WoR_PRC8/_module/git/gatewaytorhun.git.json
Jaysyn904 b5e28e52f4 Initial commit
Initial commit [1.18]
2025-04-03 11:49:34 -04:00

5513 lines
139 KiB
JSON

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few monsters and encounters to make them a bit more \"challenging\" and not such a handout of xp\n-Removed hundreds of \"torch\" sounds sprinkled throughout the areas (about ½ way done with this venture)\n-Currently working on custom portraits for sub-races, should be made available for download with the next update\n-Added NBDE support\n\n\n<c¥¥ >V.1.02</c>\n\n-Added clear merchant scripts\n-Fixed \"Satyr\" sub race (skin had attributes of non-leto sub race skin)\n-Adjusted other sub races\n-Colored Friendly areas\n\n\n<c¥¥ >V.1.03</c>\n\n-Fixed xp script (wasn't calculating ECL of sub races)\n-Fixed the login and be killed bug per directions on Shayan's forums\n-Added journal entries in for Fighters guild, Barbarians guild, Ranger & Druids guild\n-Added journal entries for a few quests in Etum will be doing them all\n\n\n<c¥¥ >V.1.04</c>\n\n-Another adjustment to the xp script\n-Added bleeding to the dying event\n-Added journal entries for Paladin, Monk, Mage, and Bard\n\n\n<c¥¥ >V.1.05</c>\n\n-Redid Medusa as they just stood there doing nothing now includes Medusa Warrior and Acolyte of Sartina\n-Fixed the Matrons Fortitude save as they were too high and they were easily killed via Devastating Critical\n-Adjusted all of the High Priestess's fortitude saves\n-Adjusted most of the desert dwellers fortitude saves (still able to dev crit, just not as easy)\n-Added loot notification scripts\n-Added auto restart system\n-Adjusted some ECLs on sub races\n\n<c¥¥ >V.1.06</c>\n-Fine tuning ECLs on sub races - Hill Giant at 7 now\n-Limited Hill Giants to No shields, and large weapons only\n-Fixed the transitions in the Drunken Drow and added a little more light\n-Added 10 stacks of heal pots to most of the stores\n-Reverted database back to bioware standard from NBDE system in hopes it fixes the death bug\n-Added Loot Splitters in most of the human areas\n-Adjusted quite a few bosses\n-Removed Etum Judge and associated scripts, placeables, creatures\n-More ECL adjustments, to most of the creature sub races\n-Skin for Half Drow complete\n-Item for Rock Gnome complete\n-Redid traps in Flayer Jungle (they were non-functional)\n-Fixes to Matron doors to make them persistent\n-Fixed Drunken Drow upstairs waypoints facing the wrong way\n\n\n<c¥¥ >V.1.07</c>\n-Added character deleter to Gateway\n-Removed magistrate wand and associated scripts\n-Added cloaks to cloth shop\n-Added boots to leather shop\n-Added gloves to leather shop\n-Added belts to leather shop\n-Added bracers to armor shop\n-Added PC Auto Follow Widget to Information chest\n-Added PC Dice Bag to Information chest\n-Added PC Emote Wand to information chest\n-Fixed spelling in sub race book and scripts for \"Dwarf-Arctic\"\n-Changed NPC's respawns in capitol building\n-Unmarked \"Undroppable\" on some quest items that I had previously marked\n\n\n<c¥¥ >V.1.08</c>\n-Added NPC spawn/despawn system\n-Removed 100+ NPCs from areas that would otherwise load on start up and run in the background\n-Added Imp sub race\n-Added Halfling Strongheart sub race\n-Added starting area for Hill Giants\n-Added starting area for Gnolls\n-Added starting area for Ogres\n-Added starting area for Ogre-Mages\n-Added quests in for the above listed start areas\n-Added merchants in for the above listed starting areas\n-Added connecting areas to the rest of Rhun for above listed\n-Added Gateway conversation and checks to send sub race to the correct area\n-Added quest items and area encounters for areas\n-Moved some quest NPC respawn locations round in Etum to make use of the new spawn/despawn system\n-Added more quest journal entries\n-Tweaked the Werecat quest conversation to be a bit more informative\n-Added Werecat back into the sub race engine\n-Added Werewolf to the Werecat starting area\n-Fixed numerous conversation errors\n-Removed the spam chat from the receptionist\n-Added office signs to the offices in the Etum Capitol building\n-Removed tons of fire placeables in Elidor (reduce lag)\n-Fixed spelling errors on numerous items\n-Moved many palette items around to be more intuitive\n-Added two areas to the Valley of Dancing Shadows (Cliffs of Dancing shadows)\n-Added a couple of quests in new areas\n-Added Taer weapon store with associated quests to open it\n-Removed tons of NPCs\n-Fixed drow areas that were raining in interior (House Szithdra)\n-Added a few more NPCs found in the palette to the Paladin guild house (they were not there)\n-More quest journals\n-Made area for cutscenes\n-Added more traps to flayer jungle (be careful)\n-Pumped up the Flayers a bit they were wussified\n-Reduced AC and exchanged heal pots for cure critical wounds on new Medusa Warriors\n-Added a gem merchant in the open air market in the trades district to buy gems and lessen the loss of gold on respawn\n\n\n<c¥¥ >V.1.09</c>\n-Added area \"Lord Vaude's Trust\" in the North district of Etum\n-Added Banker to new area\n-Bank scripts are in and should be persistent\n\n<c¥¥ >V.1.10</c>\n-Fixed an xp bug with the Fort Loathsome quest\n-Fixed an item check with the Fort Loathsome sub race quest\n-Copied 3 areas who's resrefs were \"areaxxx\" removed original versions and gave the proper resrefs to avoid conflicts\n-Removed numerous items from palette that were never implemented or used\n-Tweaked Taer weapon shop quest a bit\n-Removed Taer City Epic store and all epic gear (some was tweaked and rolled over into module unique drops)\n-Added in minimum of 1 item for each item type level 40+ as a drop in the Module Unique chest\n-Removed 40+ non-functional forge scripts and conversation files for dwarf in Taer city emporium\n-Added in 2 stores that now open for dwarf in taer city emporium\n-Added in epic forge to replace epic store\n-Added in 7 areas extending out from Saral shore for Aquatic based sub races\n-Added in some quests and encounters for new areas\n-Added in items that will be needed to traverse the underwater areas\n-Colored all keys\n-Colored all maps\n-Remade the \"Hell\" area as it is ridiculous to kill players OnEnter of anything...\n-Added in new boss and associated quests in area \"Hell\"\n-Added in vfx handler script for destroying placeables one script handles all vfx\n-Added in teleportation handler script will be slowly migrating all teleportation scripts to one handler\n-Added goblinoid starting areas that include hobgoblin, bugbear, and goblin sub races\n-removed the sub race engine clock and put the heartbeat script on the heartbeat of the module for better performance\n-Slimmed down the sub race loading scripts to help with TMI errors\n-Restored the Rhun creature death handler as that was most likely the issue of the corpses sticking around\n-Added in Item namer NPC and chest in the Ancient forge area so players can name their creations\n-Added in player item for storing variables and conveying information to the player.\n-Made Vaude, Tanzantor, Alora, and Sandon quests persistent (no more knocking that quest line out before a module restart).\n-Upped the time of the module restart, should be roughly once every 24hrs\n-All NPCs in drow areas now will despawn and respawn just like Etum. Everyone is on even keel, no waiting for a reset to have merchants again.\n-Added in Orc starting area\n\n<c¥¥ >V.1.11</c>\n-Added CEP v2.2/2.3\n-Revised Village of Elidor area\n-Revised Stralten's Castle Grounds area\n-Removed ALL of Elidor related NPCs, scripts, functions as Elidor of old no longer exists\n-Consolidated 60 store scripts into one handler\n-Consolidated 20 OnUsed Teleport scripts into one handler\n-Consolidated 20 OnConversation Teleport scripts into one handler\n-Removed some areas that were unused (Elidor homes, Elidor Bar, Elidor Barn, etc)\n-Added in Orc starting area still needs to be finished\n-Finalized NPCs in Aquatic Elf area, should be functional now\n-Revised NPCs in numerous areas with CEP additions and updated descriptions\n-Added multiple horse merchants\n-Added OOC area off of the gateway for more OOC information\n-Small revisions to Etum, we will not go overboard with CEP content there as the town is large and crowded.\n-Added more NPCs to the spawn/despawn system (total of 270 now)\n-Switched over Myra'therend to encounters as opposed to 20 NPCs standing around there now.\n-Fixed some transition issues in the Caves of Dispair areas\n-Fixed some transition issues in the underdark\nAdded CEP appearances to the following subraces: Azer, Gnoll, Lizardfolk, Ogre, Ogre-Mage, Orc, Troll, Goblin, and Illithid.\n-Numerous small CEP visual additions done in various areas\n-Added a few items to the low treasure chest for an upcoming NPC that will be going in as a item turn in source\n-Adjusted XP back to \"Stock\" form since most of the Rhun mods are running that and players don't like low xp :P\n-Added in hints to proper NPC for accessing Zolad's Tower (because he's a crazy bastid that has his door locked all the time)\n-Added more information to Doc OOC in the OOC area\n-New underwater areas flow as follows (SPOILER ALERT): East Saral Shore>>>Saral Beach>>>Saral Shallows>>>The Sea Bed>>>Animer Coastal Shelf>>>Nimphel en' i' Shae >>>Corm en' i' Nimphel. There are more underwater areas but I will only give area flow hints to the sea elf starting area.\n-Added NPCs and stores to Sea Elf area, will be adding quests soon\n-Added % based damage to Vampires, they should now suffer ¼ their hp every turn while in sunlight...RUNNNN!!!!\n-Added in Lizard folk areas, need to be populated before use\n-Added waypoints and conversations to new Orc/Bugbear areas from the Gateway\n-Added Epic gear from Epic store to Artifact World Chest\n-Moved a few stores around from Ancient Taer that made no sense (level 13-15 gear in an area that isn't accessible till 25+ made 0 sense.\n-Renamed the Endless Bags and left them in place as 30 mil is enough of a pain let alone having to quest for them...\n\n<c¥¥ >V.1.12</c>\n-More consolidation of teleport scripts\n-Removed duplicates of dragons as they should be epic and not scaled\n-Adjusted some quests\n-Fixed onEnter script issues (removed persistent location calls for now they were messing up the subrace engine\n\n<c¥¥ >V.1.12a</c>\n-Fixed an issue with the item given on login given everytime, was only supposed to give one\n-Fixed Cleric Guild to give quest\n-Fixed Mayors body to allow access to sash\n-Fixed tree to allow access to Dryad grove\n-Added persistent location scripts onEnter, onRest, and to script \"Area_Enter\".\n-Removed some items are/were redundant for NPCs (how many Belts of Strength +4 do we need)\n\n<c¥¥ >V.1.13</c>\n-Restructured entrance of Fort Loathsome to keep people from getting hung up on wall\n-Consolidated more teleport scripts\n-Consolidated more Store scripts\n-Added some items to bosses as drops for Hill Giant, Orcs, Goblins, etc (low level bosses now drop random gear)\n-Removed some more sounds from areas\n-Removed 30+ redundant items from palette (redundant like +4-+5 of every item copied to custom palette\n-Fixed the Taer weapon merchant quest, should work now (it was doing double checks on stuff and probably would only work the 1st time)\n-Moved a bunch of placeables around as they were placed on cross grids and grid lines which will cause the NWN engine to render multiple copies of each placeable per area load (will be doing more of this as time progresses)\n-Fixed the telescope in the Taer Emporium (it floated)\n-Added some more teens to mid 20s items to the chests\n-Finished NPCs for Swamp based areas (almost ready to go live)\n-Consolidated some chest respawn scripts into one script, dagger of zu crate needs testing. 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