{ "__data_type": "UTP ", "AnimationState": { "type": "byte", "value": 0 }, "Appearance": { "type": "dword", "value": 135 }, "AutoRemoveKey": { "type": "byte", "value": 0 }, "BodyBag": { "type": "byte", "value": 0 }, "CloseLockDC": { "type": "byte", "value": 0 }, "Comment": { "type": "cexostring", "value": "Freestanding Merchant's Placard - 6" }, "Conversation": { "type": "resref", "value": "" }, "CurrentHP": { "type": "short", "value": 15 }, "Description": { "type": "cexolocstring", "value": { "0": "This sign is here only as a referrence, it's located on the palette under signs, please delete this sign before hosting / playing the module.\n\nAll of the main module scripts start with the prefix \"on\" like onheartbeat or oncliententer, most are named after the event they are placed uner in the module propertiest event tab. (click edit / module properties). Those scripts have many settings within them, and you will need to open them up and configure them to your likings (autosave is turned off for offline use currently).\n\nI Recently updated this 8/10/08 to fix the main module scripts, which were missing funtions or had functions uncommented by accident. I also put in my Inventory Organizing system within the module. PC's access it by using the Inventory Organizer custom item, which is handed out.\n\nAlso, I imported my \"ever___\" Module event scripts, what these scripts are for is for Higher Ground's SimTools and Legendary Leveler, you will still need to import them into the module, as they are not here, HOWEVER, when you do import them, DO NOT overwrite ANY existing resource, then follow the instruction to set them up carefully. Finally, all you have to do, is put all of the \"ever___\" scripts into their proper Module Event (click edit / module properties / event tab), note: there are other ever script that deal with ammunition, these are not event scripts! Build your module (scripts only) after ANY changes to scripts, then save the module. (NOTE: These two system use NWNX2 and Leto, which both must be properly set up for them to work correctly.)\n\ncheatercheck1 / cheatercheck2 / cheatercheck3 / cheatercheck4 scripts handle scanning characters to see if they are playing a legal character or not. (If you are not using the option \"Enforce Legal Characters\" on your server, this will prevent players from logging on to your module with super toons, which have insane stats / all feats / etc..\nYou set up cheater checking in the main module scripts, check all of them!\n\nI only changed a few monsters, added one immortal adventure, and added a few areas for developement (see the old thieves camp) Feel free to add a lot of areas for levels 20 - 40, because those are the areas that are really needed in the module, as this module was designed for up to level 20, I assure the drow will be a challenge for most players. ;...;\n\nYou can configure the forge through the conversation dm_forge2, see the conversation of shemp (npc) in the custom palette to adjust the omega pool conversation. With the forge there is no need for repetitious or insane amounts of stores in your module, though I left one more place for a store in the Tavern. :)\n\nEach tagbased item has 1 script that fires the proper event \"exacttagname\", then the event ac_ aq_ eq_ etc..., wher ac_tagname of the item is how the tagbased scripted system is set up, so for like the itemseller we have 2 scripts, itemseller (the event firing script) and ac_itemseller , which is the on activate item script which fires when the item is activated. (no need to rename these as the scripts make sure they are executed by the items, not executable by the console command.)\n\nSpell Hooking was enabled in the module, see the OnModuleLoad Event script \"onmoduleload\" if you wish to disable, just type // before the SetLocalString function. No Casting has been set up every where in town, and you will want to open the \"myhook\" script to configure and set up spell hooking to your likings. (This is a very nice spell hook system pre-set up for you!)\n\nNOTE: Quite a few imporant scripts, which will fire a lot, have been cached under the module properties (click edit), if this proves too much for your PC to handle on your server, then you can reduce the # of scripts cached, I recommend removing scripts you are only familiar with! If you however are using the \"ever___\" Module Event Scripts, then you will need to cache them! (NEVER Cache an Include script!)\n\nI have included my legendary and artifact item systems, which are a complete set of weapons for legendary items and artifact items, all you have to do is when you create an item, that you want to level cap at 30 is give it the tagname legendary or if you want to level restrict an item at level 40 give it the tagname artifact. Players will not be able to equip those items unless they are that level or higher. You can create your own equipment, I just did weapons. Feel free to adjust those weapons and place them in the module as you see fit. I didn't place those items in the module for the sake of other builders. (see the merchants on the palette)\n\nI only included the finest custom content available, and created some special features to the module for player friendly options. All the custom content was heavially playtested on my server, and if you don't like something simply don't use it! :) (A trigger in town when you first enter hands out the start items modify the scipt in that trigger to remove any items you don't want handed out.)\n\nPlease rename the scripts dieserverdie and se_inc_reset to a new name and delete those scripts, this will prevent any malicious activities of hackers. Also, you must change the name of those scripts within any script which fires them. (See module events and ac_ scripts which are items that reset the module (like armagheddon staff / dm reset rod etc) For Example: ExecuteScript(\"dieserverdie\", GetModule()); will be in the script, onmoduleload or onheartbeat (forgot which), you will need to change it to the name you renamed the dieserverdie script to. If there are any other scripts you don't want executed you will definitely want to rename them, however, you must find the ExecuteScript function within any script that might fire that script as well and change the name there as well, then delete the original (yes it's time consuming but a necessary measure!)\n\nAll PC items are located under Custom / Special 1 on the Palette.\nDm Tools are under Custom / Special 5 on the palette. I also included a DM Assistant, to relevel characters / transfer XP (at a cost) & change alignments (if your class doesn't restrict you to an alignment) (I felt the priest in town was a robber, though I left him there for RP Purposes) The DM Assistant will help reduce the annoying PCs from bothering the DMs a lot. :) \n\nDo not modify or delete any scripts that start with dm_ those are part of the forge, so if you change them the forge will go haywire on you! If you do not wish to use the forge simply remove the door & stone building in town, problem solved. Though DM's can still access it, if you wish, otherwise delete the area property event scripts and any spawnnpc scripts you find near the door. (entrance door)\n\nThe Crown will automatically unequip when a player puts it on, no special effects when equipted unless you have particular item (not telling for the purpose of gameplay), but if the player had the right item they would be able to equip the crown for some special power. if you wish to disable this simply uncomment out the eq_immortalcrown script that applies this power. Level 40's get 40% concealment (constantly) and immortals get some special powers as well Higher Regeneration (constantly), because they should be rewarded for getting that high of a level or obtaining the immortality. Feel free to add your own special powers in the module event scripts which applies them (rest / client enter / etc.)\n\nI placed a guild in town, should you like to have your friends join you, the DM must hand out a Guild Pass in order that player to access the guild, I put my statue in there only for the sake of players knowing who redid the module. (only fair that I get some credit.)\n\nThe arena is set up for PVP, special items can be aquired there, those items can only be used in the arena, as non-arena items cannot be used in the arena. PVP can be configured by reading the main module scripts, as I have set up pvp there as well to handle serverwide PVP. If you don't like the PVP system I have in place in the arena, simply remove the givearena token script from the area, remove the illithid glode, and change the onplayerequip script under the module event. I created this system only for inexperienced scripters who had no clue how to set up an arena on a persistent world.\n\nI have included some fine work by Scarface and other scripters as well, because their conttent is topnotch and has been thoroughly playtested, please open the sf_xp script to configure xp/gold awarded on your module (critical!!).\n\nI believe that is all I can remember about the module that I have modified, that you need to be aware of, if you run into anything that I didn't mention in this note, feel free to investigate, and if you have any problems feel free to email me at galefer003@hotmail.com I have spent a lot of hours on this module, it was not easy task moving the old module into a new 1.68 module, over 400 hours I assure you, a lot of scripting and fixing laggy monsters, even offline I could feel the lagg free difference I had made, though there is a lagg spike when an npc spawns, this is less noticable with good computers, and since town is used a lot, most npcs will remain spawned, otherwise they auto despawn to free up RAM to run the server.\n\nLastly, I wanted to tell you why this revision was done. I have loved POA since I first played it on AW, the level 20 version, back when it first came out, though, I have played on quite a few different servers hosting POA, many of them were ran by people who didn't know how to fix the issues the original module had, or the module wasn't up to date as far as custom content was concerned. Many servers just don't have quality scripters, so I redid the module for the public (and a friend who asked me to), so that everyone could have a more up to date version of the module. I hope that nobody is offended that I have posted the module up for download, as this version won't effect thier version, I did it for the community, not for self gain or recognition. (Paths of Ascension is still awesome!)\n\n\nEnjoy,\n\nGenisys / Guile\nScripter & Builder\n\nNOTE: There are some other systems / resources which I didn't include in this version of POA which can be downloaded on the nwvault.ign.com, simply type in Genisys to see these systems / resources that I have created for download. I highly recommend you check out the Polymorphing and Custom Summons resources which are highly configurable to your likings and easy to import and include in this module. All by me Genisys / Guile :)", "id": 14693 } }, "DisarmDC": { "type": "byte", "value": 15 }, "Faction": { "type": "dword", "value": 2 }, "Fort": { "type": "byte", "value": 16 }, "Hardness": { "type": "byte", "value": 5 }, "HasInventory": { "type": "byte", "value": 0 }, "HP": { "type": "short", "value": 15 }, "Interruptable": { "type": "byte", "value": 1 }, "KeyName": { "type": "cexostring", "value": "" }, "KeyRequired": { "type": "byte", "value": 0 }, "Lockable": { "type": "byte", "value": 0 }, "Locked": { "type": "byte", "value": 0 }, "LocName": { "type": "cexolocstring", "value": { "0": "Notes: For Builders (Examine)", "id": 14688 } }, "OnClick": { "type": "resref", "value": "" }, "OnClosed": { "type": "resref", "value": "" }, "OnDamaged": { "type": "resref", "value": "" }, "OnDeath": { "type": "resref", "value": "" }, "OnDisarm": { "type": "resref", "value": "" }, "OnHeartbeat": { "type": "resref", "value": "" }, "OnInvDisturbed": { "type": "resref", "value": "" }, "OnLock": { "type": "resref", "value": "" }, "OnMeleeAttacked": { "type": "resref", "value": "" }, "OnOpen": { "type": "resref", "value": "" }, "OnSpellCastAt": { "type": "resref", "value": "" }, "OnTrapTriggered": { "type": "resref", "value": "" }, "OnUnlock": { "type": "resref", "value": "" }, "OnUsed": { "type": "resref", "value": "" }, "OnUserDefined": { "type": "resref", "value": "" }, "OpenLockDC": { "type": "byte", "value": 18 }, "PaletteID": { "type": "byte", "value": 12 }, "Plot": { "type": "byte", "value": 1 }, "PortraitId": { "type": "word", "value": 493 }, "Ref": { "type": "byte", "value": 0 }, "Static": { "type": "byte", "value": 0 }, "Tag": { "type": "cexostring", "value": "buildernote1" }, "TemplateResRef": { "type": "resref", "value": "buildernote1" }, "TrapDetectable": { "type": "byte", "value": 1 }, "TrapDetectDC": { "type": "byte", "value": 0 }, "TrapDisarmable": { "type": "byte", "value": 1 }, "TrapFlag": { "type": "byte", "value": 0 }, "TrapOneShot": { "type": "byte", "value": 1 }, "TrapType": { "type": "byte", "value": 0 }, "Type": { "type": "byte", "value": 0 }, "Useable": { "type": "byte", "value": 1 }, "Will": { "type": "byte", "value": 0 } }