Everyone

This Content can be viewed by everyone, even people with no account.

ACR Chooser

In ALFA's core content is a custom implementation of the DM Chooser. While in the broad sense this tool is meant to serve the same purpose as the DM Chooser which came with Neverwinter Nights 2, it seeks to provide more-focused options to interact with more kinds of objects.


Tabs

Area Contents Tab -- The left tab on the ACR Chooser is the area contents tab, denoted by an icon resembling list items. This tab allows the DM to search for areas, jump between areas, jump to and between objects within the area, and take object-specific actions on any of the objects within those areas.

Limbo Tab -- The right tab on the ACR Chooser is the limbo tab, denoted by a spiral graphic (which is used on the Area Contents tab to send creatures into limbo). This tab is highly specialized, and is so because this prevents a DM from needing to scroll around in a very large list to find limbo, and then scroll back to find the area. It can instead be accomplished by switching between tabs.

Button Bar

Below the tabs in the ACR Chooser is a bar which is filled with buttons. Buttons all contain tooltips as reminders for what they do, and focus on high-contrast icons for recognition of their actions. The following buttons are available via the DM Chooser:

Jump Me to Object: this action is available for all objects, denoted by a circle with an arrow pointing away from it.

Jump Object to Me: this action is available for all movable objects (creatures, PCs), denoted by a circle with an arrow pointing toward it.

Heal: this action is available for all objects with hit points, denoted by a wide cross. It removes all effects from and restores the hit points of the target object.

Immortal: this action is available only for creatures, denoted by a large escutcheon. It makes the target creature impossible to kill (but possible to harm).

Hostile: this action is available only for creatures, denoted by a sword and a swing "swoosh." It makes the target creature hostile.

Nonhostile: this action is available only for creatures, denoted by a sword with a slash across it. It makes the target creature non-hostile.

Kill: this action is available only for creatures, denoted by an X. It kills the target creature.

Limbo: this action is available only for creatures, denoted by a swirl. It sends the target creature to limbo.

Restore: this action is only available for PCs, denoted by a circle with slashes on every corner. It removes all status ailments from the target PC.

Allow Rest: this action is only available for PCs, denoted by three Zs. It allows the target PC to rest (and should be preferred to forcing rest, as forced rest does not reset spellhooking).

Allow Spell Preparation: this action is only available for PCs, denoted by a magic wand and a refresh icon. It allows the PC to prepare spells again.

Inventory: this action is only available for PCs, denoted by a bag. It opens the Inventory Report on the PC.

Validate from Quarantine: this action is only available for PCs, denoted by a biohazard with a slash across it. It validates the target PC from quarantine.

Lock: this action is only available for lockable objects, like doors or placeables. It is denoted by a key. It locks the object with its default DC.

Unlock: this action is only available for lockable objects. It is denoted by a pad lock. It unlocks the object.

Plot: this action is only available for objects which have a plot flag (like doors and placeables). It is denoted by the NWN eye. It flags the object as plot.

Unplot: this action is only available for objects which have a plot flag. It is denoted by the NWN eye with a slash across it. It flags the object as not plot.

Untrap: this action is only available for objects which may inherently be trapped, like doors or placeables. It is denoted by a bear trap with a slash across it. It disarms the object's trap. It is of note that the ACR Chooser has no set trap option, as the preferred traps in ALFA should be AOE-based, as can be created through the ACR Creator.

Destroy: this action is available for all objects which can be destroyed, but which do not meaningfully die. It is denoted by a trash can. It destroys the object.

Activate Spawn: this action is available for waypoints which are configured to work with the ACR spawn system, denoted by a creature icon with a flag beside it. It enables a spawn which has been disabled by the typical disabling means.

Deactivate Spawn: this action is available for waypoints which are configured to work with the ACR spawn system, denoted by a creature icon with a flag beside it and crossed out with a slash. It disables a spawn by the typical disabling means.

Search Bar

Below the button bar is the search bar. DMs may restrict the contents of the area list to only areas which match on the contained text by typing it here and pressing enter. Clearing the field's contents and pressing enter restores all areas to the list below, and forces a refresh if one is ever required.

Area List

Below the search bar is the area list. If a search was performed (above), only matching areas are listed here. If a search has not been performed, the first item on the list is the current area, denoted by a bright orange font. If the area is connected to others by typical area transitions, all bordering areas are listed just below, denoted by a fainter orange font. All areas (including the current and bordering areas) are listed below alphabetically by name.

Clicking any area reveals its filtered contents in the object list.

Double clicking any area teleports the DM to that area, attempting first to use a connecting AT (that is, a DM who jumps to an adjacent area appears in the new area at the AT which they would have arrived through if they had walked; if there is more than one, it will just use the first one it finds), and then attempting to use any AT. If no ATs are available, it looks for open space in the southwestern quadrant of the area. If those guesses fail, DMs are encouraged to use an item on the object list as a jump target.

Object Filters

Ten icons exist between the area and object lists, appearing either with or without a red "no" sign over them. Clicking these toggles the icon's "no" sign and adjusts the contents of the object list according to the configured filters. Reading left to right, they are Persistent Areas of Effect (bear trap), Creatures (little devil), Doors (doorway), Items (sword), Lights (torch), Placeables (table), Stores (stack of coins), Triggers (fading box), Persistent Visual Effects (sparkle), and Waypoints (flags).

Object List

The bottom-most list inside the area is the object list, which contains lists of all of the objects in the selected area, as controlled by the object filters. Double clicking any object jumps the DM to that object, provided that doing so is possible. Selecting the object updates the button bar to actions which are available for the object, so that any button click is a valid action to be carried out on the selected object.

ALFA Release Notes v1.91

Change Log

ACR_Candlekeep (C#/.NET Info Provider)

  • ACR_Candlekeep now reports its errors to the server log.
    • ACR_Candlekeep also provides a list of every resource that it identifies, but fails to parse. Servers may use this as direction to find damaged or incomplete blueprints in their modules.
  • ACR_Candlekeep no longer crashes if the server is missing an override folder
    • Servers should still have an override folder for other reasons. This specific fix just makes it less disabling.
  • ACR_Candlekeep maintains a list of all areas in the module, similar to GetAreas(), but sorted alphabetically by name.
  • ACR_Candlekeep now reads from the campaign folder.

ACR Creator

  • Issues when a DM could cause infinite items to spawn from the ACR Creator when an object with an inventory was already selected are resolved. Only one item is spawned now, in the inventory of the selected object.
  • When the ACR Creator is instructed to back up a directory to before the top directory (if, for instance, a DM selected ".." multiple times before the list was redrawn), then the top directory for the tab is displayed (as opposed to no content [base v1.90] or the creatures tab [v1.90 hotfix]).
  • The ACR Creator now has a search bar. Any text may be entered into this bar, followed by pressing Enter, and the list will update to show all objects in the current folder and subfolders of it which match on the provided text. Clicking ".." in this view will return a DM to the original folder structure.
  • The ACR Creator is now 20% wider, with the added width added to the name column of the spawnable objects lists.
  • If ACR_Candlekeep fails to identify the faction of a creature, that creature's faction is listed as "Unknown" in the ACR Creator. If this creature's faction is genuinely invalid, then said creature would typically attack members of all other factions.

Inventory Report

  • The ACR Inventory report (accessed by pressing P and then selecting a character and clicking the backpack button) now includes a price correction tool, indicated by an image of a price tag bearing the alchemical symbol for gold. This may be used to request that the ACR do its best to correct the state of the selected item, setting its price to ALFA pricing rules if no manual price is set, or allowing price to be increased to that point if one is, and adding the assumed properties derived from the object's material
    • For example, living metal armor has a lower ACP and a higher max dex than steel armor of the same type. If living metal scale armor was given to this tool, but it had the rules type of steel scale armor, then it would be adjusted to have the rules types of living metal before it was repriced. Similarly, precious metals provide energy resistances that would be added, and fever iron adds fire damage to weaponry made from it).
    • Items which do not appear to be handled by the ALFA pricing rules are flagged by changing the item's name to "(Illegal) <name>" (of course, such items can be used freely by NPCs or under the usual restricted plot-based rules determined by the HDM and DMA, but should not be dropped as ordinary loot).

Items

New tools are available for the generation of items, listed separately below.

  • The following special materials are available in the toolset (but not all of these are fully supported by standards-- they may still be set and referenced by script, if there is a plot-specific purpose for one. Such special materials will be labeled as illegal if passed through repricing systems for non-plot use):
    • Arandur
    • Astral Driftmetal
    • Bluewood
    • Copper
    • Dlarun
    • Dragonfang
    • Fever Iron
    • Fiend Bone
    • Frystalline
    • Gold
    • Hizagkuur
    • Living Metal
    • Pandemonic Silver
    • Platinum
    • Serren
    • Sondarr
    • Suzaillian Chainweave
    • Items made from slain dragons divide by type for the purposes of those sorts which have special features by the type of dragon (e.g. Dragonfang Weapons or Dragonscale Armor would be tooled as of material type "Creature (<type> Dragon)")
  • These RP Spell Cantrips now cost money on wands and potions (previously, they were listed as worth 0 or -1 gold):
    • Blessed of Waukeen
    • Detect Poison
    • Dancing Lights
    • Ghost Sound
    • Mage Hand
    • Mending
    • Message
    • Open/Close
    • Arcane Mark
    • Prestidigitation
    • Create Water
    • Know Direction
    • Purify Food and Drink
    • Summon Instrument
    • Lullaby
  • New Armor Rules Types are added to accomodate armor made of Duskwood (breastplates only), Dragonhide (all non-chain armor), and Living Metal (all metal armors).
  • The ACR_Items C#/.NET project exists and is capable of modifying item prices, correcting the prices of existing items or modifying the appearances of items. acr_items_i implements public functions to access ACR_Items.
  • Spells are broadly calculated for price using the pricing Standards requirement to price spells as cleric or wizard spells, if possible, even if a lower-level version of the spell exists from another character class. Of particular note that the very-common potion of Neutralize Poison is, by ALFA's pricing rules, to be regarded as a 4th level spell, and it was previously very-commonly priced as a 3rd level spell (as this is the level it is available to druids).
  • Persistant storage now uses standard GFF format to save and restore the items in their contents, wich each item getting a unique file.
    • HDMs and module maintainers can now inspect the contents of persistent storage without opening the storage by copying off the pStorage folder found inside the /documents/ NWN2 directory. It is, however, important to copy and not to access the files directly from a running server's directory, as nwn2server may attempt to access (and potentially move or remove) those files at any point.
    • These pChests will be converted from the old syle (campaign database) storage to the new style the first time they are accessed on the new ACR. A lingering campaign database entry is evidence of an unaccessed persistent storage object.

Experience Calculation

  • Two RPXP ticks fire per game hour, causing said ticks to be 6 minutes, 30 seconds apart. Total XP gain for RP time remains at 15 per real life hour.
  • XP Rewards are rounded when diminishing returns are resolved, instead of being truncated.
  • Crafting expenses always require the next GP or XP up if a fraction of one is calculated by normal means. In the most visible case, this means that level 1 and 0 scrolls require 1 xp to craft, not 0.

General Fixes

  • A previous setting in items handling code that left verbose/unhelpful commentary on the server logs is removed.
  • ACR_Traps' standard traps now spawn with a default description that offers a (vague) idea to rogues attempting to disable them as to what they do. While this still does not provide the DC of the trap (though builders may choose to say or imply with their own creations), it should provide hints enough to make a worried rogue know what buffs to ask for.
  • Debugging commands using $OBJECT_TARGET execute correctly now
  • Issues where ACR_ServerCommunicator could fail to acquire a list of servers from the database are resolved
  • The language selection GUI now collapses more-completely when the minimize button on the GUI is clicked.
  • Incorporeal creature touch attacks now accept "GHOST" as a value. This touch attack mimics the SRD Ghost entry, but focusing on primary casting ability scores for casters and constitution for all others.
  • zSpawn widgets can be used more than once again.
  • Dead people don't get subdual fists even if they turn subdual on when dead. Getting killed still turns subdual mode off.
  • Monks no longer have their unarmed attacks disrupted by the presence of the PC Hide item.
  • The various versions of Spell Mantle now only apply Empower Spell to the random portion of the spell. For example, 1d4+4, when empowered, is (1d4 * 1.5)+4, not (1d4+4)*1.5.
  • DMs may now use #ifs[number] and #ifl[number] to message all players in the area if they make the related perception check at DC. (e.g. "#ifs15 You spot a few goblins peeking barely over the ridge to the south" will send "You spot a few goblins peeking barely over the ridge to the south" to all PCs who make a DC 15 spot check). This number must be two digits (e.g. #ifl05 for a DC 5 listen check).
  • DMs may use #not by the same token as above, but no dice are rolled; every PC in the area gets the message (it is much like an area-wide shout).
  • Non-members who attempt to portal to a non-public server are given the feedback that they can't portal because they're not members, instead of the feedback that they can't portal because the target server is down.

DM Chooser

ACR v1.91 introduces a new DM Chooser, which is capable of searching areas, has more-robust handling to teleport between areas, has a longer and more-available limbo display, and can interact with more types of object. The tool's complete documentation can be found here.

Loot Generator

The DM Creator now links a loot creator off of its Items tab. This may be used to generate random level-appropriate loot based on provided parameters. The tool's complete documentation can be found here.

ACR Loot Generator

ACR Loot Generator

The ACR Loot Generator is a sub-tool of the DM Creator. Its primary purpose is the accurate generation of appropriate quantities of items and wealth to be dropped on PCs after a certain amount of DMing. It should generally be regarded as a single-purpose tool, and holds no designed functions outside the creation of randomized and wealth-adjusted items.

Activation

When the Loot Generator is opened, no initial action is taken. Options are presented to the DM in this fashion:

The left side of the UI controls the quantity of loot to be generated:
Lowest-Level PC: The DM types the level of the lowest-level PC who this loot is for. This is to prevent the dropping of overpowered or unsplittable items, and also controls the base multiplier applied to awarded experience to acquire the base value of the loot.
Experience Awarded: The DM types the amount of experience given to each single PC. This is the base number to which all other multipliers will be applied.
Number of PCs: The DM types the number of PCs who will be given the loot. This will be used to multiply the tota value of the spawn and drives the maximum value of single items if the loot is desired to be splittable.
Minimum Gold Drop: A quantity of gold that you wish to have dropped before beginning to generate any additional loot. If this number is greater than the total calculated loot drop, then the total calculated value of the drop will be created as gold.

Richest PC is Very Poor: Select this if the richest PC in the party is still very poor (less than 50% of target wealth, represented on the Player Report as an outturned pocket)
Richest PC is Poor: Select this if the richest PC in the party is poor (more than 50% of target, but less than target wealth, represented on the Player Report as a stack of copper coins)
Richest PC is Near Target: Select this if the richest PC in the party is near target wealth (in a 20% range around target wealth, represented on the Player Report as a gold coin with a green check over it)
Richest PC is Rich: Select this if the richest PC in the party is rich (more than target, but less than 150% of target, represented on the player report as a large stack of gold coins)
Richest PC is Very Rich: Select this if the richest PC in the party is very rich (more than 150% of target, but less than double target, represented on the player report as a pile of gold, gold bars, and jewellery)
Richest PC is Cut Off: Select this if the richest PC in the party is over the wealth cutoff (more than double target, represented on the player report as a golden money bag).

Spawn Many Cheap Items: Select this if you wish to spawn many items of relatively-low value. This will tend to reduce the magic of the drop and increase the diversity of item types, and also tends to be fairly consumable heavy.
Ensure Loot May Be Split: Select this if you wish to ensure that no item spawned will be worth more than a fair share of the loot, if divided among the number of PCs listed in the first section. This usually results in a bag that has a couple powerful items, with the rest filled out by sellable items or items with a more-narrow use case.
Spawn Highest Quality: Select this if you wish to allow items that are worth more than a fair share of the drop, but still capped by character level and total bag value, to spawn. This usually results in a bag that is dominated by a single very-valuable item, with mundane, consumable, or low-value skill bonus items filling out the rest.

Spawn a Balanced Bag: Select this if you wish to exert no pressure on the particular contents of the bag, allowing whatever it contains to be entirely random.
Spawn a [item type] First: Select this if you wish to roll for a particular item type first. Generally, this means that you will get an item of that type which is worth near the max value of a single item for the drop. The remainder of the loot's value will be generated as a Balanced Bag.
Spawn Only [item type]: Select this if you wish to fill out the loot bag with only a specific item type. No other items will be rolled for; only the selected type will be rolled for, and it will continue to generate until the it can not generate another without going over the value of the bag.

Generate: Once all of the appropriate values are set, the "generate" button may be clicked to create the loot. If the DM currently has a valid container for the loot selected, the loot will be created inside of the container. Otherwise, the loot will appear in the DM's inventory.

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

.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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. 

Syndicate content