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		<updated>2026-05-14T11:36:40Z</updated>
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	<entry>
		<id>http://datoolset.net/mw/index.php?title=Community_Contest_1:_Settlement_Level&amp;diff=13563</id>
		<title>Community Contest 1: Settlement Level</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Community_Contest_1:_Settlement_Level&amp;diff=13563"/>
				<updated>2010-09-14T01:51:33Z</updated>
		
		<summary type="html">&lt;p&gt;Talisander: /* Village by the Sea by Talisander */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Community_Contest_back.jpg|link=Community_Contest_Main_Page]] [[File:CC_BSN_GetInvolved.jpg|link=http://social.bioware.com/group/2535/&amp;amp;v=discussions]]&lt;br /&gt;
&lt;br /&gt;
== Brief ==&lt;br /&gt;
&lt;br /&gt;
Design a town/village/hamlet level. The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/9469/ here].&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 13 September''' - your entry must be ready for judging before midday GMT+0. It is strongly recommended you submit well before this time in case you run into troubles. Modifications to your submission are welcomed - the newest version of your entry will be judged, although modifications made after the submission date will not be judged.&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
All entries must:&lt;br /&gt;
* portray a &amp;quot;friendly&amp;quot; settlement of some kind&lt;br /&gt;
* be complete - do not enter a small section of a larger city, unless you also submit the rest of the city.&lt;br /&gt;
* lvl source as well as exported layout files must be included. ''(.lvl file, as well as the folder generated by Do All Local Posts, which can be found: My Documents/Bioware/Dragon Age/Addins/(addinname)/Core/Override/ToolsetExport/(layout))''&lt;br /&gt;
* contain at least the &amp;quot;outdoor&amp;quot; level. Additional rooms are optional, but if included, areas must be set up with area transitions.&lt;br /&gt;
* be submitted before monday 13 september midday (GMT+0)&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Strong entries will:&lt;br /&gt;
* ... have around a dozen or so buildings and outhouses. Consideration will be made for extending the level by adding interior levels.&lt;br /&gt;
* ... visually portray the towns primary function such as fishing town, mining town, farm town, etc. For example, a farm town might include features like a miller, grocery market and bakery. A defensive outpost might have a wall around it.&lt;br /&gt;
* ... consider access to the town. This may inlude roads, paths, harbours, etc.&lt;br /&gt;
* ... include an area resource to add a handful of important interactive objects, such as doors. The town doesn’t need to be populated in this contest.&lt;br /&gt;
* ... have considered the sky and surrounding environment in the distance.&lt;br /&gt;
* ... be usable in a variety of mods. Please don’t go too overboard with weird additions such as crashed alien ships or other features that would make it extremely specific to a module.&lt;br /&gt;
* ... prioritise level design over custom content. While custom props are allowed, such contributions must be shared with the level and will not gain &amp;quot;bonus points&amp;quot;. You should try entering any custom props you make to our [[Community_Contest_2:_Prop_Model|second contest]]!&lt;br /&gt;
&lt;br /&gt;
== Groups and Prizes ==&lt;br /&gt;
&lt;br /&gt;
=== Groups ===&lt;br /&gt;
This contest has only one group.&lt;br /&gt;
&lt;br /&gt;
* 1st place - 15 points, chooses first&lt;br /&gt;
* 2nd place - 10 points, chooses second&lt;br /&gt;
* 3rd place - 5 points, chooses third&lt;br /&gt;
* All other entries meeting requirements - 1 point&lt;br /&gt;
&lt;br /&gt;
To receive an &amp;quot;entry point&amp;quot;, your submission must meet the requirements of the contest, listed at the top of this page&lt;br /&gt;
&lt;br /&gt;
=== Prizes ===&lt;br /&gt;
&lt;br /&gt;
Please see [[Community_Contest_Prizes|Community Contest Prizes]]&lt;br /&gt;
&lt;br /&gt;
== Helpful tutorials ==&lt;br /&gt;
* [http://www.youtube.com/watch?v=M_4SgkiYUsw Complete Outdoor Level Making Video Guide] by mikemike37 (recorded for this contest)&lt;br /&gt;
* [[Level|Level Editor]] by various (Builder Wiki)&lt;br /&gt;
* [[Level_Editor_Tutorial|Level Editor Tutorial]] by various (Builder Wiki)&lt;br /&gt;
* [[Making a new, playable module]] by Fen Tabris&lt;br /&gt;
* [[Building levels]] by Fen Tabris&lt;br /&gt;
*[http://www.youtube.com/watch?v=szWKgj2ZuXo Custom Level and Room Building] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
* [http://bg2redux.student.utwente.nl/trac/wiki/TutorialLightmapping Lightmapping guide and troubleshooting] by mikemike37&lt;br /&gt;
* [[Model_list|Model List]] - Wiki list of prop/structural models with pictures&lt;br /&gt;
* [http://social.bioware.com/project/3270/ DA Toolset Prop List] - Downloadable prop list files - .doc and .xls&lt;br /&gt;
&lt;br /&gt;
= Entries = &lt;br /&gt;
&lt;br /&gt;
For information on how to enter, please see the [[Community_Contest_Entry_FAQ|Entry FAQs]]&lt;br /&gt;
&lt;br /&gt;
For information on Judging, please see the [[Community_Contest_Judging|Judging]] page.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;font size=&amp;quot;5&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;IMPORTANT - consent to share&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;By entering this competition you consent to share your work for other community members to benefit from.&lt;br /&gt;
 Where appropriate, source files should be shared. &lt;br /&gt;
 The work *MUST* be your own (obviously you may use DA props and selection groups).&lt;br /&gt;
 Do not use custom props unless you have explicit consent from the author to share. You must include them with your level.&lt;br /&gt;
 Others may use and modify your work in their Dragon Age mods, though are encouraged to give credit. &lt;br /&gt;
 As the entries are judged, local copies will be saved If your work is taken down.&lt;br /&gt;
 If your work is taken down, you allow for it to be re-uploaded, crediting the work in your name. &amp;lt;/b&amp;gt; &amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Swamp by Ponozsticka ==&lt;br /&gt;
&lt;br /&gt;
* '''[[CC_The_Swamp_by_Ponozsticka|Full Wiki Page]]'''&lt;br /&gt;
* '''[http://dragonagenexus.com/downloads/file.php?id=1599 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
As you can see from screenshots and other files, the village is situated in the middle of the swamp, among ancient ruins of the city that used to be there long time ago (before the place turned into a swamp). Remainings of the city can be seen to the north of the settlement, while southern roads are being used by merchants, this way there are less plants (carriage wheels, walking etc.)&lt;br /&gt;
&lt;br /&gt;
Village itself is surrounded by wooden fences, to secure it from anything that might come from the swamp. In the middle of the village you can find the market, while the outskirt serves as camp for merchantes or traspassers.&lt;br /&gt;
&lt;br /&gt;
[[File:Plot2.jpg|400px|Fences]] [[File:Swamp13.jpg|400px|The Fog in the Village]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Settlement of Belgray by Jackkel Dragon ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1635 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
Belgray is a small human settlement in the Brecilian Passage, on the road to Gwaren. It is nestled in the hills in the southern part of the Brecilian Forest, and a mountain stream provides water and travel into the forest. A mountain trail leads to the main road to Gwaren.&lt;br /&gt;
&lt;br /&gt;
This is a small area (~ 64m x 32m walkable). It is best used in a hilly area near water. The name, of course, can be changed to whatever fits the setting best. There is a night version of the area that has a lit bonfire along with altered lighting.&lt;br /&gt;
&lt;br /&gt;
[[File:CC1_jackkel_day1.jpg|250px|Day 1]][[File:CC1_jackkel_day2.jpg|250px|Day 2]][[File:CC1_jackkel_night1.jpg|250px|Night 1]][[File:CC1_jackkel_night2.jpg|250px|Night 2]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Ojardsi by Turtlecrunch ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1626 Dragon Age Nexus Project Page]'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=ZT2_OZuwThs Ojardsi v0.12 Video Tour]'''&lt;br /&gt;
&lt;br /&gt;
Ojardsi was first a Tevinter city, and now a crumbling ruin that has attracted a large population of surfacer dwarves.  Human stragglers have joined the settlement as well, though they've had to build their houses themselves.  And eventually with the humans came the attention of the Chantry, which promptly made its mark on the nascent village.  This angered the dwarves considerably, and they have been falling back on old habits, reconstructing their Paragons from memory and building a competing house of worship.  With their contemplation of the old religion, most of Ojardsi's dwarves have also returned to a kind of caste system: newcomers to the settlement must live in designated areas with only tents for shelter, and must work many years before they are eligible to join one of the dwarf common houses.&lt;br /&gt;
&lt;br /&gt;
[[File:Trcunch ojardsi v012 01.jpg|250px|Chantry and Surfacer Shaperate]][[File:Trcunch ojardsi v012 03.jpg|250px|The pub!]][[File:Trcunch ojardsi v012 06.jpg|250px|Overview]][[File:Trcunch ojardsi v012 07.jpg|250px|Yeah, there aren't any creepy old ruins being desecrated by capitalism here...]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Sylvhaven by Princecorg ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1666 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
Sylvhaven is a small fisher village located north to Gwaren. It was once a place where merchants, itinerants and any kind of trepassers travelled to.&lt;br /&gt;
&lt;br /&gt;
[[File:Sylvhaven01.jpg|300px]] [[File:Sylvhaven02.jpg|300px]] [[File:Sylvhaven03.jpg|300px]] &lt;br /&gt;
&lt;br /&gt;
[[File:Sylvhaven04.jpg|300px]] [[File:Sylvhaven05.jpg|300px]] [[File:Sylvhaven06.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Hillside Village by AmstradHero ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1673 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Atop a lush hillside, this small farming village offers respite, shelter and trade for weary travelers. A plateau with a path leading upwards offers an even better view of the houses below. Fields of crops around an assortment of houses, a tree filled landscape and a lake all combine to make a pleasing vista.&lt;br /&gt;
&lt;br /&gt;
[[File:Hillside1.jpg|300px]] [[File:Hillside4.jpg|300px]] [[File:Hillside6.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Village in the River by Nattfodd ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1670 Dragon Age Nexus Project Page]'''&lt;br /&gt;
* '''[http://social.bioware.com/project/3446/ Bioware Social Network Project Page]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once a mighty stronghold, today this village is inhabitated by Fereldan human people. The architecture of the buildings and the divine atmosphere a visitor can feel, make this village still a safe place to rest and refill. Placed to the extreme northen border with the land of Orlais and used during orlesian wars by both sides.&lt;br /&gt;
&lt;br /&gt;
Not more is known of its original inhabitants; all seems to be very old and builded up in an ancient time ruled by the gods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CC1_001_21.jpg|400px]] [[File:CC1_001_11.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
[[File:CC1_001_16.jpg|400px]] [[File:CC1_001_22.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hakkon's Gift by Lord of Fangs==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1630 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
I named this settlement Hakkon's Gift as per the background tale on the DA Nexus page. It can be renamed as appropriate for any module it is used in. Basically, it's a former Avvar village built into the side of a snowy ridge in a newly explored area of the Frostback Mountains, Wintersbreath Pass. It is now populated by hardy Fereldan hunters and trappers. Obviously this can be changed to reflect the module- I tried to arrange the terrain and vista mountains so that the entire scene sloped upward, so that it didn't necessarily have to be located high in the mountains. It could be used as a mountaintop town, a snowy foothill town, etc.&lt;br /&gt;
&lt;br /&gt;
All models are stock- I made heavy use of buildings pieced together from various props to portray a primitive culture. Hakkon's Gift includes two zone entrances/exits on opposite ends of the village, with paths leading away. I included a possible dungeon/adventure zone entrance just outside the village- an ice cave, its entrance frozen over (can be set up with an invisible area transition). A team has broken through and maintains a small entrance into the cave. I tried to set it up so it could be easily ignored (by removing the props or just not adding an area transition) and used simply as a place to visit just outside of town if the module does not have such a dungeon/zone.&lt;br /&gt;
&lt;br /&gt;
Points of interest: Craft enclave and trading post, frozen ponds with ice fishing camps (ice is walkable), totem poles to the ancient Avvar gods, a butcher/smokehouse/meat trader, gate/bridge over a frozen ravine, storytelling cave, shaman's hut with ancient runestone, a new building's construction site, Hammerhall (intended as a tavern/mead hall/whatever), thane/village chief's longhouse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:wbp10a.jpg|300px]] [[File:wbp29a.jpg|300px]] [[File:wbp28a.jpg|300px]]  [[File:wbp24a.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Evermist by TimelordDC==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1647 Dragon Age Nexus Project Page]'''&lt;br /&gt;
* '''[http://social.bioware.com/project/1845/ Part of the Blood and Lyrium Module]'''&lt;br /&gt;
&lt;br /&gt;
Evermist is a village located between West Hill and Highever. The primary sustenance of Evermist is farming, supplemented by fishing.&lt;br /&gt;
&lt;br /&gt;
The village has been designed to offer various areas of interest/story-points:&lt;br /&gt;
* A few houses have been built on earth/rock mounds looking almost purposely raised to hold those houses aloft&lt;br /&gt;
* There is a separate area for the peasants who work the farms, identified by primitive huts&lt;br /&gt;
* The Chantry (or a generic fort-like structure) is in an extremely strategic and defensible position overlooking the village&lt;br /&gt;
* There is a sunken house in one of the mounds but without any structural damage, almost as if it was done by magic&lt;br /&gt;
* A huge manor house has had its doors closed for a while now though rumor has it that lights can be seen flickering inside in the night&lt;br /&gt;
* A boarded house atop one of the mounds has been warded by the Chantry and the villagers have been asked to keep their children away from it&lt;br /&gt;
* Though the rich folk living under the shadow of the Chantry never seem to do any work or own any farms, they get richer and have isolated themselves off from the rest of the 'common' folk&lt;br /&gt;
&lt;br /&gt;
There are 2 entrance/exit points to Evermist -&amp;gt; one through the forest near the stream and one near the high walls of the manor.&lt;br /&gt;
&lt;br /&gt;
Additional information for builders:&lt;br /&gt;
* The level uses a resized gate fence to fit in with the fence sizes. This is included with the level and is called plc_tl_gatefence. You need to place the folder plc_tl_gatefence in your &amp;lt;addins&amp;gt;/core/override when working on the level.&lt;br /&gt;
* Due to the views from elevated areas, the draw distance for some of the vegetation is High.&lt;br /&gt;
&lt;br /&gt;
[[File:Evermist_Birds_Eye_View2.jpg|250px|A bird's eye view]] [[File:Evermist_View_from_Chantry2.jpg|250px|As seen from the Chantry balcony]] [[File:Evermist_View_Across_Market.jpg|250px|A view across the central market]] [[File:Evermist_Walk_Along_Woods.jpg|250px|A tranquil path along the woods]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Village by the Sea by Talisander ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1675 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A small farming town on the outskirts of a walled city. To the south, a wide sea has swallowed the ruins of the last great empire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:TalisCC001.JPG|300px|From the Northern Road]] &lt;br /&gt;
[[File:TalisCC002.jpg|300px|The Sea]] &lt;br /&gt;
&lt;br /&gt;
[[File:TalisCC003.JPG|300px|The Mountain]] &lt;br /&gt;
[[File:TalisCC004.JPG|300px|Sunken Ruins]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;/div&gt;</summary>
		<author><name>Talisander</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Community_Contest_1:_Settlement_Level&amp;diff=13562</id>
		<title>Community Contest 1: Settlement Level</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Community_Contest_1:_Settlement_Level&amp;diff=13562"/>
				<updated>2010-09-14T01:50:46Z</updated>
		
		<summary type="html">&lt;p&gt;Talisander: /* Village by the Sea by Talisander */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Community_Contest_back.jpg|link=Community_Contest_Main_Page]] [[File:CC_BSN_GetInvolved.jpg|link=http://social.bioware.com/group/2535/&amp;amp;v=discussions]]&lt;br /&gt;
&lt;br /&gt;
== Brief ==&lt;br /&gt;
&lt;br /&gt;
Design a town/village/hamlet level. The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/9469/ here].&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 13 September''' - your entry must be ready for judging before midday GMT+0. It is strongly recommended you submit well before this time in case you run into troubles. Modifications to your submission are welcomed - the newest version of your entry will be judged, although modifications made after the submission date will not be judged.&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
All entries must:&lt;br /&gt;
* portray a &amp;quot;friendly&amp;quot; settlement of some kind&lt;br /&gt;
* be complete - do not enter a small section of a larger city, unless you also submit the rest of the city.&lt;br /&gt;
* lvl source as well as exported layout files must be included. ''(.lvl file, as well as the folder generated by Do All Local Posts, which can be found: My Documents/Bioware/Dragon Age/Addins/(addinname)/Core/Override/ToolsetExport/(layout))''&lt;br /&gt;
* contain at least the &amp;quot;outdoor&amp;quot; level. Additional rooms are optional, but if included, areas must be set up with area transitions.&lt;br /&gt;
* be submitted before monday 13 september midday (GMT+0)&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Strong entries will:&lt;br /&gt;
* ... have around a dozen or so buildings and outhouses. Consideration will be made for extending the level by adding interior levels.&lt;br /&gt;
* ... visually portray the towns primary function such as fishing town, mining town, farm town, etc. For example, a farm town might include features like a miller, grocery market and bakery. A defensive outpost might have a wall around it.&lt;br /&gt;
* ... consider access to the town. This may inlude roads, paths, harbours, etc.&lt;br /&gt;
* ... include an area resource to add a handful of important interactive objects, such as doors. The town doesn’t need to be populated in this contest.&lt;br /&gt;
* ... have considered the sky and surrounding environment in the distance.&lt;br /&gt;
* ... be usable in a variety of mods. Please don’t go too overboard with weird additions such as crashed alien ships or other features that would make it extremely specific to a module.&lt;br /&gt;
* ... prioritise level design over custom content. While custom props are allowed, such contributions must be shared with the level and will not gain &amp;quot;bonus points&amp;quot;. You should try entering any custom props you make to our [[Community_Contest_2:_Prop_Model|second contest]]!&lt;br /&gt;
&lt;br /&gt;
== Groups and Prizes ==&lt;br /&gt;
&lt;br /&gt;
=== Groups ===&lt;br /&gt;
This contest has only one group.&lt;br /&gt;
&lt;br /&gt;
* 1st place - 15 points, chooses first&lt;br /&gt;
* 2nd place - 10 points, chooses second&lt;br /&gt;
* 3rd place - 5 points, chooses third&lt;br /&gt;
* All other entries meeting requirements - 1 point&lt;br /&gt;
&lt;br /&gt;
To receive an &amp;quot;entry point&amp;quot;, your submission must meet the requirements of the contest, listed at the top of this page&lt;br /&gt;
&lt;br /&gt;
=== Prizes ===&lt;br /&gt;
&lt;br /&gt;
Please see [[Community_Contest_Prizes|Community Contest Prizes]]&lt;br /&gt;
&lt;br /&gt;
== Helpful tutorials ==&lt;br /&gt;
* [http://www.youtube.com/watch?v=M_4SgkiYUsw Complete Outdoor Level Making Video Guide] by mikemike37 (recorded for this contest)&lt;br /&gt;
* [[Level|Level Editor]] by various (Builder Wiki)&lt;br /&gt;
* [[Level_Editor_Tutorial|Level Editor Tutorial]] by various (Builder Wiki)&lt;br /&gt;
* [[Making a new, playable module]] by Fen Tabris&lt;br /&gt;
* [[Building levels]] by Fen Tabris&lt;br /&gt;
*[http://www.youtube.com/watch?v=szWKgj2ZuXo Custom Level and Room Building] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
* [http://bg2redux.student.utwente.nl/trac/wiki/TutorialLightmapping Lightmapping guide and troubleshooting] by mikemike37&lt;br /&gt;
* [[Model_list|Model List]] - Wiki list of prop/structural models with pictures&lt;br /&gt;
* [http://social.bioware.com/project/3270/ DA Toolset Prop List] - Downloadable prop list files - .doc and .xls&lt;br /&gt;
&lt;br /&gt;
= Entries = &lt;br /&gt;
&lt;br /&gt;
For information on how to enter, please see the [[Community_Contest_Entry_FAQ|Entry FAQs]]&lt;br /&gt;
&lt;br /&gt;
For information on Judging, please see the [[Community_Contest_Judging|Judging]] page.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;font size=&amp;quot;5&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;IMPORTANT - consent to share&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;By entering this competition you consent to share your work for other community members to benefit from.&lt;br /&gt;
 Where appropriate, source files should be shared. &lt;br /&gt;
 The work *MUST* be your own (obviously you may use DA props and selection groups).&lt;br /&gt;
 Do not use custom props unless you have explicit consent from the author to share. You must include them with your level.&lt;br /&gt;
 Others may use and modify your work in their Dragon Age mods, though are encouraged to give credit. &lt;br /&gt;
 As the entries are judged, local copies will be saved If your work is taken down.&lt;br /&gt;
 If your work is taken down, you allow for it to be re-uploaded, crediting the work in your name. &amp;lt;/b&amp;gt; &amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Swamp by Ponozsticka ==&lt;br /&gt;
&lt;br /&gt;
* '''[[CC_The_Swamp_by_Ponozsticka|Full Wiki Page]]'''&lt;br /&gt;
* '''[http://dragonagenexus.com/downloads/file.php?id=1599 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
As you can see from screenshots and other files, the village is situated in the middle of the swamp, among ancient ruins of the city that used to be there long time ago (before the place turned into a swamp). Remainings of the city can be seen to the north of the settlement, while southern roads are being used by merchants, this way there are less plants (carriage wheels, walking etc.)&lt;br /&gt;
&lt;br /&gt;
Village itself is surrounded by wooden fences, to secure it from anything that might come from the swamp. In the middle of the village you can find the market, while the outskirt serves as camp for merchantes or traspassers.&lt;br /&gt;
&lt;br /&gt;
[[File:Plot2.jpg|400px|Fences]] [[File:Swamp13.jpg|400px|The Fog in the Village]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Settlement of Belgray by Jackkel Dragon ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1635 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
Belgray is a small human settlement in the Brecilian Passage, on the road to Gwaren. It is nestled in the hills in the southern part of the Brecilian Forest, and a mountain stream provides water and travel into the forest. A mountain trail leads to the main road to Gwaren.&lt;br /&gt;
&lt;br /&gt;
This is a small area (~ 64m x 32m walkable). It is best used in a hilly area near water. The name, of course, can be changed to whatever fits the setting best. There is a night version of the area that has a lit bonfire along with altered lighting.&lt;br /&gt;
&lt;br /&gt;
[[File:CC1_jackkel_day1.jpg|250px|Day 1]][[File:CC1_jackkel_day2.jpg|250px|Day 2]][[File:CC1_jackkel_night1.jpg|250px|Night 1]][[File:CC1_jackkel_night2.jpg|250px|Night 2]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Ojardsi by Turtlecrunch ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1626 Dragon Age Nexus Project Page]'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=ZT2_OZuwThs Ojardsi v0.12 Video Tour]'''&lt;br /&gt;
&lt;br /&gt;
Ojardsi was first a Tevinter city, and now a crumbling ruin that has attracted a large population of surfacer dwarves.  Human stragglers have joined the settlement as well, though they've had to build their houses themselves.  And eventually with the humans came the attention of the Chantry, which promptly made its mark on the nascent village.  This angered the dwarves considerably, and they have been falling back on old habits, reconstructing their Paragons from memory and building a competing house of worship.  With their contemplation of the old religion, most of Ojardsi's dwarves have also returned to a kind of caste system: newcomers to the settlement must live in designated areas with only tents for shelter, and must work many years before they are eligible to join one of the dwarf common houses.&lt;br /&gt;
&lt;br /&gt;
[[File:Trcunch ojardsi v012 01.jpg|250px|Chantry and Surfacer Shaperate]][[File:Trcunch ojardsi v012 03.jpg|250px|The pub!]][[File:Trcunch ojardsi v012 06.jpg|250px|Overview]][[File:Trcunch ojardsi v012 07.jpg|250px|Yeah, there aren't any creepy old ruins being desecrated by capitalism here...]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Sylvhaven by Princecorg ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1666 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
Sylvhaven is a small fisher village located north to Gwaren. It was once a place where merchants, itinerants and any kind of trepassers travelled to.&lt;br /&gt;
&lt;br /&gt;
[[File:Sylvhaven01.jpg|300px]] [[File:Sylvhaven02.jpg|300px]] [[File:Sylvhaven03.jpg|300px]] &lt;br /&gt;
&lt;br /&gt;
[[File:Sylvhaven04.jpg|300px]] [[File:Sylvhaven05.jpg|300px]] [[File:Sylvhaven06.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Hillside Village by AmstradHero ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1673 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Atop a lush hillside, this small farming village offers respite, shelter and trade for weary travelers. A plateau with a path leading upwards offers an even better view of the houses below. Fields of crops around an assortment of houses, a tree filled landscape and a lake all combine to make a pleasing vista.&lt;br /&gt;
&lt;br /&gt;
[[File:Hillside1.jpg|300px]] [[File:Hillside4.jpg|300px]] [[File:Hillside6.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Village in the River by Nattfodd ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1670 Dragon Age Nexus Project Page]'''&lt;br /&gt;
* '''[http://social.bioware.com/project/3446/ Bioware Social Network Project Page]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once a mighty stronghold, today this village is inhabitated by Fereldan human people. The architecture of the buildings and the divine atmosphere a visitor can feel, make this village still a safe place to rest and refill. Placed to the extreme northen border with the land of Orlais and used during orlesian wars by both sides.&lt;br /&gt;
&lt;br /&gt;
Not more is known of its original inhabitants; all seems to be very old and builded up in an ancient time ruled by the gods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CC1_001_21.jpg|400px]] [[File:CC1_001_11.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
[[File:CC1_001_16.jpg|400px]] [[File:CC1_001_22.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hakkon's Gift by Lord of Fangs==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1630 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
I named this settlement Hakkon's Gift as per the background tale on the DA Nexus page. It can be renamed as appropriate for any module it is used in. Basically, it's a former Avvar village built into the side of a snowy ridge in a newly explored area of the Frostback Mountains, Wintersbreath Pass. It is now populated by hardy Fereldan hunters and trappers. Obviously this can be changed to reflect the module- I tried to arrange the terrain and vista mountains so that the entire scene sloped upward, so that it didn't necessarily have to be located high in the mountains. It could be used as a mountaintop town, a snowy foothill town, etc.&lt;br /&gt;
&lt;br /&gt;
All models are stock- I made heavy use of buildings pieced together from various props to portray a primitive culture. Hakkon's Gift includes two zone entrances/exits on opposite ends of the village, with paths leading away. I included a possible dungeon/adventure zone entrance just outside the village- an ice cave, its entrance frozen over (can be set up with an invisible area transition). A team has broken through and maintains a small entrance into the cave. I tried to set it up so it could be easily ignored (by removing the props or just not adding an area transition) and used simply as a place to visit just outside of town if the module does not have such a dungeon/zone.&lt;br /&gt;
&lt;br /&gt;
Points of interest: Craft enclave and trading post, frozen ponds with ice fishing camps (ice is walkable), totem poles to the ancient Avvar gods, a butcher/smokehouse/meat trader, gate/bridge over a frozen ravine, storytelling cave, shaman's hut with ancient runestone, a new building's construction site, Hammerhall (intended as a tavern/mead hall/whatever), thane/village chief's longhouse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:wbp10a.jpg|300px]] [[File:wbp29a.jpg|300px]] [[File:wbp28a.jpg|300px]]  [[File:wbp24a.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Evermist by TimelordDC==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1647 Dragon Age Nexus Project Page]'''&lt;br /&gt;
* '''[http://social.bioware.com/project/1845/ Part of the Blood and Lyrium Module]'''&lt;br /&gt;
&lt;br /&gt;
Evermist is a village located between West Hill and Highever. The primary sustenance of Evermist is farming, supplemented by fishing.&lt;br /&gt;
&lt;br /&gt;
The village has been designed to offer various areas of interest/story-points:&lt;br /&gt;
* A few houses have been built on earth/rock mounds looking almost purposely raised to hold those houses aloft&lt;br /&gt;
* There is a separate area for the peasants who work the farms, identified by primitive huts&lt;br /&gt;
* The Chantry (or a generic fort-like structure) is in an extremely strategic and defensible position overlooking the village&lt;br /&gt;
* There is a sunken house in one of the mounds but without any structural damage, almost as if it was done by magic&lt;br /&gt;
* A huge manor house has had its doors closed for a while now though rumor has it that lights can be seen flickering inside in the night&lt;br /&gt;
* A boarded house atop one of the mounds has been warded by the Chantry and the villagers have been asked to keep their children away from it&lt;br /&gt;
* Though the rich folk living under the shadow of the Chantry never seem to do any work or own any farms, they get richer and have isolated themselves off from the rest of the 'common' folk&lt;br /&gt;
&lt;br /&gt;
There are 2 entrance/exit points to Evermist -&amp;gt; one through the forest near the stream and one near the high walls of the manor.&lt;br /&gt;
&lt;br /&gt;
Additional information for builders:&lt;br /&gt;
* The level uses a resized gate fence to fit in with the fence sizes. This is included with the level and is called plc_tl_gatefence. You need to place the folder plc_tl_gatefence in your &amp;lt;addins&amp;gt;/core/override when working on the level.&lt;br /&gt;
* Due to the views from elevated areas, the draw distance for some of the vegetation is High.&lt;br /&gt;
&lt;br /&gt;
[[File:Evermist_Birds_Eye_View2.jpg|250px|A bird's eye view]] [[File:Evermist_View_from_Chantry2.jpg|250px|As seen from the Chantry balcony]] [[File:Evermist_View_Across_Market.jpg|250px|A view across the central market]] [[File:Evermist_Walk_Along_Woods.jpg|250px|A tranquil path along the woods]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Village by the Sea by Talisander ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1675 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
A small farming town on the outskirts of a walled city. To the south, a wide sea has swallowed the ruins of the last great empire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:TalisCC001.JPG|300px|From the Northern Road]] &lt;br /&gt;
[[File:TalisCC002.jpg|300px|The Sea]] &lt;br /&gt;
[[File:TalisCC003.JPG|300px|The Mountain]] &lt;br /&gt;
[[File:TalisCC004.JPG|300px|Sunken Ruins]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;/div&gt;</summary>
		<author><name>Talisander</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:TalisCC004.JPG&amp;diff=13561</id>
		<title>File:TalisCC004.JPG</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:TalisCC004.JPG&amp;diff=13561"/>
				<updated>2010-09-14T01:48:35Z</updated>
		
		<summary type="html">&lt;p&gt;Talisander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Talisander</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Community_Contest_1:_Settlement_Level&amp;diff=13560</id>
		<title>Community Contest 1: Settlement Level</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Community_Contest_1:_Settlement_Level&amp;diff=13560"/>
				<updated>2010-09-14T00:00:35Z</updated>
		
		<summary type="html">&lt;p&gt;Talisander: /* Village by the Sea by Talisander */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Community_Contest_back.jpg|link=Community_Contest_Main_Page]] [[File:CC_BSN_GetInvolved.jpg|link=http://social.bioware.com/group/2535/&amp;amp;v=discussions]]&lt;br /&gt;
&lt;br /&gt;
== Brief ==&lt;br /&gt;
&lt;br /&gt;
Design a town/village/hamlet level. The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/9469/ here].&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 13 September''' - your entry must be ready for judging before midday GMT+0. It is strongly recommended you submit well before this time in case you run into troubles. Modifications to your submission are welcomed - the newest version of your entry will be judged, although modifications made after the submission date will not be judged.&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
All entries must:&lt;br /&gt;
* portray a &amp;quot;friendly&amp;quot; settlement of some kind&lt;br /&gt;
* be complete - do not enter a small section of a larger city, unless you also submit the rest of the city.&lt;br /&gt;
* lvl source as well as exported layout files must be included. ''(.lvl file, as well as the folder generated by Do All Local Posts, which can be found: My Documents/Bioware/Dragon Age/Addins/(addinname)/Core/Override/ToolsetExport/(layout))''&lt;br /&gt;
* contain at least the &amp;quot;outdoor&amp;quot; level. Additional rooms are optional, but if included, areas must be set up with area transitions.&lt;br /&gt;
* be submitted before monday 13 september midday (GMT+0)&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Strong entries will:&lt;br /&gt;
* ... have around a dozen or so buildings and outhouses. Consideration will be made for extending the level by adding interior levels.&lt;br /&gt;
* ... visually portray the towns primary function such as fishing town, mining town, farm town, etc. For example, a farm town might include features like a miller, grocery market and bakery. A defensive outpost might have a wall around it.&lt;br /&gt;
* ... consider access to the town. This may inlude roads, paths, harbours, etc.&lt;br /&gt;
* ... include an area resource to add a handful of important interactive objects, such as doors. The town doesn’t need to be populated in this contest.&lt;br /&gt;
* ... have considered the sky and surrounding environment in the distance.&lt;br /&gt;
* ... be usable in a variety of mods. Please don’t go too overboard with weird additions such as crashed alien ships or other features that would make it extremely specific to a module.&lt;br /&gt;
* ... prioritise level design over custom content. While custom props are allowed, such contributions must be shared with the level and will not gain &amp;quot;bonus points&amp;quot;. You should try entering any custom props you make to our [[Community_Contest_2:_Prop_Model|second contest]]!&lt;br /&gt;
&lt;br /&gt;
== Groups and Prizes ==&lt;br /&gt;
&lt;br /&gt;
=== Groups ===&lt;br /&gt;
This contest has only one group.&lt;br /&gt;
&lt;br /&gt;
* 1st place - 15 points, chooses first&lt;br /&gt;
* 2nd place - 10 points, chooses second&lt;br /&gt;
* 3rd place - 5 points, chooses third&lt;br /&gt;
* All other entries meeting requirements - 1 point&lt;br /&gt;
&lt;br /&gt;
To receive an &amp;quot;entry point&amp;quot;, your submission must meet the requirements of the contest, listed at the top of this page&lt;br /&gt;
&lt;br /&gt;
=== Prizes ===&lt;br /&gt;
&lt;br /&gt;
Please see [[Community_Contest_Prizes|Community Contest Prizes]]&lt;br /&gt;
&lt;br /&gt;
== Helpful tutorials ==&lt;br /&gt;
* [http://www.youtube.com/watch?v=M_4SgkiYUsw Complete Outdoor Level Making Video Guide] by mikemike37 (recorded for this contest)&lt;br /&gt;
* [[Level|Level Editor]] by various (Builder Wiki)&lt;br /&gt;
* [[Level_Editor_Tutorial|Level Editor Tutorial]] by various (Builder Wiki)&lt;br /&gt;
* [[Making a new, playable module]] by Fen Tabris&lt;br /&gt;
* [[Building levels]] by Fen Tabris&lt;br /&gt;
*[http://www.youtube.com/watch?v=szWKgj2ZuXo Custom Level and Room Building] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
* [http://bg2redux.student.utwente.nl/trac/wiki/TutorialLightmapping Lightmapping guide and troubleshooting] by mikemike37&lt;br /&gt;
* [[Model_list|Model List]] - Wiki list of prop/structural models with pictures&lt;br /&gt;
* [http://social.bioware.com/project/3270/ DA Toolset Prop List] - Downloadable prop list files - .doc and .xls&lt;br /&gt;
&lt;br /&gt;
= Entries = &lt;br /&gt;
&lt;br /&gt;
For information on how to enter, please see the [[Community_Contest_Entry_FAQ|Entry FAQs]]&lt;br /&gt;
&lt;br /&gt;
For information on Judging, please see the [[Community_Contest_Judging|Judging]] page.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;font size=&amp;quot;5&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;IMPORTANT - consent to share&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;By entering this competition you consent to share your work for other community members to benefit from.&lt;br /&gt;
 Where appropriate, source files should be shared. &lt;br /&gt;
 The work *MUST* be your own (obviously you may use DA props and selection groups).&lt;br /&gt;
 Do not use custom props unless you have explicit consent from the author to share. You must include them with your level.&lt;br /&gt;
 Others may use and modify your work in their Dragon Age mods, though are encouraged to give credit. &lt;br /&gt;
 As the entries are judged, local copies will be saved If your work is taken down.&lt;br /&gt;
 If your work is taken down, you allow for it to be re-uploaded, crediting the work in your name. &amp;lt;/b&amp;gt; &amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Swamp by Ponozsticka ==&lt;br /&gt;
&lt;br /&gt;
* '''[[CC_The_Swamp_by_Ponozsticka|Full Wiki Page]]'''&lt;br /&gt;
* '''[http://dragonagenexus.com/downloads/file.php?id=1599 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
As you can see from screenshots and other files, the village is situated in the middle of the swamp, among ancient ruins of the city that used to be there long time ago (before the place turned into a swamp). Remainings of the city can be seen to the north of the settlement, while southern roads are being used by merchants, this way there are less plants (carriage wheels, walking etc.)&lt;br /&gt;
&lt;br /&gt;
Village itself is surrounded by wooden fences, to secure it from anything that might come from the swamp. In the middle of the village you can find the market, while the outskirt serves as camp for merchantes or traspassers.&lt;br /&gt;
&lt;br /&gt;
[[File:Plot2.jpg|400px|Fences]] [[File:Swamp13.jpg|400px|The Fog in the Village]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Settlement of Belgray by Jackkel Dragon ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1635 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
Belgray is a small human settlement in the Brecilian Passage, on the road to Gwaren. It is nestled in the hills in the southern part of the Brecilian Forest, and a mountain stream provides water and travel into the forest. A mountain trail leads to the main road to Gwaren.&lt;br /&gt;
&lt;br /&gt;
This is a small area (~ 64m x 32m walkable). It is best used in a hilly area near water. The name, of course, can be changed to whatever fits the setting best. There is a night version of the area that has a lit bonfire along with altered lighting.&lt;br /&gt;
&lt;br /&gt;
[[File:CC1_jackkel_day1.jpg|250px|Day 1]][[File:CC1_jackkel_day2.jpg|250px|Day 2]][[File:CC1_jackkel_night1.jpg|250px|Night 1]][[File:CC1_jackkel_night2.jpg|250px|Night 2]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Ojardsi by Turtlecrunch ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1626 Dragon Age Nexus Project Page]'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=ZT2_OZuwThs Ojardsi v0.12 Video Tour]'''&lt;br /&gt;
&lt;br /&gt;
Ojardsi was first a Tevinter city, and now a crumbling ruin that has attracted a large population of surfacer dwarves.  Human stragglers have joined the settlement as well, though they've had to build their houses themselves.  And eventually with the humans came the attention of the Chantry, which promptly made its mark on the nascent village.  This angered the dwarves considerably, and they have been falling back on old habits, reconstructing their Paragons from memory and building a competing house of worship.  With their contemplation of the old religion, most of Ojardsi's dwarves have also returned to a kind of caste system: newcomers to the settlement must live in designated areas with only tents for shelter, and must work many years before they are eligible to join one of the dwarf common houses.&lt;br /&gt;
&lt;br /&gt;
[[File:Trcunch ojardsi v012 01.jpg|250px|Chantry and Surfacer Shaperate]][[File:Trcunch ojardsi v012 03.jpg|250px|The pub!]][[File:Trcunch ojardsi v012 06.jpg|250px|Overview]][[File:Trcunch ojardsi v012 07.jpg|250px|Yeah, there aren't any creepy old ruins being desecrated by capitalism here...]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Sylvhaven by Princecorg ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1666 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
Sylvhaven is a small fisher village located north to Gwaren. It was once a place where merchants, itinerants and any kind of trepassers travelled to.&lt;br /&gt;
&lt;br /&gt;
[[File:Sylvhaven01.jpg|300px]] [[File:Sylvhaven02.jpg|300px]] [[File:Sylvhaven03.jpg|300px]] &lt;br /&gt;
&lt;br /&gt;
[[File:Sylvhaven04.jpg|300px]] [[File:Sylvhaven05.jpg|300px]] [[File:Sylvhaven06.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Hillside Village by AmstradHero ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1673 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Atop a lush hillside, this small farming village offers respite, shelter and trade for weary travelers. A plateau with a path leading upwards offers an even better view of the houses below. Fields of crops around an assortment of houses, a tree filled landscape and a lake all combine to make a pleasing vista.&lt;br /&gt;
&lt;br /&gt;
[[File:Hillside1.jpg|300px]] [[File:Hillside4.jpg|300px]] [[File:Hillside6.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Village in the River by Nattfodd ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1670 Dragon Age Nexus Project Page]'''&lt;br /&gt;
* '''[http://social.bioware.com/project/3446/ Bioware Social Network Project Page]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once a mighty stronghold, today this village is inhabitated by Fereldan human people. The architecture of the buildings and the divine atmosphere a visitor can feel, make this village still a safe place to rest and refill. Placed to the extreme northen border with the land of Orlais and used during orlesian wars by both sides.&lt;br /&gt;
&lt;br /&gt;
Not more is known of its original inhabitants; all seems to be very old and builded up in an ancient time ruled by the gods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CC1_001_21.jpg|400px]] [[File:CC1_001_11.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
[[File:CC1_001_16.jpg|400px]] [[File:CC1_001_22.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hakkon's Gift by Lord of Fangs==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1630 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
I named this settlement Hakkon's Gift as per the background tale on the DA Nexus page. It can be renamed as appropriate for any module it is used in. Basically, it's a former Avvar village built into the side of a snowy ridge in a newly explored area of the Frostback Mountains, Wintersbreath Pass. It is now populated by hardy Fereldan hunters and trappers. Obviously this can be changed to reflect the module- I tried to arrange the terrain and vista mountains so that the entire scene sloped upward, so that it didn't necessarily have to be located high in the mountains. It could be used as a mountaintop town, a snowy foothill town, etc.&lt;br /&gt;
&lt;br /&gt;
All models are stock- I made heavy use of buildings pieced together from various props to portray a primitive culture. Hakkon's Gift includes two zone entrances/exits on opposite ends of the village, with paths leading away. I included a possible dungeon/adventure zone entrance just outside the village- an ice cave, its entrance frozen over (can be set up with an invisible area transition). A team has broken through and maintains a small entrance into the cave. I tried to set it up so it could be easily ignored (by removing the props or just not adding an area transition) and used simply as a place to visit just outside of town if the module does not have such a dungeon/zone.&lt;br /&gt;
&lt;br /&gt;
Points of interest: Craft enclave and trading post, frozen ponds with ice fishing camps (ice is walkable), totem poles to the ancient Avvar gods, a butcher/smokehouse/meat trader, gate/bridge over a frozen ravine, storytelling cave, shaman's hut with ancient runestone, a new building's construction site, Hammerhall (intended as a tavern/mead hall/whatever), thane/village chief's longhouse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:wbp10a.jpg|300px]] [[File:wbp29a.jpg|300px]] [[File:wbp28a.jpg|300px]]  [[File:wbp24a.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Evermist by TimelordDC==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1647 Dragon Age Nexus Project Page]'''&lt;br /&gt;
* '''[http://social.bioware.com/project/1845/ Part of the Blood and Lyrium Module]'''&lt;br /&gt;
&lt;br /&gt;
Evermist is a village located between West Hill and Highever. The primary sustenance of Evermist is farming, supplemented by fishing.&lt;br /&gt;
&lt;br /&gt;
The village has been designed to offer various areas of interest/story-points:&lt;br /&gt;
* A few houses have been built on earth/rock mounds looking almost purposely raised to hold those houses aloft&lt;br /&gt;
* There is a separate area for the peasants who work the farms, identified by primitive huts&lt;br /&gt;
* The Chantry (or a generic fort-like structure) is in an extremely strategic and defensible position overlooking the village&lt;br /&gt;
* There is a sunken house in one of the mounds but without any structural damage, almost as if it was done by magic&lt;br /&gt;
* A huge manor house has had its doors closed for a while now though rumor has it that lights can be seen flickering inside in the night&lt;br /&gt;
* A boarded house atop one of the mounds has been warded by the Chantry and the villagers have been asked to keep their children away from it&lt;br /&gt;
* Though the rich folk living under the shadow of the Chantry never seem to do any work or own any farms, they get richer and have isolated themselves off from the rest of the 'common' folk&lt;br /&gt;
&lt;br /&gt;
There are 2 entrance/exit points to Evermist -&amp;gt; one through the forest near the stream and one near the high walls of the manor.&lt;br /&gt;
&lt;br /&gt;
Additional information for builders:&lt;br /&gt;
* The level uses a resized gate fence to fit in with the fence sizes. This is included with the level and is called plc_tl_gatefence. You need to place the folder plc_tl_gatefence in your &amp;lt;addins&amp;gt;/core/override when working on the level.&lt;br /&gt;
* Due to the views from elevated areas, the draw distance for some of the vegetation is High.&lt;br /&gt;
&lt;br /&gt;
[[File:Evermist_Birds_Eye_View2.jpg|250px|A bird's eye view]] [[File:Evermist_View_from_Chantry2.jpg|250px|As seen from the Chantry balcony]] [[File:Evermist_View_Across_Market.jpg|250px|A view across the central market]] [[File:Evermist_Walk_Along_Woods.jpg|250px|A tranquil path along the woods]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Village by the Sea by Talisander ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1675 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
A small farming town on the outskirts of a walled city. To the south, a wide sea has swallowed the ruins of the last great empire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:TalisCC001.JPG|300px|From the Northern Road]] &lt;br /&gt;
[[File:TalisCC002.jpg|300px|The Sea]] &lt;br /&gt;
[[File:TalisCC003.JPG|300px|The Mountain]] &lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;/div&gt;</summary>
		<author><name>Talisander</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:TalisCC003.JPG&amp;diff=13559</id>
		<title>File:TalisCC003.JPG</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:TalisCC003.JPG&amp;diff=13559"/>
				<updated>2010-09-13T23:59:21Z</updated>
		
		<summary type="html">&lt;p&gt;Talisander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Talisander</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Community_Contest_1:_Settlement_Level&amp;diff=13558</id>
		<title>Community Contest 1: Settlement Level</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Community_Contest_1:_Settlement_Level&amp;diff=13558"/>
				<updated>2010-09-13T23:57:02Z</updated>
		
		<summary type="html">&lt;p&gt;Talisander: /* Village by the Sea by Talisander */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Community_Contest_back.jpg|link=Community_Contest_Main_Page]] [[File:CC_BSN_GetInvolved.jpg|link=http://social.bioware.com/group/2535/&amp;amp;v=discussions]]&lt;br /&gt;
&lt;br /&gt;
== Brief ==&lt;br /&gt;
&lt;br /&gt;
Design a town/village/hamlet level. The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/9469/ here].&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 13 September''' - your entry must be ready for judging before midday GMT+0. It is strongly recommended you submit well before this time in case you run into troubles. Modifications to your submission are welcomed - the newest version of your entry will be judged, although modifications made after the submission date will not be judged.&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
All entries must:&lt;br /&gt;
* portray a &amp;quot;friendly&amp;quot; settlement of some kind&lt;br /&gt;
* be complete - do not enter a small section of a larger city, unless you also submit the rest of the city.&lt;br /&gt;
* lvl source as well as exported layout files must be included. ''(.lvl file, as well as the folder generated by Do All Local Posts, which can be found: My Documents/Bioware/Dragon Age/Addins/(addinname)/Core/Override/ToolsetExport/(layout))''&lt;br /&gt;
* contain at least the &amp;quot;outdoor&amp;quot; level. Additional rooms are optional, but if included, areas must be set up with area transitions.&lt;br /&gt;
* be submitted before monday 13 september midday (GMT+0)&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Strong entries will:&lt;br /&gt;
* ... have around a dozen or so buildings and outhouses. Consideration will be made for extending the level by adding interior levels.&lt;br /&gt;
* ... visually portray the towns primary function such as fishing town, mining town, farm town, etc. For example, a farm town might include features like a miller, grocery market and bakery. A defensive outpost might have a wall around it.&lt;br /&gt;
* ... consider access to the town. This may inlude roads, paths, harbours, etc.&lt;br /&gt;
* ... include an area resource to add a handful of important interactive objects, such as doors. The town doesn’t need to be populated in this contest.&lt;br /&gt;
* ... have considered the sky and surrounding environment in the distance.&lt;br /&gt;
* ... be usable in a variety of mods. Please don’t go too overboard with weird additions such as crashed alien ships or other features that would make it extremely specific to a module.&lt;br /&gt;
* ... prioritise level design over custom content. While custom props are allowed, such contributions must be shared with the level and will not gain &amp;quot;bonus points&amp;quot;. You should try entering any custom props you make to our [[Community_Contest_2:_Prop_Model|second contest]]!&lt;br /&gt;
&lt;br /&gt;
== Groups and Prizes ==&lt;br /&gt;
&lt;br /&gt;
=== Groups ===&lt;br /&gt;
This contest has only one group.&lt;br /&gt;
&lt;br /&gt;
* 1st place - 15 points, chooses first&lt;br /&gt;
* 2nd place - 10 points, chooses second&lt;br /&gt;
* 3rd place - 5 points, chooses third&lt;br /&gt;
* All other entries meeting requirements - 1 point&lt;br /&gt;
&lt;br /&gt;
To receive an &amp;quot;entry point&amp;quot;, your submission must meet the requirements of the contest, listed at the top of this page&lt;br /&gt;
&lt;br /&gt;
=== Prizes ===&lt;br /&gt;
&lt;br /&gt;
Please see [[Community_Contest_Prizes|Community Contest Prizes]]&lt;br /&gt;
&lt;br /&gt;
== Helpful tutorials ==&lt;br /&gt;
* [http://www.youtube.com/watch?v=M_4SgkiYUsw Complete Outdoor Level Making Video Guide] by mikemike37 (recorded for this contest)&lt;br /&gt;
* [[Level|Level Editor]] by various (Builder Wiki)&lt;br /&gt;
* [[Level_Editor_Tutorial|Level Editor Tutorial]] by various (Builder Wiki)&lt;br /&gt;
* [[Making a new, playable module]] by Fen Tabris&lt;br /&gt;
* [[Building levels]] by Fen Tabris&lt;br /&gt;
*[http://www.youtube.com/watch?v=szWKgj2ZuXo Custom Level and Room Building] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
* [http://bg2redux.student.utwente.nl/trac/wiki/TutorialLightmapping Lightmapping guide and troubleshooting] by mikemike37&lt;br /&gt;
* [[Model_list|Model List]] - Wiki list of prop/structural models with pictures&lt;br /&gt;
* [http://social.bioware.com/project/3270/ DA Toolset Prop List] - Downloadable prop list files - .doc and .xls&lt;br /&gt;
&lt;br /&gt;
= Entries = &lt;br /&gt;
&lt;br /&gt;
For information on how to enter, please see the [[Community_Contest_Entry_FAQ|Entry FAQs]]&lt;br /&gt;
&lt;br /&gt;
For information on Judging, please see the [[Community_Contest_Judging|Judging]] page.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;font size=&amp;quot;5&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;IMPORTANT - consent to share&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;By entering this competition you consent to share your work for other community members to benefit from.&lt;br /&gt;
 Where appropriate, source files should be shared. &lt;br /&gt;
 The work *MUST* be your own (obviously you may use DA props and selection groups).&lt;br /&gt;
 Do not use custom props unless you have explicit consent from the author to share. You must include them with your level.&lt;br /&gt;
 Others may use and modify your work in their Dragon Age mods, though are encouraged to give credit. &lt;br /&gt;
 As the entries are judged, local copies will be saved If your work is taken down.&lt;br /&gt;
 If your work is taken down, you allow for it to be re-uploaded, crediting the work in your name. &amp;lt;/b&amp;gt; &amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Swamp by Ponozsticka ==&lt;br /&gt;
&lt;br /&gt;
* '''[[CC_The_Swamp_by_Ponozsticka|Full Wiki Page]]'''&lt;br /&gt;
* '''[http://dragonagenexus.com/downloads/file.php?id=1599 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
As you can see from screenshots and other files, the village is situated in the middle of the swamp, among ancient ruins of the city that used to be there long time ago (before the place turned into a swamp). Remainings of the city can be seen to the north of the settlement, while southern roads are being used by merchants, this way there are less plants (carriage wheels, walking etc.)&lt;br /&gt;
&lt;br /&gt;
Village itself is surrounded by wooden fences, to secure it from anything that might come from the swamp. In the middle of the village you can find the market, while the outskirt serves as camp for merchantes or traspassers.&lt;br /&gt;
&lt;br /&gt;
[[File:Plot2.jpg|400px|Fences]] [[File:Swamp13.jpg|400px|The Fog in the Village]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Settlement of Belgray by Jackkel Dragon ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1635 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
Belgray is a small human settlement in the Brecilian Passage, on the road to Gwaren. It is nestled in the hills in the southern part of the Brecilian Forest, and a mountain stream provides water and travel into the forest. A mountain trail leads to the main road to Gwaren.&lt;br /&gt;
&lt;br /&gt;
This is a small area (~ 64m x 32m walkable). It is best used in a hilly area near water. The name, of course, can be changed to whatever fits the setting best. There is a night version of the area that has a lit bonfire along with altered lighting.&lt;br /&gt;
&lt;br /&gt;
[[File:CC1_jackkel_day1.jpg|250px|Day 1]][[File:CC1_jackkel_day2.jpg|250px|Day 2]][[File:CC1_jackkel_night1.jpg|250px|Night 1]][[File:CC1_jackkel_night2.jpg|250px|Night 2]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Ojardsi by Turtlecrunch ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1626 Dragon Age Nexus Project Page]'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=ZT2_OZuwThs Ojardsi v0.12 Video Tour]'''&lt;br /&gt;
&lt;br /&gt;
Ojardsi was first a Tevinter city, and now a crumbling ruin that has attracted a large population of surfacer dwarves.  Human stragglers have joined the settlement as well, though they've had to build their houses themselves.  And eventually with the humans came the attention of the Chantry, which promptly made its mark on the nascent village.  This angered the dwarves considerably, and they have been falling back on old habits, reconstructing their Paragons from memory and building a competing house of worship.  With their contemplation of the old religion, most of Ojardsi's dwarves have also returned to a kind of caste system: newcomers to the settlement must live in designated areas with only tents for shelter, and must work many years before they are eligible to join one of the dwarf common houses.&lt;br /&gt;
&lt;br /&gt;
[[File:Trcunch ojardsi v012 01.jpg|250px|Chantry and Surfacer Shaperate]][[File:Trcunch ojardsi v012 03.jpg|250px|The pub!]][[File:Trcunch ojardsi v012 06.jpg|250px|Overview]][[File:Trcunch ojardsi v012 07.jpg|250px|Yeah, there aren't any creepy old ruins being desecrated by capitalism here...]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Sylvhaven by Princecorg ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1666 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
Sylvhaven is a small fisher village located north to Gwaren. It was once a place where merchants, itinerants and any kind of trepassers travelled to.&lt;br /&gt;
&lt;br /&gt;
[[File:Sylvhaven01.jpg|300px]] [[File:Sylvhaven02.jpg|300px]] [[File:Sylvhaven03.jpg|300px]] &lt;br /&gt;
&lt;br /&gt;
[[File:Sylvhaven04.jpg|300px]] [[File:Sylvhaven05.jpg|300px]] [[File:Sylvhaven06.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Hillside Village by AmstradHero ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1673 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Atop a lush hillside, this small farming village offers respite, shelter and trade for weary travelers. A plateau with a path leading upwards offers an even better view of the houses below. Fields of crops around an assortment of houses, a tree filled landscape and a lake all combine to make a pleasing vista.&lt;br /&gt;
&lt;br /&gt;
[[File:Hillside1.jpg|300px]] [[File:Hillside4.jpg|300px]] [[File:Hillside6.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Village in the River by Nattfodd ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1670 Dragon Age Nexus Project Page]'''&lt;br /&gt;
* '''[http://social.bioware.com/project/3446/ Bioware Social Network Project Page]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once a mighty stronghold, today this village is inhabitated by Fereldan human people. The architecture of the buildings and the divine atmosphere a visitor can feel, make this village still a safe place to rest and refill. Placed to the extreme northen border with the land of Orlais and used during orlesian wars by both sides.&lt;br /&gt;
&lt;br /&gt;
Not more is known of its original inhabitants; all seems to be very old and builded up in an ancient time ruled by the gods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CC1_001_21.jpg|400px]] [[File:CC1_001_11.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
[[File:CC1_001_16.jpg|400px]] [[File:CC1_001_22.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hakkon's Gift by Lord of Fangs==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1630 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
I named this settlement Hakkon's Gift as per the background tale on the DA Nexus page. It can be renamed as appropriate for any module it is used in. Basically, it's a former Avvar village built into the side of a snowy ridge in a newly explored area of the Frostback Mountains, Wintersbreath Pass. It is now populated by hardy Fereldan hunters and trappers. Obviously this can be changed to reflect the module- I tried to arrange the terrain and vista mountains so that the entire scene sloped upward, so that it didn't necessarily have to be located high in the mountains. It could be used as a mountaintop town, a snowy foothill town, etc.&lt;br /&gt;
&lt;br /&gt;
All models are stock- I made heavy use of buildings pieced together from various props to portray a primitive culture. Hakkon's Gift includes two zone entrances/exits on opposite ends of the village, with paths leading away. I included a possible dungeon/adventure zone entrance just outside the village- an ice cave, its entrance frozen over (can be set up with an invisible area transition). A team has broken through and maintains a small entrance into the cave. I tried to set it up so it could be easily ignored (by removing the props or just not adding an area transition) and used simply as a place to visit just outside of town if the module does not have such a dungeon/zone.&lt;br /&gt;
&lt;br /&gt;
Points of interest: Craft enclave and trading post, frozen ponds with ice fishing camps (ice is walkable), totem poles to the ancient Avvar gods, a butcher/smokehouse/meat trader, gate/bridge over a frozen ravine, storytelling cave, shaman's hut with ancient runestone, a new building's construction site, Hammerhall (intended as a tavern/mead hall/whatever), thane/village chief's longhouse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:wbp10a.jpg|300px]] [[File:wbp29a.jpg|300px]] [[File:wbp28a.jpg|300px]]  [[File:wbp24a.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Evermist by TimelordDC==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1647 Dragon Age Nexus Project Page]'''&lt;br /&gt;
* '''[http://social.bioware.com/project/1845/ Part of the Blood and Lyrium Module]'''&lt;br /&gt;
&lt;br /&gt;
Evermist is a village located between West Hill and Highever. The primary sustenance of Evermist is farming, supplemented by fishing.&lt;br /&gt;
&lt;br /&gt;
The village has been designed to offer various areas of interest/story-points:&lt;br /&gt;
* A few houses have been built on earth/rock mounds looking almost purposely raised to hold those houses aloft&lt;br /&gt;
* There is a separate area for the peasants who work the farms, identified by primitive huts&lt;br /&gt;
* The Chantry (or a generic fort-like structure) is in an extremely strategic and defensible position overlooking the village&lt;br /&gt;
* There is a sunken house in one of the mounds but without any structural damage, almost as if it was done by magic&lt;br /&gt;
* A huge manor house has had its doors closed for a while now though rumor has it that lights can be seen flickering inside in the night&lt;br /&gt;
* A boarded house atop one of the mounds has been warded by the Chantry and the villagers have been asked to keep their children away from it&lt;br /&gt;
* Though the rich folk living under the shadow of the Chantry never seem to do any work or own any farms, they get richer and have isolated themselves off from the rest of the 'common' folk&lt;br /&gt;
&lt;br /&gt;
There are 2 entrance/exit points to Evermist -&amp;gt; one through the forest near the stream and one near the high walls of the manor.&lt;br /&gt;
&lt;br /&gt;
Additional information for builders:&lt;br /&gt;
* The level uses a resized gate fence to fit in with the fence sizes. This is included with the level and is called plc_tl_gatefence. You need to place the folder plc_tl_gatefence in your &amp;lt;addins&amp;gt;/core/override when working on the level.&lt;br /&gt;
* Due to the views from elevated areas, the draw distance for some of the vegetation is High.&lt;br /&gt;
&lt;br /&gt;
[[File:Evermist_Birds_Eye_View2.jpg|250px|A bird's eye view]] [[File:Evermist_View_from_Chantry2.jpg|250px|As seen from the Chantry balcony]] [[File:Evermist_View_Across_Market.jpg|250px|A view across the central market]] [[File:Evermist_Walk_Along_Woods.jpg|250px|A tranquil path along the woods]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Village by the Sea by Talisander ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1675 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
A small farming town on the outskirts of a walled city. To the south, a wide sea has swallowed the ruins of the last great empire.&lt;br /&gt;
&lt;br /&gt;
[[File:TalisCC001.JPG|300px|From the Northern Road]] &lt;br /&gt;
[[File:TalisCC002.jpg|300px|Into the hills]] &lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;/div&gt;</summary>
		<author><name>Talisander</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:TalisCC002.jpg&amp;diff=13557</id>
		<title>File:TalisCC002.jpg</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:TalisCC002.jpg&amp;diff=13557"/>
				<updated>2010-09-13T23:55:40Z</updated>
		
		<summary type="html">&lt;p&gt;Talisander: uploaded a new version of &amp;quot;File:TalisCC002.jpg&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Talisander</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:TalisCC002.jpg&amp;diff=13556</id>
		<title>File:TalisCC002.jpg</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:TalisCC002.jpg&amp;diff=13556"/>
				<updated>2010-09-13T23:51:45Z</updated>
		
		<summary type="html">&lt;p&gt;Talisander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Talisander</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Community_Contest_1:_Settlement_Level&amp;diff=13555</id>
		<title>Community Contest 1: Settlement Level</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Community_Contest_1:_Settlement_Level&amp;diff=13555"/>
				<updated>2010-09-13T23:25:02Z</updated>
		
		<summary type="html">&lt;p&gt;Talisander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Community_Contest_back.jpg|link=Community_Contest_Main_Page]] [[File:CC_BSN_GetInvolved.jpg|link=http://social.bioware.com/group/2535/&amp;amp;v=discussions]]&lt;br /&gt;
&lt;br /&gt;
== Brief ==&lt;br /&gt;
&lt;br /&gt;
Design a town/village/hamlet level. The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/9469/ here].&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 13 September''' - your entry must be ready for judging before midday GMT+0. It is strongly recommended you submit well before this time in case you run into troubles. Modifications to your submission are welcomed - the newest version of your entry will be judged, although modifications made after the submission date will not be judged.&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
All entries must:&lt;br /&gt;
* portray a &amp;quot;friendly&amp;quot; settlement of some kind&lt;br /&gt;
* be complete - do not enter a small section of a larger city, unless you also submit the rest of the city.&lt;br /&gt;
* lvl source as well as exported layout files must be included. ''(.lvl file, as well as the folder generated by Do All Local Posts, which can be found: My Documents/Bioware/Dragon Age/Addins/(addinname)/Core/Override/ToolsetExport/(layout))''&lt;br /&gt;
* contain at least the &amp;quot;outdoor&amp;quot; level. Additional rooms are optional, but if included, areas must be set up with area transitions.&lt;br /&gt;
* be submitted before monday 13 september midday (GMT+0)&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Strong entries will:&lt;br /&gt;
* ... have around a dozen or so buildings and outhouses. Consideration will be made for extending the level by adding interior levels.&lt;br /&gt;
* ... visually portray the towns primary function such as fishing town, mining town, farm town, etc. For example, a farm town might include features like a miller, grocery market and bakery. A defensive outpost might have a wall around it.&lt;br /&gt;
* ... consider access to the town. This may inlude roads, paths, harbours, etc.&lt;br /&gt;
* ... include an area resource to add a handful of important interactive objects, such as doors. The town doesn’t need to be populated in this contest.&lt;br /&gt;
* ... have considered the sky and surrounding environment in the distance.&lt;br /&gt;
* ... be usable in a variety of mods. Please don’t go too overboard with weird additions such as crashed alien ships or other features that would make it extremely specific to a module.&lt;br /&gt;
* ... prioritise level design over custom content. While custom props are allowed, such contributions must be shared with the level and will not gain &amp;quot;bonus points&amp;quot;. You should try entering any custom props you make to our [[Community_Contest_2:_Prop_Model|second contest]]!&lt;br /&gt;
&lt;br /&gt;
== Groups and Prizes ==&lt;br /&gt;
&lt;br /&gt;
=== Groups ===&lt;br /&gt;
This contest has only one group.&lt;br /&gt;
&lt;br /&gt;
* 1st place - 15 points, chooses first&lt;br /&gt;
* 2nd place - 10 points, chooses second&lt;br /&gt;
* 3rd place - 5 points, chooses third&lt;br /&gt;
* All other entries meeting requirements - 1 point&lt;br /&gt;
&lt;br /&gt;
To receive an &amp;quot;entry point&amp;quot;, your submission must meet the requirements of the contest, listed at the top of this page&lt;br /&gt;
&lt;br /&gt;
=== Prizes ===&lt;br /&gt;
&lt;br /&gt;
Please see [[Community_Contest_Prizes|Community Contest Prizes]]&lt;br /&gt;
&lt;br /&gt;
== Helpful tutorials ==&lt;br /&gt;
* [http://www.youtube.com/watch?v=M_4SgkiYUsw Complete Outdoor Level Making Video Guide] by mikemike37 (recorded for this contest)&lt;br /&gt;
* [[Level|Level Editor]] by various (Builder Wiki)&lt;br /&gt;
* [[Level_Editor_Tutorial|Level Editor Tutorial]] by various (Builder Wiki)&lt;br /&gt;
* [[Making a new, playable module]] by Fen Tabris&lt;br /&gt;
* [[Building levels]] by Fen Tabris&lt;br /&gt;
*[http://www.youtube.com/watch?v=szWKgj2ZuXo Custom Level and Room Building] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
* [http://bg2redux.student.utwente.nl/trac/wiki/TutorialLightmapping Lightmapping guide and troubleshooting] by mikemike37&lt;br /&gt;
* [[Model_list|Model List]] - Wiki list of prop/structural models with pictures&lt;br /&gt;
* [http://social.bioware.com/project/3270/ DA Toolset Prop List] - Downloadable prop list files - .doc and .xls&lt;br /&gt;
&lt;br /&gt;
= Entries = &lt;br /&gt;
&lt;br /&gt;
For information on how to enter, please see the [[Community_Contest_Entry_FAQ|Entry FAQs]]&lt;br /&gt;
&lt;br /&gt;
For information on Judging, please see the [[Community_Contest_Judging|Judging]] page.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;font size=&amp;quot;5&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;IMPORTANT - consent to share&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;By entering this competition you consent to share your work for other community members to benefit from.&lt;br /&gt;
 Where appropriate, source files should be shared. &lt;br /&gt;
 The work *MUST* be your own (obviously you may use DA props and selection groups).&lt;br /&gt;
 Do not use custom props unless you have explicit consent from the author to share. You must include them with your level.&lt;br /&gt;
 Others may use and modify your work in their Dragon Age mods, though are encouraged to give credit. &lt;br /&gt;
 As the entries are judged, local copies will be saved If your work is taken down.&lt;br /&gt;
 If your work is taken down, you allow for it to be re-uploaded, crediting the work in your name. &amp;lt;/b&amp;gt; &amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Swamp by Ponozsticka ==&lt;br /&gt;
&lt;br /&gt;
* '''[[CC_The_Swamp_by_Ponozsticka|Full Wiki Page]]'''&lt;br /&gt;
* '''[http://dragonagenexus.com/downloads/file.php?id=1599 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
As you can see from screenshots and other files, the village is situated in the middle of the swamp, among ancient ruins of the city that used to be there long time ago (before the place turned into a swamp). Remainings of the city can be seen to the north of the settlement, while southern roads are being used by merchants, this way there are less plants (carriage wheels, walking etc.)&lt;br /&gt;
&lt;br /&gt;
Village itself is surrounded by wooden fences, to secure it from anything that might come from the swamp. In the middle of the village you can find the market, while the outskirt serves as camp for merchantes or traspassers.&lt;br /&gt;
&lt;br /&gt;
[[File:Plot2.jpg|400px|Fences]] [[File:Swamp13.jpg|400px|The Fog in the Village]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Settlement of Belgray by Jackkel Dragon ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1635 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
Belgray is a small human settlement in the Brecilian Passage, on the road to Gwaren. It is nestled in the hills in the southern part of the Brecilian Forest, and a mountain stream provides water and travel into the forest. A mountain trail leads to the main road to Gwaren.&lt;br /&gt;
&lt;br /&gt;
This is a small area (~ 64m x 32m walkable). It is best used in a hilly area near water. The name, of course, can be changed to whatever fits the setting best. There is a night version of the area that has a lit bonfire along with altered lighting.&lt;br /&gt;
&lt;br /&gt;
[[File:CC1_jackkel_day1.jpg|250px|Day 1]][[File:CC1_jackkel_day2.jpg|250px|Day 2]][[File:CC1_jackkel_night1.jpg|250px|Night 1]][[File:CC1_jackkel_night2.jpg|250px|Night 2]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Ojardsi by Turtlecrunch ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1626 Dragon Age Nexus Project Page]'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=ZT2_OZuwThs Ojardsi v0.12 Video Tour]'''&lt;br /&gt;
&lt;br /&gt;
Ojardsi was first a Tevinter city, and now a crumbling ruin that has attracted a large population of surfacer dwarves.  Human stragglers have joined the settlement as well, though they've had to build their houses themselves.  And eventually with the humans came the attention of the Chantry, which promptly made its mark on the nascent village.  This angered the dwarves considerably, and they have been falling back on old habits, reconstructing their Paragons from memory and building a competing house of worship.  With their contemplation of the old religion, most of Ojardsi's dwarves have also returned to a kind of caste system: newcomers to the settlement must live in designated areas with only tents for shelter, and must work many years before they are eligible to join one of the dwarf common houses.&lt;br /&gt;
&lt;br /&gt;
[[File:Trcunch ojardsi v012 01.jpg|250px|Chantry and Surfacer Shaperate]][[File:Trcunch ojardsi v012 03.jpg|250px|The pub!]][[File:Trcunch ojardsi v012 06.jpg|250px|Overview]][[File:Trcunch ojardsi v012 07.jpg|250px|Yeah, there aren't any creepy old ruins being desecrated by capitalism here...]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Sylvhaven by Princecorg ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1666 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
Sylvhaven is a small fisher village located north to Gwaren. It was once a place where merchants, itinerants and any kind of trepassers travelled to.&lt;br /&gt;
&lt;br /&gt;
[[File:Sylvhaven01.jpg|300px]] [[File:Sylvhaven02.jpg|300px]] [[File:Sylvhaven03.jpg|300px]] &lt;br /&gt;
&lt;br /&gt;
[[File:Sylvhaven04.jpg|300px]] [[File:Sylvhaven05.jpg|300px]] [[File:Sylvhaven06.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Hillside Village by AmstradHero ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1673 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Atop a lush hillside, this small farming village offers respite, shelter and trade for weary travelers. A plateau with a path leading upwards offers an even better view of the houses below. Fields of crops around an assortment of houses, a tree filled landscape and a lake all combine to make a pleasing vista.&lt;br /&gt;
&lt;br /&gt;
[[File:Hillside1.jpg|300px]] [[File:Hillside4.jpg|300px]] [[File:Hillside6.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Village in the River by Nattfodd ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1670 Dragon Age Nexus Project Page]'''&lt;br /&gt;
* '''[http://social.bioware.com/project/3446/ Bioware Social Network Project Page]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once a mighty stronghold, today this village is inhabitated by Fereldan human people. The architecture of the buildings and the divine atmosphere a visitor can feel, make this village still a safe place to rest and refill. Placed to the extreme northen border with the land of Orlais and used during orlesian wars by both sides.&lt;br /&gt;
&lt;br /&gt;
Not more is known of its original inhabitants; all seems to be very old and builded up in an ancient time ruled by the gods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CC1_001_21.jpg|400px]] [[File:CC1_001_11.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
[[File:CC1_001_16.jpg|400px]] [[File:CC1_001_22.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hakkon's Gift by Lord of Fangs==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1630 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
I named this settlement Hakkon's Gift as per the background tale on the DA Nexus page. It can be renamed as appropriate for any module it is used in. Basically, it's a former Avvar village built into the side of a snowy ridge in a newly explored area of the Frostback Mountains, Wintersbreath Pass. It is now populated by hardy Fereldan hunters and trappers. Obviously this can be changed to reflect the module- I tried to arrange the terrain and vista mountains so that the entire scene sloped upward, so that it didn't necessarily have to be located high in the mountains. It could be used as a mountaintop town, a snowy foothill town, etc.&lt;br /&gt;
&lt;br /&gt;
All models are stock- I made heavy use of buildings pieced together from various props to portray a primitive culture. Hakkon's Gift includes two zone entrances/exits on opposite ends of the village, with paths leading away. I included a possible dungeon/adventure zone entrance just outside the village- an ice cave, its entrance frozen over (can be set up with an invisible area transition). A team has broken through and maintains a small entrance into the cave. I tried to set it up so it could be easily ignored (by removing the props or just not adding an area transition) and used simply as a place to visit just outside of town if the module does not have such a dungeon/zone.&lt;br /&gt;
&lt;br /&gt;
Points of interest: Craft enclave and trading post, frozen ponds with ice fishing camps (ice is walkable), totem poles to the ancient Avvar gods, a butcher/smokehouse/meat trader, gate/bridge over a frozen ravine, storytelling cave, shaman's hut with ancient runestone, a new building's construction site, Hammerhall (intended as a tavern/mead hall/whatever), thane/village chief's longhouse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:wbp10a.jpg|300px]] [[File:wbp29a.jpg|300px]] [[File:wbp28a.jpg|300px]]  [[File:wbp24a.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Evermist by TimelordDC==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1647 Dragon Age Nexus Project Page]'''&lt;br /&gt;
* '''[http://social.bioware.com/project/1845/ Part of the Blood and Lyrium Module]'''&lt;br /&gt;
&lt;br /&gt;
Evermist is a village located between West Hill and Highever. The primary sustenance of Evermist is farming, supplemented by fishing.&lt;br /&gt;
&lt;br /&gt;
The village has been designed to offer various areas of interest/story-points:&lt;br /&gt;
* A few houses have been built on earth/rock mounds looking almost purposely raised to hold those houses aloft&lt;br /&gt;
* There is a separate area for the peasants who work the farms, identified by primitive huts&lt;br /&gt;
* The Chantry (or a generic fort-like structure) is in an extremely strategic and defensible position overlooking the village&lt;br /&gt;
* There is a sunken house in one of the mounds but without any structural damage, almost as if it was done by magic&lt;br /&gt;
* A huge manor house has had its doors closed for a while now though rumor has it that lights can be seen flickering inside in the night&lt;br /&gt;
* A boarded house atop one of the mounds has been warded by the Chantry and the villagers have been asked to keep their children away from it&lt;br /&gt;
* Though the rich folk living under the shadow of the Chantry never seem to do any work or own any farms, they get richer and have isolated themselves off from the rest of the 'common' folk&lt;br /&gt;
&lt;br /&gt;
There are 2 entrance/exit points to Evermist -&amp;gt; one through the forest near the stream and one near the high walls of the manor.&lt;br /&gt;
&lt;br /&gt;
Additional information for builders:&lt;br /&gt;
* The level uses a resized gate fence to fit in with the fence sizes. This is included with the level and is called plc_tl_gatefence. You need to place the folder plc_tl_gatefence in your &amp;lt;addins&amp;gt;/core/override when working on the level.&lt;br /&gt;
* Due to the views from elevated areas, the draw distance for some of the vegetation is High.&lt;br /&gt;
&lt;br /&gt;
[[File:Evermist_Birds_Eye_View2.jpg|250px|A bird's eye view]] [[File:Evermist_View_from_Chantry2.jpg|250px|As seen from the Chantry balcony]] [[File:Evermist_View_Across_Market.jpg|250px|A view across the central market]] [[File:Evermist_Walk_Along_Woods.jpg|250px|A tranquil path along the woods]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Village by the Sea by Talisander ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1675 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
A small farming town on the outskirts of a walled city. To the south, a wide sea has swallowed the ruins of the last great empire.&lt;br /&gt;
&lt;br /&gt;
[[File:TalisCC001.JPG|400px|From the Northern Road]] &lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;/div&gt;</summary>
		<author><name>Talisander</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:TalisCC001.JPG&amp;diff=13554</id>
		<title>File:TalisCC001.JPG</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:TalisCC001.JPG&amp;diff=13554"/>
				<updated>2010-09-13T23:18:55Z</updated>
		
		<summary type="html">&lt;p&gt;Talisander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Talisander</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:Talis_From_the_Northern_Road.png&amp;diff=13553</id>
		<title>File:Talis From the Northern Road.png</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:Talis_From_the_Northern_Road.png&amp;diff=13553"/>
				<updated>2010-09-13T22:35:31Z</updated>
		
		<summary type="html">&lt;p&gt;Talisander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Talisander</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Community_Contest_1:_Settlement_Level&amp;diff=13546</id>
		<title>Community Contest 1: Settlement Level</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Community_Contest_1:_Settlement_Level&amp;diff=13546"/>
				<updated>2010-09-13T14:51:24Z</updated>
		
		<summary type="html">&lt;p&gt;Talisander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Community_Contest_back.jpg|link=Community_Contest_Main_Page]] [[File:CC_BSN_GetInvolved.jpg|link=http://social.bioware.com/group/2535/&amp;amp;v=discussions]]&lt;br /&gt;
&lt;br /&gt;
== Brief ==&lt;br /&gt;
&lt;br /&gt;
Design a town/village/hamlet level. The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/9469/ here].&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 13 September''' - your entry must be ready for judging before midday GMT+0. It is strongly recommended you submit well before this time in case you run into troubles. Modifications to your submission are welcomed - the newest version of your entry will be judged, although modifications made after the submission date will not be judged.&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
All entries must:&lt;br /&gt;
* portray a &amp;quot;friendly&amp;quot; settlement of some kind&lt;br /&gt;
* be complete - do not enter a small section of a larger city, unless you also submit the rest of the city.&lt;br /&gt;
* lvl source as well as exported layout files must be included. ''(.lvl file, as well as the folder generated by Do All Local Posts, which can be found: My Documents/Bioware/Dragon Age/Addins/(addinname)/Core/Override/ToolsetExport/(layout))''&lt;br /&gt;
* contain at least the &amp;quot;outdoor&amp;quot; level. Additional rooms are optional, but if included, areas must be set up with area transitions.&lt;br /&gt;
* be submitted before monday 13 september midday (GMT+0)&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Strong entries will:&lt;br /&gt;
* ... have around a dozen or so buildings and outhouses. Consideration will be made for extending the level by adding interior levels.&lt;br /&gt;
* ... visually portray the towns primary function such as fishing town, mining town, farm town, etc. For example, a farm town might include features like a miller, grocery market and bakery. A defensive outpost might have a wall around it.&lt;br /&gt;
* ... consider access to the town. This may inlude roads, paths, harbours, etc.&lt;br /&gt;
* ... include an area resource to add a handful of important interactive objects, such as doors. The town doesn’t need to be populated in this contest.&lt;br /&gt;
* ... have considered the sky and surrounding environment in the distance.&lt;br /&gt;
* ... be usable in a variety of mods. Please don’t go too overboard with weird additions such as crashed alien ships or other features that would make it extremely specific to a module.&lt;br /&gt;
* ... prioritise level design over custom content. While custom props are allowed, such contributions must be shared with the level and will not gain &amp;quot;bonus points&amp;quot;. You should try entering any custom props you make to our [[Community_Contest_2:_Prop_Model|second contest]]!&lt;br /&gt;
&lt;br /&gt;
== Groups and Prizes ==&lt;br /&gt;
&lt;br /&gt;
=== Groups ===&lt;br /&gt;
This contest has only one group.&lt;br /&gt;
&lt;br /&gt;
* 1st place - 15 points, chooses first&lt;br /&gt;
* 2nd place - 10 points, chooses second&lt;br /&gt;
* 3rd place - 5 points, chooses third&lt;br /&gt;
* All other entries meeting requirements - 1 point&lt;br /&gt;
&lt;br /&gt;
To receive an &amp;quot;entry point&amp;quot;, your submission must meet the requirements of the contest, listed at the top of this page&lt;br /&gt;
&lt;br /&gt;
=== Prizes ===&lt;br /&gt;
&lt;br /&gt;
Please see [[Community_Contest_Prizes|Community Contest Prizes]]&lt;br /&gt;
&lt;br /&gt;
== Helpful tutorials ==&lt;br /&gt;
* [http://www.youtube.com/watch?v=M_4SgkiYUsw Complete Outdoor Level Making Video Guide] by mikemike37 (recorded for this contest)&lt;br /&gt;
* [[Level|Level Editor]] by various (Builder Wiki)&lt;br /&gt;
* [[Level_Editor_Tutorial|Level Editor Tutorial]] by various (Builder Wiki)&lt;br /&gt;
* [[Making a new, playable module]] by Fen Tabris&lt;br /&gt;
* [[Building levels]] by Fen Tabris&lt;br /&gt;
*[http://www.youtube.com/watch?v=szWKgj2ZuXo Custom Level and Room Building] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
* [http://bg2redux.student.utwente.nl/trac/wiki/TutorialLightmapping Lightmapping guide and troubleshooting] by mikemike37&lt;br /&gt;
* [[Model_list|Model List]] - Wiki list of prop/structural models with pictures&lt;br /&gt;
* [http://social.bioware.com/project/3270/ DA Toolset Prop List] - Downloadable prop list files - .doc and .xls&lt;br /&gt;
&lt;br /&gt;
= Entries = &lt;br /&gt;
&lt;br /&gt;
For information on how to enter, please see the [[Community_Contest_Entry_FAQ|Entry FAQs]]&lt;br /&gt;
&lt;br /&gt;
For information on Judging, please see the [[Community_Contest_Judging|Judging]] page.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;font size=&amp;quot;5&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;IMPORTANT - consent to share&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;By entering this competition you consent to share your work for other community members to benefit from.&lt;br /&gt;
 Where appropriate, source files should be shared. &lt;br /&gt;
 The work *MUST* be your own (obviously you may use DA props and selection groups).&lt;br /&gt;
 Do not use custom props unless you have explicit consent from the author to share. You must include them with your level.&lt;br /&gt;
 Others may use and modify your work in their Dragon Age mods, though are encouraged to give credit. &lt;br /&gt;
 As the entries are judged, local copies will be saved If your work is taken down.&lt;br /&gt;
 If your work is taken down, you allow for it to be re-uploaded, crediting the work in your name. &amp;lt;/b&amp;gt; &amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Swamp by Ponozsticka ==&lt;br /&gt;
&lt;br /&gt;
* '''[[CC_The_Swamp_by_Ponozsticka|Full Wiki Page]]'''&lt;br /&gt;
* '''[http://dragonagenexus.com/downloads/file.php?id=1599 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
As you can see from screenshots and other files, the village is situated in the middle of the swamp, among ancient ruins of the city that used to be there long time ago (before the place turned into a swamp). Remainings of the city can be seen to the north of the settlement, while southern roads are being used by merchants, this way there are less plants (carriage wheels, walking etc.)&lt;br /&gt;
&lt;br /&gt;
Village itself is surrounded by wooden fences, to secure it from anything that might come from the swamp. In the middle of the village you can find the market, while the outskirt serves as camp for merchantes or traspassers.&lt;br /&gt;
&lt;br /&gt;
[[File:Plot2.jpg|400px|Fences]] [[File:Swamp13.jpg|400px|The Fog in the Village]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Settlement of Belgray by Jackkel Dragon ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1635 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
Belgray is a small human settlement in the Brecilian Passage, on the road to Gwaren. It is nestled in the hills in the southern part of the Brecilian Forest, and a mountain stream provides water and travel into the forest. A mountain trail leads to the main road to Gwaren.&lt;br /&gt;
&lt;br /&gt;
This is a small area (~ 64m x 32m walkable). It is best used in a hilly area near water. The name, of course, can be changed to whatever fits the setting best. There is a night version of the area that has a lit bonfire along with altered lighting.&lt;br /&gt;
&lt;br /&gt;
[[File:CC1_jackkel_day1.jpg|250px|Day 1]][[File:CC1_jackkel_day2.jpg|250px|Day 2]][[File:CC1_jackkel_night1.jpg|250px|Night 1]][[File:CC1_jackkel_night2.jpg|250px|Night 2]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Ojardsi by Turtlecrunch ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1626 Dragon Age Nexus Project Page]'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=ZT2_OZuwThs Ojardsi v0.12 Video Tour]'''&lt;br /&gt;
&lt;br /&gt;
Ojardsi was first a Tevinter city, and now a crumbling ruin that has attracted a large population of surfacer dwarves.  Human stragglers have joined the settlement as well, though they've had to build their houses themselves.  And eventually with the humans came the attention of the Chantry, which promptly made its mark on the nascent village.  This angered the dwarves considerably, and they have been falling back on old habits, reconstructing their Paragons from memory and building a competing house of worship.  With their contemplation of the old religion, most of Ojardsi's dwarves have also returned to a kind of caste system: newcomers to the settlement must live in designated areas with only tents for shelter, and must work many years before they are eligible to join one of the dwarf common houses.&lt;br /&gt;
&lt;br /&gt;
[[File:Trcunch ojardsi v012 01.jpg|250px|Chantry and Surfacer Shaperate]][[File:Trcunch ojardsi v012 03.jpg|250px|The pub!]][[File:Trcunch ojardsi v012 06.jpg|250px|Overview]][[File:Trcunch ojardsi v012 07.jpg|250px|Yeah, there aren't any creepy old ruins being desecrated by capitalism here...]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Sylvhaven by Princecorg ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1666 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
Sylvhaven is a small fisher village located north to Gwaren. It was once a place where merchants, itinerants and any kind of trepassers travelled to.&lt;br /&gt;
&lt;br /&gt;
[[File:Sylvhaven01.jpg|300px]] [[File:Sylvhaven02.jpg|300px]] [[File:Sylvhaven03.jpg|300px]] &lt;br /&gt;
&lt;br /&gt;
[[File:Sylvhaven04.jpg|300px]] [[File:Sylvhaven05.jpg|300px]] [[File:Sylvhaven06.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Hillside Village by AmstradHero ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1673 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Atop a lush hillside, this small farming village offers respite, shelter and trade for weary travelers. A plateau with a path leading upwards offers an even better view of the houses below. Fields of crops around an assortment of houses, a tree filled landscape and a lake all combine to make a pleasing vista.&lt;br /&gt;
&lt;br /&gt;
[[File:Hillside1.jpg|300px]] [[File:Hillside4.jpg|300px]] [[File:Hillside6.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Village in the River by Nattfodd ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1670 Dragon Age Nexus Project Page]'''&lt;br /&gt;
* '''[http://social.bioware.com/project/3446/ Bioware Social Network Project Page]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once a mighty stronghold, today this village is inhabitated by Fereldan human people. The architecture of the buildings and the divine atmosphere a visitor can feel, make this village still a safe place to rest and refill. Placed to the extreme northen border with the land of Orlais and used during orlesian wars by both sides.&lt;br /&gt;
&lt;br /&gt;
Not more is known of its original inhabitants; all seems to be very old and builded up in an ancient time ruled by the gods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CC1_001_21.jpg|400px]] [[File:CC1_001_11.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
[[File:CC1_001_16.jpg|400px]] [[File:CC1_001_22.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hakkon's Gift by Lord of Fangs==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1630 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
I named this settlement Hakkon's Gift as per the background tale on the DA Nexus page. It can be renamed as appropriate for any module it is used in. Basically, it's a former Avvar village built into the side of a snowy ridge in a newly explored area of the Frostback Mountains, Wintersbreath Pass. It is now populated by hardy Fereldan hunters and trappers. Obviously this can be changed to reflect the module- I tried to arrange the terrain and vista mountains so that the entire scene sloped upward, so that it didn't necessarily have to be located high in the mountains. It could be used as a mountaintop town, a snowy foothill town, etc.&lt;br /&gt;
&lt;br /&gt;
All models are stock- I made heavy use of buildings pieced together from various props to portray a primitive culture. Hakkon's Gift includes two zone entrances/exits on opposite ends of the village, with paths leading away. I included a possible dungeon/adventure zone entrance just outside the village- an ice cave, its entrance frozen over (can be set up with an invisible area transition). A team has broken through and maintains a small entrance into the cave. I tried to set it up so it could be easily ignored (by removing the props or just not adding an area transition) and used simply as a place to visit just outside of town if the module does not have such a dungeon/zone.&lt;br /&gt;
&lt;br /&gt;
Points of interest: Craft enclave and trading post, frozen ponds with ice fishing camps (ice is walkable), totem poles to the ancient Avvar gods, a butcher/smokehouse/meat trader, gate/bridge over a frozen ravine, storytelling cave, shaman's hut with ancient runestone, a new building's construction site, Hammerhall (intended as a tavern/mead hall/whatever), thane/village chief's longhouse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:wbp10a.jpg|300px]] [[File:wbp29a.jpg|300px]] [[File:wbp28a.jpg|300px]]  [[File:wbp24a.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Evermist by TimelordDC==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1647 Dragon Age Nexus Project Page]'''&lt;br /&gt;
* '''[http://social.bioware.com/project/1845/ Part of the Blood and Lyrium Module]'''&lt;br /&gt;
&lt;br /&gt;
Evermist is a village located between West Hill and Highever. The primary sustenance of Evermist is farming, supplemented by fishing.&lt;br /&gt;
&lt;br /&gt;
The village has been designed to offer various areas of interest/story-points:&lt;br /&gt;
* A few houses have been built on earth/rock mounds looking almost purposely raised to hold those houses aloft&lt;br /&gt;
* There is a separate area for the peasants who work the farms, identified by primitive huts&lt;br /&gt;
* The Chantry (or a generic fort-like structure) is in an extremely strategic and defensible position overlooking the village&lt;br /&gt;
* There is a sunken house in one of the mounds but without any structural damage, almost as if it was done by magic&lt;br /&gt;
* A huge manor house has had its doors closed for a while now though rumor has it that lights can be seen flickering inside in the night&lt;br /&gt;
* A boarded house atop one of the mounds has been warded by the Chantry and the villagers have been asked to keep their children away from it&lt;br /&gt;
* Though the rich folk living under the shadow of the Chantry never seem to do any work or own any farms, they get richer and have isolated themselves off from the rest of the 'common' folk&lt;br /&gt;
&lt;br /&gt;
There are 2 entrance/exit points to Evermist -&amp;gt; one through the forest near the stream and one near the high walls of the manor.&lt;br /&gt;
&lt;br /&gt;
Additional information for builders:&lt;br /&gt;
* The level uses a resized gate fence to fit in with the fence sizes. This is included with the level and is called plc_tl_gatefence. You need to place the folder plc_tl_gatefence in your &amp;lt;addins&amp;gt;/core/override when working on the level.&lt;br /&gt;
* Due to the views from elevated areas, the draw distance for some of the vegetation is High.&lt;br /&gt;
&lt;br /&gt;
[[File:Evermist_Birds_Eye_View2.jpg|250px|A bird's eye view]] [[File:Evermist_View_from_Chantry2.jpg|250px|As seen from the Chantry balcony]] [[File:Evermist_View_Across_Market.jpg|250px|A view across the central market]] [[File:Evermist_Walk_Along_Woods.jpg|250px|A tranquil path along the woods]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Village by the Sea by Talisander ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1675 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
A small farming town on the outskirts of a walled city. To the south, a wide sea has swallowed the ruins of the last great empire.&lt;br /&gt;
&lt;br /&gt;
=== Judges Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;/div&gt;</summary>
		<author><name>Talisander</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Model_Placement&amp;diff=12955</id>
		<title>Model Placement</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Model_Placement&amp;diff=12955"/>
				<updated>2010-05-23T03:12:17Z</updated>
		
		<summary type="html">&lt;p&gt;Talisander: /* Model properties (Level editor) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=right&lt;br /&gt;
|-&lt;br /&gt;
| {{Resource palette}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Infobox level editor}}&lt;br /&gt;
|}&lt;br /&gt;
:''This article is about Models for use only in the Level Editor. For other uses see: [[Model]]''&lt;br /&gt;
&lt;br /&gt;
A Level Layout has to be filled by [[Model|Models]], the basic building block available aside ordinary Terrain. Most walls and objects visible in game are placed here with the main exception being NPC's and interactive objects which are added afterwards.&lt;br /&gt;
&lt;br /&gt;
== Models in the Level Editor ==&lt;br /&gt;
&lt;br /&gt;
[[Model]]s are used to create any other objects that may be used as part of the level art - walls, floors, ceilings, non-interactive furnishings, visual effects, etc. &lt;br /&gt;
&lt;br /&gt;
=== Model palette [[Image:IconModel.png]] ===&lt;br /&gt;
&lt;br /&gt;
The model palette contains all the basic building blocks that you'll have available to build a level layout with. At disposal are any model that have been made available to the Toolset, even those that are animatable although in Level layout cant be animated and would merely remain static. &lt;br /&gt;
&lt;br /&gt;
Models are grouped into &amp;quot;tilesets&amp;quot; and styles with pieces that share common structural themes. For example, there might be a &amp;quot;dwarven fortress&amp;quot; tileset that contains a variety of structural pieces and furniture of dwarven manufacture, and a &amp;quot;Tevinter&amp;quot; tileset that contains a variety of pieces with Tevinter architectural motifs.&lt;br /&gt;
&lt;br /&gt;
Since the names of these models can often be a bit inscrutable, a list of Models with Screenshots mainly for this purpose is available.&lt;br /&gt;
&lt;br /&gt;
:''See [[Model list]]''&lt;br /&gt;
&lt;br /&gt;
Unlike the database resource palette, the model palette doesn't have a heirarchy of folders and subfolders. Since there are usually a vast number of models available this can make the palette cluttered and difficult to work with. To make it more manageable you should set the toolset's configuration to &amp;quot;fake&amp;quot; a folder structure. The toolset will divide models up based on their names, using underscores as dividers; for example the models dwe_face and dwe_orzent would both be placed inside a &amp;quot;dwe&amp;quot; folder. The option for setting this can be found under the palette options menu and is in fact the default setting.&lt;br /&gt;
&lt;br /&gt;
[[Image:Options menu use fake model folders.png|frame|center|Use fake model folders]]&lt;br /&gt;
&lt;br /&gt;
== Model Placement ==&lt;br /&gt;
&lt;br /&gt;
=== Moving and placing objects ===&lt;br /&gt;
&lt;br /&gt;
To place them click on the [[Image:IconModelPlacement.png]] icon in the toolbar to go into model placement mode.&lt;br /&gt;
&lt;br /&gt;
A [[Model|model]] is placed by selecting it from the palette, and then not dragging but clicking in the 3D Viewport to place them. The mousepointer will become a cross, if a model is selected. Move or Rotate afterwards with the tools from the toolbar.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;snap to&amp;quot; option can be activated via the &amp;quot;snap options&amp;quot; button [[Image:IconSnapOptions.png]] on the toolbar:&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor snap options.png]]&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;snap to grid&amp;quot; causes the position of objects you place or move to be constrained to specific points in an imaginary three-dimensional grid. This is very useful when placing things such as floor tiles, which must be arranged in a precise grid in order for their edges to match up correctly.&lt;br /&gt;
*&amp;quot;Snap Z Size Independent&amp;quot; is only available when the Enable Snap To Grid is checked.  It allows for the user to specify a different snap setting solely for use in the z-axis.&lt;br /&gt;
*&amp;quot;snap rotation&amp;quot; similarly constrains the rotation of objects to specific angles.&lt;br /&gt;
*&amp;quot;snap to surface&amp;quot; This is only used in terrain levels, and will snap all objects when they are placed AND moved to the surface of the terrain. is useful when placing furniture and other objects on an existing surface (terrain, floor, etc.).&lt;br /&gt;
&lt;br /&gt;
Trees are added using the &amp;quot;scatter object&amp;quot; mode ([[Image:IconScatterObject.png]]).&lt;br /&gt;
&lt;br /&gt;
=== Selecting objects ===&lt;br /&gt;
&lt;br /&gt;
When clicking on models in the layout there will often be other foreground objects that are in the way, preventing the immediate selection of the object you wanted. Simply keep clicking on the same spot to cycle through all of the objects that are underneath the mouse pointer.&lt;br /&gt;
&lt;br /&gt;
=== Quick Access to common Models ===&lt;br /&gt;
&lt;br /&gt;
Since the names of these models can often be a bit inscrutable, a more convenient way of working with models that you're frequently using on a level (such as wall segments) is to bring them into the level's &amp;quot;scratch space&amp;quot; and copy them as needed. The scratch space is a separate object list to the lower left of the viewport, and clicking on it then placing a Model will add it to the scratch space as well, and there will be quicker accessible than from the model palette. &lt;br /&gt;
&lt;br /&gt;
Objects in the scratch space can be positioned within the level just like ordinary objects but will not be exported when the level is exported for use as an area layout.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor scratch space.png|center|thumb|600px|These three fence pieces are in the scratch space, and so will not be exported with the rest of the objects in this level.]]&lt;br /&gt;
&lt;br /&gt;
== Model file format ==&lt;br /&gt;
&lt;br /&gt;
Models are stored in the [[MMH]] and [[MSH]] formats. MSH (&amp;quot;mesh&amp;quot;) files consist of fairly simple lists of vertexes and triangles, the &amp;quot;raw data&amp;quot; that describes physical shapes. MMH stands for &amp;quot;model mesh hierarchy&amp;quot; and contains information on how to make a usable model out of meshes. MMH files contain a variety of other information in addition to the meshes, such as visual effects.&lt;br /&gt;
&lt;br /&gt;
:''See Main Article: [[Model]]''&lt;br /&gt;
&lt;br /&gt;
== Model properties (Level editor) ==&lt;br /&gt;
&lt;br /&gt;
When selected, the following common properties are shown for models in the object inspector.&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Model Instance ID|}}&lt;br /&gt;
{{inspector row|Name| This is the user-friendly name that shows up in the hierarchy window.  There is no restriction on the name.}}&lt;br /&gt;
{{inspector row|Selection Lock|  This controls whether this object is selectable or not.  This could prevent someone or the artist him/herself from moving or selecting something accidentally.  }}&lt;br /&gt;
{{inspector row|Visible|  Sets the visibility of the model.  Hidden models are displayed with a grayed-out box in the hierarchy window.}}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Export}}&lt;br /&gt;
{{inspector row|Export to Game|  Flag to export this model to the game.  Default is true.  This can be used in conjunction with the Lightmap Export flag to create objects that cast baked light shadows but not display.}}&lt;br /&gt;
{{inspector row|Lightmap|  Flag to send this model to the lightmapper.  Default is true.  This can be used in conjunction with the Export to Game flag to create objects that cast baked light shadows but not display.  You can also set both to false in order to create guide-geometry.}}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Graphics}}&lt;br /&gt;
{{inspector row|Cut Away Override|   This allows you to prevent ceiling and upper wall models from disappearing when the camera is zoomed out in-game.  If you want to use a model that normally disappears to give the player a cutaway view, but don't want that model to disappear in a particular instance, this is what you need.}}&lt;br /&gt;
{{inspector row|DefaultAnimation|}}&lt;br /&gt;
{{inspector row|High-LOD|  This displays the full model file name that will be used for high LOD.}}&lt;br /&gt;
{{inspector row|Low-LOD|  This displays the full model file name that will be used for low LOD.}}&lt;br /&gt;
{{inspector row|ModelFile|  This is the base name of the model file (mmh) that the user specifies.  For LODed models, only the root is needed.}}&lt;br /&gt;
{{inspector row|Scale|}}&lt;br /&gt;
{{inspector row|Show High LOD|  Controls the viewport display.  If set to true, the high LOD version is displayed if available.}}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Lighting}}&lt;br /&gt;
{{inspector row|Texture Size Multiplier|  This multiplies the base texture size of the original model.  Default value is 1.0.}}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Location}}&lt;br /&gt;
{{inspector row|Location|This is the location of the model in world coordinates.}}&lt;br /&gt;
{{inspector section|Location Relative}}&lt;br /&gt;
{{inspector row|Location Relative|This is the location of the model in its parent coordinates.}}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Pathfinding}}&lt;br /&gt;
{{inspector row|Normal|This property is no longer required}}&lt;br /&gt;
{{inspector row|Overlapped| This property is no longer required}}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Statistics|The statistics is based on the currently displayed model LOD.}}&lt;br /&gt;
{{inspector row|GPU Memory|  The number of bytes this model’s meshes and textures take up in memory.  (This feature is no longer supported)}}&lt;br /&gt;
{{inspector row|Part Count|  The number of parts this model is comprised of.}}&lt;br /&gt;
{{inspector row|System Memory|  The number of bytes this model takes in memory, including animation blend trees, physics objects, animation controllers, and triggers.  Does not include textures and materials.}}&lt;br /&gt;
{{inspector end}}&lt;/div&gt;</summary>
		<author><name>Talisander</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Creature&amp;diff=12941</id>
		<title>Creature</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Creature&amp;diff=12941"/>
				<updated>2010-05-09T10:59:13Z</updated>
		
		<summary type="html">&lt;p&gt;Talisander: /* Properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Resource palette}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Infobox creature}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Autobalance ==&lt;br /&gt;
&lt;br /&gt;
Autobalance dictates the difficulty of the creature by scaling the creature's abilities to the Adventure Level that is required for the creature. The designer chooses a category and the game engine will then balance the creature appropriately. A 10th-level gimp will be more powerful than a 1st-level gimp but will still be relatively interesting for a 10th-level adventurer to fight (whereas fighting the 1st level creature with a 10th-level character would be boring).&lt;br /&gt;
&lt;br /&gt;
Note: If you choose Do_Not_Autobalance, the creature will come into the world exactly as implemented in the creature editor (i.e., without spells and such because the package system does nothing for them, see below). &amp;quot;{{undocumented}} ''where can i choose Do_Not_Autobalance value?? in the air???''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Packages ==&lt;br /&gt;
&lt;br /&gt;
Package dictates the creature's theme and affects the creature's difficulty by customizing its repertoire of capabilities.&lt;br /&gt;
&lt;br /&gt;
The packages are used to dictate what kind of spell/talent lists you want your creatures to have. You do not explicitly give spells or talents to creatures; the system decides which ones are appropriate for it to have based on difficulty settings (Difficulty) and the Package. While Packages are not intended to influence the difficulty of a creature (that is what Autobalance, above, is responsible for) different spell lists will be more or less powerful depending on the situation. A healing package, while useful in a group, would make for a weaker one-on-one opponent than a bloodmage package. Generally you choose the Package to fit the theme of the creature.&lt;br /&gt;
&lt;br /&gt;
If you do not select a package type, you can set abilities explicitly by using the &amp;quot;Skills&amp;quot;, &amp;quot;Spells&amp;quot; and &amp;quot;Talents&amp;quot; fields. These fields are only available when a package has not been set.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
To add new appearance types to the game you'll need to edit some [[2DA]]s generated from the [[APR_base.xls]] file.&lt;br /&gt;
&lt;br /&gt;
See also: [[Morph]]s&lt;br /&gt;
&lt;br /&gt;
=== Codex Description ===&lt;br /&gt;
&lt;br /&gt;
The creature's description under the ''Creatures'' section of the codex is linked to its appearance. The columns ''CodexPlot'' and ''CodexFlag'' determine the entry update when the creature is killed, the codex [[plot]] flag being updated in the ''creature_core.nss'' script.&lt;br /&gt;
&lt;br /&gt;
Refer to the [[plot]] entries under _Codex/Creatures in the toolset for examples. When creating plots, keep this this bug in mind [[Bug:_Duplicating_a_plot_duplicates_the_uneditable_GUID]]. Otherwise your custom entries will inexplicably fail to work.&lt;br /&gt;
&lt;br /&gt;
== Inventory ==&lt;br /&gt;
&lt;br /&gt;
Each item in a creature's [[inventory]] can have the following properties set:&lt;br /&gt;
&lt;br /&gt;
*Slot - Sets whether the creature has equipped the item. &amp;quot;Not equipped&amp;quot; leaves the item in the general inventory, &amp;quot;Main&amp;quot; puts the item into the creature's main hand, and &amp;quot;off-hand&amp;quot; puts the item into the creature's off hand.&lt;br /&gt;
*Set - Items that are part of a set are meant to be given as a group. !!This is handled in the giving/taking script?!!&lt;br /&gt;
*StackSize - how many copies of this item are present in a stack&lt;br /&gt;
*Droppable - a checkbox that indicates whether the item is dropped when the creature is killed&lt;br /&gt;
*Stealable - a checkbox that indicates whether the item can be stolen from the creature&lt;br /&gt;
&lt;br /&gt;
For automatically-generated treasure, see the [[treasure system]].&lt;br /&gt;
&lt;br /&gt;
== Perception ==&lt;br /&gt;
&lt;br /&gt;
Values are:&lt;br /&gt;
*PerceptRngLng&lt;br /&gt;
*PerceptRngMed&lt;br /&gt;
*PerceptRngShrt&lt;br /&gt;
*PerceptRngMonster&lt;br /&gt;
*PerceptRngPlayer&lt;br /&gt;
*PerceptRngCrowd&lt;br /&gt;
*PerceptRngLargeCreature&lt;br /&gt;
*PerceptRngDefault&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Plot&amp;quot; markers ==&lt;br /&gt;
&lt;br /&gt;
Icons can be shown floating over the heads of certain creatures to draw the player's attention to them and indicate that they've got some sort of plot importance. To toggle the &amp;quot;plot&amp;quot; icon, use the script function&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
WR_TogglePlotIcon(object oCreature, int nActive);&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
in the &amp;quot;[[wrappers_h]]&amp;quot; include file.&lt;br /&gt;
&lt;br /&gt;
== Variables ==&lt;br /&gt;
&lt;br /&gt;
{{Variable table start}}&lt;br /&gt;
{{Variable table row| AI_* | || See [[AI]] }}&lt;br /&gt;
{{Variable table row|  AMBIENT_* | || see [[Ambient behaviour]] }}&lt;br /&gt;
{{Variable table row|  BASE_GROUP | int |0| }}&lt;br /&gt;
{{Variable table row| CLIMAX_ARMY_ID|int|0|used to mark which army this creature belongs to. Used in the climax to limit the level of the army member}}&lt;br /&gt;
{{Variable table row|  COMBAT_LAST_WEAPON | int |0| 0 is offhand, 1 is main hand }}&lt;br /&gt;
{{Variable table row|  CREATURE_COUNTER_1 to 3 | int |0| }}&lt;br /&gt;
{{Variable table row| CREATURE_DAMAGED_THE_HERO|int|0|Used for the Tactician achievement. We want to know if the creature ever damaged the Hero.}}&lt;br /&gt;
{{Variable table row|  CREATURE_DO_ONCE_A and B | int || }}&lt;br /&gt;
{{Variable table row| CREATURE_HAS_TIMER_ATTACK|int|0|A flag for the threat system to know if this is the first time a creature needs to move so the command can be disabled to re-evalute threat if needed}}&lt;br /&gt;
{{Variable table row|  CREATURE_LYRIUM_USE | int |0| }}&lt;br /&gt;
{{Variable table row|  CREATURE_REWARD_FLAGS | int |0| 1 if the creature should never receive XP (e.g. a non-party member who fights for the good guys in a battle) }}&lt;br /&gt;
{{Variable table row|  CREATURE_RULES_FLAG0 | int |0| }}&lt;br /&gt;
{{Variable table row|  CREATURE_SPAWN_COND | int |0| }}&lt;br /&gt;
{{Variable table row|  CREATURE_SPAWN_DEAD | int |0| When set to 1 the creature is spawned in a dead state. If it's set to 2, the creature is spawned feigning death, but can get up and fight the character with the help of UT_CombatStart() or UT_TeamGoesHostile() (set such creatures to be part of a non-hostile group, otherwise the feigning won't be very effective and the player can walk over and kill them while they lie there snarling ineffectually) }}&lt;br /&gt;
{{Variable table row|  CREATURE_SPAWN_HEALTH_MOD | float |0| What proportion of the creature's health it starts out with (0 to 1) }}&lt;br /&gt;
{{Variable table row|  CREATURE_SPAWNED | int |0|1 if the creature fired the spawn event before. 0 if the creature never fired the spawn event before. }}&lt;br /&gt;
{{Variable table row|  DEBUG_TRACKING_POS | float |0| }}&lt;br /&gt;
{{Variable table row|  DEBUG_TRACKING_POS_Y | float |0| }}&lt;br /&gt;
{{Variable table row|  FLAG_STOLEN_FROM | int |0| If the creature has already been stolen from. Setting this to 1 will make a creature unable to be stolen from. See [[Treasure system]].}}&lt;br /&gt;
{{Variable table row|  FOLLOWER_SCALED | int |0| }}&lt;br /&gt;
{{Variable table row|  GO_HOSTILE_ON_PERCEIVE_PC | int |0| If the creature perceives the PC group - change from neutral, go hostile and attack}}&lt;br /&gt;
{{Variable table row|  IS_SUMMONED_CREATURE | int |0| }}&lt;br /&gt;
{{Variable table row| LOOKAT_DISABLED|int|0|Set to 1 to disable lookat when creature is spawned}}&lt;br /&gt;
{{Variable table row| MIN_LEVEL|int|0|min level to scale the creature, regardless of any other scaling rules. 0 means no min.}}&lt;br /&gt;
{{Variable table row|  PHYSICS_DISABLED | int |0| }}&lt;br /&gt;
{{Variable table row| ROAM_DISTANCE| float|0|This should usually be 0 unless you are having trouble with creatures chasing the PC for long distances.}}&lt;br /&gt;
{{Variable table row|  RUBBER_HOME_ENABLED | int |1| When true, the &amp;quot;rubberband home&amp;quot; system will cause the creature to return to its home location in various circumstances. }}&lt;br /&gt;
{{Variable table row| RUBBER_HOME_LOCATION_FACING| float|0|}}&lt;br /&gt;
{{Variable table row|  RUBBER_HOME_LOCATION_X, Y and Z | float || Defaults to the location that the creature is initially placed on the level. The home location is updated after any QuickMove or LocalJump command. }}&lt;br /&gt;
{{Variable table row|  SHOUTS_ACTIVE | int |0| }}&lt;br /&gt;
{{Variable table row|  SHOUTS_DELAY | float |3| }}&lt;br /&gt;
{{Variable table row|  SHOUTS_DIALOG_OVERRIDE | resource |NONE| }}&lt;br /&gt;
{{Variable table row|  SOUND_SET_FLAGS_0 to 2 | int |0| }}&lt;br /&gt;
{{Variable table row|  SPAWN_HOSTILE_LYING_ON_GROUND | int |0| }}&lt;br /&gt;
{{Variable table row|  STAT_CRIT | int |0| }}&lt;br /&gt;
{{Variable table row|  STAT_DMG | int |0| }}&lt;br /&gt;
{{Variable table row|  STAT_HIT | int |0| }}&lt;br /&gt;
{{Variable table row|  STAT_MISS | int |0| }}&lt;br /&gt;
{{Variable table row|  SURR_DIALOG_OVERRIDE | resource || }}&lt;br /&gt;
{{Variable table row|  SURR_INIT_CONVERSATION | int |0| If this is true, creature will initiate conversation with the player upon surrendering. Automatically set to false after the conversation initiates. }}&lt;br /&gt;
{{Variable table row|  SURR_PLOT_FLAG | int |0| Flag within SURR_PLOT_NAME that is set to true when the creature surrenders. }}&lt;br /&gt;
{{Variable table row|  SURR_PLOT_NAME | string |none| Plot whose flag defined in SURR_PLOT_FLAG. If blank, no flag will be set. }}&lt;br /&gt;
{{Variable table row|  SURR_SURRENDER_ENABLED | int |0| Allows the creature to surrender instead of fighting to the death. 0 disables surrendering, 1 enables surrendering. This variable will be set to 2 while the creature is actually in the act of surrendering. }}&lt;br /&gt;
{{Variable table row|  TS_OVERRIDE_* |  || see [[Treasure system]]  }}&lt;br /&gt;
{{Variable table row|  TS_TREASURE_GENERATED | int || Set this to -1 if you don't want creatures to drop any loot based on the TS (Treasure System) .2DA tables.  At -1, nothing should appear on the corpse unless you put it there.  Not sure what other values do. }}&lt;br /&gt;
{{Variable table end}}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Character| One or more creatures can be mapped to a single [[character]] resource. This resource determines which [[FaceFX]] appearance is used when editing the creature's facial performance.}}&lt;br /&gt;
{{inspector row|Class|  }}&lt;br /&gt;
{{inspector row|Comments| General information about this creature.}}&lt;br /&gt;
{{inspector row|Conversation| the default conversation resource for this creature.}}&lt;br /&gt;
{{inspector row|Copper| The amount of money the creature is carrying. The game will display money as &amp;quot;gold&amp;quot;, &amp;quot;silver&amp;quot; and &amp;quot;copper&amp;quot; values based on the value entered here.}}&lt;br /&gt;
{{inspector row| Description| Description of the creature as seen in the game}}&lt;br /&gt;
{{inspector row| DescriptionRequiresReTranslation| A flag used during game development for keeping track of [[localization]] work}}&lt;br /&gt;
{{inspector row|Gender|can be male, female, or neutral}}&lt;br /&gt;
{{inspector row|Group| The creature's group as specified in groups.2da. Each group can be either hostile or non-hostile towards each other. See [[creature group]]s for more detail.}}&lt;br /&gt;
{{inspector row|Interactive| if set to true, the creature can be clicked on. If set to false, the creature can not be clicked on.}}&lt;br /&gt;
{{inspector row|Inventory| Determines what the creature is carrying. Items are taken from the item palette. See the Inventory section for more detail.}}&lt;br /&gt;
{{inspector row|Name| Name of the creature as seen in the game}}&lt;br /&gt;
{{inspector row|NameRequiresReTranslation| A flag used during game development for keeping track of [[localization]] work }}&lt;br /&gt;
{{inspector row|PerceptionRange| determines how far the creature can detect things in the world around it.}}&lt;br /&gt;
{{inspector row|Plot Giver| Puts a glowing exclaimation mark over the creature's head to attract the player's attention. }}&lt;br /&gt;
{{inspector row|Race| Certain races have bonuses to various attributes, restrictions on classes, and so forth, as defined in various 2das. race/race.2da contains a list of available races.}}&lt;br /&gt;
{{inspector row|Resource Name| A unique string identifier the toolset and the game both use to refer to this resource. }}&lt;br /&gt;
{{inspector row|Tag| A non-unique string identifier used mostly by scripts and other resources to refer to this resource.}}&lt;br /&gt;
{{inspector row|Team| A numeric tag. All creatures with the same team number belong to the same team, which is often used in scripting plot-related events.}} &lt;br /&gt;
{{inspector row|Variable 2da| Allows selection of a variable table. Only the values in the table can be set and retrieved by scripting. }} &lt;br /&gt;
{{inspector row|Variables| Displays the table selected in the variable 2da field. Allows initial values to be defined. }} &lt;br /&gt;
&lt;br /&gt;
{{inspector section| Abilities}}&lt;br /&gt;
{{inspector row|Skills| Selecting this property opens a skill selection list where you can add any number of pre-defined skill levels to the creature.}}&lt;br /&gt;
{{inspector row|Spells| Similar to the Skills property, but for spells. }}&lt;br /&gt;
{{inspector row|Talents| Similar to the Skills and Spells properties, but for talents. }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|AI}}&lt;br /&gt;
{{inspector row|Script| The script that controls this creature's behavior. Defaults to creature_core.}}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Appearance}}&lt;br /&gt;
{{inspector row|Appearance| Base appearance type for the creature. Can be a full body, or a base body in which other parts can be added (hair, head, and eyes)}}&lt;br /&gt;
{{inspector row|Art Fidelity| This field is primarily used by art leads to determine which characters need additional work.}}&lt;br /&gt;
{{inspector row|Beard|  }}&lt;br /&gt;
{{inspector row|Body Tint|  }}&lt;br /&gt;
{{inspector row|Body Tint Mask|  }}&lt;br /&gt;
{{inspector row|Eye Color|  }}&lt;br /&gt;
{{inspector row|Eyes| Available for some appearance types, allows selecting different eye models }}&lt;br /&gt;
{{inspector row|Hair| Available for some appearance types, allows selecting different eye models}}&lt;br /&gt;
{{inspector row|Hair Color|  }}&lt;br /&gt;
{{inspector row|Head| Available for some appearance tupes, allows selecting different head models }}&lt;br /&gt;
{{inspector row|Head Morph| Specifies the head morph to use for this creature. See [[morph]]. }}&lt;br /&gt;
{{inspector row|Head Tint|  }}&lt;br /&gt;
{{inspector row|Head Tint Mask|  }}&lt;br /&gt;
{{inspector row|Skin Color|  }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Package/Scaling}}&lt;br /&gt;
{{inspector row|General Package Type|  }}&lt;br /&gt;
{{inspector row|Max Level| The maximum level of the creature in the selected Class. NOTE: &amp;quot;The min and max [level] fields are unusable currently. You will need to either make an areas.xls extension for your area (and specify the level range that you want) or set the MIN_LEVEL local variable on the creatures to something appropriate.&amp;quot; - Craig Graff, Bioware. [http://social.bioware.com/forum/1/topic/74/index/430178 link]}}&lt;br /&gt;
{{inspector row|Min Level| The minimum level of the creature in the selected Class. }}&lt;br /&gt;
{{inspector row|Package| Used for AI and the scaling system. A package will also pick the default stat values for a creature (attributes and resistances) }}&lt;br /&gt;
{{inspector row|Package AI| The name of the selected AI Package 2DA that contains the tactics table. }}&lt;br /&gt;
{{inspector row|Rank| A general difficulty level used by the autoscaling system }}&lt;br /&gt;
{{inspector row|Treasure Category| Determines what kinds of treasure is generated by the treasure generation system when the creature is killed.}}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Special}}&lt;br /&gt;
{{inspector row|Creature type| Combatant/Non-Combatant }}&lt;br /&gt;
{{inspector row|Immortal| if true, the creature can not get below 1hp and die.}}&lt;br /&gt;
{{inspector row|No Permanent Death| e.g., party members ('dead' party members get up again after combat unless the whole party is wiped out). }}&lt;br /&gt;
{{inspector row|Plot| If true, the creature cannot be damaged or affected by any hostile effect.&lt;br /&gt;
}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Talisander</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Creature&amp;diff=12940</id>
		<title>Creature</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Creature&amp;diff=12940"/>
				<updated>2010-05-09T10:58:10Z</updated>
		
		<summary type="html">&lt;p&gt;Talisander: /* Properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Resource palette}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Infobox creature}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Autobalance ==&lt;br /&gt;
&lt;br /&gt;
Autobalance dictates the difficulty of the creature by scaling the creature's abilities to the Adventure Level that is required for the creature. The designer chooses a category and the game engine will then balance the creature appropriately. A 10th-level gimp will be more powerful than a 1st-level gimp but will still be relatively interesting for a 10th-level adventurer to fight (whereas fighting the 1st level creature with a 10th-level character would be boring).&lt;br /&gt;
&lt;br /&gt;
Note: If you choose Do_Not_Autobalance, the creature will come into the world exactly as implemented in the creature editor (i.e., without spells and such because the package system does nothing for them, see below). &amp;quot;{{undocumented}} ''where can i choose Do_Not_Autobalance value?? in the air???''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Packages ==&lt;br /&gt;
&lt;br /&gt;
Package dictates the creature's theme and affects the creature's difficulty by customizing its repertoire of capabilities.&lt;br /&gt;
&lt;br /&gt;
The packages are used to dictate what kind of spell/talent lists you want your creatures to have. You do not explicitly give spells or talents to creatures; the system decides which ones are appropriate for it to have based on difficulty settings (Difficulty) and the Package. While Packages are not intended to influence the difficulty of a creature (that is what Autobalance, above, is responsible for) different spell lists will be more or less powerful depending on the situation. A healing package, while useful in a group, would make for a weaker one-on-one opponent than a bloodmage package. Generally you choose the Package to fit the theme of the creature.&lt;br /&gt;
&lt;br /&gt;
If you do not select a package type, you can set abilities explicitly by using the &amp;quot;Skills&amp;quot;, &amp;quot;Spells&amp;quot; and &amp;quot;Talents&amp;quot; fields. These fields are only available when a package has not been set.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
To add new appearance types to the game you'll need to edit some [[2DA]]s generated from the [[APR_base.xls]] file.&lt;br /&gt;
&lt;br /&gt;
See also: [[Morph]]s&lt;br /&gt;
&lt;br /&gt;
=== Codex Description ===&lt;br /&gt;
&lt;br /&gt;
The creature's description under the ''Creatures'' section of the codex is linked to its appearance. The columns ''CodexPlot'' and ''CodexFlag'' determine the entry update when the creature is killed, the codex [[plot]] flag being updated in the ''creature_core.nss'' script.&lt;br /&gt;
&lt;br /&gt;
Refer to the [[plot]] entries under _Codex/Creatures in the toolset for examples. When creating plots, keep this this bug in mind [[Bug:_Duplicating_a_plot_duplicates_the_uneditable_GUID]]. Otherwise your custom entries will inexplicably fail to work.&lt;br /&gt;
&lt;br /&gt;
== Inventory ==&lt;br /&gt;
&lt;br /&gt;
Each item in a creature's [[inventory]] can have the following properties set:&lt;br /&gt;
&lt;br /&gt;
*Slot - Sets whether the creature has equipped the item. &amp;quot;Not equipped&amp;quot; leaves the item in the general inventory, &amp;quot;Main&amp;quot; puts the item into the creature's main hand, and &amp;quot;off-hand&amp;quot; puts the item into the creature's off hand.&lt;br /&gt;
*Set - Items that are part of a set are meant to be given as a group. !!This is handled in the giving/taking script?!!&lt;br /&gt;
*StackSize - how many copies of this item are present in a stack&lt;br /&gt;
*Droppable - a checkbox that indicates whether the item is dropped when the creature is killed&lt;br /&gt;
*Stealable - a checkbox that indicates whether the item can be stolen from the creature&lt;br /&gt;
&lt;br /&gt;
For automatically-generated treasure, see the [[treasure system]].&lt;br /&gt;
&lt;br /&gt;
== Perception ==&lt;br /&gt;
&lt;br /&gt;
Values are:&lt;br /&gt;
*PerceptRngLng&lt;br /&gt;
*PerceptRngMed&lt;br /&gt;
*PerceptRngShrt&lt;br /&gt;
*PerceptRngMonster&lt;br /&gt;
*PerceptRngPlayer&lt;br /&gt;
*PerceptRngCrowd&lt;br /&gt;
*PerceptRngLargeCreature&lt;br /&gt;
*PerceptRngDefault&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Plot&amp;quot; markers ==&lt;br /&gt;
&lt;br /&gt;
Icons can be shown floating over the heads of certain creatures to draw the player's attention to them and indicate that they've got some sort of plot importance. To toggle the &amp;quot;plot&amp;quot; icon, use the script function&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
WR_TogglePlotIcon(object oCreature, int nActive);&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
in the &amp;quot;[[wrappers_h]]&amp;quot; include file.&lt;br /&gt;
&lt;br /&gt;
== Variables ==&lt;br /&gt;
&lt;br /&gt;
{{Variable table start}}&lt;br /&gt;
{{Variable table row| AI_* | || See [[AI]] }}&lt;br /&gt;
{{Variable table row|  AMBIENT_* | || see [[Ambient behaviour]] }}&lt;br /&gt;
{{Variable table row|  BASE_GROUP | int |0| }}&lt;br /&gt;
{{Variable table row| CLIMAX_ARMY_ID|int|0|used to mark which army this creature belongs to. Used in the climax to limit the level of the army member}}&lt;br /&gt;
{{Variable table row|  COMBAT_LAST_WEAPON | int |0| 0 is offhand, 1 is main hand }}&lt;br /&gt;
{{Variable table row|  CREATURE_COUNTER_1 to 3 | int |0| }}&lt;br /&gt;
{{Variable table row| CREATURE_DAMAGED_THE_HERO|int|0|Used for the Tactician achievement. We want to know if the creature ever damaged the Hero.}}&lt;br /&gt;
{{Variable table row|  CREATURE_DO_ONCE_A and B | int || }}&lt;br /&gt;
{{Variable table row| CREATURE_HAS_TIMER_ATTACK|int|0|A flag for the threat system to know if this is the first time a creature needs to move so the command can be disabled to re-evalute threat if needed}}&lt;br /&gt;
{{Variable table row|  CREATURE_LYRIUM_USE | int |0| }}&lt;br /&gt;
{{Variable table row|  CREATURE_REWARD_FLAGS | int |0| 1 if the creature should never receive XP (e.g. a non-party member who fights for the good guys in a battle) }}&lt;br /&gt;
{{Variable table row|  CREATURE_RULES_FLAG0 | int |0| }}&lt;br /&gt;
{{Variable table row|  CREATURE_SPAWN_COND | int |0| }}&lt;br /&gt;
{{Variable table row|  CREATURE_SPAWN_DEAD | int |0| When set to 1 the creature is spawned in a dead state. If it's set to 2, the creature is spawned feigning death, but can get up and fight the character with the help of UT_CombatStart() or UT_TeamGoesHostile() (set such creatures to be part of a non-hostile group, otherwise the feigning won't be very effective and the player can walk over and kill them while they lie there snarling ineffectually) }}&lt;br /&gt;
{{Variable table row|  CREATURE_SPAWN_HEALTH_MOD | float |0| What proportion of the creature's health it starts out with (0 to 1) }}&lt;br /&gt;
{{Variable table row|  CREATURE_SPAWNED | int |0|1 if the creature fired the spawn event before. 0 if the creature never fired the spawn event before. }}&lt;br /&gt;
{{Variable table row|  DEBUG_TRACKING_POS | float |0| }}&lt;br /&gt;
{{Variable table row|  DEBUG_TRACKING_POS_Y | float |0| }}&lt;br /&gt;
{{Variable table row|  FLAG_STOLEN_FROM | int |0| If the creature has already been stolen from. Setting this to 1 will make a creature unable to be stolen from. See [[Treasure system]].}}&lt;br /&gt;
{{Variable table row|  FOLLOWER_SCALED | int |0| }}&lt;br /&gt;
{{Variable table row|  GO_HOSTILE_ON_PERCEIVE_PC | int |0| If the creature perceives the PC group - change from neutral, go hostile and attack}}&lt;br /&gt;
{{Variable table row|  IS_SUMMONED_CREATURE | int |0| }}&lt;br /&gt;
{{Variable table row| LOOKAT_DISABLED|int|0|Set to 1 to disable lookat when creature is spawned}}&lt;br /&gt;
{{Variable table row| MIN_LEVEL|int|0|min level to scale the creature, regardless of any other scaling rules. 0 means no min.}}&lt;br /&gt;
{{Variable table row|  PHYSICS_DISABLED | int |0| }}&lt;br /&gt;
{{Variable table row| ROAM_DISTANCE| float|0|This should usually be 0 unless you are having trouble with creatures chasing the PC for long distances.}}&lt;br /&gt;
{{Variable table row|  RUBBER_HOME_ENABLED | int |1| When true, the &amp;quot;rubberband home&amp;quot; system will cause the creature to return to its home location in various circumstances. }}&lt;br /&gt;
{{Variable table row| RUBBER_HOME_LOCATION_FACING| float|0|}}&lt;br /&gt;
{{Variable table row|  RUBBER_HOME_LOCATION_X, Y and Z | float || Defaults to the location that the creature is initially placed on the level. The home location is updated after any QuickMove or LocalJump command. }}&lt;br /&gt;
{{Variable table row|  SHOUTS_ACTIVE | int |0| }}&lt;br /&gt;
{{Variable table row|  SHOUTS_DELAY | float |3| }}&lt;br /&gt;
{{Variable table row|  SHOUTS_DIALOG_OVERRIDE | resource |NONE| }}&lt;br /&gt;
{{Variable table row|  SOUND_SET_FLAGS_0 to 2 | int |0| }}&lt;br /&gt;
{{Variable table row|  SPAWN_HOSTILE_LYING_ON_GROUND | int |0| }}&lt;br /&gt;
{{Variable table row|  STAT_CRIT | int |0| }}&lt;br /&gt;
{{Variable table row|  STAT_DMG | int |0| }}&lt;br /&gt;
{{Variable table row|  STAT_HIT | int |0| }}&lt;br /&gt;
{{Variable table row|  STAT_MISS | int |0| }}&lt;br /&gt;
{{Variable table row|  SURR_DIALOG_OVERRIDE | resource || }}&lt;br /&gt;
{{Variable table row|  SURR_INIT_CONVERSATION | int |0| If this is true, creature will initiate conversation with the player upon surrendering. Automatically set to false after the conversation initiates. }}&lt;br /&gt;
{{Variable table row|  SURR_PLOT_FLAG | int |0| Flag within SURR_PLOT_NAME that is set to true when the creature surrenders. }}&lt;br /&gt;
{{Variable table row|  SURR_PLOT_NAME | string |none| Plot whose flag defined in SURR_PLOT_FLAG. If blank, no flag will be set. }}&lt;br /&gt;
{{Variable table row|  SURR_SURRENDER_ENABLED | int |0| Allows the creature to surrender instead of fighting to the death. 0 disables surrendering, 1 enables surrendering. This variable will be set to 2 while the creature is actually in the act of surrendering. }}&lt;br /&gt;
{{Variable table row|  TS_OVERRIDE_* |  || see [[Treasure system]]  }}&lt;br /&gt;
{{Variable table row|  TS_TREASURE_GENERATED | int || Set this to -1 if you don't want creatures to drop any loot based on the TS (Treasure System) .2DA tables.  At -1, nothing should appear on the corpse unless you put it there.  Not sure what other values do. }}&lt;br /&gt;
{{Variable table end}}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Character| One or more creatures can be mapped to a single [[character]] resource. This resource determines which [[FaceFX]] appearance is used when editing the creature's facial performance.}}&lt;br /&gt;
{{inspector row|Class|  }}&lt;br /&gt;
{{inspector row|Comments| General information about this creature.}}&lt;br /&gt;
{{inspector row|Conversation| the default conversation resource for this creature.}}&lt;br /&gt;
{{inspector row|Copper| The amount of money the creature is carrying. The game will display money as &amp;quot;gold&amp;quot;, &amp;quot;silver&amp;quot; and &amp;quot;copper&amp;quot; values based on the value entered here.}}&lt;br /&gt;
{{inspector row| Description| Description of the creature as seen in the game}}&lt;br /&gt;
{{inspector row| DescriptionRequiresReTranslation| A flag used during game development for keeping track of [[localization]] work}}&lt;br /&gt;
{{inspector row|Gender|can be male, female, or neutral}}&lt;br /&gt;
{{inspector row|Group| The creature's group as specified in groups.2da. Each group can be either hostile or non-hostile towards each other. See [[creature group]]s for more detail.}}&lt;br /&gt;
{{inspector row|Interactive| if set to true, the creature can be clicked on. If set to false, the creature can not be clicked on.}}&lt;br /&gt;
{{inspector row|Inventory| Determines what the creature is carrying. Items are taken from the item palette. See the Inventory section for more detail.}}&lt;br /&gt;
{{inspector row|Name| Name of the creature as seen in the game}}&lt;br /&gt;
{{inspector row|NameRequiresReTranslation| A flag used during game development for keeping track of [[localization]] work }}&lt;br /&gt;
{{inspector row|PerceptionRange| determines how far the creature can detect things in the world around it.}}&lt;br /&gt;
{{inspector row|Plot Giver| Puts a glowing exclaimation mark over the creature's head to attract the player's attention. }}&lt;br /&gt;
{{inspector row|Race| Certain races have bonuses to various attributes, restrictions on classes, and so forth, as defined in various 2das. race/race.2da contains a list of available races.}}&lt;br /&gt;
{{inspector row|Resource Name| A unique string identifier the toolset and the game both use to refer to this resource. }}&lt;br /&gt;
{{inspector row|Tag| A non-unique string identifier used mostly by scripts and other resources to refer to this resource.}}&lt;br /&gt;
{{inspector row|Team| A numeric tag. All creatures with the same team number belong to the same team, which is often used in scripting plot-related events.}} &lt;br /&gt;
{{inspector row|Variable 2da| Allows selection of a variable table. Only the values in the table can be set and retrieved by scripting. }} &lt;br /&gt;
{{inspector row|Variables| Displays the table selected in the variable 2da field. Allows initial values to be defined. }} &lt;br /&gt;
&lt;br /&gt;
{{inspector section| Abilities}}&lt;br /&gt;
{{inspector row|Skills| Selecting this property opens a skill selection list where you can add any number of pre-defined skill levels to the creature.}}&lt;br /&gt;
{{inspector row|Spells| Similar to the Skills property, but for spells. }}&lt;br /&gt;
{{inspector row|Talents| Similar to the Skills and Spells properties, but for talents. }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|AI}}&lt;br /&gt;
{{inspector row|Script| The script that controls this creature's behavior. Defaults to creature_core.}}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Appearance}}&lt;br /&gt;
{{inspector row|Appearance| Base appearance type for the creature. Can be a full body, or a base body in which other parts can be added (hair, head, and eyes)}}&lt;br /&gt;
{{inspector row|Art Fidelity| This field is primarily used by art leads to determine which characters need additional work.}}&lt;br /&gt;
{{inspector row|Beard|  }}&lt;br /&gt;
{{inspector row|Body Tint|  }}&lt;br /&gt;
{{inspector row|Body Tint Mask|  }}&lt;br /&gt;
{{inspector row|Eye Color|  }}&lt;br /&gt;
{{inspector row|Eyes| Available for some appearance types, allows selecting different eye models }}&lt;br /&gt;
{{inspector row|Hair| Available for some appearance types, allows selecting different eye models}}&lt;br /&gt;
{{inspector row|Hair Color|  }}&lt;br /&gt;
{{inspector row|Head| Available for some appearance tupes, allows selecting different head models }}&lt;br /&gt;
{{inspector row|Head Morph| Specifies the head morph to use for this creature. See [[morph]]. }}&lt;br /&gt;
{{inspector row|Head Tint|  }}&lt;br /&gt;
{{inspector row|Head Tint Mask|  }}&lt;br /&gt;
{{inspector row|Skin Color|  }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Package/Scaling}}&lt;br /&gt;
{{inspector row|General Package Type|  }}&lt;br /&gt;
{{inspector row|Max Level| The maximum level of the creature in the selected Class. NOTE: &amp;quot;The min and max [level] fields are unusable currently. You will need to either make an areas.xls extension for your area (and specify the level range that you want) or set the MIN_LEVEL local variable on the creatures to something appropriate.&amp;quot; - Craig Graff, Bioware. [http://social.bioware.com/forum/1/topic/74/index/430178 link] (The creature variable MIN_LEVEL can be found above on this same page, in the variables section.) }}&lt;br /&gt;
{{inspector row|Min Level| The minimum level of the creature in the selected Class. }}&lt;br /&gt;
{{inspector row|Package| Used for AI and the scaling system. A package will also pick the default stat values for a creature (attributes and resistances) }}&lt;br /&gt;
{{inspector row|Package AI| The name of the selected AI Package 2DA that contains the tactics table. }}&lt;br /&gt;
{{inspector row|Rank| A general difficulty level used by the autoscaling system }}&lt;br /&gt;
{{inspector row|Treasure Category| Determines what kinds of treasure is generated by the treasure generation system when the creature is killed.}}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Special}}&lt;br /&gt;
{{inspector row|Creature type| Combatant/Non-Combatant }}&lt;br /&gt;
{{inspector row|Immortal| if true, the creature can not get below 1hp and die.}}&lt;br /&gt;
{{inspector row|No Permanent Death| e.g., party members ('dead' party members get up again after combat unless the whole party is wiped out). }}&lt;br /&gt;
{{inspector row|Plot| If true, the creature cannot be damaged or affected by any hostile effect.&lt;br /&gt;
}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Talisander</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Creature&amp;diff=12939</id>
		<title>Creature</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Creature&amp;diff=12939"/>
				<updated>2010-05-09T10:57:12Z</updated>
		
		<summary type="html">&lt;p&gt;Talisander: /* Properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Resource palette}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Infobox creature}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Autobalance ==&lt;br /&gt;
&lt;br /&gt;
Autobalance dictates the difficulty of the creature by scaling the creature's abilities to the Adventure Level that is required for the creature. The designer chooses a category and the game engine will then balance the creature appropriately. A 10th-level gimp will be more powerful than a 1st-level gimp but will still be relatively interesting for a 10th-level adventurer to fight (whereas fighting the 1st level creature with a 10th-level character would be boring).&lt;br /&gt;
&lt;br /&gt;
Note: If you choose Do_Not_Autobalance, the creature will come into the world exactly as implemented in the creature editor (i.e., without spells and such because the package system does nothing for them, see below). &amp;quot;{{undocumented}} ''where can i choose Do_Not_Autobalance value?? in the air???''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Packages ==&lt;br /&gt;
&lt;br /&gt;
Package dictates the creature's theme and affects the creature's difficulty by customizing its repertoire of capabilities.&lt;br /&gt;
&lt;br /&gt;
The packages are used to dictate what kind of spell/talent lists you want your creatures to have. You do not explicitly give spells or talents to creatures; the system decides which ones are appropriate for it to have based on difficulty settings (Difficulty) and the Package. While Packages are not intended to influence the difficulty of a creature (that is what Autobalance, above, is responsible for) different spell lists will be more or less powerful depending on the situation. A healing package, while useful in a group, would make for a weaker one-on-one opponent than a bloodmage package. Generally you choose the Package to fit the theme of the creature.&lt;br /&gt;
&lt;br /&gt;
If you do not select a package type, you can set abilities explicitly by using the &amp;quot;Skills&amp;quot;, &amp;quot;Spells&amp;quot; and &amp;quot;Talents&amp;quot; fields. These fields are only available when a package has not been set.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
To add new appearance types to the game you'll need to edit some [[2DA]]s generated from the [[APR_base.xls]] file.&lt;br /&gt;
&lt;br /&gt;
See also: [[Morph]]s&lt;br /&gt;
&lt;br /&gt;
=== Codex Description ===&lt;br /&gt;
&lt;br /&gt;
The creature's description under the ''Creatures'' section of the codex is linked to its appearance. The columns ''CodexPlot'' and ''CodexFlag'' determine the entry update when the creature is killed, the codex [[plot]] flag being updated in the ''creature_core.nss'' script.&lt;br /&gt;
&lt;br /&gt;
Refer to the [[plot]] entries under _Codex/Creatures in the toolset for examples. When creating plots, keep this this bug in mind [[Bug:_Duplicating_a_plot_duplicates_the_uneditable_GUID]]. Otherwise your custom entries will inexplicably fail to work.&lt;br /&gt;
&lt;br /&gt;
== Inventory ==&lt;br /&gt;
&lt;br /&gt;
Each item in a creature's [[inventory]] can have the following properties set:&lt;br /&gt;
&lt;br /&gt;
*Slot - Sets whether the creature has equipped the item. &amp;quot;Not equipped&amp;quot; leaves the item in the general inventory, &amp;quot;Main&amp;quot; puts the item into the creature's main hand, and &amp;quot;off-hand&amp;quot; puts the item into the creature's off hand.&lt;br /&gt;
*Set - Items that are part of a set are meant to be given as a group. !!This is handled in the giving/taking script?!!&lt;br /&gt;
*StackSize - how many copies of this item are present in a stack&lt;br /&gt;
*Droppable - a checkbox that indicates whether the item is dropped when the creature is killed&lt;br /&gt;
*Stealable - a checkbox that indicates whether the item can be stolen from the creature&lt;br /&gt;
&lt;br /&gt;
For automatically-generated treasure, see the [[treasure system]].&lt;br /&gt;
&lt;br /&gt;
== Perception ==&lt;br /&gt;
&lt;br /&gt;
Values are:&lt;br /&gt;
*PerceptRngLng&lt;br /&gt;
*PerceptRngMed&lt;br /&gt;
*PerceptRngShrt&lt;br /&gt;
*PerceptRngMonster&lt;br /&gt;
*PerceptRngPlayer&lt;br /&gt;
*PerceptRngCrowd&lt;br /&gt;
*PerceptRngLargeCreature&lt;br /&gt;
*PerceptRngDefault&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Plot&amp;quot; markers ==&lt;br /&gt;
&lt;br /&gt;
Icons can be shown floating over the heads of certain creatures to draw the player's attention to them and indicate that they've got some sort of plot importance. To toggle the &amp;quot;plot&amp;quot; icon, use the script function&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
WR_TogglePlotIcon(object oCreature, int nActive);&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
in the &amp;quot;[[wrappers_h]]&amp;quot; include file.&lt;br /&gt;
&lt;br /&gt;
== Variables ==&lt;br /&gt;
&lt;br /&gt;
{{Variable table start}}&lt;br /&gt;
{{Variable table row| AI_* | || See [[AI]] }}&lt;br /&gt;
{{Variable table row|  AMBIENT_* | || see [[Ambient behaviour]] }}&lt;br /&gt;
{{Variable table row|  BASE_GROUP | int |0| }}&lt;br /&gt;
{{Variable table row| CLIMAX_ARMY_ID|int|0|used to mark which army this creature belongs to. Used in the climax to limit the level of the army member}}&lt;br /&gt;
{{Variable table row|  COMBAT_LAST_WEAPON | int |0| 0 is offhand, 1 is main hand }}&lt;br /&gt;
{{Variable table row|  CREATURE_COUNTER_1 to 3 | int |0| }}&lt;br /&gt;
{{Variable table row| CREATURE_DAMAGED_THE_HERO|int|0|Used for the Tactician achievement. We want to know if the creature ever damaged the Hero.}}&lt;br /&gt;
{{Variable table row|  CREATURE_DO_ONCE_A and B | int || }}&lt;br /&gt;
{{Variable table row| CREATURE_HAS_TIMER_ATTACK|int|0|A flag for the threat system to know if this is the first time a creature needs to move so the command can be disabled to re-evalute threat if needed}}&lt;br /&gt;
{{Variable table row|  CREATURE_LYRIUM_USE | int |0| }}&lt;br /&gt;
{{Variable table row|  CREATURE_REWARD_FLAGS | int |0| 1 if the creature should never receive XP (e.g. a non-party member who fights for the good guys in a battle) }}&lt;br /&gt;
{{Variable table row|  CREATURE_RULES_FLAG0 | int |0| }}&lt;br /&gt;
{{Variable table row|  CREATURE_SPAWN_COND | int |0| }}&lt;br /&gt;
{{Variable table row|  CREATURE_SPAWN_DEAD | int |0| When set to 1 the creature is spawned in a dead state. If it's set to 2, the creature is spawned feigning death, but can get up and fight the character with the help of UT_CombatStart() or UT_TeamGoesHostile() (set such creatures to be part of a non-hostile group, otherwise the feigning won't be very effective and the player can walk over and kill them while they lie there snarling ineffectually) }}&lt;br /&gt;
{{Variable table row|  CREATURE_SPAWN_HEALTH_MOD | float |0| What proportion of the creature's health it starts out with (0 to 1) }}&lt;br /&gt;
{{Variable table row|  CREATURE_SPAWNED | int |0|1 if the creature fired the spawn event before. 0 if the creature never fired the spawn event before. }}&lt;br /&gt;
{{Variable table row|  DEBUG_TRACKING_POS | float |0| }}&lt;br /&gt;
{{Variable table row|  DEBUG_TRACKING_POS_Y | float |0| }}&lt;br /&gt;
{{Variable table row|  FLAG_STOLEN_FROM | int |0| If the creature has already been stolen from. Setting this to 1 will make a creature unable to be stolen from. See [[Treasure system]].}}&lt;br /&gt;
{{Variable table row|  FOLLOWER_SCALED | int |0| }}&lt;br /&gt;
{{Variable table row|  GO_HOSTILE_ON_PERCEIVE_PC | int |0| If the creature perceives the PC group - change from neutral, go hostile and attack}}&lt;br /&gt;
{{Variable table row|  IS_SUMMONED_CREATURE | int |0| }}&lt;br /&gt;
{{Variable table row| LOOKAT_DISABLED|int|0|Set to 1 to disable lookat when creature is spawned}}&lt;br /&gt;
{{Variable table row| MIN_LEVEL|int|0|min level to scale the creature, regardless of any other scaling rules. 0 means no min.}}&lt;br /&gt;
{{Variable table row|  PHYSICS_DISABLED | int |0| }}&lt;br /&gt;
{{Variable table row| ROAM_DISTANCE| float|0|This should usually be 0 unless you are having trouble with creatures chasing the PC for long distances.}}&lt;br /&gt;
{{Variable table row|  RUBBER_HOME_ENABLED | int |1| When true, the &amp;quot;rubberband home&amp;quot; system will cause the creature to return to its home location in various circumstances. }}&lt;br /&gt;
{{Variable table row| RUBBER_HOME_LOCATION_FACING| float|0|}}&lt;br /&gt;
{{Variable table row|  RUBBER_HOME_LOCATION_X, Y and Z | float || Defaults to the location that the creature is initially placed on the level. The home location is updated after any QuickMove or LocalJump command. }}&lt;br /&gt;
{{Variable table row|  SHOUTS_ACTIVE | int |0| }}&lt;br /&gt;
{{Variable table row|  SHOUTS_DELAY | float |3| }}&lt;br /&gt;
{{Variable table row|  SHOUTS_DIALOG_OVERRIDE | resource |NONE| }}&lt;br /&gt;
{{Variable table row|  SOUND_SET_FLAGS_0 to 2 | int |0| }}&lt;br /&gt;
{{Variable table row|  SPAWN_HOSTILE_LYING_ON_GROUND | int |0| }}&lt;br /&gt;
{{Variable table row|  STAT_CRIT | int |0| }}&lt;br /&gt;
{{Variable table row|  STAT_DMG | int |0| }}&lt;br /&gt;
{{Variable table row|  STAT_HIT | int |0| }}&lt;br /&gt;
{{Variable table row|  STAT_MISS | int |0| }}&lt;br /&gt;
{{Variable table row|  SURR_DIALOG_OVERRIDE | resource || }}&lt;br /&gt;
{{Variable table row|  SURR_INIT_CONVERSATION | int |0| If this is true, creature will initiate conversation with the player upon surrendering. Automatically set to false after the conversation initiates. }}&lt;br /&gt;
{{Variable table row|  SURR_PLOT_FLAG | int |0| Flag within SURR_PLOT_NAME that is set to true when the creature surrenders. }}&lt;br /&gt;
{{Variable table row|  SURR_PLOT_NAME | string |none| Plot whose flag defined in SURR_PLOT_FLAG. If blank, no flag will be set. }}&lt;br /&gt;
{{Variable table row|  SURR_SURRENDER_ENABLED | int |0| Allows the creature to surrender instead of fighting to the death. 0 disables surrendering, 1 enables surrendering. This variable will be set to 2 while the creature is actually in the act of surrendering. }}&lt;br /&gt;
{{Variable table row|  TS_OVERRIDE_* |  || see [[Treasure system]]  }}&lt;br /&gt;
{{Variable table row|  TS_TREASURE_GENERATED | int || Set this to -1 if you don't want creatures to drop any loot based on the TS (Treasure System) .2DA tables.  At -1, nothing should appear on the corpse unless you put it there.  Not sure what other values do. }}&lt;br /&gt;
{{Variable table end}}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Character| One or more creatures can be mapped to a single [[character]] resource. This resource determines which [[FaceFX]] appearance is used when editing the creature's facial performance.}}&lt;br /&gt;
{{inspector row|Class|  }}&lt;br /&gt;
{{inspector row|Comments| General information about this creature.}}&lt;br /&gt;
{{inspector row|Conversation| the default conversation resource for this creature.}}&lt;br /&gt;
{{inspector row|Copper| The amount of money the creature is carrying. The game will display money as &amp;quot;gold&amp;quot;, &amp;quot;silver&amp;quot; and &amp;quot;copper&amp;quot; values based on the value entered here.}}&lt;br /&gt;
{{inspector row| Description| Description of the creature as seen in the game}}&lt;br /&gt;
{{inspector row| DescriptionRequiresReTranslation| A flag used during game development for keeping track of [[localization]] work}}&lt;br /&gt;
{{inspector row|Gender|can be male, female, or neutral}}&lt;br /&gt;
{{inspector row|Group| The creature's group as specified in groups.2da. Each group can be either hostile or non-hostile towards each other. See [[creature group]]s for more detail.}}&lt;br /&gt;
{{inspector row|Interactive| if set to true, the creature can be clicked on. If set to false, the creature can not be clicked on.}}&lt;br /&gt;
{{inspector row|Inventory| Determines what the creature is carrying. Items are taken from the item palette. See the Inventory section for more detail.}}&lt;br /&gt;
{{inspector row|Name| Name of the creature as seen in the game}}&lt;br /&gt;
{{inspector row|NameRequiresReTranslation| A flag used during game development for keeping track of [[localization]] work }}&lt;br /&gt;
{{inspector row|PerceptionRange| determines how far the creature can detect things in the world around it.}}&lt;br /&gt;
{{inspector row|Plot Giver| Puts a glowing exclaimation mark over the creature's head to attract the player's attention. }}&lt;br /&gt;
{{inspector row|Race| Certain races have bonuses to various attributes, restrictions on classes, and so forth, as defined in various 2das. race/race.2da contains a list of available races.}}&lt;br /&gt;
{{inspector row|Resource Name| A unique string identifier the toolset and the game both use to refer to this resource. }}&lt;br /&gt;
{{inspector row|Tag| A non-unique string identifier used mostly by scripts and other resources to refer to this resource.}}&lt;br /&gt;
{{inspector row|Team| A numeric tag. All creatures with the same team number belong to the same team, which is often used in scripting plot-related events.}} &lt;br /&gt;
{{inspector row|Variable 2da| Allows selection of a variable table. Only the values in the table can be set and retrieved by scripting. }} &lt;br /&gt;
{{inspector row|Variables| Displays the table selected in the variable 2da field. Allows initial values to be defined. }} &lt;br /&gt;
&lt;br /&gt;
{{inspector section| Abilities}}&lt;br /&gt;
{{inspector row|Skills| Selecting this property opens a skill selection list where you can add any number of pre-defined skill levels to the creature.}}&lt;br /&gt;
{{inspector row|Spells| Similar to the Skills property, but for spells. }}&lt;br /&gt;
{{inspector row|Talents| Similar to the Skills and Spells properties, but for talents. }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|AI}}&lt;br /&gt;
{{inspector row|Script| The script that controls this creature's behavior. Defaults to creature_core.}}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Appearance}}&lt;br /&gt;
{{inspector row|Appearance| Base appearance type for the creature. Can be a full body, or a base body in which other parts can be added (hair, head, and eyes)}}&lt;br /&gt;
{{inspector row|Art Fidelity| This field is primarily used by art leads to determine which characters need additional work.}}&lt;br /&gt;
{{inspector row|Beard|  }}&lt;br /&gt;
{{inspector row|Body Tint|  }}&lt;br /&gt;
{{inspector row|Body Tint Mask|  }}&lt;br /&gt;
{{inspector row|Eye Color|  }}&lt;br /&gt;
{{inspector row|Eyes| Available for some appearance types, allows selecting different eye models }}&lt;br /&gt;
{{inspector row|Hair| Available for some appearance types, allows selecting different eye models}}&lt;br /&gt;
{{inspector row|Hair Color|  }}&lt;br /&gt;
{{inspector row|Head| Available for some appearance tupes, allows selecting different head models }}&lt;br /&gt;
{{inspector row|Head Morph| Specifies the head morph to use for this creature. See [[morph]]. }}&lt;br /&gt;
{{inspector row|Head Tint|  }}&lt;br /&gt;
{{inspector row|Head Tint Mask|  }}&lt;br /&gt;
{{inspector row|Skin Color|  }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Package/Scaling}}&lt;br /&gt;
{{inspector row|General Package Type|  }}&lt;br /&gt;
{{inspector row|Max Level| The maximum level of the creature in the selected Class. NOTE: &amp;quot;The min and max [level] fields are unusable currently. You will need to either make an areas.xls extension for your area (and specify the level range that you want) or set the MIN_LEVEL local variable on the creatures to something appropriate.&amp;quot; - Craig Graff, Bioware. [http://social.bioware.com/forum/1/topic/74/index/430178 link] (The creature variable MIN_LEVEL can be found above on this same page.) }}&lt;br /&gt;
{{inspector row|Min Level| The minimum level of the creature in the selected Class. }}&lt;br /&gt;
{{inspector row|Package| Used for AI and the scaling system. A package will also pick the default stat values for a creature (attributes and resistances) }}&lt;br /&gt;
{{inspector row|Package AI| The name of the selected AI Package 2DA that contains the tactics table. }}&lt;br /&gt;
{{inspector row|Rank| A general difficulty level used by the autoscaling system }}&lt;br /&gt;
{{inspector row|Treasure Category| Determines what kinds of treasure is generated by the treasure generation system when the creature is killed.}}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Special}}&lt;br /&gt;
{{inspector row|Creature type| Combatant/Non-Combatant }}&lt;br /&gt;
{{inspector row|Immortal| if true, the creature can not get below 1hp and die.}}&lt;br /&gt;
{{inspector row|No Permanent Death| e.g., party members ('dead' party members get up again after combat unless the whole party is wiped out). }}&lt;br /&gt;
{{inspector row|Plot| If true, the creature cannot be damaged or affected by any hostile effect.&lt;br /&gt;
}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Talisander</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Creature&amp;diff=12938</id>
		<title>Creature</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Creature&amp;diff=12938"/>
				<updated>2010-05-09T10:56:32Z</updated>
		
		<summary type="html">&lt;p&gt;Talisander: /* Properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Resource palette}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Infobox creature}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Autobalance ==&lt;br /&gt;
&lt;br /&gt;
Autobalance dictates the difficulty of the creature by scaling the creature's abilities to the Adventure Level that is required for the creature. The designer chooses a category and the game engine will then balance the creature appropriately. A 10th-level gimp will be more powerful than a 1st-level gimp but will still be relatively interesting for a 10th-level adventurer to fight (whereas fighting the 1st level creature with a 10th-level character would be boring).&lt;br /&gt;
&lt;br /&gt;
Note: If you choose Do_Not_Autobalance, the creature will come into the world exactly as implemented in the creature editor (i.e., without spells and such because the package system does nothing for them, see below). &amp;quot;{{undocumented}} ''where can i choose Do_Not_Autobalance value?? in the air???''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Packages ==&lt;br /&gt;
&lt;br /&gt;
Package dictates the creature's theme and affects the creature's difficulty by customizing its repertoire of capabilities.&lt;br /&gt;
&lt;br /&gt;
The packages are used to dictate what kind of spell/talent lists you want your creatures to have. You do not explicitly give spells or talents to creatures; the system decides which ones are appropriate for it to have based on difficulty settings (Difficulty) and the Package. While Packages are not intended to influence the difficulty of a creature (that is what Autobalance, above, is responsible for) different spell lists will be more or less powerful depending on the situation. A healing package, while useful in a group, would make for a weaker one-on-one opponent than a bloodmage package. Generally you choose the Package to fit the theme of the creature.&lt;br /&gt;
&lt;br /&gt;
If you do not select a package type, you can set abilities explicitly by using the &amp;quot;Skills&amp;quot;, &amp;quot;Spells&amp;quot; and &amp;quot;Talents&amp;quot; fields. These fields are only available when a package has not been set.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
To add new appearance types to the game you'll need to edit some [[2DA]]s generated from the [[APR_base.xls]] file.&lt;br /&gt;
&lt;br /&gt;
See also: [[Morph]]s&lt;br /&gt;
&lt;br /&gt;
=== Codex Description ===&lt;br /&gt;
&lt;br /&gt;
The creature's description under the ''Creatures'' section of the codex is linked to its appearance. The columns ''CodexPlot'' and ''CodexFlag'' determine the entry update when the creature is killed, the codex [[plot]] flag being updated in the ''creature_core.nss'' script.&lt;br /&gt;
&lt;br /&gt;
Refer to the [[plot]] entries under _Codex/Creatures in the toolset for examples. When creating plots, keep this this bug in mind [[Bug:_Duplicating_a_plot_duplicates_the_uneditable_GUID]]. Otherwise your custom entries will inexplicably fail to work.&lt;br /&gt;
&lt;br /&gt;
== Inventory ==&lt;br /&gt;
&lt;br /&gt;
Each item in a creature's [[inventory]] can have the following properties set:&lt;br /&gt;
&lt;br /&gt;
*Slot - Sets whether the creature has equipped the item. &amp;quot;Not equipped&amp;quot; leaves the item in the general inventory, &amp;quot;Main&amp;quot; puts the item into the creature's main hand, and &amp;quot;off-hand&amp;quot; puts the item into the creature's off hand.&lt;br /&gt;
*Set - Items that are part of a set are meant to be given as a group. !!This is handled in the giving/taking script?!!&lt;br /&gt;
*StackSize - how many copies of this item are present in a stack&lt;br /&gt;
*Droppable - a checkbox that indicates whether the item is dropped when the creature is killed&lt;br /&gt;
*Stealable - a checkbox that indicates whether the item can be stolen from the creature&lt;br /&gt;
&lt;br /&gt;
For automatically-generated treasure, see the [[treasure system]].&lt;br /&gt;
&lt;br /&gt;
== Perception ==&lt;br /&gt;
&lt;br /&gt;
Values are:&lt;br /&gt;
*PerceptRngLng&lt;br /&gt;
*PerceptRngMed&lt;br /&gt;
*PerceptRngShrt&lt;br /&gt;
*PerceptRngMonster&lt;br /&gt;
*PerceptRngPlayer&lt;br /&gt;
*PerceptRngCrowd&lt;br /&gt;
*PerceptRngLargeCreature&lt;br /&gt;
*PerceptRngDefault&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Plot&amp;quot; markers ==&lt;br /&gt;
&lt;br /&gt;
Icons can be shown floating over the heads of certain creatures to draw the player's attention to them and indicate that they've got some sort of plot importance. To toggle the &amp;quot;plot&amp;quot; icon, use the script function&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
WR_TogglePlotIcon(object oCreature, int nActive);&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
in the &amp;quot;[[wrappers_h]]&amp;quot; include file.&lt;br /&gt;
&lt;br /&gt;
== Variables ==&lt;br /&gt;
&lt;br /&gt;
{{Variable table start}}&lt;br /&gt;
{{Variable table row| AI_* | || See [[AI]] }}&lt;br /&gt;
{{Variable table row|  AMBIENT_* | || see [[Ambient behaviour]] }}&lt;br /&gt;
{{Variable table row|  BASE_GROUP | int |0| }}&lt;br /&gt;
{{Variable table row| CLIMAX_ARMY_ID|int|0|used to mark which army this creature belongs to. Used in the climax to limit the level of the army member}}&lt;br /&gt;
{{Variable table row|  COMBAT_LAST_WEAPON | int |0| 0 is offhand, 1 is main hand }}&lt;br /&gt;
{{Variable table row|  CREATURE_COUNTER_1 to 3 | int |0| }}&lt;br /&gt;
{{Variable table row| CREATURE_DAMAGED_THE_HERO|int|0|Used for the Tactician achievement. We want to know if the creature ever damaged the Hero.}}&lt;br /&gt;
{{Variable table row|  CREATURE_DO_ONCE_A and B | int || }}&lt;br /&gt;
{{Variable table row| CREATURE_HAS_TIMER_ATTACK|int|0|A flag for the threat system to know if this is the first time a creature needs to move so the command can be disabled to re-evalute threat if needed}}&lt;br /&gt;
{{Variable table row|  CREATURE_LYRIUM_USE | int |0| }}&lt;br /&gt;
{{Variable table row|  CREATURE_REWARD_FLAGS | int |0| 1 if the creature should never receive XP (e.g. a non-party member who fights for the good guys in a battle) }}&lt;br /&gt;
{{Variable table row|  CREATURE_RULES_FLAG0 | int |0| }}&lt;br /&gt;
{{Variable table row|  CREATURE_SPAWN_COND | int |0| }}&lt;br /&gt;
{{Variable table row|  CREATURE_SPAWN_DEAD | int |0| When set to 1 the creature is spawned in a dead state. If it's set to 2, the creature is spawned feigning death, but can get up and fight the character with the help of UT_CombatStart() or UT_TeamGoesHostile() (set such creatures to be part of a non-hostile group, otherwise the feigning won't be very effective and the player can walk over and kill them while they lie there snarling ineffectually) }}&lt;br /&gt;
{{Variable table row|  CREATURE_SPAWN_HEALTH_MOD | float |0| What proportion of the creature's health it starts out with (0 to 1) }}&lt;br /&gt;
{{Variable table row|  CREATURE_SPAWNED | int |0|1 if the creature fired the spawn event before. 0 if the creature never fired the spawn event before. }}&lt;br /&gt;
{{Variable table row|  DEBUG_TRACKING_POS | float |0| }}&lt;br /&gt;
{{Variable table row|  DEBUG_TRACKING_POS_Y | float |0| }}&lt;br /&gt;
{{Variable table row|  FLAG_STOLEN_FROM | int |0| If the creature has already been stolen from. Setting this to 1 will make a creature unable to be stolen from. See [[Treasure system]].}}&lt;br /&gt;
{{Variable table row|  FOLLOWER_SCALED | int |0| }}&lt;br /&gt;
{{Variable table row|  GO_HOSTILE_ON_PERCEIVE_PC | int |0| If the creature perceives the PC group - change from neutral, go hostile and attack}}&lt;br /&gt;
{{Variable table row|  IS_SUMMONED_CREATURE | int |0| }}&lt;br /&gt;
{{Variable table row| LOOKAT_DISABLED|int|0|Set to 1 to disable lookat when creature is spawned}}&lt;br /&gt;
{{Variable table row| MIN_LEVEL|int|0|min level to scale the creature, regardless of any other scaling rules. 0 means no min.}}&lt;br /&gt;
{{Variable table row|  PHYSICS_DISABLED | int |0| }}&lt;br /&gt;
{{Variable table row| ROAM_DISTANCE| float|0|This should usually be 0 unless you are having trouble with creatures chasing the PC for long distances.}}&lt;br /&gt;
{{Variable table row|  RUBBER_HOME_ENABLED | int |1| When true, the &amp;quot;rubberband home&amp;quot; system will cause the creature to return to its home location in various circumstances. }}&lt;br /&gt;
{{Variable table row| RUBBER_HOME_LOCATION_FACING| float|0|}}&lt;br /&gt;
{{Variable table row|  RUBBER_HOME_LOCATION_X, Y and Z | float || Defaults to the location that the creature is initially placed on the level. The home location is updated after any QuickMove or LocalJump command. }}&lt;br /&gt;
{{Variable table row|  SHOUTS_ACTIVE | int |0| }}&lt;br /&gt;
{{Variable table row|  SHOUTS_DELAY | float |3| }}&lt;br /&gt;
{{Variable table row|  SHOUTS_DIALOG_OVERRIDE | resource |NONE| }}&lt;br /&gt;
{{Variable table row|  SOUND_SET_FLAGS_0 to 2 | int |0| }}&lt;br /&gt;
{{Variable table row|  SPAWN_HOSTILE_LYING_ON_GROUND | int |0| }}&lt;br /&gt;
{{Variable table row|  STAT_CRIT | int |0| }}&lt;br /&gt;
{{Variable table row|  STAT_DMG | int |0| }}&lt;br /&gt;
{{Variable table row|  STAT_HIT | int |0| }}&lt;br /&gt;
{{Variable table row|  STAT_MISS | int |0| }}&lt;br /&gt;
{{Variable table row|  SURR_DIALOG_OVERRIDE | resource || }}&lt;br /&gt;
{{Variable table row|  SURR_INIT_CONVERSATION | int |0| If this is true, creature will initiate conversation with the player upon surrendering. Automatically set to false after the conversation initiates. }}&lt;br /&gt;
{{Variable table row|  SURR_PLOT_FLAG | int |0| Flag within SURR_PLOT_NAME that is set to true when the creature surrenders. }}&lt;br /&gt;
{{Variable table row|  SURR_PLOT_NAME | string |none| Plot whose flag defined in SURR_PLOT_FLAG. If blank, no flag will be set. }}&lt;br /&gt;
{{Variable table row|  SURR_SURRENDER_ENABLED | int |0| Allows the creature to surrender instead of fighting to the death. 0 disables surrendering, 1 enables surrendering. This variable will be set to 2 while the creature is actually in the act of surrendering. }}&lt;br /&gt;
{{Variable table row|  TS_OVERRIDE_* |  || see [[Treasure system]]  }}&lt;br /&gt;
{{Variable table row|  TS_TREASURE_GENERATED | int || Set this to -1 if you don't want creatures to drop any loot based on the TS (Treasure System) .2DA tables.  At -1, nothing should appear on the corpse unless you put it there.  Not sure what other values do. }}&lt;br /&gt;
{{Variable table end}}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Character| One or more creatures can be mapped to a single [[character]] resource. This resource determines which [[FaceFX]] appearance is used when editing the creature's facial performance.}}&lt;br /&gt;
{{inspector row|Class|  }}&lt;br /&gt;
{{inspector row|Comments| General information about this creature.}}&lt;br /&gt;
{{inspector row|Conversation| the default conversation resource for this creature.}}&lt;br /&gt;
{{inspector row|Copper| The amount of money the creature is carrying. The game will display money as &amp;quot;gold&amp;quot;, &amp;quot;silver&amp;quot; and &amp;quot;copper&amp;quot; values based on the value entered here.}}&lt;br /&gt;
{{inspector row| Description| Description of the creature as seen in the game}}&lt;br /&gt;
{{inspector row| DescriptionRequiresReTranslation| A flag used during game development for keeping track of [[localization]] work}}&lt;br /&gt;
{{inspector row|Gender|can be male, female, or neutral}}&lt;br /&gt;
{{inspector row|Group| The creature's group as specified in groups.2da. Each group can be either hostile or non-hostile towards each other. See [[creature group]]s for more detail.}}&lt;br /&gt;
{{inspector row|Interactive| if set to true, the creature can be clicked on. If set to false, the creature can not be clicked on.}}&lt;br /&gt;
{{inspector row|Inventory| Determines what the creature is carrying. Items are taken from the item palette. See the Inventory section for more detail.}}&lt;br /&gt;
{{inspector row|Name| Name of the creature as seen in the game}}&lt;br /&gt;
{{inspector row|NameRequiresReTranslation| A flag used during game development for keeping track of [[localization]] work }}&lt;br /&gt;
{{inspector row|PerceptionRange| determines how far the creature can detect things in the world around it.}}&lt;br /&gt;
{{inspector row|Plot Giver| Puts a glowing exclaimation mark over the creature's head to attract the player's attention. }}&lt;br /&gt;
{{inspector row|Race| Certain races have bonuses to various attributes, restrictions on classes, and so forth, as defined in various 2das. race/race.2da contains a list of available races.}}&lt;br /&gt;
{{inspector row|Resource Name| A unique string identifier the toolset and the game both use to refer to this resource. }}&lt;br /&gt;
{{inspector row|Tag| A non-unique string identifier used mostly by scripts and other resources to refer to this resource.}}&lt;br /&gt;
{{inspector row|Team| A numeric tag. All creatures with the same team number belong to the same team, which is often used in scripting plot-related events.}} &lt;br /&gt;
{{inspector row|Variable 2da| Allows selection of a variable table. Only the values in the table can be set and retrieved by scripting. }} &lt;br /&gt;
{{inspector row|Variables| Displays the table selected in the variable 2da field. Allows initial values to be defined. }} &lt;br /&gt;
&lt;br /&gt;
{{inspector section| Abilities}}&lt;br /&gt;
{{inspector row|Skills| Selecting this property opens a skill selection list where you can add any number of pre-defined skill levels to the creature.}}&lt;br /&gt;
{{inspector row|Spells| Similar to the Skills property, but for spells. }}&lt;br /&gt;
{{inspector row|Talents| Similar to the Skills and Spells properties, but for talents. }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|AI}}&lt;br /&gt;
{{inspector row|Script| The script that controls this creature's behavior. Defaults to creature_core.}}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Appearance}}&lt;br /&gt;
{{inspector row|Appearance| Base appearance type for the creature. Can be a full body, or a base body in which other parts can be added (hair, head, and eyes)}}&lt;br /&gt;
{{inspector row|Art Fidelity| This field is primarily used by art leads to determine which characters need additional work.}}&lt;br /&gt;
{{inspector row|Beard|  }}&lt;br /&gt;
{{inspector row|Body Tint|  }}&lt;br /&gt;
{{inspector row|Body Tint Mask|  }}&lt;br /&gt;
{{inspector row|Eye Color|  }}&lt;br /&gt;
{{inspector row|Eyes| Available for some appearance types, allows selecting different eye models }}&lt;br /&gt;
{{inspector row|Hair| Available for some appearance types, allows selecting different eye models}}&lt;br /&gt;
{{inspector row|Hair Color|  }}&lt;br /&gt;
{{inspector row|Head| Available for some appearance tupes, allows selecting different head models }}&lt;br /&gt;
{{inspector row|Head Morph| Specifies the head morph to use for this creature. See [[morph]]. }}&lt;br /&gt;
{{inspector row|Head Tint|  }}&lt;br /&gt;
{{inspector row|Head Tint Mask|  }}&lt;br /&gt;
{{inspector row|Skin Color|  }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Package/Scaling}}&lt;br /&gt;
{{inspector row|General Package Type|  }}&lt;br /&gt;
{{inspector row|Max Level| The maximum level of the creature in the selected Class. NOTE: &amp;quot;The min and max [level] fields are unusable currently. You will need to either make an areas.xls extension for your area (and specify the level range that you want) or set the MIN_LEVEL local variable on the creatures to something appropriate.&amp;quot; - Craig Graff, Bioware. [http://social.bioware.com/forum/1/topic/74/index/430178 link] (The creature variable MIN_LEVEL can be found above in this article.) }}&lt;br /&gt;
{{inspector row|Min Level| The minimum level of the creature in the selected Class. }}&lt;br /&gt;
{{inspector row|Package| Used for AI and the scaling system. A package will also pick the default stat values for a creature (attributes and resistances) }}&lt;br /&gt;
{{inspector row|Package AI| The name of the selected AI Package 2DA that contains the tactics table. }}&lt;br /&gt;
{{inspector row|Rank| A general difficulty level used by the autoscaling system }}&lt;br /&gt;
{{inspector row|Treasure Category| Determines what kinds of treasure is generated by the treasure generation system when the creature is killed.}}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Special}}&lt;br /&gt;
{{inspector row|Creature type| Combatant/Non-Combatant }}&lt;br /&gt;
{{inspector row|Immortal| if true, the creature can not get below 1hp and die.}}&lt;br /&gt;
{{inspector row|No Permanent Death| e.g., party members ('dead' party members get up again after combat unless the whole party is wiped out). }}&lt;br /&gt;
{{inspector row|Plot| If true, the creature cannot be damaged or affected by any hostile effect.&lt;br /&gt;
}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Talisander</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Creature&amp;diff=12937</id>
		<title>Creature</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Creature&amp;diff=12937"/>
				<updated>2010-05-09T10:54:50Z</updated>
		
		<summary type="html">&lt;p&gt;Talisander: /* Properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Resource palette}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Infobox creature}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Autobalance ==&lt;br /&gt;
&lt;br /&gt;
Autobalance dictates the difficulty of the creature by scaling the creature's abilities to the Adventure Level that is required for the creature. The designer chooses a category and the game engine will then balance the creature appropriately. A 10th-level gimp will be more powerful than a 1st-level gimp but will still be relatively interesting for a 10th-level adventurer to fight (whereas fighting the 1st level creature with a 10th-level character would be boring).&lt;br /&gt;
&lt;br /&gt;
Note: If you choose Do_Not_Autobalance, the creature will come into the world exactly as implemented in the creature editor (i.e., without spells and such because the package system does nothing for them, see below). &amp;quot;{{undocumented}} ''where can i choose Do_Not_Autobalance value?? in the air???''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Packages ==&lt;br /&gt;
&lt;br /&gt;
Package dictates the creature's theme and affects the creature's difficulty by customizing its repertoire of capabilities.&lt;br /&gt;
&lt;br /&gt;
The packages are used to dictate what kind of spell/talent lists you want your creatures to have. You do not explicitly give spells or talents to creatures; the system decides which ones are appropriate for it to have based on difficulty settings (Difficulty) and the Package. While Packages are not intended to influence the difficulty of a creature (that is what Autobalance, above, is responsible for) different spell lists will be more or less powerful depending on the situation. A healing package, while useful in a group, would make for a weaker one-on-one opponent than a bloodmage package. Generally you choose the Package to fit the theme of the creature.&lt;br /&gt;
&lt;br /&gt;
If you do not select a package type, you can set abilities explicitly by using the &amp;quot;Skills&amp;quot;, &amp;quot;Spells&amp;quot; and &amp;quot;Talents&amp;quot; fields. These fields are only available when a package has not been set.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
To add new appearance types to the game you'll need to edit some [[2DA]]s generated from the [[APR_base.xls]] file.&lt;br /&gt;
&lt;br /&gt;
See also: [[Morph]]s&lt;br /&gt;
&lt;br /&gt;
=== Codex Description ===&lt;br /&gt;
&lt;br /&gt;
The creature's description under the ''Creatures'' section of the codex is linked to its appearance. The columns ''CodexPlot'' and ''CodexFlag'' determine the entry update when the creature is killed, the codex [[plot]] flag being updated in the ''creature_core.nss'' script.&lt;br /&gt;
&lt;br /&gt;
Refer to the [[plot]] entries under _Codex/Creatures in the toolset for examples. When creating plots, keep this this bug in mind [[Bug:_Duplicating_a_plot_duplicates_the_uneditable_GUID]]. Otherwise your custom entries will inexplicably fail to work.&lt;br /&gt;
&lt;br /&gt;
== Inventory ==&lt;br /&gt;
&lt;br /&gt;
Each item in a creature's [[inventory]] can have the following properties set:&lt;br /&gt;
&lt;br /&gt;
*Slot - Sets whether the creature has equipped the item. &amp;quot;Not equipped&amp;quot; leaves the item in the general inventory, &amp;quot;Main&amp;quot; puts the item into the creature's main hand, and &amp;quot;off-hand&amp;quot; puts the item into the creature's off hand.&lt;br /&gt;
*Set - Items that are part of a set are meant to be given as a group. !!This is handled in the giving/taking script?!!&lt;br /&gt;
*StackSize - how many copies of this item are present in a stack&lt;br /&gt;
*Droppable - a checkbox that indicates whether the item is dropped when the creature is killed&lt;br /&gt;
*Stealable - a checkbox that indicates whether the item can be stolen from the creature&lt;br /&gt;
&lt;br /&gt;
For automatically-generated treasure, see the [[treasure system]].&lt;br /&gt;
&lt;br /&gt;
== Perception ==&lt;br /&gt;
&lt;br /&gt;
Values are:&lt;br /&gt;
*PerceptRngLng&lt;br /&gt;
*PerceptRngMed&lt;br /&gt;
*PerceptRngShrt&lt;br /&gt;
*PerceptRngMonster&lt;br /&gt;
*PerceptRngPlayer&lt;br /&gt;
*PerceptRngCrowd&lt;br /&gt;
*PerceptRngLargeCreature&lt;br /&gt;
*PerceptRngDefault&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Plot&amp;quot; markers ==&lt;br /&gt;
&lt;br /&gt;
Icons can be shown floating over the heads of certain creatures to draw the player's attention to them and indicate that they've got some sort of plot importance. To toggle the &amp;quot;plot&amp;quot; icon, use the script function&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
WR_TogglePlotIcon(object oCreature, int nActive);&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
in the &amp;quot;[[wrappers_h]]&amp;quot; include file.&lt;br /&gt;
&lt;br /&gt;
== Variables ==&lt;br /&gt;
&lt;br /&gt;
{{Variable table start}}&lt;br /&gt;
{{Variable table row| AI_* | || See [[AI]] }}&lt;br /&gt;
{{Variable table row|  AMBIENT_* | || see [[Ambient behaviour]] }}&lt;br /&gt;
{{Variable table row|  BASE_GROUP | int |0| }}&lt;br /&gt;
{{Variable table row| CLIMAX_ARMY_ID|int|0|used to mark which army this creature belongs to. Used in the climax to limit the level of the army member}}&lt;br /&gt;
{{Variable table row|  COMBAT_LAST_WEAPON | int |0| 0 is offhand, 1 is main hand }}&lt;br /&gt;
{{Variable table row|  CREATURE_COUNTER_1 to 3 | int |0| }}&lt;br /&gt;
{{Variable table row| CREATURE_DAMAGED_THE_HERO|int|0|Used for the Tactician achievement. We want to know if the creature ever damaged the Hero.}}&lt;br /&gt;
{{Variable table row|  CREATURE_DO_ONCE_A and B | int || }}&lt;br /&gt;
{{Variable table row| CREATURE_HAS_TIMER_ATTACK|int|0|A flag for the threat system to know if this is the first time a creature needs to move so the command can be disabled to re-evalute threat if needed}}&lt;br /&gt;
{{Variable table row|  CREATURE_LYRIUM_USE | int |0| }}&lt;br /&gt;
{{Variable table row|  CREATURE_REWARD_FLAGS | int |0| 1 if the creature should never receive XP (e.g. a non-party member who fights for the good guys in a battle) }}&lt;br /&gt;
{{Variable table row|  CREATURE_RULES_FLAG0 | int |0| }}&lt;br /&gt;
{{Variable table row|  CREATURE_SPAWN_COND | int |0| }}&lt;br /&gt;
{{Variable table row|  CREATURE_SPAWN_DEAD | int |0| When set to 1 the creature is spawned in a dead state. If it's set to 2, the creature is spawned feigning death, but can get up and fight the character with the help of UT_CombatStart() or UT_TeamGoesHostile() (set such creatures to be part of a non-hostile group, otherwise the feigning won't be very effective and the player can walk over and kill them while they lie there snarling ineffectually) }}&lt;br /&gt;
{{Variable table row|  CREATURE_SPAWN_HEALTH_MOD | float |0| What proportion of the creature's health it starts out with (0 to 1) }}&lt;br /&gt;
{{Variable table row|  CREATURE_SPAWNED | int |0|1 if the creature fired the spawn event before. 0 if the creature never fired the spawn event before. }}&lt;br /&gt;
{{Variable table row|  DEBUG_TRACKING_POS | float |0| }}&lt;br /&gt;
{{Variable table row|  DEBUG_TRACKING_POS_Y | float |0| }}&lt;br /&gt;
{{Variable table row|  FLAG_STOLEN_FROM | int |0| If the creature has already been stolen from. Setting this to 1 will make a creature unable to be stolen from. See [[Treasure system]].}}&lt;br /&gt;
{{Variable table row|  FOLLOWER_SCALED | int |0| }}&lt;br /&gt;
{{Variable table row|  GO_HOSTILE_ON_PERCEIVE_PC | int |0| If the creature perceives the PC group - change from neutral, go hostile and attack}}&lt;br /&gt;
{{Variable table row|  IS_SUMMONED_CREATURE | int |0| }}&lt;br /&gt;
{{Variable table row| LOOKAT_DISABLED|int|0|Set to 1 to disable lookat when creature is spawned}}&lt;br /&gt;
{{Variable table row| MIN_LEVEL|int|0|min level to scale the creature, regardless of any other scaling rules. 0 means no min.}}&lt;br /&gt;
{{Variable table row|  PHYSICS_DISABLED | int |0| }}&lt;br /&gt;
{{Variable table row| ROAM_DISTANCE| float|0|This should usually be 0 unless you are having trouble with creatures chasing the PC for long distances.}}&lt;br /&gt;
{{Variable table row|  RUBBER_HOME_ENABLED | int |1| When true, the &amp;quot;rubberband home&amp;quot; system will cause the creature to return to its home location in various circumstances. }}&lt;br /&gt;
{{Variable table row| RUBBER_HOME_LOCATION_FACING| float|0|}}&lt;br /&gt;
{{Variable table row|  RUBBER_HOME_LOCATION_X, Y and Z | float || Defaults to the location that the creature is initially placed on the level. The home location is updated after any QuickMove or LocalJump command. }}&lt;br /&gt;
{{Variable table row|  SHOUTS_ACTIVE | int |0| }}&lt;br /&gt;
{{Variable table row|  SHOUTS_DELAY | float |3| }}&lt;br /&gt;
{{Variable table row|  SHOUTS_DIALOG_OVERRIDE | resource |NONE| }}&lt;br /&gt;
{{Variable table row|  SOUND_SET_FLAGS_0 to 2 | int |0| }}&lt;br /&gt;
{{Variable table row|  SPAWN_HOSTILE_LYING_ON_GROUND | int |0| }}&lt;br /&gt;
{{Variable table row|  STAT_CRIT | int |0| }}&lt;br /&gt;
{{Variable table row|  STAT_DMG | int |0| }}&lt;br /&gt;
{{Variable table row|  STAT_HIT | int |0| }}&lt;br /&gt;
{{Variable table row|  STAT_MISS | int |0| }}&lt;br /&gt;
{{Variable table row|  SURR_DIALOG_OVERRIDE | resource || }}&lt;br /&gt;
{{Variable table row|  SURR_INIT_CONVERSATION | int |0| If this is true, creature will initiate conversation with the player upon surrendering. Automatically set to false after the conversation initiates. }}&lt;br /&gt;
{{Variable table row|  SURR_PLOT_FLAG | int |0| Flag within SURR_PLOT_NAME that is set to true when the creature surrenders. }}&lt;br /&gt;
{{Variable table row|  SURR_PLOT_NAME | string |none| Plot whose flag defined in SURR_PLOT_FLAG. If blank, no flag will be set. }}&lt;br /&gt;
{{Variable table row|  SURR_SURRENDER_ENABLED | int |0| Allows the creature to surrender instead of fighting to the death. 0 disables surrendering, 1 enables surrendering. This variable will be set to 2 while the creature is actually in the act of surrendering. }}&lt;br /&gt;
{{Variable table row|  TS_OVERRIDE_* |  || see [[Treasure system]]  }}&lt;br /&gt;
{{Variable table row|  TS_TREASURE_GENERATED | int || Set this to -1 if you don't want creatures to drop any loot based on the TS (Treasure System) .2DA tables.  At -1, nothing should appear on the corpse unless you put it there.  Not sure what other values do. }}&lt;br /&gt;
{{Variable table end}}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Character| One or more creatures can be mapped to a single [[character]] resource. This resource determines which [[FaceFX]] appearance is used when editing the creature's facial performance.}}&lt;br /&gt;
{{inspector row|Class|  }}&lt;br /&gt;
{{inspector row|Comments| General information about this creature.}}&lt;br /&gt;
{{inspector row|Conversation| the default conversation resource for this creature.}}&lt;br /&gt;
{{inspector row|Copper| The amount of money the creature is carrying. The game will display money as &amp;quot;gold&amp;quot;, &amp;quot;silver&amp;quot; and &amp;quot;copper&amp;quot; values based on the value entered here.}}&lt;br /&gt;
{{inspector row| Description| Description of the creature as seen in the game}}&lt;br /&gt;
{{inspector row| DescriptionRequiresReTranslation| A flag used during game development for keeping track of [[localization]] work}}&lt;br /&gt;
{{inspector row|Gender|can be male, female, or neutral}}&lt;br /&gt;
{{inspector row|Group| The creature's group as specified in groups.2da. Each group can be either hostile or non-hostile towards each other. See [[creature group]]s for more detail.}}&lt;br /&gt;
{{inspector row|Interactive| if set to true, the creature can be clicked on. If set to false, the creature can not be clicked on.}}&lt;br /&gt;
{{inspector row|Inventory| Determines what the creature is carrying. Items are taken from the item palette. See the Inventory section for more detail.}}&lt;br /&gt;
{{inspector row|Name| Name of the creature as seen in the game}}&lt;br /&gt;
{{inspector row|NameRequiresReTranslation| A flag used during game development for keeping track of [[localization]] work }}&lt;br /&gt;
{{inspector row|PerceptionRange| determines how far the creature can detect things in the world around it.}}&lt;br /&gt;
{{inspector row|Plot Giver| Puts a glowing exclaimation mark over the creature's head to attract the player's attention. }}&lt;br /&gt;
{{inspector row|Race| Certain races have bonuses to various attributes, restrictions on classes, and so forth, as defined in various 2das. race/race.2da contains a list of available races.}}&lt;br /&gt;
{{inspector row|Resource Name| A unique string identifier the toolset and the game both use to refer to this resource. }}&lt;br /&gt;
{{inspector row|Tag| A non-unique string identifier used mostly by scripts and other resources to refer to this resource.}}&lt;br /&gt;
{{inspector row|Team| A numeric tag. All creatures with the same team number belong to the same team, which is often used in scripting plot-related events.}} &lt;br /&gt;
{{inspector row|Variable 2da| Allows selection of a variable table. Only the values in the table can be set and retrieved by scripting. }} &lt;br /&gt;
{{inspector row|Variables| Displays the table selected in the variable 2da field. Allows initial values to be defined. }} &lt;br /&gt;
&lt;br /&gt;
{{inspector section| Abilities}}&lt;br /&gt;
{{inspector row|Skills| Selecting this property opens a skill selection list where you can add any number of pre-defined skill levels to the creature.}}&lt;br /&gt;
{{inspector row|Spells| Similar to the Skills property, but for spells. }}&lt;br /&gt;
{{inspector row|Talents| Similar to the Skills and Spells properties, but for talents. }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|AI}}&lt;br /&gt;
{{inspector row|Script| The script that controls this creature's behavior. Defaults to creature_core.}}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Appearance}}&lt;br /&gt;
{{inspector row|Appearance| Base appearance type for the creature. Can be a full body, or a base body in which other parts can be added (hair, head, and eyes)}}&lt;br /&gt;
{{inspector row|Art Fidelity| This field is primarily used by art leads to determine which characters need additional work.}}&lt;br /&gt;
{{inspector row|Beard|  }}&lt;br /&gt;
{{inspector row|Body Tint|  }}&lt;br /&gt;
{{inspector row|Body Tint Mask|  }}&lt;br /&gt;
{{inspector row|Eye Color|  }}&lt;br /&gt;
{{inspector row|Eyes| Available for some appearance types, allows selecting different eye models }}&lt;br /&gt;
{{inspector row|Hair| Available for some appearance types, allows selecting different eye models}}&lt;br /&gt;
{{inspector row|Hair Color|  }}&lt;br /&gt;
{{inspector row|Head| Available for some appearance tupes, allows selecting different head models }}&lt;br /&gt;
{{inspector row|Head Morph| Specifies the head morph to use for this creature. See [[morph]]. }}&lt;br /&gt;
{{inspector row|Head Tint|  }}&lt;br /&gt;
{{inspector row|Head Tint Mask|  }}&lt;br /&gt;
{{inspector row|Skin Color|  }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Package/Scaling}}&lt;br /&gt;
{{inspector row|General Package Type|  }}&lt;br /&gt;
{{inspector row|Max Level| The maximum level of the creature in the selected Class. NOTE: &amp;quot;The min and max fields are unusable currently. You will need to either make an areas.xls extension for your area (and specify the level range that you want) or set the MIN_LEVEL local variable on the creatures to something appropriate.&amp;quot; - Craig Graff, Bioware. [http://social.bioware.com/forum/1/topic/74/index/430178 link] (The creature variable MIN_LEVEL can be found above in this article.) }}&lt;br /&gt;
{{inspector row|Min Level| The minimum level of the creature in the selected Class. }}&lt;br /&gt;
{{inspector row|Package| Used for AI and the scaling system. A package will also pick the default stat values for a creature (attributes and resistances) }}&lt;br /&gt;
{{inspector row|Package AI| The name of the selected AI Package 2DA that contains the tactics table. }}&lt;br /&gt;
{{inspector row|Rank| A general difficulty level used by the autoscaling system }}&lt;br /&gt;
{{inspector row|Treasure Category| Determines what kinds of treasure is generated by the treasure generation system when the creature is killed.}}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Special}}&lt;br /&gt;
{{inspector row|Creature type| Combatant/Non-Combatant }}&lt;br /&gt;
{{inspector row|Immortal| if true, the creature can not get below 1hp and die.}}&lt;br /&gt;
{{inspector row|No Permanent Death| e.g., party members ('dead' party members get up again after combat unless the whole party is wiped out). }}&lt;br /&gt;
{{inspector row|Plot| If true, the creature cannot be damaged or affected by any hostile effect.&lt;br /&gt;
}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Talisander</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Creature&amp;diff=12936</id>
		<title>Creature</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Creature&amp;diff=12936"/>
				<updated>2010-05-09T10:48:16Z</updated>
		
		<summary type="html">&lt;p&gt;Talisander: /* Properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Resource palette}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Infobox creature}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Autobalance ==&lt;br /&gt;
&lt;br /&gt;
Autobalance dictates the difficulty of the creature by scaling the creature's abilities to the Adventure Level that is required for the creature. The designer chooses a category and the game engine will then balance the creature appropriately. A 10th-level gimp will be more powerful than a 1st-level gimp but will still be relatively interesting for a 10th-level adventurer to fight (whereas fighting the 1st level creature with a 10th-level character would be boring).&lt;br /&gt;
&lt;br /&gt;
Note: If you choose Do_Not_Autobalance, the creature will come into the world exactly as implemented in the creature editor (i.e., without spells and such because the package system does nothing for them, see below). &amp;quot;{{undocumented}} ''where can i choose Do_Not_Autobalance value?? in the air???''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Packages ==&lt;br /&gt;
&lt;br /&gt;
Package dictates the creature's theme and affects the creature's difficulty by customizing its repertoire of capabilities.&lt;br /&gt;
&lt;br /&gt;
The packages are used to dictate what kind of spell/talent lists you want your creatures to have. You do not explicitly give spells or talents to creatures; the system decides which ones are appropriate for it to have based on difficulty settings (Difficulty) and the Package. While Packages are not intended to influence the difficulty of a creature (that is what Autobalance, above, is responsible for) different spell lists will be more or less powerful depending on the situation. A healing package, while useful in a group, would make for a weaker one-on-one opponent than a bloodmage package. Generally you choose the Package to fit the theme of the creature.&lt;br /&gt;
&lt;br /&gt;
If you do not select a package type, you can set abilities explicitly by using the &amp;quot;Skills&amp;quot;, &amp;quot;Spells&amp;quot; and &amp;quot;Talents&amp;quot; fields. These fields are only available when a package has not been set.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
To add new appearance types to the game you'll need to edit some [[2DA]]s generated from the [[APR_base.xls]] file.&lt;br /&gt;
&lt;br /&gt;
See also: [[Morph]]s&lt;br /&gt;
&lt;br /&gt;
=== Codex Description ===&lt;br /&gt;
&lt;br /&gt;
The creature's description under the ''Creatures'' section of the codex is linked to its appearance. The columns ''CodexPlot'' and ''CodexFlag'' determine the entry update when the creature is killed, the codex [[plot]] flag being updated in the ''creature_core.nss'' script.&lt;br /&gt;
&lt;br /&gt;
Refer to the [[plot]] entries under _Codex/Creatures in the toolset for examples. When creating plots, keep this this bug in mind [[Bug:_Duplicating_a_plot_duplicates_the_uneditable_GUID]]. Otherwise your custom entries will inexplicably fail to work.&lt;br /&gt;
&lt;br /&gt;
== Inventory ==&lt;br /&gt;
&lt;br /&gt;
Each item in a creature's [[inventory]] can have the following properties set:&lt;br /&gt;
&lt;br /&gt;
*Slot - Sets whether the creature has equipped the item. &amp;quot;Not equipped&amp;quot; leaves the item in the general inventory, &amp;quot;Main&amp;quot; puts the item into the creature's main hand, and &amp;quot;off-hand&amp;quot; puts the item into the creature's off hand.&lt;br /&gt;
*Set - Items that are part of a set are meant to be given as a group. !!This is handled in the giving/taking script?!!&lt;br /&gt;
*StackSize - how many copies of this item are present in a stack&lt;br /&gt;
*Droppable - a checkbox that indicates whether the item is dropped when the creature is killed&lt;br /&gt;
*Stealable - a checkbox that indicates whether the item can be stolen from the creature&lt;br /&gt;
&lt;br /&gt;
For automatically-generated treasure, see the [[treasure system]].&lt;br /&gt;
&lt;br /&gt;
== Perception ==&lt;br /&gt;
&lt;br /&gt;
Values are:&lt;br /&gt;
*PerceptRngLng&lt;br /&gt;
*PerceptRngMed&lt;br /&gt;
*PerceptRngShrt&lt;br /&gt;
*PerceptRngMonster&lt;br /&gt;
*PerceptRngPlayer&lt;br /&gt;
*PerceptRngCrowd&lt;br /&gt;
*PerceptRngLargeCreature&lt;br /&gt;
*PerceptRngDefault&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Plot&amp;quot; markers ==&lt;br /&gt;
&lt;br /&gt;
Icons can be shown floating over the heads of certain creatures to draw the player's attention to them and indicate that they've got some sort of plot importance. To toggle the &amp;quot;plot&amp;quot; icon, use the script function&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
WR_TogglePlotIcon(object oCreature, int nActive);&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
in the &amp;quot;[[wrappers_h]]&amp;quot; include file.&lt;br /&gt;
&lt;br /&gt;
== Variables ==&lt;br /&gt;
&lt;br /&gt;
{{Variable table start}}&lt;br /&gt;
{{Variable table row| AI_* | || See [[AI]] }}&lt;br /&gt;
{{Variable table row|  AMBIENT_* | || see [[Ambient behaviour]] }}&lt;br /&gt;
{{Variable table row|  BASE_GROUP | int |0| }}&lt;br /&gt;
{{Variable table row| CLIMAX_ARMY_ID|int|0|used to mark which army this creature belongs to. Used in the climax to limit the level of the army member}}&lt;br /&gt;
{{Variable table row|  COMBAT_LAST_WEAPON | int |0| 0 is offhand, 1 is main hand }}&lt;br /&gt;
{{Variable table row|  CREATURE_COUNTER_1 to 3 | int |0| }}&lt;br /&gt;
{{Variable table row| CREATURE_DAMAGED_THE_HERO|int|0|Used for the Tactician achievement. We want to know if the creature ever damaged the Hero.}}&lt;br /&gt;
{{Variable table row|  CREATURE_DO_ONCE_A and B | int || }}&lt;br /&gt;
{{Variable table row| CREATURE_HAS_TIMER_ATTACK|int|0|A flag for the threat system to know if this is the first time a creature needs to move so the command can be disabled to re-evalute threat if needed}}&lt;br /&gt;
{{Variable table row|  CREATURE_LYRIUM_USE | int |0| }}&lt;br /&gt;
{{Variable table row|  CREATURE_REWARD_FLAGS | int |0| 1 if the creature should never receive XP (e.g. a non-party member who fights for the good guys in a battle) }}&lt;br /&gt;
{{Variable table row|  CREATURE_RULES_FLAG0 | int |0| }}&lt;br /&gt;
{{Variable table row|  CREATURE_SPAWN_COND | int |0| }}&lt;br /&gt;
{{Variable table row|  CREATURE_SPAWN_DEAD | int |0| When set to 1 the creature is spawned in a dead state. If it's set to 2, the creature is spawned feigning death, but can get up and fight the character with the help of UT_CombatStart() or UT_TeamGoesHostile() (set such creatures to be part of a non-hostile group, otherwise the feigning won't be very effective and the player can walk over and kill them while they lie there snarling ineffectually) }}&lt;br /&gt;
{{Variable table row|  CREATURE_SPAWN_HEALTH_MOD | float |0| What proportion of the creature's health it starts out with (0 to 1) }}&lt;br /&gt;
{{Variable table row|  CREATURE_SPAWNED | int |0|1 if the creature fired the spawn event before. 0 if the creature never fired the spawn event before. }}&lt;br /&gt;
{{Variable table row|  DEBUG_TRACKING_POS | float |0| }}&lt;br /&gt;
{{Variable table row|  DEBUG_TRACKING_POS_Y | float |0| }}&lt;br /&gt;
{{Variable table row|  FLAG_STOLEN_FROM | int |0| If the creature has already been stolen from. Setting this to 1 will make a creature unable to be stolen from. See [[Treasure system]].}}&lt;br /&gt;
{{Variable table row|  FOLLOWER_SCALED | int |0| }}&lt;br /&gt;
{{Variable table row|  GO_HOSTILE_ON_PERCEIVE_PC | int |0| If the creature perceives the PC group - change from neutral, go hostile and attack}}&lt;br /&gt;
{{Variable table row|  IS_SUMMONED_CREATURE | int |0| }}&lt;br /&gt;
{{Variable table row| LOOKAT_DISABLED|int|0|Set to 1 to disable lookat when creature is spawned}}&lt;br /&gt;
{{Variable table row| MIN_LEVEL|int|0|min level to scale the creature, regardless of any other scaling rules. 0 means no min.}}&lt;br /&gt;
{{Variable table row|  PHYSICS_DISABLED | int |0| }}&lt;br /&gt;
{{Variable table row| ROAM_DISTANCE| float|0|This should usually be 0 unless you are having trouble with creatures chasing the PC for long distances.}}&lt;br /&gt;
{{Variable table row|  RUBBER_HOME_ENABLED | int |1| When true, the &amp;quot;rubberband home&amp;quot; system will cause the creature to return to its home location in various circumstances. }}&lt;br /&gt;
{{Variable table row| RUBBER_HOME_LOCATION_FACING| float|0|}}&lt;br /&gt;
{{Variable table row|  RUBBER_HOME_LOCATION_X, Y and Z | float || Defaults to the location that the creature is initially placed on the level. The home location is updated after any QuickMove or LocalJump command. }}&lt;br /&gt;
{{Variable table row|  SHOUTS_ACTIVE | int |0| }}&lt;br /&gt;
{{Variable table row|  SHOUTS_DELAY | float |3| }}&lt;br /&gt;
{{Variable table row|  SHOUTS_DIALOG_OVERRIDE | resource |NONE| }}&lt;br /&gt;
{{Variable table row|  SOUND_SET_FLAGS_0 to 2 | int |0| }}&lt;br /&gt;
{{Variable table row|  SPAWN_HOSTILE_LYING_ON_GROUND | int |0| }}&lt;br /&gt;
{{Variable table row|  STAT_CRIT | int |0| }}&lt;br /&gt;
{{Variable table row|  STAT_DMG | int |0| }}&lt;br /&gt;
{{Variable table row|  STAT_HIT | int |0| }}&lt;br /&gt;
{{Variable table row|  STAT_MISS | int |0| }}&lt;br /&gt;
{{Variable table row|  SURR_DIALOG_OVERRIDE | resource || }}&lt;br /&gt;
{{Variable table row|  SURR_INIT_CONVERSATION | int |0| If this is true, creature will initiate conversation with the player upon surrendering. Automatically set to false after the conversation initiates. }}&lt;br /&gt;
{{Variable table row|  SURR_PLOT_FLAG | int |0| Flag within SURR_PLOT_NAME that is set to true when the creature surrenders. }}&lt;br /&gt;
{{Variable table row|  SURR_PLOT_NAME | string |none| Plot whose flag defined in SURR_PLOT_FLAG. If blank, no flag will be set. }}&lt;br /&gt;
{{Variable table row|  SURR_SURRENDER_ENABLED | int |0| Allows the creature to surrender instead of fighting to the death. 0 disables surrendering, 1 enables surrendering. This variable will be set to 2 while the creature is actually in the act of surrendering. }}&lt;br /&gt;
{{Variable table row|  TS_OVERRIDE_* |  || see [[Treasure system]]  }}&lt;br /&gt;
{{Variable table row|  TS_TREASURE_GENERATED | int || Set this to -1 if you don't want creatures to drop any loot based on the TS (Treasure System) .2DA tables.  At -1, nothing should appear on the corpse unless you put it there.  Not sure what other values do. }}&lt;br /&gt;
{{Variable table end}}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Character| One or more creatures can be mapped to a single [[character]] resource. This resource determines which [[FaceFX]] appearance is used when editing the creature's facial performance.}}&lt;br /&gt;
{{inspector row|Class|  }}&lt;br /&gt;
{{inspector row|Comments| General information about this creature.}}&lt;br /&gt;
{{inspector row|Conversation| the default conversation resource for this creature.}}&lt;br /&gt;
{{inspector row|Copper| The amount of money the creature is carrying. The game will display money as &amp;quot;gold&amp;quot;, &amp;quot;silver&amp;quot; and &amp;quot;copper&amp;quot; values based on the value entered here.}}&lt;br /&gt;
{{inspector row| Description| Description of the creature as seen in the game}}&lt;br /&gt;
{{inspector row| DescriptionRequiresReTranslation| A flag used during game development for keeping track of [[localization]] work}}&lt;br /&gt;
{{inspector row|Gender|can be male, female, or neutral}}&lt;br /&gt;
{{inspector row|Group| The creature's group as specified in groups.2da. Each group can be either hostile or non-hostile towards each other. See [[creature group]]s for more detail.}}&lt;br /&gt;
{{inspector row|Interactive| if set to true, the creature can be clicked on. If set to false, the creature can not be clicked on.}}&lt;br /&gt;
{{inspector row|Inventory| Determines what the creature is carrying. Items are taken from the item palette. See the Inventory section for more detail.}}&lt;br /&gt;
{{inspector row|Name| Name of the creature as seen in the game}}&lt;br /&gt;
{{inspector row|NameRequiresReTranslation| A flag used during game development for keeping track of [[localization]] work }}&lt;br /&gt;
{{inspector row|PerceptionRange| determines how far the creature can detect things in the world around it.}}&lt;br /&gt;
{{inspector row|Plot Giver| Puts a glowing exclaimation mark over the creature's head to attract the player's attention. }}&lt;br /&gt;
{{inspector row|Race| Certain races have bonuses to various attributes, restrictions on classes, and so forth, as defined in various 2das. race/race.2da contains a list of available races.}}&lt;br /&gt;
{{inspector row|Resource Name| A unique string identifier the toolset and the game both use to refer to this resource. }}&lt;br /&gt;
{{inspector row|Tag| A non-unique string identifier used mostly by scripts and other resources to refer to this resource.}}&lt;br /&gt;
{{inspector row|Team| A numeric tag. All creatures with the same team number belong to the same team, which is often used in scripting plot-related events.}} &lt;br /&gt;
{{inspector row|Variable 2da| Allows selection of a variable table. Only the values in the table can be set and retrieved by scripting. }} &lt;br /&gt;
{{inspector row|Variables| Displays the table selected in the variable 2da field. Allows initial values to be defined. }} &lt;br /&gt;
&lt;br /&gt;
{{inspector section| Abilities}}&lt;br /&gt;
{{inspector row|Skills| Selecting this property opens a skill selection list where you can add any number of pre-defined skill levels to the creature.}}&lt;br /&gt;
{{inspector row|Spells| Similar to the Skills property, but for spells. }}&lt;br /&gt;
{{inspector row|Talents| Similar to the Skills and Spells properties, but for talents. }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|AI}}&lt;br /&gt;
{{inspector row|Script| The script that controls this creature's behavior. Defaults to creature_core.}}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Appearance}}&lt;br /&gt;
{{inspector row|Appearance| Base appearance type for the creature. Can be a full body, or a base body in which other parts can be added (hair, head, and eyes)}}&lt;br /&gt;
{{inspector row|Art Fidelity| This field is primarily used by art leads to determine which characters need additional work.}}&lt;br /&gt;
{{inspector row|Beard|  }}&lt;br /&gt;
{{inspector row|Body Tint|  }}&lt;br /&gt;
{{inspector row|Body Tint Mask|  }}&lt;br /&gt;
{{inspector row|Eye Color|  }}&lt;br /&gt;
{{inspector row|Eyes| Available for some appearance types, allows selecting different eye models }}&lt;br /&gt;
{{inspector row|Hair| Available for some appearance types, allows selecting different eye models}}&lt;br /&gt;
{{inspector row|Hair Color|  }}&lt;br /&gt;
{{inspector row|Head| Available for some appearance tupes, allows selecting different head models }}&lt;br /&gt;
{{inspector row|Head Morph| Specifies the head morph to use for this creature. See [[morph]]. }}&lt;br /&gt;
{{inspector row|Head Tint|  }}&lt;br /&gt;
{{inspector row|Head Tint Mask|  }}&lt;br /&gt;
{{inspector row|Skin Color|  }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Package/Scaling}}&lt;br /&gt;
{{inspector row|General Package Type|  }}&lt;br /&gt;
{{inspector row|Max Level| The maximum level of the creature in the selected Class. NOTE: &amp;quot;The min and max fields are unusable currently. You will need to either make an areas.xls extension for your area (and specify the level range that you want) or set the MIN_LEVEL local variable on the creatures to something appropriate.&amp;quot; - Craig Graff, Bioware. [http://social.bioware.com/forum/1/topic/74/index/430178 link] }}&lt;br /&gt;
{{inspector row|Min Level| The minimum level of the creature in the selected Class. }}&lt;br /&gt;
{{inspector row|Package| Used for AI and the scaling system. A package will also pick the default stat values for a creature (attributes and resistances) }}&lt;br /&gt;
{{inspector row|Package AI| The name of the selected AI Package 2DA that contains the tactics table. }}&lt;br /&gt;
{{inspector row|Rank| A general difficulty level used by the autoscaling system }}&lt;br /&gt;
{{inspector row|Treasure Category| Determines what kinds of treasure is generated by the treasure generation system when the creature is killed.}}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Special}}&lt;br /&gt;
{{inspector row|Creature type| Combatant/Non-Combatant }}&lt;br /&gt;
{{inspector row|Immortal| if true, the creature can not get below 1hp and die.}}&lt;br /&gt;
{{inspector row|No Permanent Death| e.g., party members ('dead' party members get up again after combat unless the whole party is wiped out). }}&lt;br /&gt;
{{inspector row|Plot| If true, the creature cannot be damaged or affected by any hostile effect.&lt;br /&gt;
}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Talisander</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Creature&amp;diff=12935</id>
		<title>Creature</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Creature&amp;diff=12935"/>
				<updated>2010-05-09T10:21:40Z</updated>
		
		<summary type="html">&lt;p&gt;Talisander: /* Variables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Resource palette}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Infobox creature}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Autobalance ==&lt;br /&gt;
&lt;br /&gt;
Autobalance dictates the difficulty of the creature by scaling the creature's abilities to the Adventure Level that is required for the creature. The designer chooses a category and the game engine will then balance the creature appropriately. A 10th-level gimp will be more powerful than a 1st-level gimp but will still be relatively interesting for a 10th-level adventurer to fight (whereas fighting the 1st level creature with a 10th-level character would be boring).&lt;br /&gt;
&lt;br /&gt;
Note: If you choose Do_Not_Autobalance, the creature will come into the world exactly as implemented in the creature editor (i.e., without spells and such because the package system does nothing for them, see below). &amp;quot;{{undocumented}} ''where can i choose Do_Not_Autobalance value?? in the air???''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Packages ==&lt;br /&gt;
&lt;br /&gt;
Package dictates the creature's theme and affects the creature's difficulty by customizing its repertoire of capabilities.&lt;br /&gt;
&lt;br /&gt;
The packages are used to dictate what kind of spell/talent lists you want your creatures to have. You do not explicitly give spells or talents to creatures; the system decides which ones are appropriate for it to have based on difficulty settings (Difficulty) and the Package. While Packages are not intended to influence the difficulty of a creature (that is what Autobalance, above, is responsible for) different spell lists will be more or less powerful depending on the situation. A healing package, while useful in a group, would make for a weaker one-on-one opponent than a bloodmage package. Generally you choose the Package to fit the theme of the creature.&lt;br /&gt;
&lt;br /&gt;
If you do not select a package type, you can set abilities explicitly by using the &amp;quot;Skills&amp;quot;, &amp;quot;Spells&amp;quot; and &amp;quot;Talents&amp;quot; fields. These fields are only available when a package has not been set.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
To add new appearance types to the game you'll need to edit some [[2DA]]s generated from the [[APR_base.xls]] file.&lt;br /&gt;
&lt;br /&gt;
See also: [[Morph]]s&lt;br /&gt;
&lt;br /&gt;
=== Codex Description ===&lt;br /&gt;
&lt;br /&gt;
The creature's description under the ''Creatures'' section of the codex is linked to its appearance. The columns ''CodexPlot'' and ''CodexFlag'' determine the entry update when the creature is killed, the codex [[plot]] flag being updated in the ''creature_core.nss'' script.&lt;br /&gt;
&lt;br /&gt;
Refer to the [[plot]] entries under _Codex/Creatures in the toolset for examples. When creating plots, keep this this bug in mind [[Bug:_Duplicating_a_plot_duplicates_the_uneditable_GUID]]. Otherwise your custom entries will inexplicably fail to work.&lt;br /&gt;
&lt;br /&gt;
== Inventory ==&lt;br /&gt;
&lt;br /&gt;
Each item in a creature's [[inventory]] can have the following properties set:&lt;br /&gt;
&lt;br /&gt;
*Slot - Sets whether the creature has equipped the item. &amp;quot;Not equipped&amp;quot; leaves the item in the general inventory, &amp;quot;Main&amp;quot; puts the item into the creature's main hand, and &amp;quot;off-hand&amp;quot; puts the item into the creature's off hand.&lt;br /&gt;
*Set - Items that are part of a set are meant to be given as a group. !!This is handled in the giving/taking script?!!&lt;br /&gt;
*StackSize - how many copies of this item are present in a stack&lt;br /&gt;
*Droppable - a checkbox that indicates whether the item is dropped when the creature is killed&lt;br /&gt;
*Stealable - a checkbox that indicates whether the item can be stolen from the creature&lt;br /&gt;
&lt;br /&gt;
For automatically-generated treasure, see the [[treasure system]].&lt;br /&gt;
&lt;br /&gt;
== Perception ==&lt;br /&gt;
&lt;br /&gt;
Values are:&lt;br /&gt;
*PerceptRngLng&lt;br /&gt;
*PerceptRngMed&lt;br /&gt;
*PerceptRngShrt&lt;br /&gt;
*PerceptRngMonster&lt;br /&gt;
*PerceptRngPlayer&lt;br /&gt;
*PerceptRngCrowd&lt;br /&gt;
*PerceptRngLargeCreature&lt;br /&gt;
*PerceptRngDefault&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Plot&amp;quot; markers ==&lt;br /&gt;
&lt;br /&gt;
Icons can be shown floating over the heads of certain creatures to draw the player's attention to them and indicate that they've got some sort of plot importance. To toggle the &amp;quot;plot&amp;quot; icon, use the script function&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
WR_TogglePlotIcon(object oCreature, int nActive);&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
in the &amp;quot;[[wrappers_h]]&amp;quot; include file.&lt;br /&gt;
&lt;br /&gt;
== Variables ==&lt;br /&gt;
&lt;br /&gt;
{{Variable table start}}&lt;br /&gt;
{{Variable table row| AI_* | || See [[AI]] }}&lt;br /&gt;
{{Variable table row|  AMBIENT_* | || see [[Ambient behaviour]] }}&lt;br /&gt;
{{Variable table row|  BASE_GROUP | int |0| }}&lt;br /&gt;
{{Variable table row| CLIMAX_ARMY_ID|int|0|used to mark which army this creature belongs to. Used in the climax to limit the level of the army member}}&lt;br /&gt;
{{Variable table row|  COMBAT_LAST_WEAPON | int |0| 0 is offhand, 1 is main hand }}&lt;br /&gt;
{{Variable table row|  CREATURE_COUNTER_1 to 3 | int |0| }}&lt;br /&gt;
{{Variable table row| CREATURE_DAMAGED_THE_HERO|int|0|Used for the Tactician achievement. We want to know if the creature ever damaged the Hero.}}&lt;br /&gt;
{{Variable table row|  CREATURE_DO_ONCE_A and B | int || }}&lt;br /&gt;
{{Variable table row| CREATURE_HAS_TIMER_ATTACK|int|0|A flag for the threat system to know if this is the first time a creature needs to move so the command can be disabled to re-evalute threat if needed}}&lt;br /&gt;
{{Variable table row|  CREATURE_LYRIUM_USE | int |0| }}&lt;br /&gt;
{{Variable table row|  CREATURE_REWARD_FLAGS | int |0| 1 if the creature should never receive XP (e.g. a non-party member who fights for the good guys in a battle) }}&lt;br /&gt;
{{Variable table row|  CREATURE_RULES_FLAG0 | int |0| }}&lt;br /&gt;
{{Variable table row|  CREATURE_SPAWN_COND | int |0| }}&lt;br /&gt;
{{Variable table row|  CREATURE_SPAWN_DEAD | int |0| When set to 1 the creature is spawned in a dead state. If it's set to 2, the creature is spawned feigning death, but can get up and fight the character with the help of UT_CombatStart() or UT_TeamGoesHostile() (set such creatures to be part of a non-hostile group, otherwise the feigning won't be very effective and the player can walk over and kill them while they lie there snarling ineffectually) }}&lt;br /&gt;
{{Variable table row|  CREATURE_SPAWN_HEALTH_MOD | float |0| What proportion of the creature's health it starts out with (0 to 1) }}&lt;br /&gt;
{{Variable table row|  CREATURE_SPAWNED | int |0|1 if the creature fired the spawn event before. 0 if the creature never fired the spawn event before. }}&lt;br /&gt;
{{Variable table row|  DEBUG_TRACKING_POS | float |0| }}&lt;br /&gt;
{{Variable table row|  DEBUG_TRACKING_POS_Y | float |0| }}&lt;br /&gt;
{{Variable table row|  FLAG_STOLEN_FROM | int |0| If the creature has already been stolen from. Setting this to 1 will make a creature unable to be stolen from. See [[Treasure system]].}}&lt;br /&gt;
{{Variable table row|  FOLLOWER_SCALED | int |0| }}&lt;br /&gt;
{{Variable table row|  GO_HOSTILE_ON_PERCEIVE_PC | int |0| If the creature perceives the PC group - change from neutral, go hostile and attack}}&lt;br /&gt;
{{Variable table row|  IS_SUMMONED_CREATURE | int |0| }}&lt;br /&gt;
{{Variable table row| LOOKAT_DISABLED|int|0|Set to 1 to disable lookat when creature is spawned}}&lt;br /&gt;
{{Variable table row| MIN_LEVEL|int|0|min level to scale the creature, regardless of any other scaling rules. 0 means no min.}}&lt;br /&gt;
{{Variable table row|  PHYSICS_DISABLED | int |0| }}&lt;br /&gt;
{{Variable table row| ROAM_DISTANCE| float|0|This should usually be 0 unless you are having trouble with creatures chasing the PC for long distances.}}&lt;br /&gt;
{{Variable table row|  RUBBER_HOME_ENABLED | int |1| When true, the &amp;quot;rubberband home&amp;quot; system will cause the creature to return to its home location in various circumstances. }}&lt;br /&gt;
{{Variable table row| RUBBER_HOME_LOCATION_FACING| float|0|}}&lt;br /&gt;
{{Variable table row|  RUBBER_HOME_LOCATION_X, Y and Z | float || Defaults to the location that the creature is initially placed on the level. The home location is updated after any QuickMove or LocalJump command. }}&lt;br /&gt;
{{Variable table row|  SHOUTS_ACTIVE | int |0| }}&lt;br /&gt;
{{Variable table row|  SHOUTS_DELAY | float |3| }}&lt;br /&gt;
{{Variable table row|  SHOUTS_DIALOG_OVERRIDE | resource |NONE| }}&lt;br /&gt;
{{Variable table row|  SOUND_SET_FLAGS_0 to 2 | int |0| }}&lt;br /&gt;
{{Variable table row|  SPAWN_HOSTILE_LYING_ON_GROUND | int |0| }}&lt;br /&gt;
{{Variable table row|  STAT_CRIT | int |0| }}&lt;br /&gt;
{{Variable table row|  STAT_DMG | int |0| }}&lt;br /&gt;
{{Variable table row|  STAT_HIT | int |0| }}&lt;br /&gt;
{{Variable table row|  STAT_MISS | int |0| }}&lt;br /&gt;
{{Variable table row|  SURR_DIALOG_OVERRIDE | resource || }}&lt;br /&gt;
{{Variable table row|  SURR_INIT_CONVERSATION | int |0| If this is true, creature will initiate conversation with the player upon surrendering. Automatically set to false after the conversation initiates. }}&lt;br /&gt;
{{Variable table row|  SURR_PLOT_FLAG | int |0| Flag within SURR_PLOT_NAME that is set to true when the creature surrenders. }}&lt;br /&gt;
{{Variable table row|  SURR_PLOT_NAME | string |none| Plot whose flag defined in SURR_PLOT_FLAG. If blank, no flag will be set. }}&lt;br /&gt;
{{Variable table row|  SURR_SURRENDER_ENABLED | int |0| Allows the creature to surrender instead of fighting to the death. 0 disables surrendering, 1 enables surrendering. This variable will be set to 2 while the creature is actually in the act of surrendering. }}&lt;br /&gt;
{{Variable table row|  TS_OVERRIDE_* |  || see [[Treasure system]]  }}&lt;br /&gt;
{{Variable table row|  TS_TREASURE_GENERATED | int || Set this to -1 if you don't want creatures to drop any loot based on the TS (Treasure System) .2DA tables.  At -1, nothing should appear on the corpse unless you put it there.  Not sure what other values do. }}&lt;br /&gt;
{{Variable table end}}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Character| One or more creatures can be mapped to a single [[character]] resource. This resource determines which [[FaceFX]] appearance is used when editing the creature's facial performance.}}&lt;br /&gt;
{{inspector row|Class|  }}&lt;br /&gt;
{{inspector row|Comments| General information about this creature.}}&lt;br /&gt;
{{inspector row|Conversation| the default conversation resource for this creature.}}&lt;br /&gt;
{{inspector row|Copper| The amount of money the creature is carrying. The game will display money as &amp;quot;gold&amp;quot;, &amp;quot;silver&amp;quot; and &amp;quot;copper&amp;quot; values based on the value entered here.}}&lt;br /&gt;
{{inspector row| Description| Description of the creature as seen in the game}}&lt;br /&gt;
{{inspector row| DescriptionRequiresReTranslation| A flag used during game development for keeping track of [[localization]] work}}&lt;br /&gt;
{{inspector row|Gender|can be male, female, or neutral}}&lt;br /&gt;
{{inspector row|Group| The creature's group as specified in groups.2da. Each group can be either hostile or non-hostile towards each other. See [[creature group]]s for more detail.}}&lt;br /&gt;
{{inspector row|Interactive| if set to true, the creature can be clicked on. If set to false, the creature can not be clicked on.}}&lt;br /&gt;
{{inspector row|Inventory| Determines what the creature is carrying. Items are taken from the item palette. See the Inventory section for more detail.}}&lt;br /&gt;
{{inspector row|Name| Name of the creature as seen in the game}}&lt;br /&gt;
{{inspector row|NameRequiresReTranslation| A flag used during game development for keeping track of [[localization]] work }}&lt;br /&gt;
{{inspector row|PerceptionRange| determines how far the creature can detect things in the world around it.}}&lt;br /&gt;
{{inspector row|Plot Giver| Puts a glowing exclaimation mark over the creature's head to attract the player's attention. }}&lt;br /&gt;
{{inspector row|Race| Certain races have bonuses to various attributes, restrictions on classes, and so forth, as defined in various 2das. race/race.2da contains a list of available races.}}&lt;br /&gt;
{{inspector row|Resource Name| A unique string identifier the toolset and the game both use to refer to this resource. }}&lt;br /&gt;
{{inspector row|Tag| A non-unique string identifier used mostly by scripts and other resources to refer to this resource.}}&lt;br /&gt;
{{inspector row|Team| A numeric tag. All creatures with the same team number belong to the same team, which is often used in scripting plot-related events.}} &lt;br /&gt;
{{inspector row|Variable 2da| Allows selection of a variable table. Only the values in the table can be set and retrieved by scripting. }} &lt;br /&gt;
{{inspector row|Variables| Displays the table selected in the variable 2da field. Allows initial values to be defined. }} &lt;br /&gt;
&lt;br /&gt;
{{inspector section| Abilities}}&lt;br /&gt;
{{inspector row|Skills| Selecting this property opens a skill selection list where you can add any number of pre-defined skill levels to the creature.}}&lt;br /&gt;
{{inspector row|Spells| Similar to the Skills property, but for spells. }}&lt;br /&gt;
{{inspector row|Talents| Similar to the Skills and Spells properties, but for talents. }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|AI}}&lt;br /&gt;
{{inspector row|Script| The script that controls this creature's behavior. Defaults to creature_core.}}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Appearance}}&lt;br /&gt;
{{inspector row|Appearance| Base appearance type for the creature. Can be a full body, or a base body in which other parts can be added (hair, head, and eyes)}}&lt;br /&gt;
{{inspector row|Art Fidelity| This field is primarily used by art leads to determine which characters need additional work.}}&lt;br /&gt;
{{inspector row|Beard|  }}&lt;br /&gt;
{{inspector row|Body Tint|  }}&lt;br /&gt;
{{inspector row|Body Tint Mask|  }}&lt;br /&gt;
{{inspector row|Eye Color|  }}&lt;br /&gt;
{{inspector row|Eyes| Available for some appearance types, allows selecting different eye models }}&lt;br /&gt;
{{inspector row|Hair| Available for some appearance types, allows selecting different eye models}}&lt;br /&gt;
{{inspector row|Hair Color|  }}&lt;br /&gt;
{{inspector row|Head| Available for some appearance tupes, allows selecting different head models }}&lt;br /&gt;
{{inspector row|Head Morph| Specifies the head morph to use for this creature. See [[morph]]. }}&lt;br /&gt;
{{inspector row|Head Tint|  }}&lt;br /&gt;
{{inspector row|Head Tint Mask|  }}&lt;br /&gt;
{{inspector row|Skin Color|  }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Package/Scaling}}&lt;br /&gt;
{{inspector row|General Package Type|  }}&lt;br /&gt;
{{inspector row|Max Level| The maximum level of the creature in the selected Class. }}&lt;br /&gt;
{{inspector row|Min Level| The minimum level of the creature in the selected Class. }}&lt;br /&gt;
{{inspector row|Package| Used for AI and the scaling system. A package will also pick the default stat values for a creature (attributes and resistances) }}&lt;br /&gt;
{{inspector row|Package AI| The name of the selected AI Package 2DA that contains the tactics table. }}&lt;br /&gt;
{{inspector row|Rank| A general difficulty level used by the autoscaling system }}&lt;br /&gt;
{{inspector row|Treasure Category| Determines what kinds of treasure is generated by the treasure generation system when the creature is killed.}}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Special}}&lt;br /&gt;
{{inspector row|Creature type| Combatant/Non-Combatant }}&lt;br /&gt;
{{inspector row|Immortal| if true, the creature can not get below 1hp and die.}}&lt;br /&gt;
{{inspector row|No Permanent Death| e.g., party members ('dead' party members get up again after combat unless the whole party is wiped out). }}&lt;br /&gt;
{{inspector row|Plot| If true, the creature cannot be damaged or affected by any hostile effect.&lt;br /&gt;
}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Talisander</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Talk:List_of_2DA_XLS_files&amp;diff=12934</id>
		<title>Talk:List of 2DA XLS files</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Talk:List_of_2DA_XLS_files&amp;diff=12934"/>
				<updated>2010-05-09T06:37:27Z</updated>
		
		<summary type="html">&lt;p&gt;Talisander: Created page with 'This needs a lot of fleshing out.  I'm just learning this stuff as I go, so hopefully I don't screw anything up too much!'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This needs a lot of fleshing out.  I'm just learning this stuff as I go, so hopefully I don't screw anything up too much!&lt;/div&gt;</summary>
		<author><name>Talisander</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Level_editor&amp;diff=8744</id>
		<title>Level editor</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Level_editor&amp;diff=8744"/>
				<updated>2009-12-13T03:45:09Z</updated>
		
		<summary type="html">&lt;p&gt;Talisander: /* Other tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level editor}}&lt;br /&gt;
The level editor is used to generate the level layouts that are the basis for creating [[area]]s. A level layout is a non-interactive resource; the objects placed within it serve only to provide the physical structure and appearance of the area. If you need the player to interact with objects within an area you'll need to use interactive [[placeable]]s instead.&lt;br /&gt;
&lt;br /&gt;
Note that unlike the [[Area]] editor, only two modes of camera control are currently supported: &amp;quot;flycam&amp;quot; mode ([[Image:IconFlycamStyle.png]] button in the toolbar) and 3DS Max mode ([[Image:Icon3DSMaxStyle.png]] button). NWN style is not currently supported.  (Use a combination of the mouse wheel + Ctrl or/and Alt (dependant on camera mode) to control the camera.  In either mode Numpad 5 will reset the camera.)&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
*Sector:  A sector is a square of geometry and is currently exported to the game as a “Chunk”.  For all intents and purposes, we can consider a sector and a chunk to cover the same area.   The different term is kept to distinguish between source (sector) and output (chunk).  Sectors are always square.&lt;br /&gt;
*Chunk:  A Chunk is the game-side basic building blocks of Terrain based levels.  Each Chunk is self-contained, has its own levels of Detail (LOD), RIMs, model lists, tree lists, etc.  It is what is streamed in and out during gameplay.&lt;br /&gt;
*Base Resolution:  This is the starting resolution of each cell, and can be specified in the wizard.&lt;br /&gt;
*Cell:  A cell is the basic building block of the terrain geometry.  Each cell starts off at the base resolution as a square and is made up of 2 polygons.&lt;br /&gt;
*Blend Mask:  The blend mask is the mask that is used to paint textures on the terrain. It is a blend16 algorithm, where it blends the highest 4 texture values (out of a possible 16) on each texel to come up with a texture mapped terrain.&lt;br /&gt;
*Texture Palette:  The texture palette is essentially a list of textures, one after the other.  When an artist wants to use a texture to paint on the terrain he/she would add a texture to this palette.&lt;br /&gt;
*Blend Texel:  These are the building blocks that make up the blend Mask. Each texel is comprised of 4 sets values and each value set is essentially a percentage of how much of that texture on the palette shows up, and a mapping of where it maps onto the mask.&lt;br /&gt;
*Tessellation:  Tessellation is the breaking up of a cell into more resolution of polygons.  For each tessellation level it breaks up each polygon into 4 equal parts.  &lt;br /&gt;
&lt;br /&gt;
== Creating a new level ==&lt;br /&gt;
To start the creation of a new level, choose to make a new level through the File menu or by right clicking on the palette. This will present you with a wizard that will set up several basic attributes. Note that some of these attributes can't be changed once the level has been created.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor level creation wizard start.png|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
The first choice is whether to have a terrain mesh (the &amp;quot;ground&amp;quot;) or not. A Room-based level uses a user-specified visibility graph that connects disjoint rooms together, useful for interiors and dungeon like areas.  Rooms are constructed using only existing models created in 3dsmax or another modeling package.  In comparison, the Terrain-based level is expansive, with no direct manipulation of what is visible from certain locations.  It also contains a terrain mesh that can be manipulated in the editor.  Models placement on top of this terrain mesh is similar to the Room-based levels.&lt;br /&gt;
&lt;br /&gt;
If you choose to have a room-based level you'll have to place chunks of floor, walls, and ceiling to enclose the player on all sides. Room-based levels have no further attributes that need to be configured during new level creation, so if you select &amp;quot;room-based&amp;quot; you'll be taken straight to the level editor from here.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor level creation wizard terrain basic.png|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
If you choose terrain-based, you'll be asked to define some attributes for the terrain mesh. By default you're shown the basic set of attributes:&lt;br /&gt;
*Terrain mesh dimensions, in meters. Note that 64 by 64 is about the minimum that can produce a serviceable level, and that 256 by 256 is the maximum before one starts risking bad performance - though levels can be made larger than this if one takes care.&lt;br /&gt;
*Base mesh resolution - determines the size of the individual triangles that make up the terrain mesh. The default has 2 meter triangles. Note however that you'll be able to manipulate the terrain at a much higher resolution than this by using the tessellation tool; each tessellation level splits the previous level's triangles up into four smaller triangles.&lt;br /&gt;
*Chunk size - chunks are the basic simulation unit used by the engine. The default 32m is a good chunk size. You'll probably not want to reduce it smaller since you can't have the terrain mesh overhang from one chunk into another; smaller chunks could place limits on the sorts of terrain warping you'll be able to do later.&lt;br /&gt;
*Create a default water plane - Creating additional water planes later on is quick and easy, but this option provides a pre-made one by default.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor level creation wizard terrain advanced.png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
If you click the &amp;quot;advanced&amp;quot; button you'll be provided with a different presentation of the level's dimensions. Instead of defining its dimensions directly you can set how big chunks are and how many chunks there are in each dimension, defining the level's overall dimensions implicitly.&lt;br /&gt;
&lt;br /&gt;
There's one important attribute that can only be set in the advanced pane; the texel map's resolution. A texel is a &amp;quot;texture element&amp;quot;, a sort of high-level pixel equivalent that defines a texture instead of just a single uniform colour. The terrain is &amp;quot;painted&amp;quot; with texels, described later.&lt;br /&gt;
&lt;br /&gt;
*Cells Per Sector:  This is the number of cells per side of a sector, for example if there are 8 cells per sector, then each sector will have 8x8 cells.&lt;br /&gt;
*Base Cell Resolution:  This is the length of a single side of a cell in meters.  For instance, 8m means that each cell is 8m x 8m.&lt;br /&gt;
*Blend Texel Size:  This is the length on a single side of a Blend Texel.  For instance 100.00cm means that each Blend Texel is 100cm x 100cm (1m x 1m).  This is essentially the resolution at which you can paint.  It makes sense to set this to something large, which is a good default for the whole level.  An artist can set this on a sector by sector basis, later on, in the areas where he/she needs more detail.  &lt;br /&gt;
*Sector Size:  This is the length of  a single side of a sector and is reached by multiplying the cells per sector by the base cell resolution (un-editable).&lt;br /&gt;
*BlendPageSize:  This is the size of the Blend Mask for a Sector/Chunk, and is reached by dividing the sector size by the blend texel size.  For instance 64 means the blend mask image for this sector will be 64 x 64.   Due to graphics hardware limitations, the actual exported texture may be scaled to a power-2 texture.&lt;br /&gt;
* # Cells:  This allows the artist to specify the length and width of the terrain level by specifying the number of cells on each side.&lt;br /&gt;
*Area Size:  This is the length and width of the terrain level in meters, and is reached by multiplying the number of cells by the base cell resolution (un-editable).&lt;br /&gt;
* # Sectors:  This is the number of sectors/chunks in the terrain world, and is reached by dividing the number of cells by the cells per sector (un-editable).&lt;br /&gt;
* Tessellation Level:  This is simply to allow the artists to see what resolution they can reach at a given tessellation level, it has no lasting effect on the level.  Set this to 4 (max) to see what resolution the artist can reach given the above settings.&lt;br /&gt;
* Max. Resolution:  This is the maximum poly resolution that the artist can reach given the tessellation level set in the Tessellation field to the left (un-editable).&lt;br /&gt;
&lt;br /&gt;
== Toolbar ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor toolbar labeled.png]]&lt;br /&gt;
&lt;br /&gt;
See sections below for detailed information on level editor specific toolbar buttons.&lt;br /&gt;
&lt;br /&gt;
== Interior and exterior levels ==&lt;br /&gt;
&lt;br /&gt;
There are two basic types of levels; interior and exterior. Many features of these two level types are the same and level editor documentation will generally be applicable to both types unless specifically noted. Their key difference is that exterior levels have a terrain mesh (the &amp;quot;ground&amp;quot;) and interior levels don't. Note however that there's no reason why you couldn't use one level type to &amp;quot;fake&amp;quot; the other - for example you could create a an entirely underground cave using an &amp;quot;exterior&amp;quot; level with the terrain mesh as the cave's floor.&lt;br /&gt;
&lt;br /&gt;
== Terrain mesh ==&lt;br /&gt;
&lt;br /&gt;
The [[terrain mesh]] is a deformable surface used in exterior levels to provide a &amp;quot;ground&amp;quot;. This toolbar contains the tools that deals with the terrain mesh:&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor toolbar terrain editing.png]]&lt;br /&gt;
&lt;br /&gt;
Each of these buttons brings up a &amp;quot;brush&amp;quot; that's used for various tasks. See [[Terrain mesh]] for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
[[Model]]s are used to create any other objects that may be used as part of the level art - walls, floors, ceilings, non-interactive furnishings, visual effects, etc. To place them click on the [[Image:IconModelPlacement.png]] icon in the toolbar to go into model placement mode.&lt;br /&gt;
&lt;br /&gt;
Trees are added using the &amp;quot;scatter object&amp;quot; mode ([[Image:IconScatterObject.png]]).&lt;br /&gt;
&lt;br /&gt;
See [[model]] for more details.&lt;br /&gt;
&lt;br /&gt;
== Other tools ==&lt;br /&gt;
* Chunk boundary visualization - The chunk visualization tool is a button that will highlight where all the chunk/sector boundaries are, allowing the artist to plan the level accordingly.  As you can see, it also highlights the models that fall into a colored chunk so that you can see which chunk these will fall into on export.&lt;br /&gt;
* Highlight impassible terrain - The game imposes limits on the slope of a walkable surface.  Toggling this viewport button will display red highlights on the terrain wherever this limit is exceeded.&lt;br /&gt;
* Fade Cutaway Toggle - Cutoff, or 2 meter cutoff as it is called, is where we cut off the tops of models in interiors when we go into tactical camera mode, or overhead camera.  This way we can still see the players.  The cutoff tool allows the artists to visually see from the editor what will get removed when going into the tactical camera.&lt;br /&gt;
* Fade Punchthrough Toggle - Punch through is a system that allows the artists to put a flag on a model to say that it will get “punch through”.  What this means is that when the game user is in tactical (overhead) camera mode, any model that is between the main character and the camera will get a punch through mask applied to it.   This tool allows the artists to see in the editor what will get punched through in the game.&lt;br /&gt;
* Visualize Collision Objects - Turning on the visualize collision toggle will display all collision shapes in green/red wireframes. The green-red tinting is provided to make it easier to distinguish multiple objects from one another.&lt;br /&gt;
* Continuous Refresh Toggle - When the continuous refresh toggle is activated, the viewport will constantly redraw whenever it has free CPU time.  This is useful for visualizing VFX and another animated models.&lt;br /&gt;
&lt;br /&gt;
== Trees, grass, and shrubberies ==&lt;br /&gt;
&lt;br /&gt;
Trees, grass and shrubberies are handled somewhat differently from other models. They are created using a program called SpeedTree that includes information allowing them to respond to the wind. To place trees on a level, you first need to add that tree type's tree controller:&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor insert tree controller.png]]&lt;br /&gt;
&lt;br /&gt;
Once this is done you can use the scatter object tool ([[Image:IconScatterObject.png]]) to place specific examples of the vegetation you've added controllers for.&lt;br /&gt;
&lt;br /&gt;
See [[Vegetation]] for a gallery of the vegetation types included with the core resources.&lt;br /&gt;
&lt;br /&gt;
===Scatter Object Tool ===&lt;br /&gt;
The scatter object system allows the artist to place down both trees (and grass) and instanced models.  An example of an instanced model would be some rocks scattered around on the ground.  Objects that are scattered across the terrain level will be placed randomly inside the brush, and will also randomly fluctuate in size and orientation as well.&lt;br /&gt;
&lt;br /&gt;
The Scatter object tool allows the artist to paint scatter object on the terrain.  These scatter objects cannot be selected individually, but can only be added or removed with this tool.  Left clicking adds scatter objects within the brush, right clicking removes them.   &lt;br /&gt;
&lt;br /&gt;
*Fill Rate:  This is the rate at which the objects are scattered inside the brush.&lt;br /&gt;
*Radius:  This is the radius of the brush that adds/removes scatter objects.&lt;br /&gt;
&lt;br /&gt;
When the artist is painting scatter objects, he/she gets a palette, or Scatter Object Selection, from which to select which scatter object to paint.  Currently there are 2 tabs, one for trees and the other for instanced models.&lt;br /&gt;
 &lt;br /&gt;
The artist can add items to this list by right clicking on the Terrain World and selecting Insert, and then choosing either new Tree Scatter Object or new Model Scatter object.  In each case the artist will be able to browse a list of available resources.&lt;br /&gt;
 &lt;br /&gt;
*Ignore Density Setting:  This allows the artist to ignore the density setting and paint scatter objects in much the same way as one would use a can of spraypaint.&lt;br /&gt;
*Maximum Density:  This allows the artist to specify the maximum density of scatter objects in the brush radius, and the brush will only paint up to this maximum.&lt;br /&gt;
*Maximum Scale:  This caps the maximum scale of the scatter objects, 1 being the same size as the original.&lt;br /&gt;
*Minimum Scale:  This caps the minimum scale of the scatter objects, 1 being the same size as the original.&lt;br /&gt;
*Number of Painted Object:  Lists the current number of this type of object that has been painted in the level (un-editable).&lt;br /&gt;
*Orient On Terrain Surface:  When this is set to true, the objects will orient themselves according to the orientation of the terrain on which they are placed.  For instance if you put a rock on the side of a hill, it will still appear “flat” to the ground. NOTE: Currently this does not work for trees or grass, they will always be complete vertical.&lt;br /&gt;
&lt;br /&gt;
== Lighting ==&lt;br /&gt;
&lt;br /&gt;
There are many different types of [[lighting]] and light combinations that can be placed in the editor.&lt;br /&gt;
&lt;br /&gt;
There are also many tools used to create lighting and generate lighting and even visualize lighting in the editor.  The goal with the editor is to give the artist the same experience as he/she would see in the game.  This will help them to be able to create the levels and tweak lighting quickly without having to stop to see it in-game.&lt;br /&gt;
&lt;br /&gt;
Lights for the game are split into two categories based on what they affect: levels and characters.  Character lights will affect the player, NPCs, and creatures.  The level lights will affect static geometry and designer placeables.&lt;br /&gt;
&lt;br /&gt;
See [[Lighting]] for more detail.&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
&lt;br /&gt;
Pathfinding is generated by clicking the toolbar button [[Image:IconGeneratePathfinding.png]]. The pathfinding process lays down a grid of points that are marked &amp;quot;accessable&amp;quot; if they can be reached from a pathfinding start spot via passable terrain. This is essentially a flood-fill algorithm.&lt;br /&gt;
&lt;br /&gt;
In the case of exterior areas, you must select an exportable area before it will generate it, the error message will reflect this.&lt;br /&gt;
&lt;br /&gt;
To see the existing pathfinding grid, click on the [[Image:IconDisplayPathfinding.png]] toolbar button or select &amp;quot;Pathfinding nodes&amp;quot; under the &amp;quot;View&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Passable&amp;quot; or &amp;quot;impassable&amp;quot; depends on a variety of factors such as the slope of the land, obstructions, or water depth. Accessibility Start points are represented by a blue ring with a red arrow. Note that these are different from [[waypoint]]s, and are only used by the level editor for pathfinding purposes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor pathfinding start spot.png]]&lt;br /&gt;
&lt;br /&gt;
Models will often contain collision volumes that will automatically make the places they're located impassible. Likewise, you can set a certain depth of water as being impassible and pathfinding will take this into account. &lt;br /&gt;
&lt;br /&gt;
In order to get pathfinding to work, you must generate your starting point AFTER you create the exportable area, and use the name that is automatically generated for the starting point. DO NOT change the name of the starting point otherwise pathfinding will fail.&lt;br /&gt;
&lt;br /&gt;
=== Terrain Collision ===&lt;br /&gt;
You will need to block off terrain using the Terrain Block tools [[File:terrainBlockButtons.png]].  The first button toggles the display of the terrain blocks, the second button enables you to place terrain blocks, and the third snaps existing blocks to terrain verticies.  Left-clicking will start a new block, with additional left-clicks chaining the blocks together.  Right-clicking will end the current chain.  In addition, right-clicking on an existing block will delete it.&lt;br /&gt;
&lt;br /&gt;
An example of a terrain block chain showing the path finding&lt;br /&gt;
[[File:terrainBlockExample.png]]&lt;br /&gt;
&lt;br /&gt;
== Wind ==&lt;br /&gt;
&lt;br /&gt;
Each level can have one active wind object in it. The location of the wind object doesn't matter. The wind object defines how wind behaves on this level, which is used for such things as flapping banners and swaying trees.&lt;br /&gt;
&lt;br /&gt;
To insert a wind object, right click on the terrain, and choose Insert &amp;gt; New Wind Object.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor wind object.png]]&lt;br /&gt;
&lt;br /&gt;
For other weather effects, see [[Weather]].&lt;br /&gt;
&lt;br /&gt;
== Black boxes ==&lt;br /&gt;
&lt;br /&gt;
When creating an indoor layout you'll need to manually insert &amp;quot;black box&amp;quot; objects on the outer sides of the layout's walls. This allows the player to see through the walls when the camera is outside them, and obscures any parts of models that protrude out where the player shouldn't be able to see them.&lt;br /&gt;
&lt;br /&gt;
== Exportable area ==&lt;br /&gt;
&lt;br /&gt;
A layout requires at least one exportable area. This is the area that the player will be able to operate in and percieve when the layout is exported for use in the game.&lt;br /&gt;
&lt;br /&gt;
It's possible to have a large level with several different exportable areas. The player will have to go through an area transition to travel between exportable areas, just as if they were separate layouts entirely, but by combining them into one level in the level editor it becomes easier to maintain consistency between them. This is particularly useful in layouts where a player in one exportable area can see into the other exportable area but not reach it directly.&lt;br /&gt;
&lt;br /&gt;
The name of an exportable area layout is limited to seven characters. BioWare uses the following naming system:&lt;br /&gt;
&lt;br /&gt;
*Three-letter prefix that describes the region or plot the layout is for. For example, &amp;quot;ost&amp;quot; for Ostagar and environs.&lt;br /&gt;
*Three-digit number that uniquely identifies the layout within that region. Increments of one hundred are commonly used for major areas to allow sub-regions to be grouped together.&lt;br /&gt;
*A single character identifying variants of the layout. For example, a &amp;quot;d&amp;quot; suffix for the &amp;quot;daytime&amp;quot; version of an exterior layout. &amp;quot;d&amp;quot; is also often used to mean &amp;quot;default&amp;quot;, for areas where day and night are irrelevant (deep in a cave, for example).&lt;br /&gt;
&lt;br /&gt;
So for example the layout &amp;quot;ost101d&amp;quot; is a layout in the Ostagar region with a daytime ambience.&lt;br /&gt;
&lt;br /&gt;
Once you have done this you can convert your level into an area by clicking on Do All Local Posts.&lt;br /&gt;
&lt;br /&gt;
===Creating an Exportable Area (Room)===&lt;br /&gt;
The area is created by default whenever a new level file is created.  Its default layout name is “&amp;lt;name of exported…” which must be changed to something with seven characters or less.  This is the prefix for all resources created specific to this layout.&lt;br /&gt;
There is no provision for creating multiple areas inside a room based level file.&lt;br /&gt;
&lt;br /&gt;
===Creating an Exportable Area (Terrain)===&lt;br /&gt;
It is possible to have multiple exportable areas in each outdoor level file.  These can be created and their properties edited much like any other object in the editor.  If you have an exportable area already, you can select it via the drop down menu shown below.  &lt;br /&gt;
 &lt;br /&gt;
If you want to create or remove an exportable area, use the plus/minus buttons.   New areas automatically get an invalid layout name called “&amp;lt;name of exported…”  This needs to be changed to something with seven characters or less.  This is the prefix for all resources created specific to this layout.&lt;br /&gt;
&lt;br /&gt;
The GREEN box is the area the characters will be able to walk in, so make sure you drag it to cover the entire space you want to be walkable. If you place the green square in one of the corners and then drag diagonally you should be able to expand the box.&lt;br /&gt;
&lt;br /&gt;
    * The yellow box is the high level of detail, non-playable border (referred to as the Border).&lt;br /&gt;
&lt;br /&gt;
    * The red box is is the low level of detail, non-playable border (referred to as the Vista Border).&lt;br /&gt;
&lt;br /&gt;
These are used for giving depth/backgrounds to your areas. For example the mountains that surround Ostagar or the castle at Redcliffe.&lt;br /&gt;
 &lt;br /&gt;
After a new layout entry has been created, you can edit it by clicking on the properties button with the desired area selected in the dropdown.&lt;br /&gt;
&lt;br /&gt;
=== Exportable area properties ===&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Area ID|This is the ID of the area, this never needs to be changed.}}&lt;br /&gt;
{{inspector row|Cutoff Height|}}&lt;br /&gt;
{{inspector row|Cutoff System Enabled|}}&lt;br /&gt;
{{inspector row|Layout Name|This is the name which will be given to the layout on export, this name should never be longer than 7 characters, and if it is it will be truncated so that it is.  This is due to the long names our lightmap files receive, and out 32 character limit.}}&lt;br /&gt;
{{inspector row|Name|This is the name that shows up in the drop-down list.}}&lt;br /&gt;
{{inspector row|Start Point Name|Artist can specify the name of a startpoint that he/she wants the character to start at when previewing this level in the game.  They show up in the hierarchy tree, and can be created using the Start Point Tool.}}&lt;br /&gt;
{{inspector section|Atmosphere}}&lt;br /&gt;
{{inspector row|Atmo-Sun Color|RGB color values for the sun. Usually white.}}&lt;br /&gt;
{{inspector row|Atmo-Sun Intensity|Sun power. Multiplies the extintion and In-scattering terms.}}&lt;br /&gt;
{{inspector row|Atmosphere Alpha|}}&lt;br /&gt;
{{inspector row|Distance Multiplier|Modulates the distance at which the fog effect is applied.}}&lt;br /&gt;
{{inspector row|Earth Reflectance|Specifies the amount of natural color to allow objects to emit.}}&lt;br /&gt;
{{inspector row|Mie Multiplier|Modulates the Mie scattering term.}}&lt;br /&gt;
{{inspector row|Moon Alpha|}}&lt;br /&gt;
{{inspector row|Moon Rotation|}}&lt;br /&gt;
{{inspector row|Moon Scale|}}&lt;br /&gt;
{{inspector row|Rayleigh Multiplier|Modulates the rayleigh term.}}&lt;br /&gt;
{{inspector row|Skydome Model|This is the model to use for the skydome.  The resource list that appears when you click here is filtered for models beginning is “sb_”.}}&lt;br /&gt;
{{inspector row|Turbidity|Turbidity factor for the Mie term.}}&lt;br /&gt;
{{inspector section|Atmosphere Cloud}}&lt;br /&gt;
{{inspector row|Color|The cloud layer uses this color.}}&lt;br /&gt;
{{inspector row|Density|Lower values make an overcast sky.  Higher values give a scattered cloud layer.}}&lt;br /&gt;
{{inspector row|Depth|The depth value simulates thickness in the clouds.  The lower the value, the darker and more opaque the base is.  Higher values simulate more light passing through the cloud layer.}}&lt;br /&gt;
{{inspector row|Range1|First UV offset into the noise texture.}}&lt;br /&gt;
{{inspector row|Range2|Second UV offset range into the noise texture.}}&lt;br /&gt;
{{inspector row|Sharpness|:  This is a floating point number between 0 and 1, with 0 being no fog and one being a full white out so to speak.}}&lt;br /&gt;
{{inspector section|Atmosphere Fog}}&lt;br /&gt;
{{inspector row|Fog Cap|}}&lt;br /&gt;
{{inspector row|Fog Intensity|The intensity at the far plane.}}&lt;br /&gt;
{{inspector row|Fog Max Color|The color at maximum distance.}}&lt;br /&gt;
{{inspector row|Tactical Fog Multiplier|}}&lt;br /&gt;
{{inspector row|Use Separate Water Fog|}}&lt;br /&gt;
{{inspector row|Vertical Fog Zenith|}}&lt;br /&gt;
{{inspector row|Water Fog Cap|}}&lt;br /&gt;
{{inspector row|Water Fog Intensity|}}&lt;br /&gt;
{{inspector section|Buffer Effect 1, 2 and 3}}&lt;br /&gt;
{{inspector row||The properties available will depend on the specific buffer effect selected.}}&lt;br /&gt;
{{inspector section|Layout Sunlight}}&lt;br /&gt;
{{inspector row|Char. Sunlight Can Be Occluded|}}&lt;br /&gt;
{{inspector row|Character Color|}}&lt;br /&gt;
{{inspector row|Character Color Multiplier|}}&lt;br /&gt;
{{inspector row|Color|This is the color of the sunlight for the layout.}}&lt;br /&gt;
{{inspector row|Color Multiplier|This is the strength of the sunlight.}}&lt;br /&gt;
{{inspector row|Direction|This is the direction of the sunlight.  It can be typed in manually (a Vector in 3d space), or it can be specified by clicking on the “Set Sunlight” button on the right.  Pressing this pops up an icon that shows both the direction of the sunlight and its color.  Use the mouse to change it.}}&lt;br /&gt;
{{inspector row|Enabled|When this is set to true sunlight is enabled, false it is not.  }}&lt;br /&gt;
{{inspector row|Soft Shadow Light Angle|}}&lt;br /&gt;
{{inspector row|Soft Shadow Num Samples|}}&lt;br /&gt;
{{inspector section|Mini Map}}&lt;br /&gt;
{{inspector row|Mini Map Position X|}}&lt;br /&gt;
{{inspector row|Mini Map Position Y|}}&lt;br /&gt;
{{inspector row|Mini Map Size X|}}&lt;br /&gt;
{{inspector row|Mini Map Size Y|}}&lt;br /&gt;
{{inspector section|Model Low-LOD Lightmap}}&lt;br /&gt;
{{inspector row|Downsample Factor|For low-LOD models, this downsample factor is applied to the size of the original lightmap setting.  Texture-size = 1/DSF * original.  The result is clamped to the nearest pow-2.  Note that good values are 1,2,4,8,16 etc.}}&lt;br /&gt;
{{inspector row|Max Size|After downsampling is applied, the texture size is checked against the maximum clamp size.}}&lt;br /&gt;
{{inspector section|Pathfinding}}&lt;br /&gt;
{{inspector row|Character Height|This specifies the average height of a humanoid for the pathfinding info generation.  It is specifically used to generate the bounding volume for a creature for the pathing tests.}}&lt;br /&gt;
{{inspector row|Clearance|This is currently not being used.}}&lt;br /&gt;
{{inspector row|Grid Separation|This is the separation between pathing test points, in the x and y direction.  In the default case there would be a pathing point every 0.5 meters.}}&lt;br /&gt;
{{inspector section|Terrain Setup}}&lt;br /&gt;
{{inspector row|Border Cell Width|This is the number of chunks that will appear in the boundary around the playable area.  In order to specify the playable area, use the “define Area” button.}}&lt;br /&gt;
{{inspector row|Cell Position X|This is the coordinate of the lower left corner of the exportable area, the numbers are in relation to the chunks and not area or world coordinates.}}&lt;br /&gt;
{{inspector row|Cell Position Y|This is the coordinate of the lower left corner of the exportable area, the numbers are in relation to the chunks and not area or world coordinates.}}&lt;br /&gt;
{{inspector row|Cell Position Z|This is the coordinate of the lower left corner of the exportable area, the numbers are in relation to the chunks and not area or world coordinates.}}&lt;br /&gt;
{{inspector row|Cell Size X|This is the width of the exportable area, in chunks.}}&lt;br /&gt;
{{inspector row|Cell Size Y|This is the length of the exportable area, in chunks}}&lt;br /&gt;
{{inspector row|Cell Size Z|This is the height of the exportable area.  Currently there is only 1 height possible, 1.  This will not change for DA.}}&lt;br /&gt;
{{inspector row|Lightmap Texture Size|This is the size of the lightmap texture for the terrain chunks.  In this case 64 means the texture will be 64x64, which for a chunk size of 64m x 64m will be one texel of lightmap per meter (which is pretty low).}}&lt;br /&gt;
{{inspector row|Lightmap Texture Size (Vista)|This is the size of the lightmap texture for a vista chunk, outside the playable area and the border.  Again 16 means the texture will be 16x16.}}&lt;br /&gt;
{{inspector row|Subdivide Chunks By|}}&lt;br /&gt;
{{inspector row|Vista Cell Width|This is the number of chunks that will appear outside the border cells.  Anything inside the vista area will not be exported at high LOD.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
== Water tools ==&lt;br /&gt;
&lt;br /&gt;
See [[Water]] for detailed documentation on placing water in the level editor.&lt;br /&gt;
&lt;br /&gt;
== Room visibility and connectivity==&lt;br /&gt;
&lt;br /&gt;
Interior based levels have explicit connections between rooms, unlike exteriors where there is an implicit connection between two neighboring chunks.  For this reason the connectivity must be set up by the artists.  This should be done through planning and iteration as it will affect the streaming and performance of the level in the game.  &lt;br /&gt;
 &lt;br /&gt;
If you select a room, you will see that that room appears highlighted in red.  The Room Properties window can be brought up by pressing the Room Properties button. This behavior can be disabled by unchecking the Highlight visible rooms checkbox.  All of the rooms that are visible to this room show up in green.  You will see the list of these rooms show up in the Visible Rooms list in the picture above.  &lt;br /&gt;
&lt;br /&gt;
The ideal way to generate this visibility information is to press the button called “Generate Visibility Graph”.  This will take a little bit of time, so sit back after you press it and be patient.  What it does is take a render of each room in the level and generate a list of all rooms that can be seen from it. &lt;br /&gt;
&lt;br /&gt;
NOTE: You must have generated pathfinding data for the level before you generate the visibility info, as it uses the pathing points in this process.&lt;br /&gt;
&lt;br /&gt;
Of course this can be tweaked manually afterwards using the add and remove buttons.  However if you ever press the Generate button again it will wipe out all manual changes.&lt;br /&gt;
&lt;br /&gt;
The visibility system is used for streaming as well as the fog of war system, and determining what rooms are visible to the player depending on his/her current room.  There is one other factor however to this, the connectivity system, which is detailed next.&lt;br /&gt;
&lt;br /&gt;
The Room Connectivity System is necessary because there are things that can block visibility from one room to another.  For instance if I’m looking up a hallway and I can see 3 rooms in the distance, but then I close the door in front of me, the game needs a way to know that those rooms are now invisible.  This is where this system comes in.&lt;br /&gt;
&lt;br /&gt;
The room connectivity system can be visualized by the other checkbox under the Connected Rooms list in the Rooms properties window.&lt;br /&gt;
 &lt;br /&gt;
Notice that the rooms connected to the current room show up in brown.  This is a reminder that you are looking at connectivity and not visibility.  As you can see only the rooms that are DIRECTLY connected to the selected room should be in this list.  This has to built up manually, by clicking add and then clicking on the rooms that are connected to it.   The add button in this case is more of a node, click it, then click the rooms you want to add, then you have to click it again to turn it off.  This was done to make adding all the rooms faster.&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key || Function&lt;br /&gt;
|-&lt;br /&gt;
| R || Standard Selection&lt;br /&gt;
|-&lt;br /&gt;
| Q || 3D Axis Manipulator&lt;br /&gt;
|-&lt;br /&gt;
| E || Rotation Manipulator&lt;br /&gt;
|-&lt;br /&gt;
| T || Local Coordinates (Toggle)&lt;br /&gt;
|-&lt;br /&gt;
! Key || Camera Functions&lt;br /&gt;
|-&lt;br /&gt;
| W || Camera Forward / In&lt;br /&gt;
|-&lt;br /&gt;
| S || Camera Back / Out&lt;br /&gt;
|-&lt;br /&gt;
| A || Camera Pan Left&lt;br /&gt;
|-&lt;br /&gt;
| D || Camera Pan Right&lt;br /&gt;
|-&lt;br /&gt;
! Key || Brush Size&lt;br /&gt;
|-&lt;br /&gt;
| - || Decrease Brush Radius&lt;br /&gt;
|-&lt;br /&gt;
| = || Increase Brush Radius&lt;br /&gt;
|-&lt;br /&gt;
! Key || Editing&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-X || Cut Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-C || Copy Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-V || Paste Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-Z || Undo last action&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-Y || Redo last action&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-A || Select All&lt;br /&gt;
|-&lt;br /&gt;
! Key || General&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-S || Save Map&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-O || Open Map&lt;br /&gt;
|-&lt;br /&gt;
| F5 || Refresh Screen&lt;br /&gt;
|-&lt;br /&gt;
| Del || Delete Selected Object&lt;br /&gt;
|-&lt;br /&gt;
| 5 (Numpad) || Camera Reset/Home (Looks at bottom right corner of map)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-H || Hide Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-/ (Numpad) || UnHides Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-* || UnHides all hidden objects&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-\ || Invert Selection &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
Groups are your friend.&lt;br /&gt;
&lt;br /&gt;
Selecting a group will select all models inside that group folder.&lt;br /&gt;
This allows you to move several objects at the same time as well as apply other settings to that entire group.&lt;br /&gt;
&lt;br /&gt;
This also makes placing several grouped objects like torches with flame and lights very quick and easy.&lt;br /&gt;
For example, Setting several candles with flame effects would take a lot of time to place each candle stick individually, and then placing the flame effect exactly on top of the candle for each. By using group folders you only need to set this up once. To place more candles simply select the group folder, Ctrl+C to copy, select its parent group, or other place you want to put the next candle and Ctrl+V to past the new group. Then simply drag it to where you want it.&lt;br /&gt;
&lt;br /&gt;
[[File:Tip_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Level layouts]]&lt;br /&gt;
&lt;br /&gt;
In addition, the Selection Lock and Visible properties of objects can be useful when trying to manipulate objects when larger objects obscure or get in the way of the desired selection. This is especially handy with water meshes.&lt;/div&gt;</summary>
		<author><name>Talisander</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:Sunjammer/Plot_flags_(draft)&amp;diff=8642</id>
		<title>User:Sunjammer/Plot flags (draft)</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:Sunjammer/Plot_flags_(draft)&amp;diff=8642"/>
				<updated>2009-12-09T14:51:03Z</updated>
		
		<summary type="html">&lt;p&gt;Talisander: /* Schroedinger's Flag? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many categories of plot but fortunately only two types of '''plot flags''':&lt;br /&gt;
&lt;br /&gt;
* Main flags&lt;br /&gt;
* Defined flags&lt;br /&gt;
&lt;br /&gt;
== Main Flags ==&lt;br /&gt;
&lt;br /&gt;
A Main Flag is a bit like NWN Plot Entry only with a few added features and fields. Just as with their NWN equivalent, they can be either &amp;quot;Not set&amp;quot; or &amp;quot;Set&amp;quot;. They have the following properties/fields:&lt;br /&gt;
&lt;br /&gt;
* Flag Name&lt;br /&gt;
* Flag&lt;br /&gt;
* Reward&lt;br /&gt;
* Has Journal&lt;br /&gt;
* Final&lt;br /&gt;
* Repeatable&lt;br /&gt;
* Default Value&lt;br /&gt;
* Area Location Tag&lt;br /&gt;
* Offer ID&lt;br /&gt;
* Journal Text&lt;br /&gt;
* Plot Assist&lt;br /&gt;
* Comments&lt;br /&gt;
&lt;br /&gt;
You can set the Flag Name to whatever you like, however you'll want to get your naming conventions sorted out early on and stick to them like glue (it will pay dividends when it comes to using them). The Flag is a incrementing and unique integer. If you choose a reward the Reward field displays the label of the row from the rewards.2da*. Entering anything in to Journal Text will cause Has Journal to change from nothing to &amp;quot;Yes&amp;quot;. Final, Repeatable and Default Value should be self explanatory.&lt;br /&gt;
&lt;br /&gt;
The significance of Area Location Tag, Offer Id and Plot Assist remain a mystery to me.&lt;br /&gt;
&lt;br /&gt;
You can have a total of 128 Main Flags (numbered 0 to 127) in any single plot.&lt;br /&gt;
&lt;br /&gt;
== Defined Flags ==&lt;br /&gt;
&lt;br /&gt;
On the face of it Defined Flags are much simpler than Main Flags. These too can be either &amp;quot;Not set&amp;quot; or &amp;quot;Set&amp;quot; but have fewer properties/fields, namely:&lt;br /&gt;
&lt;br /&gt;
* Flag Name&lt;br /&gt;
* Flag&lt;br /&gt;
* Reward&lt;br /&gt;
* Area Location Tag&lt;br /&gt;
* Offer ID&lt;br /&gt;
* Plot Assist&lt;br /&gt;
* Comments&lt;br /&gt;
&lt;br /&gt;
You can have a seemingly unlimited number of Defined Flags (numbered from 256 upwards). However after adding about 800 Defined Flags to a single plot the Plot Editor began to run a little slow.&lt;br /&gt;
&lt;br /&gt;
I said &amp;quot;on the face of it&amp;quot; because as I was about to find out Defined Flags are evil and twisted ...&lt;br /&gt;
&lt;br /&gt;
== Little Red Riding Hood Redux ==&lt;br /&gt;
&lt;br /&gt;
In Little Red Riding Hood Redux (our Builders Event module) you had to collect some food, drink and flowers before Grandmother would allow the plot to progress. I, naively, thought I could achieve this by setting up three Defined Flags (one for each item) and setting them using the equivalent of the Module's OnAcquireItem event.&lt;br /&gt;
&lt;br /&gt;
The submission deadline was fast approaching when I threw together a module event script that looked a lot like this:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;dascript&amp;gt;&lt;br /&gt;
    #include &amp;quot;wrappers_h&amp;quot; &lt;br /&gt;
    #include &amp;quot;events_h&amp;quot;    &lt;br /&gt;
    #include &amp;quot;plt_no_good_deed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
    void main()&lt;br /&gt;
    {&lt;br /&gt;
        int bEventHandled;&lt;br /&gt;
        event evEvent = GetCurrentEvent();&lt;br /&gt;
        int nEventType = GetEventType(evEvent);&lt;br /&gt;
        switch(nEventType)&lt;br /&gt;
        {      &lt;br /&gt;
            case EVENT_TYPE_CAMPAIGN_ITEM_ACQUIRED:&lt;br /&gt;
            {   &lt;br /&gt;
                // the item's owner is the creature who triggered this event&lt;br /&gt;
                object oOwner = GetEventCreator(evEvent); &lt;br /&gt;
&lt;br /&gt;
                // the item is the first entry in the event's objects list&lt;br /&gt;
                object oItem = GetEventObject(evEvent, 0);&lt;br /&gt;
                string sItemTag = GetTag(oItem);&lt;br /&gt;
                 &lt;br /&gt;
                // check the tag for special cases and raise appropriate defined flag&lt;br /&gt;
                if(sItemTag == &amp;quot;food&amp;quot;)&lt;br /&gt;
                { &lt;br /&gt;
                    WR_SetPlotFlag(&amp;quot;PLT_NO_GOOD_DEED&amp;quot;, PLAYER_HAS_FOOD, TRUE);&lt;br /&gt;
                }&lt;br /&gt;
                else if(sItemTag == &amp;quot;drink&amp;quot;)&lt;br /&gt;
                { &lt;br /&gt;
                    WR_SetPlotFlag(&amp;quot;PLT_NO_GOOD_DEED&amp;quot;, PLAYER_HAS_DRINK, TRUE);&lt;br /&gt;
                }&lt;br /&gt;
                else if(sItemTag == &amp;quot;flower&amp;quot;)&lt;br /&gt;
                { &lt;br /&gt;
                    WR_SetPlotFlag(&amp;quot;PLT_NO_GOOD_DEED&amp;quot;, PLAYER_HAS_FLOWER, TRUE);&lt;br /&gt;
                }  &lt;br /&gt;
                  &lt;br /&gt;
                // check if all defined flags have been raised: and raise main flag&lt;br /&gt;
                if(WR_GetPlotFlag(&amp;quot;PLT_NO_GOOD_DEED&amp;quot;, PLAYER_HAS_FOOD)&lt;br /&gt;
                &amp;amp;&amp;amp; WR_GetPlotFlag(&amp;quot;PLT_NO_GOOD_DEED&amp;quot;, PLAYER_HAS_DRINK)&lt;br /&gt;
                &amp;amp;&amp;amp; WR_GetPlotFlag(&amp;quot;PLT_NO_GOOD_DEED&amp;quot;, PLAYER_HAS_FLOWER))&lt;br /&gt;
                {&lt;br /&gt;
                    WR_SetPlotFlag(&amp;quot;PLT_NO_GOOD_DEED&amp;quot;, PLAYER_HAS_ALL_ITEMS, TRUE);&lt;br /&gt;
                }&lt;br /&gt;
                &lt;br /&gt;
                bEventHandled = TRUE;&lt;br /&gt;
                break;&lt;br /&gt;
            }&lt;br /&gt;
        } &lt;br /&gt;
        &lt;br /&gt;
        // fall through logic&lt;br /&gt;
        if(bEventHandled == FALSE)&lt;br /&gt;
        {&lt;br /&gt;
            HandleEvent(evEvent, RESOURCE_SCRIPT_MODULE_CORE);&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It looks sound enough: each time a plot item is acquired we set the appropriate Defined Flag. If all three Defined Flags are set then we set the Main Flag which controls the a node in Grandmother's conversation.&lt;br /&gt;
&lt;br /&gt;
Unfortunately we didn't have time to test it and so we were somewhat confused and a little chagrined with it our demonstration ended a little prematurely with Grandmother refusing to say much more than &amp;quot;Yes deary?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To understand why we have to know a little bit more about the differences between a Main Flag and a Defined Flag.&lt;br /&gt;
&lt;br /&gt;
=== Setting (and Checking) Expectations ===&lt;br /&gt;
&lt;br /&gt;
What we didn't know at the Builders Event was that although the state Main Flag can be checked and/or updated, the state of a Defined Flag can only be checked. My attempts to update the Defined Flags in the above script were always doomed to fail.&lt;br /&gt;
&lt;br /&gt;
In addition, while a Main Flag can be checked and/or updated just using withoug resorting to scripting (by merely selecting options on a conversation's &amp;quot;Plots and Scripting&amp;quot; tab), checking a Defined Flag will always involve a call to the appropriate plot script ... and we hadn't written one of those!&lt;br /&gt;
&lt;br /&gt;
With Defined Flags there's simply no getting away from scripting.&lt;br /&gt;
&lt;br /&gt;
To check the state either type of flag through scripting we can use the native GetPartyPlotFlag function or the derived WR_GetPlotFlag function. To update the state of a Main Flag we can use the native SetPartyPlotFlag function or the derived WR_SetPlotFlag function. Normally Main flags are changed from &amp;quot;Not set&amp;quot; to &amp;quot;Set&amp;quot; (0 to 1) but the reverse is possible too.&lt;br /&gt;
&lt;br /&gt;
=== Schroedinger's Flag? ===&lt;br /&gt;
&lt;br /&gt;
It took me a while to get my head round Defined Flags mostly because I find referring to these as &amp;quot;flags&amp;quot; rather unhelpful. Calling them flags makes me think they have an intrinsic state and can be set or unset just like the Main Flags. Unfortunately this is not the case.&lt;br /&gt;
&lt;br /&gt;
So if it isn't really a flag what is it?&lt;br /&gt;
&lt;br /&gt;
    Quote: by Craig Graff (BioWare)&lt;br /&gt;
    I tend to think of it as ... peering in on Schroedinger's cat&lt;br /&gt;
&lt;br /&gt;
In reality a Defined Flag is just an integer constant that is used to identify which snippet of code to run in a plot script. The snippet of code is scripted to return a true/false value just as StartingConditional script were in NWN. The difference here is that you would normally have several Defined Flags in a single plot script.&lt;br /&gt;
&lt;br /&gt;
=== Little Red Riding Hood Redux Redux? ===&lt;br /&gt;
&lt;br /&gt;
So if I had to remake LRRHR again what would I need to do to make it work? There are a couple of options however at this stage I can't really say which is better.&lt;br /&gt;
&lt;br /&gt;
==== Option A ====&lt;br /&gt;
&lt;br /&gt;
In this option we change PLAYER_HAS_FOOD, PLAYER_HAS_DRINK and PLAYER_HAS_FLOWER from Defined Flags to Main Flags. These are just temporary flags so we don't give them any Journal Entry, Reward, etc. In this way they become settable so we can leave the part of the original script that checks tags and updates flags.&lt;br /&gt;
&lt;br /&gt;
Conversely we leave PLAYER_HAS_ALL_ITEMS as a Defined Flag but we relocate that part of the code to the plot script. The resulting script should look something like:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
    #include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
    #include &amp;quot;plot_h&amp;quot;&lt;br /&gt;
     &lt;br /&gt;
    #include &amp;quot;PLT_NO_GOOD_DEED&amp;quot;&lt;br /&gt;
     &lt;br /&gt;
    int StartingConditional()&lt;br /&gt;
    {&lt;br /&gt;
        // default result is false&lt;br /&gt;
        int nResult;&lt;br /&gt;
     &lt;br /&gt;
        event evEvent = GetCurrentEvent();&lt;br /&gt;
        int nEventType = GetEventType(evEvent);&lt;br /&gt;
     &lt;br /&gt;
        // the plot flag is the second value in the event's ints list&lt;br /&gt;
        int nPlotFlag = GetEventInteger(evEvent, 1);&lt;br /&gt;
        &lt;br /&gt;
        if(nEventType == EVENT_TYPE_GET_PLOT)&lt;br /&gt;
        {   &lt;br /&gt;
            switch(nPlotFlag)&lt;br /&gt;
            {&lt;br /&gt;
                case PLAYER_HAS_ALL_ITEMS:&lt;br /&gt;
                {&lt;br /&gt;
                    // check if all main flags have been raised&lt;br /&gt;
                    if(WR_GetPlotFlag(&amp;quot;PLT_NO_GOOD_DEED&amp;quot;, PLAYER_HAS_FOOD)&lt;br /&gt;
                    &amp;amp;&amp;amp; WR_GetPlotFlag(&amp;quot;PLT_NO_GOOD_DEED&amp;quot;, PLAYER_HAS_DRINK)&lt;br /&gt;
                    &amp;amp;&amp;amp; WR_GetPlotFlag(&amp;quot;PLT_NO_GOOD_DEED&amp;quot;, PLAYER_HAS_FLOWER))&lt;br /&gt;
                    {&lt;br /&gt;
                        nResult = TRUE;&lt;br /&gt;
                    }               &lt;br /&gt;
                    break;&lt;br /&gt;
                }&lt;br /&gt;
            }&lt;br /&gt;
        }&lt;br /&gt;
        return nResult;&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Option B ====&lt;br /&gt;
&lt;br /&gt;
In this option we do away with the module script altogether. Instead of using Main Flags to determine if the player acquired the quest item we can use the dynamic nature of the Defined Flag and use the plot script to evaluate the current value of the PLAYER_HAS_ALL_ITEMS flag.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
    #include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
    #include &amp;quot;plot_h&amp;quot;&lt;br /&gt;
     &lt;br /&gt;
    #include &amp;quot;PLT_NO_GOOD_DEED&amp;quot;&lt;br /&gt;
     &lt;br /&gt;
    int StartingConditional()&lt;br /&gt;
    {&lt;br /&gt;
        // default result is false&lt;br /&gt;
        int nResult;&lt;br /&gt;
     &lt;br /&gt;
        event evEvent = GetCurrentEvent();&lt;br /&gt;
        int nEventType = GetEventType(evEvent);&lt;br /&gt;
     &lt;br /&gt;
        // the plot flag is the second value in the event's ints list&lt;br /&gt;
        int nPlotFlag = GetEventInteger(evEvent, 1);&lt;br /&gt;
        &lt;br /&gt;
        if(nEventType == EVENT_TYPE_GET_PLOT)&lt;br /&gt;
        {   &lt;br /&gt;
            switch(nPlotFlag)&lt;br /&gt;
            {&lt;br /&gt;
                case PLAYER_HAS_ALL_ITEMS:&lt;br /&gt;
                {       &lt;br /&gt;
                    // get a reference to the player&lt;br /&gt;
                    object oHero = GetHero();&lt;br /&gt;
                    &lt;br /&gt;
                    // check if all main flags have been raised&lt;br /&gt;
                    if(IsObjectValid(GetItemPossessedBy(oHero, &amp;quot;food&amp;quot;))&lt;br /&gt;
                    &amp;amp;&amp;amp; IsObjectValid(GetItemPossessedBy(oHero, &amp;quot;drink&amp;quot;))&lt;br /&gt;
                    &amp;amp;&amp;amp; IsObjectValid(GetItemPossessedBy(oHero, &amp;quot;flower&amp;quot;)))&lt;br /&gt;
                    {&lt;br /&gt;
                        nResult = TRUE;&lt;br /&gt;
                    }               &lt;br /&gt;
                    break;&lt;br /&gt;
                }&lt;br /&gt;
            }&lt;br /&gt;
        }&lt;br /&gt;
        return nResult;&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Incidentally just to prove BioWare developers do have a sense of humour one of the entries in rewards.2da is &amp;quot;HorseDrownsWhileFlying DO NOT USE&amp;quot;. Okay may be that says more about my sense of humour than theirs.&lt;/div&gt;</summary>
		<author><name>Talisander</name></author>	</entry>

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