Encounters are special triggers which essentially spawn a group of creatures onto the map when stepped on by a player (or their associates, if the player only tickbox is unchecked).
They use the UTE filetype.
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| Field | Value Type | Default | Description |
|---|---|---|---|
| Faction | Faction dropdown list | Hostile | One of the default or custom module-specific factions. It must be hostile to an entering creature to fire (even if the monsters spawned from it are not hostile). |
| Active | Tickbox | Ticked | If unticked it won't fire unless a script enables it using SetEncounterActive. Vice versa an already active encounter can be disabled with the same command later. |
| Encounter Respawns | Tickbox | Unticked | Only available if "Continuous" is selected for the Spawn Option. It allows a constantly repopulating encounter. |
| Respawn Time (Seconds) | Integer 1 - 32000 | 60 | In game seconds so pausing the game pauses this respawn timer. It is very likely to be affected by SetTime. |
| Number of Times To Respawn | Integer 0 - 32000 | 0 | The number of times this encounter should respawn. You can get it in a script with GetEncounterSpawnsMax and set it in a script with SetEncounterSpawnsMax. You can also even get the current spawn counter with GetEncounterSpawnsCurrent and set it with SetEncounterSpawnsCurrent. |
| Infinite Respawn | Tickbox | Unticked | If ticked Number of Times To Respawn is greyed out. For some reason this isn't a findable property in a script - unknown how it affects the GetEncounterSpawnsMax function. |
| Player Triggered Only | Tickbox | Ticked | On by default. This means a player character (not DM) will trigger this only. I don't think associates (eg; henchmen) would, but a possessed familiar might?If unticked then any creature can trigger it (henchmen, familiars etc.) but it needs a relevant PC nearby for the "encounter difficulty" to be correctly sorted so something spawns at all. It's assumed that only the PCs and their party members (henchmen, summons etc.) count. |
| Bluerpint Resref | Text (16 characters) | The filename of the blueprint. Only editable if doing Edit Copy of an original. You'd use this field in CreateObject if it worked with encounters. | |
| Update Instances | - | Unavailable outside of blueprint instances. This will update all the matching resrefs placed in the module, overriding any changes made to the placed ones (which create a duplicate copy of all the settings on an encounter). Handy if the blueprint one is authoritative. | |
| Variables | - | Encounters can have variables (int, string, float) placed on them as per any other object. |
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At their simplest (one trigger and one spawn point) a create that is hostile to the encounter will make the encounter spawn. EG: You can have a "Defender" encounter which is actually triggered by a walking "Hostile" creature. Generally most encounters are set to Hostile and are triggered purely by PCs (see setting Player Triggered Only in the Advanced panel) although since a PC must be nearby anyway, the Player Triggered Only can be unticked in most cases, to account for henchmen or other NPCs wandering over it.
Generation of What Spawns
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Calculating the "Party level" would be done (probably things in a certain distance) then it likely compares it to the monsters available and figures out a good fit for spawning with some randomness built in (for matching CR values).
Parties are likely assumed to be sized at 4 on average. So we go:
- PCs and relevant associate NPC Levels / 4 = "Player party level".
- eg; 5 members at level 10 = 50 / 4 = 12.5)
- Monster list is sorted High → Low
- Monsters are added to what is spawned if the CR is <= the required CR
- If we haven't reached the minimum, we add more until the minimum is reached using a lower CR
Some examples from testing:
- Player: Level 10
- Undead All spawn (Normal difficulty, so +2), randomly chooses these, seems to be CR total: 15
- 1: Skeleton Chieftain (7), Wraith (5), Allip (3)
- 2: Revenant: (7), Wraith (5), Shadow (3)
- 3: Skeleton Chieftain (7), Ghoul Lord (5), Tyrantfog Zombie: 3
- Player: Level 20
- Undead All spawn again:
- Vampire Priest (13), Vampire Rogue (13), Vampire Priest (13), Skeletal Devourer (13) = 52 CR total
Note: How many creatures spawn? Tellingly in the GFF document it has this note: "Recommended number of creatures. Maps to "Min Creatures" field in toolset, but is not a true minimum, because it is actually possible for the encounter system to spawn fewer than this number of creatures if it cannot find enough creatures to fit the level of the encounter."
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