NWN2

NWN2 specific content.

ACR Inventory Report

Inventory Report

The inventory report can be accessed through the Player Report by selecting a character's row and then clicking the backpack button at the top of the player report. It is designed to be more-focused on the concerns and items monitored inside of ALFA than the DMFI tool currently presented. With this release, the DMFI Inventory Tool is still supported in ALFA, as the Inventory Report does not replace all of its functionality.

When the report first opens, it displays all of the player's equipped items in a table format with four columns:
Item Icon is the icon used to represent the item in the player's inventory, and is meant to assist visual recognition of specific items.
Item Name is the assigned name of the item, as it will appear through the typical inventory interface and the logs.
Item Value is the assigned gold-piece value of the item.
Item Level is the lowest level at which the item would be considered an appropriate drop according to ALFA's Wealth Guidelines.

Equipped Items appear at the top of the list, and are tinted gold.
Cursed Items appear with violet text, which is brighter when equipped.
Stolen Items appear with green text, which is brighter when equipped.
Plot Items appear with cyan text, which is brighter when equipped.

In addition:
Double Clicking an item will take that item from the character.
Clicking and Dragging an item from your inventory, provided that item was in your inventory when your avatar logged in or has moved since you acquired it, will give that item to the character.

The bar immediately above the table presents the character's current wealth, on the far left, followed by how far off they are from the nearest milestone presuming a push toward target wealth. For example, a character who has less than 50% of target wealth (which was 30,000 gold), by 1500 gold, the line would read:
"13,500 | 1500 below Low End (15,000)" -- presumably this would be more useful for characters whose wealth is in an "emergency" status (that is: how much must this change for us to no longer define the situation as extreme?) while still providing useful feedback about typical characters (that is: how far off the mark is this character and in what direction?)

There are also three buttons along the top of the UI which clarify the status of the selected item and allow one to toggle certain features:
(Un)Curse is represented by the Bestow Curse (if the item is not currently cursed) or Remove Curse (if it is) icon. Clicking will toggle the cursed status of the selected item.
(Un)Stolen is represented by the Pick Pockets icon (if the item is not stolen) or the Pick Pockets icon surrounded by the blue circle typically used to indicate removal (if the item is stolen). Clicking will toggle the stolen status of the selected item.
(Un)Plot is represented by the Neverwinter Nights icon, which changes color based on the plot status of the item. Clicking will toggle the plot status of the selected item.
Correct Price is represented by a price tag bearing one of the alchemical symbols for gold. When run on a selected item, that item will be run through the price-correction scheme of ACR_Items. An item that is underpriced, has been priced by a previous version of the tool, or which has no price adjustments on it, will be changed to have the price defined in ALFA's pricing standards. An item with a price that has been manually set to higher than the price defined by ALFA's pricing standards will remain the same price.

ACR Player Report

Player Report

DMs who open the Player List (by default, "P" is mapped to this GUI) will only briefly see the default Player List, while our scripts verify (for security reasons) that they are indeed DMs logged in as DMs before it is replaced by the ALFA Player Report. This report is more directed toward DMs, and focuses on player groups and tracking, and has removed the player-facing functionality for character vs. character hostility management, joining parties, and managing party leadership.

As such, the interface reads differently:
Party Membership is color coded on the Player Report. These colors are assigned and re-assigned to parties at the moment the Player Report is opened, so this will only be consistent between DMs if it is opened by both DMs with no players logging in or out in between the instances of color assignments. There are seven "teams" that the Player Report is capable of displaying: blue, cyan, red, magenta, green, brown, and grey.
Character Alignment is represented by the default NWN2 icons, in a column next to the character name.
Character Deity is represented by the deity's holy symbol-- or blank, if none-- in a column beside the character's alignment
Character Primary Class is represented by the class' default icon. If the character has a prestige class, it will display that icon; if the character is multiclassed without a prestige class, it will display the higher-level class' icon. If all class selections are equal, it will display the one taken at level 1.
Character Wealth Level is represented by new icons: an out-turned pocket represents characters who have less than half of their target wealth (and thus desparately need loot). A stack of copper coins represents characters who have more than half of their target wealth, but less than target (and thus need loot). A stack of gold coins represents characters who have at least their target wealth, but less than 150% of their target wealth (and thus can advance some before anyone has to worry about loot). A pile of gold coins and bars represents a character who has more than 150%, but less than 200%, of their target wealth (and thus could stand to waste or give away some money, and should probably actively have their rewards reduced). A money bag with an exclamation point represents a character who has more than 200% of their target wealth (and is thus ineligible for any wealth-related drops, and should likely have their items evaluated for appropriateness and Standards/ guidelines compliance). Characters who are close to target wealth have a gold coin with a green check beside it, and require no special consideration when providing loot.
Player Play Style is not yet implemented. In the future, it will contain icons representing a suit of cards representing play style, by Bartle's taxonomy (clubs for killers; spades for explorers; diamonds for achievers; hearts for socialites) and colored by the GNR theory (red for gamist; green for simulationist; blue for narrativist). For instance, a green spade would represent a cliche tech person.

In addition:
Double Clicking a character on this list will teleport the DM avatar to the character, if that character is far away. Double Clicking again, or when the character is nearby initially, will cause the DM avatar to autofollow the chosen character.

In addition, there are buttons associated with the new display. By selecting a player row and clicking the button, different acts can be accomplished:
Allow Rest overrides the resting restrictions placed on characters in game, allowing them to immediately take perform a typical rest.
Allow Study overrides the study and prayer restrictons placed on characters in game, allowing them to immediately prepare spells.
View Inventory opens the Inventory Report for the selected player.
Boot Player functions as the one on the Player Report, excepting that the player receives a message indicating who did the booting, and the event is logged.

ACR Traps

ACR Traps

The ACR has in its core content a custom implementation of traps that is meant to serve as a workaround for the severe limitations imposed by traps as they are implemented by NWN2. These traps are capable of spawning and despawning, are aware of their own shapes and sizes, and can control whether or not they trigger by a number of conditions, including those which we would associate with spellcasting traps.

Detecting Traps

A search roll is automatically rolled, with the fact that the roll was made being hidden, whenever a character approaches a trap with detect mode on. If the result of the search check is greater than or equal to the search DC, the trap is detected. There is a special exception made for high-DC traps: only rogues, or people under the effects of a Find Traps spell, may find traps with a search DC greater than 20. If a character does not expend the trap (for example, by triggering it until it runs out of ammunition or charges), but remains near it, an additional roll will be made every six seconds, and every PC near the trap will also get rolls.

When a trap is detected, the character whose check revealed the trap will gain a visual effect overhead that indicates responsibility for the detection. In addition, the trap will become visible as a pulsing red VFX in the shape of the trap on the ground, and finally a disarm target object will appear on the ground where the detector was standing when the trap was revealed.

** It is important to note that traps are invisible to DMs once they are spawned. The tick in the spawning UI when placing a trap is the indication that the spawning has happened **

Disarming Traps

Traps are disarmed by using the disarm widget. DM Avatars who do this will immediately and automatically disarm the trap, removing it and the target from the area permanently. If an character uses the disarm target, that character will begin to work on disarming the trap, which will take 12-48 (most likely 30) seconds. During this time the character must remain reasonably stationary and may not carry out other actions, but stepping away from the disarming device will abort the effort.

Characters with ranks in Disable Device may choose to aid the effort by also using the disarm target, and as many as can physically approach the device may help. Each additional disabler will roll a DC 10 Disable Device check, granting a stacking +2 bonus to the primary disabler's check on success. A character may only attempt to aid in disabling a trap once per primary user's attempt.

The disarming character will not know ahead of time how long it will take to disarm the trap, nor will he or she know how difficult to disarm the trap will be until attempting to disarm it once.

At the end of the time required to disarm the trap, a skill check is made against the disarm DC of the trap. If the roll is greater than or equal to the DC to disarm the trap, the trap is removed from play and rendered harmless. If the Disable Device roll fails by 4 or less, then no change is made to the trap. If the Disable Device roll fails by 5 or more, then the effort is botched and the trap is triggered, functioning per the fired trap section, except that the trap disabler is treated as a potential target (possibly the only potential target) for the trap's execution.

 

Triggering Traps

When a trap is triggered, its effects are applied to a random creature within the trap's trigger area, and potentially a botched disabler (see above). This effect may cover an area. For example, a trap which explodes in a fireball when triggered may have three people working on disarming it. Should the check be botched anyway while the trigger area is empty, only the primary disabler will be a valid target and he or she will be the center of the resulting explosion. However, the two nearby assistants are likely to be within the blast and to also be injured. If on the other hand the trigger required several people in its area to be triggered, and three were already within, botching the trap has a 1 in 4 chance of centering on each person in the trigger area or the disabler.

It is possible for traps to trigger with discretion, such as a magical trap that only harms orcs. In this case, only qualifying creatures in the trigger area will be regarded as valid targets. Botching a disable attempt overrides this. A botched disabler is always a valid target, regardless of the trap's specific restrictions.

 


 

Default Traps

By default, every ALFA module has access to a set of standard traps, which are modeled after the default NWN2 traps. All of them have only one charge, do direct damage, and have equal spot, disable, and reflex save DCs. All offer reflex saves when triggered. All are of "medium" trigger size (comparable to the area of a Magic Circle vs. Alignment)

Name Damage DC Area
Acid Blob, Minor 3d6 15 1 meter
Acid Blob, Average 5d6 20 1 meter
Acid Blob, Strong 12d6 25 1 meter
Acid Blob, Deadly 18d6 25 1 meter
Acid Splash, Minor 2d8 12 1 meter
Acid Splash, Average 3d8 14 1 meter
Acid Splash, Strong 5d8 17 1 meter
Acid Splash, Deadly 8d8 20 1 meter
Electrical, Minor 8d6 19 5 meters
Electrical, Average 15d6 22 5 meters
Electrical, Strong 20d6 26 5 meters
Electrical, Deadly 30d6 28 5 meters
Fire, Minor 5d6 18 2 meters
Fire, Average 8d6 20 2 meters
Fire, Strong 15d6 23 4 meters
Fire, Deadly 25d6 26 4 meters
Frost, Minor 2d4 12 1 meter
Frost, Average 3d4 13 1 meter
Frost, Strong 5d4 14 1 meter
Frost, Deadly 8d4 15 1 meter
Negative, Minor 2d6 12 1 meter
Negative, Average 3d6 15 1 meter
Negative, Strong 5d6 18 1 meter
Negative, Deadly 8d6 21 1 meter
Sonic, Minor 2d4 12 3 meters
Sonic, Average 3d4 14 3 meters
Sonic, Strong 5d4 17 3 meters
Sonic, Deadly 8d4 20 3 meters
Spike, Minor 2d6 15 1 meter
Spike, Average 3d6 15 1 meter
Spike, Strong 5d6 15 1 meter
Spike, Deadly 25d6 15 1 meter

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Tooling Additional Traps

Additional traps may be added to a module by creating waypoints which have variables on them which indicate that they are traps. The following variables control the behavior of the trap:

ACR_TRAP_TRIGGER_AREA (integer)
This variable determines how large the area which is capable of causing the trap to fire is.

Value Name Comparison
1 Small Single-Target
2 Medium Magic Circle v. Alignment
3 Large Entangle
4 Huge Fireball
5 Gargantuan Lesser Missile Storm
6 Colossal Area Dispel Magic

ACR_TRAP_ATTACK_BONUS (integer, optional)
This is the attack bonus that will be used to calculate if a trap is able to damage its target, should no reflex save be defined for the trap. This is ignored if hte trap casts a spell.

ACR_TRAP_DAMAGE_TYPE (bitfield)
This variable determines what kind of damage will be applied to targets of the trap. As a bitfield, you may take the sum of several damage types to make the trap do multiple types of damage. For example, Piercing Damage (2) and Slashing Damage (4) can be added together to make a piercing/slashing trap (6). This is ignored if the trap casts a spell.

Value Damage Type
1 Bludgeoning
2 Piercing
4 Slashing
8 Magical
16 Acid
32 Cold
64 Divine
128 Electrical
256 Fire
512 Negative
1024 Positive
2048 Sonic

ACR_TRAP_DETECT_DC (integer)
This variable determines what the DC of search checks to discover the trap will be. If this number is greater than 20, the trap will only be discoverable by Rogues.

ACR_TRAP_DICE_NUMBER (integer)
This variable determines how many dice will be rolled to determine trap damage. This is ignored if the trap casts a spell. For example, if this is 3 and ACR_TRAP_DICE_TYPE is 6, then the trap does 3d6 damage. This setting is ignored if the trap casts a spell.

ACR_TRAP_DICE_TYPE (integer)
This variable determines what sort of die will be rolled to determine trap damage. For example, if this is 6, and ACR_TRAP_DICE_NUMBER is 3, then the trap does 3d6 damage. This setting is ignored if the trap casts a spell.

ACR_TRAP_DISARM_DC (integer)
This variable determines what the DC to disarm the trap is.

ACR_TRAP_EFFECT_AREA (integer)
This variable uses the SHAPE_ constants to determine how this trap's effect spreads out, if it has a large enough area to be significant. This setting is ignored if the trap casts a spell.

Value Shape
0 Spell Cyllinder (e.g. Lightning Bolt)
1 Cone (e.g. Burning Hands)
2 Cube (e.g. Order's Wrath)
3 Spell Cone (e.g. Cone of Cold)
4 Sphere (e.g. Fireball)

ACR_TRAP_EFFECT_SIZE (float)
This is the size, in meters, of the effect area defined previously. Cylinders and cones become longer, but remain directional. Cubes gain length on all sides equally. Spheres gain a larger radius. This setting is ignroed if the trap casts a spell.

ACR_TRAP_MINIMUM_TO_TRIGGER (integer)
This is the number of creatures who meet the criteria for a trap's triggering who must be within the trap's trigger area (defined above) before the trap will fire.

ACR_TRAP_NUMBER_OF_SHOTS (integer)
This is the number of times the trap will fire before it is discharged. If this number is -1, the trap has infinite charges, and will fire until disarmed.

ACR_TRAP_SAVE_DC (integer)
This is the reflex save DC of the trap. This setting is ignored if the trap casts a spell.

ACR_TRAP_SPELL_ID (integer)
This is the ID of the spell that is cast. If this is -1 or if it is absent, the trap will not be regarded as spell casting, and will instead resolve to do damage.

ACR_TRAP_TARGET_ALIGNMENT (integer)
This setting determines which alignments are regarded as valid targets for the trap-- this will be used to determine who in the trap area is the center of the effect and whether a given creature counts toward the trap's minimum to trigger. However, traps which explode will still strike creatures of other alignments. It will simply not aim for the others.

Value Alignment
0 All Alignments
1 Neutral Alignments
2 Lawful Alignments
3 Chaotic Alignments
4 Good Alignments
5 Evil Alignments

ACR_TRAP_TARGET_RACE (integer)
This setting determins which racial types are regarded as valid targets for the trap-- this will be used to determine who in the trap area is the center of the effect and whether a given creature counts toward the trap's minimum to trigger. However, traps which explode will still strike creatures of other races. It will simply not aim for the others.

Value Race
0 Dwarf
1 Elf
2 Gnome
3 Halfling
4 Half-Elf
5 Half-Orc
6 Human
7 Abberations
8 Animals
9 Beasts (depreciated)
10 Constructs
11 Dragons
12 Goblinoids
13 Monstrous Humanoids
14 Orcs
15 Reptilian Humanoids
16 Elementals
17 Fey
18 Giants
19 Magical Beasts
20 Outsiders
24 Undead
25 Vermin
28 All Races
29 Oozes
30 Incorporeal (depreciated)
31 Yuan-Ti

ACR_TRAP_DESCRIPTION (string)
This setting determines what the descriptive text on the trap's disarm target will read when examined with the default "examine" command. While it may contain any arbitrary information deemed useful by the builders, it is recommended that it contain a description of what a person would see of this trap upon discovering it.

Spawning Traps

ACR Traps are currently able to be spawned through the ACR Creator, and may also be placed using the ACR Spawn System, with object type 99. 

ACR Creator

ALFA has in its core content a custom implementation of the DM Creator. The ACR Creator serves the same broad purpose as the default NWN2 creator, allowing DMs to create objects for use in play on the fly, but the ACR Creator puts emphasis on providing better information about the things to be spawned, making it easier to organize the items as they appear in the creator, improving the performance of the creator, and improving the stability of the creator.

Creator Tabs

The ACR creator does not use a tree control to display spawnable items to DMs. Instead, the primary interface is a list box and the contents of that list box are controlled by the tabstrip that lines the top of the creator:


(the ACR Creator tabs. Click for a full view of all tabs)

Classification Structure

Naming and Organization

All classifications inside of the ACR Creator are organized into the toolset style of classification structures, which may be an arbitrary number of levels deep. Classification structures are made deeper by delimiting the Classifications defined on the object with pipes. For example:

Humanoid_Goblinoid

Will appear inside of a single classification named "Humanoid_Goblinoid"

Humanoid|Goblinoid

Will appear inside of a classification named Goblinoid, which will be inside of a classification named Humanoid. If there are also creatures with classifications such as

Humanoid|Orc

Then both the Orc and Goblinoid classifications will appear inside the Humanoid classification.

If any classification names contain a colon ( a : ), then that colon will be replaced with a minus ( a - ) as the character is required by the ACR Creator to indicate that a list item represents a classification. There is no need to update existing classifications to this end, as the performance impact is trivial and executed on a background thread at server startup.

Objects without any classification appear in the root classification.

Navigation

The ACR Creator is opened as the DM Creator used to be. By default the comma ( , ) key opens the ACR Creator. However, this can be configured per user by opening the Game Options menu, selecting Keymapping from the resulting tabbed menu, and DM from the nested tabs therein. The key mapping for DM Creator controls the ACR Creator on servers which use the ACR.

In addition, the DM Creator button in the DM toolbar (the leftmost button, depicting a male conjuring something with his right hand) will open the ACR Creator on servers which use the ACR.

A DM may view the contents of a tab by clicking the tab. Icons on each of the tabs have mouse over effects to indicate when a click will be interpreted as navigation.

A DM may view the contents of a classification by double clicking the row that lists it on the DM Creator. He or she may view the classification's parent by double clicking the ".." row at the top of the list. If the list does not contain a ".." line, then the currently-viewed list is root classification and it has no parent to view.

At server reset, a DM will begin with every tab set to that tab's root classification. Thereafter, use of the ACR Creator will be remembered by the ACR Creator. Every tab will remain in the classification it was viewing last, and the ACR Creator will open to the last-focused tab.

Clicks which are not interpreted as spawning or navigation are valid for use to drag the creator. As with all UIs, individual game clients will remember the last location of the UI element. DMs who use multiple computers may notice the Creator placing itself in different locations on each of the computers, even though changes to tab and classification focus would persist across the two.

The close button for the ACR Creator is placed on the top right corner of the ACR Creator. It may also be closed by pressing Escape.

Spawning

Objects may be spawned from the ACR Creator by double clicking the item that one wishes to spawn. When the object is ready to spawn, your pointer will turn into a targeting UI, as if you were to cast a spell. If the object to be spawned exists at a single point, such as a creature, item, or placeable, then the UI will be a small circle that is roughly the size of a PC's clipping radius. If the object affects an area, such as a trap, the targeting UI will resemble the size and shape of the area to be affected.

When an object is spawned from the ACR Creator, the server will process the spawn and recycle the targeting UI to allow multiple spawning. The targeting UI may be dismissed by right clicking.

Sorting

The ACR Creator is not currently capable of sorting on more than just object names. All objects appear alphabetically by name, sorted by classification structure. While this may be changed in the future, it is reccommended that the newly-afforded nesting of classification structure be used to make objects easy to find.

Searching

The ACR Creator provides a search bar, listed above the resource list and indicated by its light gray bounding box. This field accepts any text entries. When an entry is completed, pressing enter executes a search against the text which has been entered into the field against the current contents of the resource lists and its sub directories. This process typically only takes a couple seconds after the enter key is pressed. No attempts to parse multiple words are made, so a search like "b a" will not find "Bill Anderson", but will find "Bob Anderson".

When the results of a search are no longer needed, a ".." classification link is present at the top of the resource list, which returns to the classification which was focused before the search was run.

Searches will attempt to match on the contents of any displayed field in the resource list, so searching on "Hostile" in the creature tab will return all creatures of the Hostile faction inside the current classification and its sub classifications.

Searching on "5" will collapse all current subclassifications into a single list.

Creature Tab

The leftmost tab, and the default tab.

The Creature tab on the ACR Creator displays the name of the creature to be spawned, the faction that the creature will have by default when spawned, and the creature's CR. Creatures will by default spawn only one at a time, facing the same direction as the DM who spawned it.

Item Tab

The second tab from the left.

The Item tab on the ACR Creator displays the name of the item to be spawned, the value in gold of a single instance of the item, and the minimum level of a character who might potentially own such an item according to the current wealth guidelines. Items spawn one at a time, except for ammunition, which spawns in stacks of 50 when an object with an inventory (such as a creature or a chest) is targeted and single instances when placed on the ground.

Items may be placed in a placeable or creature's inventory by targeting the object to carry it. If an object with no inventory is targeted, the item will appear on the ground at that object's location.

If an object with an inventory (such as a creture or a treasure chest) is already selected when the item on the creator is double clicked, that item will be placed directly into that object's inventory without providing any further UI.

This tab also contains a button to open the ACR Loot Generator.

Placeable Tab

The third tab from the left.

The Placeable tab of the ACR Creator displays the name of the placeable, if the placeable is locked or trapped (and the DC of the lock and the trap if they are), and whether or not the placeable has an inventory. Placeables will spawn only one at a time, facng the same direction as the DM who spawned it.

Trap Tab

The middle tab

The Trap tab of the ACR Creator displays the name, the DC, and an approxomation of CR for the trap. Traps placed from the creator have the size and placement of the UI when it is clicked, and may be detected from 5-8 meters outside its outer border by default, with larger traps having a larger detection radius.

All modules are given a "Standard" classification, which contains the damage-doing default NWN2 traps, as adapted to the ACR Traps system.

** It is important to note that traps are invisible to DMs once they are spawned. The tick in the spawning UI when placing a trap is the indication that the spawning has happened. DMs can verify the presence and location of traps by removing the filters on persistent areas of effect in the DM Chooser and double clicking any object which they wish to look at. This will cause the DM Avatar to jump to the location of the trap. **

Visual Effects Tab

The third tab from the right

The Visual Effects tab of the ACR Creator only displays the name of the placed effect that it may spawn. Only one placed effect is spawned at a time, facing the same direction as the DM who spawned it.

Waypoint Tab

The second tab from the right

The Waypoint tab of the ACR Creator only displays the name of the waypoint that it may spawn. Only one waypoint is spawned at a time, facing the same direction as the DM who spawned it. These waypoints, when spawned, are not recognized by systems such as the ACR Spawn system currently. However, waypoints that define custom traps will not appear on this list. They will instead appear on the Trap tab.

Light Tab

The rightmost tab

The Light tab of the ACR Creator displays the name of the light that it may spawn, the brightness and radius of the light that will result, and the opacity of shadows cast by the light.

It is important to note that shadows are additive-- so if two lights cast overlapping shadows at 50% each, the overlap will be at 100% shadow. The second light will not make the previously-50% shadow into a 25% shadow. DMs seeking to light an area should attempt to use relatively-few sparsely-placed lights.

 

ALFA Release Notes v1.90

Change Log

Note: multiple hotfixes and interim updates are associated with this release. See the bottom of this page for details on updates that were not in the initial release of v1.90

Changed Time

The ACR has made necessary changes to support the alteration of time at the module level. This will cause some hour/level spells to last 13 minutes/CL regardless of module-specific settings; official word from responsible Admin to change time compression on modules to 13 minutes/game hour is expected to come with this release.

Changed Systems

Loading Screens

  • Loading screens no longer claim ALFA's previous one-PC policy as a pillar, and pillars are renumbered to reflect their new current state.

Non-Member Support

  • The concept of public and private servers, and the concept of member and non-member players, are introduced to the ACR. Non-members may not portal to private servers and may not level to any level what would increase their ECL to 4.

Chat, Dice, Voice Throwing

  • Added an #alist command, which will list all creatures anchored for chat command voice throwing.
  • #hide and #stealth now accounts for the roller's size modifier
  • The UI used to select languages is replaced with a newer, cleaner one.
  • $OBJECT_TARGET is now an alias for $s.GetPlayerCurrentTarget in #sa commands.

Subdual

  • Creatures which have been subdued are now regarded as stunned mechanically, to prevent AI-controlled NPCs from attempting to fight while subdued.

Swimming

  • Swim checks only take 10 when you would be successful when doing so.

Poisons

  • Lines 50 to 80 of poison.2da are now available for the construction of arbitrary poisons.

DM Creator

  • The DM Creator is entirely replaced. See the full documentaton here.

DMFI Tools, DM Wands, Widgets, Reports

  • The DMFI "Set Area Hostile" function will no longer alter the factions of things which are in PC parties, such as animal companions, summons, or familiars.
  • The Omega Wand now has a function to remove all spell effects from a targeted creature.
  • The ACR Inventory Report now includes a line for the player's carried gold.
  • The ACR Player Report now has an icon to indicate when a character is between 90% and 110% of target wealth (being a coin with a green check beside it). Old icons remain in the remaining space, with low now occupying 50%-90% and high occupying 110%-150%. Empty pockets (0-50%), very rich (150-200%), and cutoff (200%+) are unchanged in their ranges.
  • All wealth-related icons on the ACR Player Report now include arrows and exclamation points as an additional reference to indicate which side of the wealth spectrum they reflect, and how severely off the mark the character is. (more exclamation points = worse)
  • Tech has added a standalone application, distributed to HDMs and any they delegate as log reviewers, to allow reviewers high-level review of their servers, with emphasis on identifying severe outliers in wealth, DM time, travel, or potential misbehavior (such as combat logging or self looting) at a glance.

zSpawn

  • zSpawn spawn widgets come with a Spawn Nonhostile option. zSpawn creatures made in this fashion will be part of the commoner faction, instead of hostile.
  • zSpawn bards now learn Perform (Oratory) instead of other less-useful skills.
  • zSpawn movement rate is now Normal by default
  • zSpawn perception range is now PC -5 by default.

Traps

  • Traps as they are created by the Creator are entirely replaced. See the full documentation here.

Spawns

  • Spawn points can now spawn Placed Effects

Quests

  • The quest reward scrips provided by Obsidian are now all disabled. All quest rewards should be done through ACR scripts.
  • acr_quest_collection is now available as a standard script, for turnins of piles of resources (such as herbs or goblin ears), and is the preferred way to reward for quests which are ongoing and based on amassing items of relatively-little value.
  • ACR_AwardStaticQuestXPFromCR now exists, and is the preferred way to reward for quests with clear beginnings and ends.
  • acr_quest_rewardbycr now exists, implementing ACR_AwardStaticQuestXPFromCR
  • Static quests now provide diminishing returns when performed by over-level characters, losing 10% of the XP reward value when compared to the previous level when the PC's current level is greater than the quest's CR
  • All quests default to CR 0.5, until set otherwise by builders.

Client Extension Check

  • Checker for client extension now looks for 1.0.0.24

Collections

  • acr_collections_i now exists, to emulate the functionality of enumerable collections typically available in more-advanced languages than NWScript.

Arbitrary Creation of Targeting UI

  • Circular and Wall targeting UIs can now be called on arbitrarily, without requiring that they be part of another GUI or a spell.

Logging

  • Item Acquire events now log the value of the acquired item.
  • Item Acquire events now note the DM source of an item, if the DM carried it into the module on an avatar.
  • SetXP now logs what the target's XP was before the Set
  • All objects made through the creator log that they were created and into whose inventory, in the case of items spawned in such fashion, or the location, in the case of all other items.

Feat Changes

  • Feats which require Combat Expertise as a prerequisite now respect ALFA's Combat Expertise.
  • Prestige classes also refer to the new Combat Expertise
  • Resist Energy feats are now available for use when toolsetting and for the construction of prestige classes, but still may not be selected on level up.

Spell Changes

  • Trade Scrolls can now contain any spell, even if that spell doesn't have an associated item property. 
  • Dancing Light, Ghost Sound, Message, Meteor Swarm, Prestidigitation, Water Breathing, and Wind Wall can now be used on trade scrolls and crafting projects.
  • Sleep is now capable of tracking forms of unconsciousness which are not magical sleep, such as PCs who are below 0 hit points, and will not attempt to put said creatures to sleep.
  • Stoneskin is now 10 minutes/level, and is now a 5th level druid spell (instead of 4th)
  • Longstrider no longer confuses the AI into believing that you've cast barkskin.
  • Faerie Fire is now a spell, available to druids as a level 1 spell.
  • Dimensional Anchor now targets hostile creatures, not friendlies.
  • The ACR now contains a standard spellbook template, so they may still spawn if an individual module does not have one.
  • Preparing spells now clears the free spell preparation flag, so that players who have rested instead of taking a free spell preparation can still craft items.
  • While Find Traps will continue to automatically reveal OE traps, it will provide a bonus to search and the rogue trapfinding ability for 1 minute/level against ACR traps.

Deity Changes

  • Uthgar blesses druids.

NPC Changes

  • Undead touch attacks now have a negative energy VFX to represent the injury they imply.
  • Mounted appearances now exist for the playable races, and cloaks may carry the appearance of horses. This option is purely esthetic; no functionality exists to mechanically make horses operate yet, and any builder seeking to implement mounted NPCs will have to handle the implications themselves.
  • Pixies are small, not tiny.
  • Creatures who spawn with less-than-full hit points (if, for example, they wear constitution-boosting items) are healed on spawning.

Race Changes

  • Gnomes and gnome subraces receive +2 on craft (alchemy) checks.

Class Changes

  • Frenzied Berzerkers no longer get Inspire Frenzy
  • Barbarian Rage and Frenzied Berzerker Frenzy now disallow Combat Expertise while active
  • The Elf cleric domain provides Treestride and Commune at spell levels 4 and 5, instead of 3 and 4, per its description. It also no longer has Stonetell, which was simply an erroneous entry.

Placeable Changes

  • Placeable lines 11068-11110 now mirror the placeable lines used in Exodus' haks.

 

ACR v1.90 is build using the Advanced Script Compiler version 13. Module maintainers are encouraged to use the latest ASC for module build and script compilation needs.

1.90.1 Release

  • ACR_Candlekeep now has a PRINT_DEBUG command, to provide a list of errors encountered on its background thread and any resources that it identified as part of the module, but could not parse the contents of.
  • The server log contains occasional readouts of the progress of ACR_Candlekeep's resource loading
  • The ACR_VERSION constant is "1.90", as would have been expected with the initial release.
  • If the DM Creator is instructed to spawn an item while a creature is selected, it will spawn one of those items, instead of continuing to spawn until the creature is deselected.
  • Traps have examined descriptions which require no skill check to observe. Once a trap disarm target is in play, that may be examined to see what the trap looks like. Standard traps are generic in this regard, providing hints as to the damage source and area of effect, and builders may specify other descriptions by setting a local string titled ACR_TRAP_DESCRIPTION on the tooled waypoint.
  • Traps indicate whether they are mechanical or spell traps when discovered, in the mouse over text of the disarm target.
  • #sa rs commands no longer break based on the absence of an $OBJECT_TARGET
  • Objects which have different Resource names than template ResRefs will now spawn
  • Previous syntax errors in ServerCommunicator, which caused the synchronization of online servers to fail and flooded SQL logs, are corrected.
  • If the DM Creator is instructed to move back a classification when it is already on the root classification of a tab, it will remain on the root classification instead of disabling the tab. If a tab is ever not associated with any classification, that tab will associate itself with the root classification and provide its contents for navigation from there.
  • Debug outputs that are not appropriate for live modules are disabled for the performance improvement.
  • Creatures whose factions have been deleted now appear in the DM Creator, with a faction of "Unknown" -- these creatures are likely to attack everything if deployed.
  • RPXP ticks come every 6 minutes and 30 seconds. The total XP gain for active roleplaying remains constant, at 15 per real life hour.
  • The IRC Bot provides more information about hotfixes when they are applied.
  • When XP rewards are calculated with diminishing returns, those results are rounded, not truncated.
  • When crafting an item worth a quantity of gold that is not even or is not divisible by 25, the extra point of XP or gold coin is charged for the project. Notably, this means that cantrips are no longer free.

Deities (test)

Deities of ALFAs realm
Different Pantheons

  • Major Deities
  • Other Deities
  • Drow Pantheon
  • Dwarven Pantheon
  • Elven Pantheon
  • Gnomish Pantheon
  • Halfling Pantheon
  • Mulhorandi Pantheon
  • Orcish Pantheon

 

Major Deitys

 

Deity Alignment Favoured Weapon Domains
Azuth LN Quarterstaff Knowledge, Law, Magic

 

 

Faerun - a land where the gods live.  Deities walk amongst their flock; Clerics control powerful magics at the will of their masters; Warriors wage wars across the lands in the name of the gods; Evil creeps throughout Faerun in service to dark lords.  It is not easy to avoid the machinations of the deities and their followers when you walk the surface of Faerun, let alone when you have departed.  No matter who you are, what walk of life you are from, or what your beliefs are, the gods will affect your adventures in some way.
 
 The deities of Toril take an active interest in their world, channeling power through their clerics, druids, rangers, paladins and other worshippers, and sometimes intervening directly in the affairs of mortals.  At the same time they plot, war, intrigue and ally amongst themselves, with powerful mortals and extra planar beings such as elemental rulers and demons.  In this they resemble their mortal worshippers, for to an extent, deities are defined and shaped by their worshippers, their areas of interest and their divine spark.  Because they lose strength if their worship dwindles away and is forgotten, deities task their clerics, and others to whom they grant divine spells, with spreading their praise and doctrine, recruiting new worshippers and keeping the faith alive. 
Patron Deities:
 
The deities of Faerun are deeply entangled in the functioning lives of mortals.  Characters of Toril nearly always have a patron deity.  Everyone in Faerun knows, those who die without having a patron deity to send a servant to collect them at their death, spend eternity writhing in the Wall of the Faithless or disappearing into the hells of the devils or the infernos of the demons.
 
 Having a patron deity implies some true personal attachment to that deity.  Given this relationship, it is practically unheard of for a character to have a patron with a radically different alignment than her own.  When choosing a Patron, if you are a divine spell caster, you must follow the 'one-step' rule (unless noted otherwise) - that is, your alignment must be within one step of your patron's.
 
Using the alignment chart below, find your deities alignment, then your options are one step up, down or to the side.  
LG NG CG
LN TN CN
LE NE CE

LG NG CG LN TN CN LE NE CE

 If the alignment is true neutral, your options would form a cross. If your deities alignment is LN, the cross does not carry over to the other side, leaving LG, TN, and LE as your only options.
 
 You can only have on patron deity at a time.  It is possible to change patrons, but doing so is not a decision made lightly or quickly.  If you are a cleric, druid, paladin, or spell casting ranger, this process is more difficult and requires the help of your new church.  If you are any other character class, changing a patron is a simple matter of deciding to do so, that does not require intervention by the church of your new patron (although obtaining its blessing is customary, to show allegiance to the new deity).  A character who frequently changes patron deities is likely to gain a reputation of being weak in her faith, and risks being branded as one of the false in the afterlife. 
Domains:
 
A complete list of NWN2 workable domains can be found here.
 
Nature Deities:
 
 As mentioned in Chapter 2, on classes, divine spell casters receive their spells from the deities.  While paladins follow a lawful good line and clerics follow the line of their chosen patron, druids must serve a nature deity in order to be granted spells.  The following are a list of deities that can grant druids spells - if there is another deity you have in mind, contact your HDM about it.  Some, of course, may not be able to be taken with the NWN2 engine (given its current limitations), but this will hopefully soon be corrected.  Details on these gods can be found in the following section.  Note that in ALFA, Rangers do not need to follow a Nature diety in order to gain spells.
Aerdrie Faenya, Angharradh, Anhur, Auril, Baervan Wildwanderer, Chauntea, Deep Sashelas, Eldath, Gwaeron Windstrom, Isis, Lurue, Malar, Mielikki, Nobanion, Osiris, Rillifane Rallathil, Sebek, Segojan Earthcaller, Set, Sheela Peryroyl, Shiallia, Silvanus, Solonor Thelandira, Talona, Talos, Thard Harr, Ubtao, Ulutiu and Umberlee. 
Gods of Faerun
 
 Instead of typing out an entry for each of the hundred and one gods, there are plenty of good sources on the web already, including the one below. Note: there are a few references to events that have not yet occoured, as the year in ALFA is still 1376. If you see mention of a Spell Plague or to the Upheavel era, these are not included in ALFA Lore.  If you have any questions, feel free to ask in our Realm's Lore forum.
 
Forgotten Realms Wiki : Deity Portal 
Death, Dying and Deities
 
 When mortals die their souls are drawn to the Fugue Plane.  Most of this place is flat, gray, bland, and no notable topographical features.  The spirits of the dead gather here, usually unaware that they have died.  From time to time (anywhere from once a day to over a tenday, depending on the deity involved), the powers send representatives - usually outsiders of the appropriate alignment - to the Fugue Plane to gather the souls of their own worshippers.
While most souls wander the Fugue Plane until their deity calls them, the Faithless and the False are compelled to enter the city of Judgment and be judged by Kelemvor.  The Faithless firmly denied any faith or only gave lip service to gods for most of their lives without truly believing.  The False intentionally betrayed a faith they believed in and to which they had made a personal commitment.
 
 All Faithless receive the same punishment: They form a living wall around the City of Judgment, held together by a super-natural greenish mould.  This mould prevents them from escaping the wall and eventually breaks down their substance until the soul and its consciousness are dissolved.
 
The False are punished according to their crimes in life and serve their sentence in the City of Judgment for eternity. 
 
 Nearly all of the beings in the city are members of the False, the rest being deceased followers of Jergal and Kelemvor who enact the will of their deities upon the doomed souls.  Depending upon the severity of their crimes, some of the False may receive relatively light punishment, such as escorting visiting baatezu or patrolling the city for unauthorized guests.  Others are punished in ways that would surprise the cruelest of demons.
 
 For an Adventurer (and anyone else) been labeled as a False or Faithless has further consequences - it becomes near impossible to be raised from the dead.  Any attempts made through the Resurrection or Raise Dead spells fail.  Short of a Miracle or Wish, attempting to raise a False or Faithless from the dead is futile
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