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Contributing Areas and Items to Aventia - Updated June 3 2005
Printable Version   Printable Version

API - Guidelines

1 Do NOT send updates of the area after the area is imported into the mod, if you wish to make changes you will need to request a copy of the current version of the area as it is adapted to Aventia.
2 Do not send a complete mod please export the area into a .erf.
3 Follow the RESREF guidelines (explained below)
4 You can request to have your areas removed from Aventia
5 Never use heartbeat scripts
6 Drops Your area's Loot drops MUST comply with the Item Guidelines. (explained below)
7 DO NOT give Monsters excessive low level buff spells Only give spells that are attack related not defensive.
8 ZIP your erf files do not send erf files un compressed (Due to corruption issues)
9 you may give Monsters Excessive Stats using the "Statistics" tab in the Creature Properties instead of adding excessive item properties.
10 You are going to be held accountable that your area is not runnable. Meaning that someone cannot run straight thru and get from one end to the other without killing anything nor, opening a locked door.
11 Please remember the bug where people can get through a locked door that does not link to another area! So if you are using a quest type of situation where someone needs to get an item to get thru the door that door better be an area transition!
12 for the area's "pvp" properties make it "party protected"
13 ALL NPCS MUST SPAWN AND DESPAWN no "Creatures" in any areas allowed. More Info
You can spawn an npc by having the npc be spawned in a hostile encounter but the monster has its own faction set as commoner. Also All NPCS must be added into the toolset under the Tutorial category in the toolset. NOT UNDER ANY OTHER CATEGORY.
14 All doors, items, etc must be "added to the Pallet" thus included into the toolset
15 Containers cannot use the in the placeable object properties "can be relocked"
16 IF THERE ARE ANY SECRET ITEMS STASHED IN WHAT APPEARS TO BE A STATIC PLACEABLE ALL YOUR CONTRIBUTIONS WILL BE CONFISCATED AND IN ADDITION THE RIGHT TO REQUEST THE REMOVAL OF YOUR AREAS WILL BE DENIED
17 IF THERE ARE ANY ITEMS THAT EXCEED THE "ITEM GUIDELINES" THE RIGHT TO REQUEST THE REMOVAL OF YOUR AREAS WILL BE DENIED
18 BEWARE OF USING THE JOURNAL --- Journal Entries do NOT export via ERF files! Therefore you must via email write down the tag of the Journal Entry and the message for it as well. Look Below
19 You cannot use a portal to connect to other areas in the Module, There must be an entry into your area so it can be added into an Aventian area.
20 You cannot create a script that will give xp or gp as a reward.
21 Merchants are no longer allowed in submitted areas.
22 NO BAGS or boxes of any kind allowed whatsoever
23 Feats not allowed on Mobs
Disarm
Improved Disarm
Immunity to criticals (undead excluded)
Immunity to sneak
Immunity Critical Hits: not allowed
Immunity Specific School: not allowed
Immunities Spell By Level: Not allowed
Immunity to Sneak: not allowed
Immunity to Level Drain: Not allowed
Immunity to Magic Schools: not allowed

24 ONLY 1 LVL23 ITEM PER 5 MAPS AND 5 monsters of over CR500 ALLOWED!
25 if you use ondeath event to drop loot make sure to run one of the following lines to the monster gives xp.
FOR BOSSES: ExecuteScript("onbossdeath", OBJECT_SELF);
FOR Normal Spawns: ExecuteScript("nw_c2_default7", OBJECT_SELF);
26 DO NOT GIVE REGEN TO BOOST THE CR OF MONSTERS!
27 Do not use trigger scripts to spawn monsters or npcs with the occational rare exception.



SAMPLE Journal Entry Specs:

Title: Nakara's Shroud
TAG: drr_shroud_nakara
Priority: Lowest
XP: 0
[0100] - You are trying to help Captain Weston acquire an ancient shroud. It is located in the Tomb of Nakara. The entrance to the tomb is located north of Weston's Camp. You must acquire a key from the stingers that inhabit the desert before continuing into the caves.
[0200] - You have located the Shroud of Nakara, and have been rewarded handsomely by Captain Weston. You are now in possession of the ancient Blade of Nakara


XP:
Again, the DMS will check out the xp for your area, I suggest that you do not alter in any way the xp and allow the system to run its course. If characters are not getting any xp from you it can be that there is an issue of the faction of your monsters or some other issue. Normally Monsters give XP. There is not any change in the mod that should effect that, but the DMs will want to tune the xp and that's for certain in some areas but not all. So do not even worry about it!

Error correction:
It's critical that you use the compiler to test out your scripts and areas for mistakes, I don’t want to have to do that to the whole mod but occasionally I will and I will report back to you that you had some errors that you could have found while you were saving the area. Just go to Build options and select "Build Module on save" that will check for all errors like scripting errors and also some others like mapping to things that don’t exist! You will be happier anyways your areas will work better and the mod will certainly work better as well!

API standards:
Let me point out some things Guys It's pretty critical at this point!

1. Monsters - NPC's
a. Basic - No Interrupt = no (If you do, then when someone hits gong monster disappears)
b. Stats - speed Movement = Immobile (IF A VENDOR/NPC or some other object character)
c. Scripts - OnSpawn = npcspawnin (ONLY IF A VENDOR/NPC/PLOT RELATED BOSS MONSTER. NOT IF AN ENCOUNTERED MONSTER) (If you do not use this, after 5 minutes the monster will be deleted by the system, because the system will consider the monster not to be a boss nor an NPC nor some other MOD OBJECT that must remain!)
d. Scripts - OnPhysicalAttacked = punish (only if you want the player to die if he trys to kill the monster!)
e. Advanced - Faction = Hostile (if a Monster) or Faction = Merchant (if a healer of Merchant)
f. Advanced - Special - Plot = yes (if a merchant/Object and you do not want a player to destroy it. This means the monster cannot die!)
f. Advanced - Special - Plot = no (if a Monster and it is to be killed)
g. Advanced - Special - No Permanent Death = no (under no circumstances use this)
h. Advanced - Special - Disarmable = no (never use this for npc's nor Mobs)

2. Encounters
a. Basic - spawn option: continuous
b. Basic - number of creatures: no more than 6 ever
b. Advanced - Faction: Hostile = yes
c. Advanced - Active = yes
d. Advanced - Encounter respawns = yes
e. Advanced - Respawn times NOT LESS THAN 1200
f. Advanced - Infinite respawn = yes
g. Advanced - Player Triggered Only = yes (Critical setting here)

3. Doors
a. Basic - Plot = yes (if you don’t a character can destroy the door and then others cannot go thru the door! Yikes!)
b. Scripts - OnOpen = autoclose (so the door will automatically close)
b. Scripts - OnOpen = autolocker (so the door will automatically be locked if it should be a locked door)
c. Scripts - OnPhysicalAttacked = punish (so the player that attacks a door will learn not to ever do such a thing in a persistant world!)
d. Scripts - OnUnlock = xpforlock (give xp for unlocking a door)


HEARTBEATS REQUIRE PRIOR APPROVAL FROM OCLAIR!

Before submitting your content please inspect the following directory
/Neverwinter Nights/nwn/modules/temp0
Verify that all objects utilize your or another UNIQUE prefix to their file name


ESSENTIAL UTILITIES
Modified GFF Editor
Modified NWN Explorer
GFF/ERF Editor

NWSCRIPT Code Library: Developer Downloads at aventia.org

BARD GUILD SAMPLE SCRIPTS USING NWNX2
drr_bardismember script
drr_bardnomember script
drr_makemember

NOTICE: Following script is no longer current!
Boss On Spawn Sample Script


Thanks for Contributing
Oclair




RESREF NAMES (Make or break issue)

Infront of ALL resrefs put a short unique prefix that Identifies YOU as a contributor. ie: “jboy” so all your area's libraries are unique from any other contributors. This is very important to add your area into the mod, and to allow you at any time to update your areas or items without effecting any other areas or items that you do not have the right to alter.

It may take you a few tries to learn how to be able to rename all existing resrefs of an existing area but this way but it will make it possible to allow many other users to also contribute areas. And to also allow you to submit changes that will be automatically instantly and effortlessly added to the mod.

NOTICE:
If any resref libraries are discovered to have 001 002 in any part of their resref name the area or item can not be accepted.

If any resref libraries are discovered to not have the unique prefix in their resref name the area or item can not be accepted.

For example if my name was joe and I was contributing many areas to aventia I would do the following

my resref prefix would be: joe

Areas
resref: joevx1
joe=me, vx1=the area

Monsters or bosses
resref: joevx1bs2
joe=me, vx1=the area, bs2=the monster

Encounters
resref: joevx1bs2gp1
joe=me, vx1=the area, bs2=the monster, gp1=the type of spawn

the only requirement is "joe" but its possible to also use the naming system to relate the areas encounters monsters items to each other to help you as well.

NOTICE: IF ITEMS, AREAS, MOBS, NPCS, SCRIPTS DO NOT CONTAIN RESREFS WITH YOUR PREFIX THOSE ITEMS AND AREAS CANNOT BE REMOVED FROM THE MOD ONCE THEY ARE SUBMITTED.

Example of an area that will crash the server
Example of an area that will crash the server
Sample of a correct resref
ITEM GUIDELINES updated 03/30/04

Updates to API (working document) - April 13, 2004

These are the Rules for item creation in the Aventia server. The purpose of these guidelines is to create a set of rules on what items are acceptable to the balance to the server.

Droppable items
These are items that drop from encounters in the module. These guidelines also now apply to QP items and to DM quest items. These guidelines are in place to allow for more powerful items to be created for special DM events and to preserve the current game balance.

1. Immunity Damage Type: 10% Max immunity.

Max 1 physical immunity per item. Max 2 elemental(energy) immunities per item. If there is no equal damage vulnerability, there can only be one 5% damage immunity.

2. Immunity rules effect both players and monsters!

Immunity Critical Hits: not allowed
Immunity Specific School: not allowed
Immunities Spell By Level: Not allowed
Specific Spell Immunity: Not allowed (Monster ok)
Immunity to Sneak: not allowed
Immunity to Death Magic: not allowed (monster ok)
Immunity to Mind affecting spells: not allowed (monster ok)
Immunity to Level Drain: Not allowed
Immunity to Paralysis: Not allowed (monster ok)
Immunity to Magic Schools: not allowed
Immunity to Knockdown: not allowed (monster ok)
Freedom : not allowed (monster ok)
True Seeing(permanent effect): not allowed (monster ok)

All allowed immunities; Max 1 per item.
Only allowed immunities are
POISON
DISEASE
FEAR
DARKVISION
TRUE SEEING - active effect, one per day or charge based.

3. AC rules

Armor class: Up to +7 Max to AC on Items.
AC bonus vs. race, damage type: Not allowed
AC Bonus vs. Alignment Group - None to All: Not allowed.

4. Damage Reduction

This property is limited to 10 soak maximum for any + to hit. I.e. +1/10, +2/10, +3/10, +4/10, +5/10
Up to +7 soak 10.

Needs to be dropped from a random drop of at least 6 items from a "tough" area, and from a creature with at least 600 in CR, or close to that. Creatures that drop +6 or +7 items, can only drop a single item from a random loot of at least 6.

5. Resistances

Area Drops - No Magic or Divine resistance allowed. Positive or Negative on Item, is the only resistance, max 20.
Physical Resistances - Max 2 x 20, or 3 x 15.
Elemental Resistances (Sonic, Fire, Cold, Electrical, Acid). Max 3 x 20, or 4 x 15.
May only have a total combined resist (Physical and Elemental) of 80.
Cannot ever exceed level 23.

DM ITEMS - Max Level 25.
DIVINE and MAGIC resistance - max 15, only one per item, only resist on item.
POSITIVE and NEGATIVE - Can have both, max 30 (20 per resistance max, total of 30) on one item. Can have one of them combined with either one physical, or one Elemental, maximum total resist is 40.
Other Item restrictions same as drops. (2x20 physical, 3 x 20 Elelmental)
Cannot exceed level 25.

Reasoning - Lets keep Magic and divine resistance really rare. Increases value of quest items and QPs. Makes players make choices on immunities, rather than wearing the ring of 20 resist all.

6. Skill Bonus

Skill bonus: +7 max to specific skill bonus. +15 max total skill bonuses per item.
Use Magical Device Not allowed


7. Ability Bonus

Max +5 to any ability, Total max +12 to all abilities on a single item.

8. Feats

Bonus feat: 1 feat per item.

Feats not allowed on items:

Disarm
Disarm Whip
Hide in Plain Sight
Any Sneak Attack
Weapon Finesse
Any Weapon Proficiency
Any Armor Proficiency
Shield Proficiency
Whirlwind Attack
Use Poison
Mobility
Ambidexterity
Two-Weapon Fighting
Improved evasion

9. Enhancement & Attack Bonuses

Enchantment Bonus: Up to +7.
Attack Bonus: Up to +7

Needs to be dropped from a random drop of at least 6 items from a "tough" area. Also needs to be dropped by a creature with a minimum of 600 in CR. Creatures that drop +6 or +7 items, can only drop a single item from a random loot of at least 6.

10. Spells

Bonus Spell slot: 1 spell slot each level, 9 spell slots max.
OnHitCastSpell: Not Allowed
Cast spell: up to lvl 3rd spell, if spell is lvl 4+ then there needs to be class restriction limiting to a class that can actually cast the spell.
Maximum two uses per day, or 50 charges.

11. Saving throws

+5 max to specific throw or universal.

12. WEAPONS

Area Drops - Max Combined bonus damage of 36. Can only have 20 of that as either positive or negative. As well, allowed one bonus of +2d6 to one alignment group, of a physical or elemental type (not Negative or Positive).
NO MAGIC OR DIVINE DAMAGE (excluding inherent Divine damage from HA)
Max level 23.

DM QUEST ITEMS - Max Combined Bonus damage of 48. Can have up to 24 of that as Positive or negative. Can add up to +4d6 in damage to alignments, spread out as they see fit. Max damage in any case cannot exceed 72 in any one hit (48 + 4d6, if all 4d6 applied to one alignment). Divine and magic damage may be added, as part of the base 48, to a max of 20, instead of Positive and negative. Excludes HA divine damage from all equations.
Max level 25.

Reasoning - Tied in with resistances - keeps Magic and Divine weapons very rare. Max damage on a dropped weapon is a crit scythe wm, so 48 x5 or 240 damage. Equal to max single damage by a mage with Issaacs, 240 damage. Makes Positive and Negative weapons extremely valuable. Greatly increases value of Quest items.

13. ILR (Rules are ENFORCED)
Item Level Restriction For Area Drops: 23
Item Level Restriction For Quest Items: 25
Item Level Restriction For donations over 100 dollars: 40
Item Level Restriction For Monsters in Areas: 61

14. Regeneration: +5 on a single item.

15. Spell Resistance: 20 max.

16. Spell Use limitations

2 uses/day or 4 charges. Restricted to the classes that can throw the spell if higher than 3rd level.
All Heal types: 2 per day
Greater Restoration: 1 per day (only one item can be in inventory of a player)
Raise Dead: 5 charges per use item has 50 charges. No class limitation
Resurrect: 2 charges per use item has 50 charges. Class limitation Cleric Druid Ranger

17. No Epic Spells on items allowed.

18. NEVER EVER ALTER THE GP VALUE OF AN ITEM. NEVER DO THIS, IF DISCOVERED IT WILL BE DEALT WITH IMMEDIATELY!

19. Do not flag an item stolen or the character will die.

20. Do not flag an item plot.

21. Reduced magic failure % on shields and armours is not allowed.

22. NO ON HIT SLAY.

There are other ways to control memberships to guilds and to control duping etc for example NWNX2 database table with a list of the members that can possess a guild item or guild membership if you need it controlled. Start to ask around about this! Altering the item's properties only messes up the system we are working with.

Quest Points

All quest Points as items are no longer valid under any situation. The only quest points that are valid are points kept in the MYSQL database

DM Quest Items

Any DM Quest items created by a DM that have no resref Must be identified as not being in the module in its description. DM quest items are restricted by the API and have an ILR limitation of level 25.

Previously made items will be judged on an item per item basis by the dms to determine if they must be modified for API compliance

NEVERWINTER NIGHTS (c) 2002 Infogrames Entertainment, S.A. All Rights Reserved. Manufactured and marketed by Infogrames, Inc., New York, NY. Portions (c) 2002 Bioware Corp. BioWare Aurora Engine copyright 1997-2002 BioWare Corp. All Rights Reserved.BioWare, the BioWare Aurora Engine, and the BioWare Logo are trademarks of BioWare Corp. All Rights Reserved. Neverwinter Nights, Forgotten Realms, the Forgotten Realms logo, Dungeons & Dragons logo, Dungeon Master, D&D, and the Wizards of the Coast logo are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. and are used by Infogrames Entertainment, S.A. under license. All Rights Reserved. Windows and Windows 95/98/2000 are registered trademarks of Microsoft Corporation. All Rights Reserved. The ratings icon is a trademark of the Interactive Digital Software Association. All other trademarks are the property of their respective owners.



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