Builder's Gateway

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The purpose of this page is help the builder realize the fruitation of his efforts.  Along the way many questions will arsie and with those questions, comes a search for the understanding.  We hope this page serves that purpose.  If you have any other articles or suggestions please post over at the Builder's Gateway forums.

Mahalo for your current & future contributions,
Bane

Event Load Sequence1. AquireItem Events fire for all items the logging in PC carries.

2. Equip Item Events fire for all items the PC has equipped.

3. Client Enter Event Fires

4. UnEquip Event fires for anything forcibly unequipped during the Client Enter Script (or due to ELC/ILR restrictions too I think)

5. UnAcquire Item Events fire for anything removed during client Enter.

6. PC Loaded Event fires (PC is actually in game at this point).

7. Area On Enter event fires

8. Area On Client Enter event fires.
Area Nomenclature<Feature> [<Offset> | <Structure> <Level [<Area>]>]

Meaning:
<Feature> or point-of-interest, a town, a city.
Keeping it this simple for most areas.

eg. Claredon, O'Bake-Docks, O'Bake-Slums, O'Bake-Central

For the outskirts of a <Feature> adding "[NW]" (or other compass-coordinate)

For <Structure> (interiors) it should be based on a level (or make each level a sub-feature)
Claredon Graveyard
Claredon Catacombs [-1]
Claredon Catacombs [-2]

So while me may have a map, for orientation, we are not confined to it. Or required to provide 'empty' areas to match it.

With a list of the <features> we can prioritize what areas we need, would like, that provide a stage for our story. Not fitting the story to what we have.
Area Transiton Tag Nomenclature (Char limit=16)AreaName_Dev<nn>

For transitions append
_U<nn> for stairs up
_D<nn> for stairs down
_E<nn> for exits between areas   (area borders)
_R<nn> for rooms/interior areas   (external<->internal)
_W<nn> for waypoint destination

Dev = gXX<nn>  -- g is just a single letter (i.e., dev initial), it lets me create several areas with the same name (up to 100 of them)
House_g00
House_g01
House_g02
House_g03
Area Transiton Tag ExamplesArea:
  MyTown_g00

Trans:
  MyTown_g00_eN0
  MyTown_g00_eN1   -Note 2 exits to North
  MyTown_g00_eS0
  MyTown_g00_eE0
  MyTown_g00_eW0
  MyTown_g00_eW1   -Note 2 exits to West
  MyTown_g00_r00 - into inn
  MyTown_g00_r01 - into smithy
  MyTown_g00_r02 - into general store
  MyTown_g00_w99 - waypoint destination for Cellar_g02_e99

Area:
  Smithy_g01
Trans:
  Smithy_g01_e00 - exit back to MyTown
  Smithy_g01_u00 - upstairs to 'rooms'
  Smithy_g01_d00 - downstairs to 'cellar'

Area:
  Cellar_g02
Trans:
  Cellar_g02_u00 - upstairs to Smithy
  Cellar_g02_e99 - secret exit (one-way) to MyTown_g00_w99
Area Weather TypesThe area weather types are:
1: Moderate Climate - Full range of seasons
2: Swamp Climate - Hotter, very humid, more rain
3: Cold Climate - Colder, much snow
4: Desert Climate - Always hot, thirst increased
5: Highland Climate - Cooler than moderate, more rain
6: Volcanic Climate - Always hot, fire damage, thirst increased
7: Arctic Climate - Always cold, frost damage, hunger increased
8: Drylands - Dryer & hotter than moderate, not quite desert

To set up a group of areas, pick one and set an int variable NWS_CLIMATE for the weather you want. For the slave areas in the group, set a string variable named NWS_MASTER and set it's value to be the tag of the master area. All of the slave areas get their weather from the master so the whole group will have the same type of weather at any given time.

For lightning to occur, you will also need to place one instance of a custom weather sound called NWS_Thunder, located in the custom sound palette.

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