At least 3 new main story quests
* Add "Refer a friend" program
* Investigate attack animations
* Better setting interface
* Better account recovery interface
* Separate solo and coop highscores
Equipment

## Description

There are a lot of different items in RainingChain. Equipment are randomly generated.

First you can open the Inventory panel with the menu or by pressing " I " :

There are different types of element in the Inventory :

#### **Equip :**

This is where you find weapons / armors / rings / amulets ..., you can clic them to have more details and description.

#### **Material :**

All the things for crafting purpose and improving equipments like with the anvil. There are 6 types of materials. The gems (Ruby, Sapphire, Topaz) are 3 times rarer than the others (Metal, Wood, Bone).

#### **Items :**

For random items like Equip box ... Some of them could be activated.

In the right colomn you can see what is equiped and your stats.

## Equip :

You will find below tables of the different kind of equipments and their attributes.

It is possible to equip or unequip them and also disassemble them to make materials. You can upgrade them by using materials.

Armor and weapons have specific stats depending on your level when you acquire them. You can also clic on the information button to have details about attributes :

## Exemples of Items :

129 of defense in fire,cold and l
ightning
+ 13,04 + on fire defense (Reduces fire damages taken).
Fru Vestergaard

## Familieinformation

### Børn

Amalie VestergaardEmilie VestergaardEmil VestergaardMartha VestergaardNiels Vestergaard

### Sociale status

Ukendte velstående forældre (rig, høj status)Borgmesterens kone (-ll-)

## Andre informationer

### Uddannelser

FolkeskoleSsv. andet, inklusive dem hendes døtre har taget

Fru Vestergaard er mor til Emilie Vestergaard, som er hovedperson i bog 3. Hun har ikke den største rolle. Hun er gift med borgmesteren, hvilket giver hende en høj status og nok penge til at ansætte tjenestefolk til at gøre det praktiske husarbejde.

## Fysisk udseende

    Fru Vestergaard er en midaldrende, fyldig kvinde af gennemsnitlig højde. Hun har meget lys hud, lyst glat hår med lidt grå stæng, lyseblå øjne, en lille næse og smalle, lyse øjenbryn, små hænder og fødder samt fyldige læber. Det siges, at hun endnu er smuk og ligner sin mellemste datter en del, til trods for at være både ældre og større.

Til hverdag går hun i en hvid skjorte med en høj krave, en stram mørklilla jakke med mørkeblåt for (og matchende bælte og hat), en stor, blå nederdel med sorte blomster for neden og et par sorte, blanke støvler. Hendes hår er sat op og dækket af den lilla hat.

Til festlige lejligheder går hun med en stor, mørklilla kjole med sorte blomster og hvid krave, mørkebrune spidse støvler, en lilla halskæde og matchende ørenringe. Hendes hår er stadig sat op, men hatten er skiftet ud med en mindre, dog stadig lilla, som har en hvid fjer i.

Om natten sover hun i en lang, hvid kjole med lilla blonder ved håndleddene og halsen.

## Personlighed

Fru Vestergaard er ligesom Emilie intelligent, høflig, kreativ, elegant og til tider lidt stolt. Faktisk meget stolt; hun elsker at vise sit hus og sin familie frem. Hun kan godt være lidt skrap over for sine børn og tjenestefolk, men hun kunne aldrig drømme om at gøre dem noget ondt.

## Galleri

Fru Vestergaard til hverdagFru Vestergaard til festlige lejlighederFru Vestergaard om nattenFru Vestergaard close-up
Alfred

Alfred close-up

Alfred er elev på (drenge)skolen for bedre børn. Han er i bog 1-4 omkring 13 år. Han er storebror til Karen og Maren, som går på (pige)skolen for bedre børn. Det afsløres i bog 3, at Emilie – som han har været venner med i et stykke tid – er forelsket i ham. Det siges ikke, om han også kan lide hende.

Han er apotekerens søn, hvilket giver ham en høj social status.

## Fysisk udseende

Alfred er højere end både Emilie og Oline og har en smule firkantede træk. Han har lyst hår og blå øjne. Han beskrives som at være ret køn, men hans mest detaljerede beskrivelse er af Emilie i bog 3. Derudover har han et tydeligt underbid. Det er sandsynligt, at han, ligesom mange andre velhavende drenge på hans alder, går klædt i hvid skjorte, mørke bukser, jakke, sorte sko og en hat.

## Personlighed

Alfred er ligesom Emilie i bog 1 en smule selvhøjtidelig. Men det lader til, at han på trods af det er en en åben, høflig og venlig person – i hvert fald over for de rigere personer. Dog respekterer han også Oline, når hun i anden og tredje bog begynder at hænge ud med Emilie, til trods for at hun er fattigere end dem begge. Han og hans søstre lader til at have et okay forhold, men de kan begge godt gå ham lidt på nerverne.

Det antydes, at han klarer sig godt i skolen, men godt kan virke en smule fraværende, når han er sammen med andre børn.

Han er meget interesseret i maskineri, damplokomotiver og fabrikker. Han siger, at hvis han ikke skulle være apoteker, skulle han med sikkerhed arbejde med en af disse ting.

I tredje bog, da Oline fortæller ham Emilies (teknisk set Amalies) hemmelighed, fortæller han den ikke videre, men prøver at være forstående over for Emilie. Han ender med at indrømme, at han selv pressede hende lidt til det, men er i løbet af bogen lidt træt af, at Oline beskyldte ham.

I fjerde bog tager han Olines parti i hendes og Emilies skænderi. Til sidst dropper Emilie sit venskab med dem begge. Det er uvist, om de to fortsætter med at ses.

## Galleri

Alfred til hverdagAlfred til festlige lejlighederAlfred når han soverAlfred close-up
Map Creation

* Map editor Tiled
* Raining Chain's tileset images
* Generic map template

After downloading the Map Creator, extract the .zip and follow the instruction in the README.

### Step 2- Creation General Shape (Layer WALL0)

Make sure the grid is set as visible in Tiled. (Ctrl-G)

You can change size via Map -> Resize Map.

Recommended quest map size: 50x50 up to 80x80. Overworld maps must be 80x80.

When designing an overworld map, make sure to include ways to expand the map and places where to place quest-starting npc.

### Step 3- Add Shape Decoration (Layer WALL1)

Place stairs on that layer as well. All paths must be at least 2 tiles wide for the player. Paths were combat may occur should be at least 3 tiles wide to prevent monsters getting stuck.

### Step 4- Add General Ground (Layer GROUND0)

Grounds with different height must be different.

Grounds with same height must be the same.

### Step 5- Add Paths and Water (Layer GROUND1)

Use the Terrain tool in Tiled to automatically draw the borders.

### Step 6- Add Non-Walkable Decorations (Layer DECO1)

Make sure non-walkable decorations will not get in the way during battle.

### Step 8- Adding Actors Positions (Layer SPOT)

The SPOT layer is used to position actors in the map.

Using:

* 1 tile: The actor is spawned in the middle of the tile.
* 2 tiles: The actor is spawn in the middle of the two tiles. Required when using solid 2x2 actors (ex: blocks, pushable rocks, chest, lever).
* 3+ tiles: Creates a zone (rectangle area). Used by quests. If all the tiles form a line, it can be used to spawn a line of blocks.

For collision to work properly, solid actors must be spawn using two tiles.

2x2 solid actor: Chest, Rock, Lever, Harvestable Rock:

4x5 solid actor: Tree trees:

* Teleporters: (t1,t2,t3...)
	+ Leave and enter the map: Placed 1 tile away from border.
	+ Cave and doors: Placed over the first wall tile.

* Monsters (e1,e2,e3...)

* About 3 harvesting plot (a,b,c...)

* A lore book spot (A)

General Advices:

* Do not place enemies near teleporters.
* Do not place enemies in tight paths.
Boss Battle

## Walkthrough

Fight five bosses back to back in an epic battle.

## Pet

Defeating the Ice Basilisk may grant the pet Lisky.

## Challenges

 Short Boomerang
 Speedrun

## Highscore

 Fastest Time
 Fastest Time [Short Boomerang]

## Tips

* In the first boss battle, Fire Dragon, always stay between the two initial fireballs. Wearing Ruby Ring and Amulet will make you more resistant to the dragon fireballs.
* In the second boss battle, Fire Pumpking, stay near the corners to be as far from the boss as possible. Wearing Ruby Ring and Amulet will make you more resistant to his rotating flames.
* In the third boss battle, Giant Slime, always kill the smallest slimes first to avoid having to deal with too many at once. Wearing Bone Helm and Body will make you more resistant to their arcane projectiles.
* In the fourth boss battle, Giant Bat, stay far away from the boss when he reaches low life. Wearing Topaz Ring and Amulet will make you more resistant to the bat's lightning projectiles.
* In the fifth and last boss battle, Ice Snake, during the second phase, only move short distances in-between the boss projectiles. Wearing Sapphire Ring and Amulet will make you more resistant to the ice projectiles.
* Throwing the boomerang at the exactly vertical angle will cause it to pierce 5 times rather than twice. Use this tip to cause a greater deal of damage to bosses in each throw. This boomerang maneuver is easy to do when you are in the starting horizontal point and the boss does not move, such as during the battle of Fire Dragon or Ice Snake, because both the boss and you are in the very middle of the arena.
* Never choose Speedrun challenge unless you have never completed the challenge or there is a task related to it. With a very small reward multiplier combined with very strong bosses (choosing a challenge will make the bosses become about twice as strong as No Challenge), it will not be worth it unless the challenge is golden (with the reward multiplier doubled).

## Trivia

* The pet name Lisky comes from the name of the fifth boss in old game version: Ice Basilisk. The boss is now an ice snake rather than a giant ice basilisk with red eyes.
Achievements

## Tips

**Beefication:** Talk with the Wise Old Man. He is located in the cave in the map Southern River.

**Hidden Bookcase:** At the beginning of Move Database, you enter the database. Collect the tables in this order: Player, Npc, Equip, Highscore, Quest, Main. A hidedn bookcase will appear. The password is PNEHQM.

**Decrypt Lord Dotex PM:** Send any message to Lord Dotex and he will reply with 01001110 01010000 01000011 00100000 01010010 01100101 01110110 01101111 01101100 01110101 01110100 01101001 01101111 01101110. If you convert the binary into ASCII, it returns into "NPC Revolution". Send that message to Lord Dotex to unlocked the achievement. (via @Lord Dotex,NPC Revolution)
Bullying

**Bullying** is a Despair Event that can only occur when there is more than one party member. There are different results depending on the Stat Combos of the characters. Character 2 is selected at random from the rest of the player's party members.

No player choices are made during this event.

## Event Text

*[Character 1] snaps and starts yelling insults at [Character 2].*

## Outcomes

### **Character 2 has low Composure**

*[Character 2] yells back and it turns into a huge fight.*

```
[Character 1] -2 Morale

```

```
[Character 2] -2 Morale

```

```
[Character 2] Composure Revealed

```

### **Character 2 is Angry Strong**

*[Character 2] responds by punching [Character 1] in the face.*

```
[Character 1] -1 Health (non lethal)

```

```
[Character 2] Strength Revealed

```

### **Character 2 is Charming**

*[Character 2] remains diplomatic while being insulted, but it still gets to [him/her].*

```
[Character 1] +1 Morale

```

```
[Character 2] -1 Morale

```

```
[Character 2] Wits Revealed

```

```
[Character 2] Attitude Revealed

```

### **Character 2 is Oblivious**

*[Character 2] was thinking of something else during all the insults, and didn't really hear any of them.*

```
[Character 1] +1 Morale

```

```
[Character 2] Wits Revealed

```

```
[Character 2] Attitude Revealed

```

### **Character 2 is Grating**

*[Character 2] insults [Character 1] right back, except much more effectively.*

```
[Character 1] -2 Morale

```

```
[Character 2] +2 Morale

```

```
[Character 2] Wits Revealed

```

```
[Character 2] Attitude Revealed

```

### **Character 2 is Paranoid**

*[Character 2] is very resentful of this, and plans revenge for later.*

```
[Character 2] -1 Loyalty

```

```
[Character 2] Wits Revealed

```

```
[Character 2] Attitude Revealed

```

### **Character 2 is none of the above**

*[Character 1] feels very slightly better about [him/her]self.*

```
[Character 1] +1 Morale

```

```
[Character 2] -2 Morale

```
RCE Installation

## Required Files

* Visual Studio Code
* Scripters War Editor (swe-1.3.14.vsix)
* Map Editor
* Node.js

## Steps

1. Download all the required files.
2. Install Visual Studio Code, the map editor Tiled and Node.js.
3. Open Visual Studio Code and install the Raining Chain Editor extension (swe-X.X.X.vsix) via "Install from VSIX...".
4. Restart Visual Studio Code.
5. Open the Raining Chain Editor Dashboard

1. Create a new map/side quest/quest or copy an existing one.
2. Try it out by pressing the Test button at the top of the project file.

## Video Tutorial

Outdated information in the video:

* You no longer need to download Raining Chain Game (rainingchain-1.0.0.zip) as it is now embedded in the Raining Chain Editor.
* You no longer need to extract the rainingchain-1.0.0.zip.
* The "npm install" popup upon opening Visual Studio Code has been removed. npm install will be ran automatically upon starting the server the first time.
* "RCE: Help" has been renamed to "Raining Chain".

## Troubleshooting

If you have problems installing the Raining Chain Editor, come get help on the Discord channel.

## What's Next?

* If you're interested in creating a new map, check the Map Creation tutorial.
* If you want to create new quest and side quests, check the Quest Creation tutorial for the Raining Chain Editor.
DEJA VU

**DEJA VU** is a Walking Event in *Death Road to Canada*. The party will somehow find the same Old Car that they started with (or the new starter car given by the Car Nut Perk, if applicable), allowing them to continue their journey.

## Event Text

*[Character] spots a car parked in the middle of the road. They rush over to discover a car that looks suspiciously like the car they started their journey in.*

**[Original keys in possession]** *[Character] takes the keys that they kept from the old car and sticks it into the ignition. It starts.*

**[Original keys were eaten by a gator]** *[Character] checks for the car keys. There are none. He/She steps out of the car for a moment and puts his/her foot right into some gator poop. There are some keys inside!*
RCE Actor Models

In order to use a premade actor model in the Raining Chain Editor, you will need to import them.

This is done by adding the actor model id in the NPC enum (at the top of the .ts quest file).

Ex: enum NPC {bat}

## List of premade actor models:

Monsters:

* bat
* bee
* mosquito
* mushroom
* plant
* slime
* snake
* orc\_melee
* orc\_range
* orc\_magic
* smallWorm
* ghost
* eyeball
* skeleton
* spirit
* pumpking
* werewolf
* bigWorm
* dragon

Npc:

* npc (Non-combat)
* npc\_playerLike (Combat version. Can be damaged by monsters)

Misc:

* blank (Model with all default properties)
* pushable\_rock2x2
* block\_rock2x2
* target
Overworld Map Design

**Current Status:** There is no plan on expanding the overworld for now. The focus is on individual quest and boss lair maps.

### Workflow

To create new overworld map areas :

1. Download the Overworld Template
2. Create a rough draft of the area.
3. Submit the rough draft and wait until it is approved by an admin.
4. Create the individual overworld maps.

Overworld maps are interconnected and thus require coordination.

Each area must have a theme: mountain, forest, valley, river, cave, etc...
Bad Luck Brian

## Walkthrough

Dissatisfied with his RNG seed, Brian sends the player on a quest to replace it.

### Wise Old Man

In order to find out how to change the seed, the player is told to ask the Wise Old Man for advice. He is located in a cave at the center of Southern River and is guarded by the Ghost Boss. Inside, the man informs the player about the Holy RNG Tree and marks its location on the minimap.

### Holy RNG Tree

The small pathway leading to the Holy RNG Tree lies west of Southern River. Here the player has to fight two Snakes, two Big Worms and two Mosquitoes at once before he is faced by a Slime Boss in the next map. The tree is blocked off by a fence that disappears when the boss is beaten. A RNG seed can be taken from the tree which just repeats a number over and over again, ignoring any communication attempts.

The seed is given to Brian who is then instantly disappointed by the lack of apparent change in his luck.

## Pet

Each successful playthrough of this quest raises the chance of obtaining or uptiering the pet Boo. Defeating the Ghost Boss triggers the dice roll.

## Challenges

 100 HP
 Speedrun

## Highscore

 Speedrun [Duplicate]
 Cumulative score

## Tips

* Use Area of Effect abilities to quickly dispose of the monsters in the Path to RNG Tree and the boss shortly after.
* Use long range abilities in the 100 HP challenge to keep more distance to the Slime Boss in order to avoid its many projectiles more easily.
* The quest measures two speedrunning highscores and involves a lot of walking. It makes sense to invest in Max Speed. The only way to raise this stat is to use a Bone Helm that boosts this stat.

## Trivia

* A RNG seed is a number used by pseudorandom number generators to generate a sequence of seemingly random numbers.
* The seed given by the Holy RNG Tree pays homage to a joke that even common patterns may be considered random given that anything can be the product of a random process. Another example of this joke can be seen in this Dilbert comic strip.
Farm Trader Camp

**Farm Trader Camp** is a rare Trader Camp location. Its most notable feature is the addition of two buildings: a farmhouse and a barn, plus the outside of the camp being similar to the Farm's.

Inside the farmhouse you may find two Traders, and a couple of unrecruitable dogs. There might be some weak weapons laying on the ground that you can take.

Inside the barn you may find a chicken, which can't be recruited, and a single egg, which can be picked up for free.
Madam Kristensen

Brun

Grøn

Madam Kristensen er mor til Ingrid, som er hovedperson i første bog. Hun har ingen onde intentioner, men hun er indirekte skyld i mange af konflikterne i denne bog. Hendes mand er væver, hvilket giver hende en forholdsvis lav social status.

## Fysisk udseende

Madam Kristensen er en midaldrende kvinde. Hun har langt, brunt, gråsprængt hår, tykke øjenbryn og lysebrune øjne. Ligesom sin yngste datter har hun mange modersmærker

Til hverdag går hun i en grå skjorte med et brunt ternet sjal udover, sorte slidte støvler, mørkegrøn nederdel og et violet forklæde med turkise og brune tern. Hendes hår er bundet stramt i en knold, og det er dækket med et grønt tørklæde med mørkeblå striber, som hun har bundet under hagen (i nakken i sims-versionen)

Til festlige lejligheder går hun i det samme tøj, men hendes forklæde er nu blåt med grå og hvide striber, og hendes tørklæde er blåviolet og ternet.

Om natten sover hun i en lang, hvid kjole, som hun måske også har på under sit hverdagstøj. Desuden har hun løst hår og bare fødder (i hvert fald om sommeren)

## Personlighed

Madam Kristensen er kærlig, moderlig og omsorgsfuld, men kan også være lidt streng og kommanderende og tit meget stresset, hvilket er forståeligt i hendes situation. Hun er ligesom sine døtre kreativ og god til at lave mad, og ifølge Ingrid er hun fysisk stærk og meget hurtig i sine bevægelser. Hun siger til Ingrid, at hun ikke må snakke med Mathilde, men det er mest fordi hun er en smule bange for sidstnævntes familie og ikke vil have, at der sker hendes datter noget, og ikke fordi hun skammer sig over at blive set med fattige mennesker.

## Galleri

Madam Kristensen til hverdagMadam Kristensen til festlige lejlighederMadam Kristensen når hun soverMadam Kristensen close-up
Close to the Border

**Close to the Border** is a forced Siege event in Death Road to Canada. It is the first of the endgame sieges, being guaranteed to appear on the second-to-last day of driving, after the final Trader Camp. As it is a mandatory siege, the REST option is disabled, meaning all party members must be taken into the mission, and there will always be a a Glimmer of Hope after it.

This siege has a 50/50 chance of taking place in a house or a cabin, with the button used to start the siege having different dialogue depending on the location. Regardless of which variant is picked, the siege will always last 1.5 hours and have a swarm size multiplier of 2.2.

## House

The house variant is essentially a harder version of House Siege, with zombies entering through the main door as well as periodically crashing through the ceiling. The house is generated the same way as the one in that siege, featuring a large, open main room with various furniture strewn about, usually containing a small amount of loot or weapons. The room will also have 2-3 inaccessible doorways blocked by rubble, with certain layouts featuring an additional unblocked door that leads to a kitchen, a bedroom, or rarely a bathroom. These extra rooms are identical to their non-siege counterparts in terms of layout, furniture and loot.

This siege variant can start on any half-hour from 14:30 to 20:30.

## Cabin

Conversely, the cabin variant is a harder version of Cabin Siege, including the location being generated the same way. It consists of a cabin with 2 rooms and a small outdoors area surrounding it. The cabin's main room features both bedroom and kitchen furniture, and has moderate amounts of loot and lying on the ground. Aside from random common weapons, the room is guaranteed to contain 2-3 Nail Boards, and has a 30% chance of spawning a Chainsaw (with 30-60 gas). There is also a door leading to a bathroom, which may contain standard bathroom loot. Outside, there will be 5 trees and 0-2 Tree Branches, with a 25% chance of spawning a Log as well.

This siege variant can start on any half-hour from 13:30 to 19:30.

## Event Text

*Giant armies of undead perpetually lurch around the Canadian border, unable to cross. The group gets caught up in a lesser swarm before they can find a safe camp.*

*SIEGE ALERT! THERE'S NO ESCAPE!*

*Your zombie forecast is:*

*HORDE SIZE: Massive or higher*
*CURRENT TIME: Afternoon-Nightfall*
*SIEGE LENGTH: 1.5 HOURS*

* Hide out in House

or

* Seek shelter in Cabin

## Trivia

* The internal name of this event is "precanada-siege".
Master Piece

## Walkthrough

Help Juan the Skeleton Painter to create a master piece!

## Challenges

 No Disable
 Hardest Puzzle

## Highscore

 Fastest Time Solo
 Fastest Time Coop
 Fastest Time [No Disable] Solo
 Fastest Time [No Disable] Coop
 Fastest Time [Larger Puzzle] Solo
 Fastest Time [Larger Puzzle] Coop
 Fastest Time [Hardest Puzzle] Solo
 Fastest Time [Hardest Puzzle] Coop

## Trivia

- This quest is heavily based on nonogram puzzles.

- He randomly names his "artwork", in Spanish, whenever you interact with him after completing the quest, regardless of what his artwork looks like.
Familiar Faces

**Familiar Faces** is a Miscellaneous Event that may occur during the game.

In the event, the party will come across a Custom Character (if one has been created) and have the option to recruit them. It may happen in Normal Mode, but it happens much more often in Familiar Characters Mode and Familiar EXTREME.

## Event Text

*Woah, it's [Character]! It's nice to see a familiar face!*

Variations:

* *He/She pokes the dirt with a stick. Maybe they are drawing plans, maybe just poking the dirt with a stick.*
* *He/She was found trying to pull open a door that said PUSH on it.*
* *He/She is being thrown out by his/her former group. They seem pretty angry. [Character] shrugs.*
* *He/She is staring at a map with an expression of total confusion.*
* *He/She is eating a candy bar. Those things still haven't gone bad.*
* *He/She is yelling at some survivors, because they made fun of his/her hair.*
* *He/She is fighting a single zombie, then suddenly trips and falls down in an awkward mistake. He/she gets really embarrassed when he/she notices the group.*
* *He/She is kicking a car in frustration. The car is emitting plumes of smoke.*
* *He/She is sleeping on a picnic table, right out in the open.*
* *He/She stretches. Then he/she stretches some more. It's an elaborate stretching routine.*
* *He/She is humming a little song, and hasn't noticed the group yet.*
* *He/She is sitting in a park, reading a book.*
* *He/She hasn't seen the group yet, and is real busy picking his/her nose.*
* *He/She was making tons of noise, playing a portable game console at full blast.*
* *He/She was sleeping in an abandoned house. He/she is slightly irritated to have been woken up.*

Options:

* Recruit [Character] to the team
* Leave [Character] behind
Tasks

Tasks are a set of objectives. Every 24 hours you get a set of new tasks. To complete this tasks you have to complete quest, dungeons e.c.t. When you want to see your tasks go to the menu and click tasks or, just press T on your keyboard. If you complete a task you get task points which if you get 1000 TP ( TP : Task Points). You can purchase a Bundle which you can choose what you get. The best way to lvl up is by getting task bundles. Just remember if you want the most xp then untick the other checkboxes exept the xp box.

This is The Task Menu. The Green Cut Shows The Finished Task.

On The Top Right The Big Button Is To Purchase A Task Bundle.

On The Top Left Is The Number Of Task Points
Factory Rescue

**Factory Rescue** is an Always Be Looting location in Death Road to Canada. It is a Factory location consisting of up to 13 rooms (the starting room, 3 hallways, 3 large machinery rooms, 1-2 restrooms, 1-2 treasure rooms, an employee lounge and an executive office). Factory-specific machinery and furniture can be found in the area, as well as a large amount of industrial weapons. Additionally, a rescuable character can be found in the location, appearing in one of three places: the executive office, the employee lounge, or one of the restrooms. As an indoor location, it does not allow access to the trunk.

## Event Text

*The group is driving through a quiet factory district. They run into a horde distracted with chasing someone down.*
Convenience Mart

The **Convenience Mart** is a City location that contains a reasonable amount of food, from 6-10 food. It is normally recognised by the glowing 'SHOP 'N GO' logo, and inside there will be a few shelves and food lying on the ground, plus two propane tanks that explode upon impact. There are also two side rooms, one being a Toilet (which always contains toilet loot) whilst the other is a small room containing a Broom or a Mop.

Bugs and Glitches

If a house is entered after entering a convenience mart, occasionally it’s first room will generate as a convenience mart on the Xbox 1 version and the Nintendo Switch version.The house will still have its visuals, and can contain the normal loot as the convenience mart but will not spawn any propane tanks or food items on the ground.
Future Updates

## Combat Overhaul

Long term project to improve general combat. Affects equip and ability.

## Dungeon

Limited time to complete dungeons. Killing monsters increase time. Chests can give extra time too.

Dungeon special modes. Ex: x2 movement speed. x2 damage. 100 Hp.

Advanced dungeon stats: Dmg dealt for each player. Death count.

Add harvestable spots and treasure in dungeons.

Party highscore

## Permanent Flags

Overworld chests openable once. NPC mini-quests.

## More Contribution Rewards

* Golden context fame
* Add back bullet skins.
* Spawn squirrels
* Different gravestone
* Multiple Equip page / Reputation page

## PvP Rework

Custom matches with custom rules. Multiple PvP maps (PvP Arena).

## Raining Chain Editor COMPLETE!

A new editor to create maps and quests for the game. Planned to be a Visual Studio Code extension. Tutorials and API needed.

## Main Story

Expand the main story. Introduce the new NPCs Player2 and Antivirus. Fix inconsistency with current quests. Improve NPC dialogues. Add new lore books.

## Player Stats

Introduce new player stats. Too many for this page...

'Fury': Increase every time a player is damaged or damages an enemy. Decreases if the player is idle. Fury increases damage. Certain abilities require fury. Melee users gain more fury.

## Internal Improvements

* More player statistics for balancing the game. Ex: Ability popularity.
* Multi server chatting

## Game API

Able to fetch player stats, highscore equips.

## Improve Maintainability

Command regression tests. Quest automatic testing (DONE).
ABANDONED LUCK

**ABANDONED LUCK** is a Camping Event in *Death Road to Canada*. It will only occur if the group is walking.

## Event Text

*The group is fortunate to find an abandoned cabin in the woods to stay the night in. Shortly after setting up, a storm moved in. Lucky for them that they found the cabin in time.*

* [Party] +1 Morale
* Party sleeps, one meal is eaten
Caught in the Open

**Caught in the Open** is a forced Siege event in Death Road to Canada. It is one of the mandatory sieges that happen every few days while on the road. As it is a mandatory siege, the REST option is disabled, meaning all party members must be taken into the mission, and there will always be a Trader Camp before it and a Glimmer of Hope after it.

This siege takes place on a small piece of a city street filled with zombies. Zombies will spawn in from the edges of the screen, as well as periodically come out of the ground. There will be 4 car wrecks scattered throughout the area, each having a 33% chance of containing loot as well as a 1% chance of being on fire. There may also be up to 2 tire irons scattered around the area, each being a separate 50% chance.

The siege lasts 1 hour and can start on any full hour from 7:00 to 18:00. The swarm size multiplier for this siege is 2.5.

## Event Text

*The group runs into a section of city that has too much debris to drive through. While they attempt to find a way past, a horde moves in. With nowhere to run, they are forced to fight on the street.*

*SIEGE ALERT! THERE'S NO ESCAPE!*

*Your zombie forecast is:*

*HORDE SIZE: Overwhelming or higher*
*CURRENT TIME: Morning-Near Sunset*
*SIEGE LENGTH: 1 HOUR*

## Trivia

* This event can only be encountered from the second mandatory siege (day 7) onwards. It can never spawn as the first mandatory siege (day 3).
* The loot that can spawn in cars can be: 15-35 gas (50% chance), 1 food (16% chance), 6-12 pistol ammo (12% chance), 5-10 rifle ammo (9% chance), 3-7 shotgun ammo (9% chance) or 1 medical (4% chance).
* This event can be considered a harder counterpart to Stuck in a Ditch.
* The internal name of this event is "siege2-road". The location is 26 tiles wide and 12 tiles high.
Quest Creation

## Installation

To create a new quest, you will need to install the Raining Chain Editor.

* Teleport player.
* Give items.
* Spawn monsters.
* Display message.
* Is the gate locked?

Check the Game API page for the list of all functionalities you can use in events.

### Triggers

Triggers tell the game engine when to trigger a specific event.

* When talking to a NPC.
* When NPC dies.
* When toggling a switch.
* When looting a chest.
* When reaching a certain position.
* When using item.

Check the Event Triggers for more details.

### Quest Variables

Quest variables track the player progression. They are modified by events. Each player has its own copy of variables. For example:

* goblinKillCount = 1000
* isDoorLocked = true
* haveTalkedWithRingo = false

### Maps

Maps handle the map images but also indicate what NPC to spawn. For example:

* **NPC (Ringo)**
	+ Trigger (onDialogue) => Event (talkRingo)
	+ Trigger (onDeath) => Event (killRingo)
* **NPC (Dragon)**
	+ Trigger (onDeath) => Event (giveDragonHead)
* **NPC (Switch)**
	+ Trigger (toggle) => Event (openLockedDoor)

Check the Map Creation for help creating map graphics.

### Spawning Actors

For every NPC you create, you need to mark where it spawns in the associated Tiled map file. To mark it, select the layer SPOT and places letters from the tileset #9.

Every NPC can be customized with over an hundred possible attributes.

* **spriteBase**: The appearance of the actor.
* **onDialogue**: Event called when player selects "Talk to" option.
* **onDeath**: Event called when NPC dies.
* **viewedIf**: If event returns true, the actor is visible.
* **name**: Display name.
* **globalDef**: Multiply defence by this value.
* **globalDmg**: Multiply damage by this value.

Check the Actor Models page for the list of all premade actor models you can use.

## Quest Examples

You can access the list of examples in the RCE via "Ctrl+P: QquestExample". They are located in game folder at /rainingchain-X.X.X/server/example.

* Quest Example 1: Basics and Death Event
* Quest Example 2: Switches and Blocks
* Quest Example 3: Dialogues, Items and Teleporters
* Quest Example 4: Chest and Tags