Butter Cup
Simple forest healing event. Discover patch of honeysuckle and buttercups, breathe sweet scent, fall asleep next to shade tree. Binary outcome based on current HP: If HP < max HP, wake up refreshed with +5 HP healing. If HP = max HP, wake up having wasted time (-1 turn/forest fight). No module settings, no user preferences, no configuration options. 100% event weight (always available when exploring forest). Free healing source but time penalty if already at full health. Where you find beautiful flowers in the Forbidden Forest whose heavenly scent makes you sit down and doze off, and depending on whether you were injured beforehand you either wake up feeling refreshed with 5 hitpoints restored or realize you just wasted a forest fight napping when you were already at full health.
Location & Access
Where: Forest event hook. 100% event weight (always available).
Frequency: Random encounter during forest exploration. No daily limit.
Prerequisites: None. Available to all players.
The Encounter
Discovery
The Flowers: "`2You discover a patch of `6honeysuckle `2and `^buttercups`2.`n`n"
Admiration: "You admire the beauty of the flowers, and savor the sweet smell.`n`n"
The Scent: "As you breathe in the heavenly scent, you sit down next to a shade tree and doze off.`n`n"
Falling Asleep
Automatic: No choice. The sweet scent makes you fall asleep. No way to resist or avoid.
Narrative: Peaceful moment in dangerous Forbidden Forest. Rare tranquility.
Waking Up
Binary Outcome: Depends entirely on your HP when you fell asleep.
Outcome 1: If HP < Max HP (Injured):
- Message: "`6When you awake, you feel refreshed!"
- Effect: +5 hitpoints
- Benefit: Free healing. No cost. Helps injured players recover.
Outcome 2: If HP = Max HP (Full Health):
- Message: "`6Your little nap has cost you time for 1 forest fight."
- Effect: -1 turn (lose 1 forest fight)
- Penalty: Wasted time sleeping when already healthy. Turn loss hurts daily progress.
Mechanics
Healing Amount
Fixed Healing: +5 HP (not percentage-based)
Value Analysis:
- Low-level players (50-100 max HP): 5-10% healing. Decent value.
- Mid-level players (100-300 max HP): 1.6-5% healing. Modest value.
- High-level players (300+ max HP): <1.6% healing. Minimal value.
Turn Cost
If Already Full HP: -1 turn (forest fight lost)
Value Lost:
- 1 turn = potential XP, gold, item from forest creature
- Equivalent to ~1 gem value (turn cost to restore)
- Significant penalty for full-health players
No Configuration
No Settings: Module has zero configuration options. Healing amount, turn cost, event weight all hardcoded.
No Preferences: No daily limit, no tracking. Can encounter multiple times per day.
Strategy
When It's Beneficial
You're Injured:
- Missing any HP (even 1 HP below max)
- Free +5 HP healing
- No cost (besides time spent on event)
- Better than paying healer or inn for healing
Alternative to Healer:
- Healer costs gold (10-50+ depending on HP loss)
- Inn costs turns (rest = time spent)
- Buttercup event is FREE healing
- Worth encountering if injured
When It's Harmful
You're At Full HP:
- -1 turn penalty
- Wasted forest fight opportunity
- Lost potential XP/gold/loot
- Bad outcome
Problem: No way to avoid event once triggered. If you encounter buttercup patch at full HP, you WILL lose 1 turn. Can't flee or skip.
Expected Value
For Injured Players:
- Positive value: Free healing worth healer cost savings
- 5 HP = 10-50 gold saved (depending on healer pricing)
- Worth ~0.01-0.05 gems equivalent
For Full HP Players:
- Negative value: -1 turn = ~1 gem value lost
- Significant penalty
- Unlucky encounter
HP Management Implications
Forest Exploration Strategy:
- If injured: Buttercup event beneficial. Explore forest to potentially find it.
- If full HP: Buttercup event harmful. No way to avoid if encounter triggers.
- Randomness = can't control when you encounter it
Optimal Play:
- Don't heal to full HP before forest exploration (leave 5-10 HP missing)
- If you encounter Buttercup, get free healing instead of turn loss
- Only heal to full HP after done exploring forest for the day
Comparison to Other Healing
| Healing Method | HP Restored | Cost | Notes |
|---|---|---|---|
| Buttercup Event | +5 HP | Free (if injured) -1 turn (if full HP) |
Random encounter, can't control |
| Healer | Full restore | 10-50+ gold | Guaranteed, location |
| Inn Rest | Full restore | Varies (time/turns) | Also removes some negative status |
| Healing Potion | Varies (item-based) | Potion cost | Instant use, portable |
Buttercup Advantage: Free (if injured). No gold cost, no potion needed.
Buttercup Disadvantage: Only +5 HP (minor healing). Randomness. Turn loss risk if full HP.
Admin Configuration
No Settings: Module has no configuration options. Zero settings defined.
No User Preferences: No prefs. No daily limits, no tracking.
Hardcoded Values:
- Healing amount: 5 HP (cannot be changed without editing module code)
- Turn cost: 1 turn (hardcoded)
- Event weight: 100% (always available, cannot be adjusted via settings)
Module Simplicity: One of simplest modules in LoGD. Only 48 lines of code. No complexity, no configuration, just basic event logic.
Technical Details
Hooks Used:
- forest: Event hook with 100% weight (always available)
Complete Module Logic:
function buttercup_runevent($type) {
global $session;
// Display encounter text
output("`n`n`2You discover a patch of `6honeysuckle `2and `^buttercups`2.`n`n");
output("You admire the beauty of the flowers, and savor the sweet smell.`n`n");
output("As you breathe in the heavenly scent, you sit down next to a shade tree and doze off.`n`n");
// Binary outcome based on current HP
if ($session['user']['hitpoints'] < $session['user']['maxhitpoints']) {
// Injured: heal 5 HP
output("`6When you awake, you feel refreshed!");
$session['user']['hitpoints'] += 5;
} else {
// Full HP: lose 1 turn
output("`6Your little nap has cost you time for 1 forest fight.");
$session['user']['turns']--;
}
}
That's It: Entire module is ~20 lines of actual code. Rest is module metadata (author, description, hooks).
Event Weight:
function buttercup_dohook($hookname, $args) {
if ($hookname == "forest") {
return 100; // 100% weight, always available
}
}
Lore & Flavor
Honeysuckle: Sweet-smelling flowering plant. Real-world flowers with strong fragrance. Edible nectar.
Buttercups: Yellow wildflowers (Ranunculus genus). Common in meadows and forests. Slightly toxic in real life, but module portrays them as harmless/beautiful.
The Forbidden Forest: Normally dangerous place (acromantulas, centaurs, werewolves, dark creatures). Buttercup patch = rare peaceful moment. Contrast to usual forest danger.
Sweet Scent Sleep: Fairy-tale trope. Enchanted flowers make you drowsy. Magical sleep under tree. Healing rest in nature. Classic fantasy narrative.
Shade Tree: Peaceful imagery. Protection from sun. Restful spot. Adds to serene atmosphere of encounter.
Thematic Purpose: Not every forest encounter needs to be combat or danger. Buttercup event provides peaceful alternative. Respite from constant fighting.
Common Questions
Q: Can I choose not to fall asleep?
A: No. Sweet scent automatically makes you drowsy. No choice to resist or walk away.
Q: Why do I lose a turn if I'm at full HP?
A: You wasted time sleeping when you didn't need healing. Time = turns. Nap = turn lost.
Q: Can I encounter this multiple times per day?
A: Yes. No daily limit. Purely random forest encounter, can trigger multiple times.
Q: Does the +5 HP exceed max HP?
A: No. Healing caps at max HP. If you're at 95/100 HP, you heal to 100/100, not 105/100.
Q: Is there a way to avoid the turn loss if I'm full HP?
A: No. Once encounter triggers, outcome is determined by current HP. No escape option.
Q: Can admin change healing amount or turn cost?
A: Not via settings (module has none). Would require editing module code directly.
Q: Why is this module so simple compared to others?
A: Not every module needs complexity. Buttercup provides basic healing mechanic with minimal code. Design philosophy: simple is fine.
Butter Cup: where you stumble upon a patch of honeysuckle and buttercups in the Forbidden Forest and their sweet scent makes you sit down under a shade tree and fall asleep whether you want to or not, when you wake up you've either healed 5 hitpoints if you were injured which is nice but also kind of pathetic healing for high-level players, or you've lost a forest fight because you napped at full health like a narcoleptic idiot, there's no way to avoid this outcome once the event triggers and no settings to configure anything because the entire module is 48 lines of code including whitespace, making it possibly the simplest encounter in the entire game and proof that not every forest event needs elaborate branching narratives or complex reward systems when you can just have some flowers make you sleepy.