Post by Tempus on Aug 22, 2016 18:50:56 GMT -5
Rather than post the whole document, we decided it best to just post the relevant section(s).
Building Standards
All builds in Redemption Reloaded have standards that must be adhered to. These standards help to ensure game continuity, longevity and in the end making the task of creating things easier.
301 General
Redemption Reloaded grows and changes as a result of requests by players, ideas from the team or, as a matter of updating or fixing things that are broken or not functioning as designed. Changes or enhancements can be added to the game provided they are thoroughly fleshed out, approved by the team and fully tested. The necessary areas, scripts, conversations, NPC’s and items will be exported and submitted to the CM for integration into the module.
In addition to the requirements for Content and Building Standards, requests for changes or enhancements include complete documentation citing the following:
Why is the build being done
All items that are saved to the palette for use in game should be organized in the palette where they most logically belong (e.g. potions with potions, tigers with tigers, craft items with the crafting category, monster clothing with the NPC clothing, etc.) however, there a few exceptions. These exceptions are as follows:
All areas, placeables, creatures and items will have a resref name that matches the tag name and is always case sensitive (e.g. cruellye and cruellye for both the tag and resref while the name of the item is Cruel Lye).
Special items are color coded so they stand out against all other items. These items are ALWAYS placed in the Custom 1 category of the palette and have color codes as follows:
302 Scripts and Conversations
Conversation scripts start ‘CNV_xxx’
Area scripts start ‘AR_nameofarea’
Item scripts start ‘IT_xxx’
Stand-alone scripts that validate or check events, variables, etc. start ‘CHK_xxx’
Scripts that call merchants start ‘MERC_xxx’
Scripts that are for general use start ‘GEN_xxx’
Scripts that are tied to monster events start ‘MOB_ON_xxx’
Scripts that are tied to NPC activities/events start ‘NPC_xxx’
Scripts that are tied to module events stat ‘RD_MOD_xxx’
Scripts that trigger quests and quest updates start ‘QUEST_nameofquest’
Scripts that make a call to a conversation start ‘TLK_nameofconversation’
303 Waypoints, Doors and Transitions
Waypoints will have the following format: the first letter of each word of the area followed by WP and that waypoints number in relation to others in the area. Each value is separated by an underscore.
o Example: Spire Wastelands: Outskirts has a total of 2 waypoints. The tags of each way point will be SWO_WP1 and SWO_WP2
Area transition triggers will have the following format: the first letter of each word of the area followed by TR and the triggers number in relation to others in the area, followed by the first letter of each word of the area it transitions to and then, if transitioning to a waypoint, WP and that areas waypoint number. If transitioning to a door, then that areas door number. Each value is separated by an underscore.
o Example: Shandalar Crypts has 3 transition triggers, one of which goes to a waypoint in Shandalar Dungeon that has 2 waypoints. The Shandalar Crypt trigger would have the tag SC_TR1_SD_WP2 if going to the second waypoint
o Example: Shandalar Crypts has 3 transition triggers, one of which goes to a door in Shandalar Dungeon that has 2 doors. The Shandalar Crypt trigger would have the tag SC_TR1_SD2 if going to the second door
Doors will have the following format: the first letter of each word of the area and that doors number in relation to others in the area, followed by the first letter of each word of the area it transitions to and its number in relation to others in its area. Each value is separated by an underscore.
o Example: Sitis Swamps: Morass Bog has 2 doors. The second door goes to Sitis Swamp, which also has 2 doors. The Sitis Swamps: Morass Bog door would have the tag of SSMB2_SS1 if going to the first door in Sitis Swamps or, SSMB2_SS2 if going to the second door in Sitis Swamps
No more than 2 – 3 placeables per tile square and no placeable shall ever cross tiles (e.g. be added so as it touches or crosses over the red lines dividing tiles).
304 Monsters and NPC’s
Except for bosses, all monsters will have the following formula to determine their abilities: Creature Level / 2 + 78 = total points across all abilities (round up).
Example: Level 20 FTR/10 WM/3 PAL would have a total of 95 ability points to distribute
All NPC and Monsters will have a perception range of Default or Short (unless otherwise noted) and all merchants are Plot/Immortal/Immobile and will have a faction of 'merchant' with an alignment of True Neutral.
Except for bosses, no monster will have a feat without the prerequisites (e.g. Epic Dodge requires 1 tumble, 21st level, DEX 25, improved evasion and defensive roll) unless otherwise stated or required for that monsters phenotype or race.
Except bosses, all monsters have 6, 8, 10 or 12 base hit points (based on primary class) per level except for special exceptions (e.g. lesser skeletons of level 4 for PC’s 1-3 have 20 base hit points)
Except bosses, all monsters have a CR (challenge rating) level that is 2 to 3 levels higher than their combined levels and a class level that is 1 to 3 levels higher than the lowest/highest level PC expected for the build. This is for XP purposes.
Monster only weapons are stored in the ‘Melee Weapons’ category on the palette and have a name, tag and resref starting with 'm' (i.e. mcuervoaxe, mshandyknightsword)
Monster only equipment is stored in the ‘NPC Clothing’ category on the palette and has a name, tag and resref starting with 'm' (i.e. mcuervohelm, mshandyknightplate)
305 Items- Tiered System
Items can be found, dropped by monsters, earned through quests or even crafted. In general, tougher monsters and quests yield better items. Items are divided into tiers that reflect a dynamic between highly magical and the PC level that could be expected obtain it. The goal of the Tier System is to provide balance and sustainability. All items will receive a comment indicating who drops it and where it is dropped. The tiers used and the property rules used are as follows:
Newbie Tier (target PC levels 1 ~ 10)
If crafted cost is under 500 thousand + components
2 properties max
2 AB max (melee/ranged/sling) 3 AB max (throwing)
2 AC Bonus max (armor/rings/boots/amulet) 3 AC Bonus max (robes, rags, clothing)
Tween Tier (target PC levels 11 ~ 18)
If crafted cost is 1 million + components
3 properties max
5 AB max (melee/ranged/sling) 7 AB max (throwing)
4 AC Bonus max (armor/rings/boots/amulet) 6 AC Bonus max (robes, rags, clothing)
Seasoned Tier (target PC levels 19 ~ 24)
If crafted cost is 1 ~ 6 million + components
5 properties max
6 AB max (melee/ranged/sling) 8 AB max (throwing)
5 AC Bonus max (armor/rings/boots/amulet) 7 AC Bonus max (robes, rags, clothing)
Veteran Tier (target PC levels 25 ~ 35)
If crafted cost is 5 ~ 8 million + components
7 properties max
8 AB max (melee/ranged/sling) 10 AB max (throwing)
6 AC Bonus max (armor/rings/boots/amulet) 8 AC Bonus max (robes, rags, clothing)
Legendary Tier (target PC levels 35 ~ 40)
If crafted cost is 10 million + components
9 properties max
10 AB max (melee/ranged/sling) 15 AB max (throwing)
7 AC Bonus max (armor/rings/boots/amulet) 9 AC Bonus max (robes, rags, clothing)
It is not expected that all items have the maximum allowable properties and ratings on them as the crafted, boss, rare and unique items a PC obtains within a particular tier should be better than more common items within that tier. Item properties and the rules associated with them are as follows:
No more than half of the properties can be of the damage type (i.e. AB, EB, Damage Bonus, etc.)
If damage is fixed, no more than 10 per property- if random, no more than 2d12 per property
Haste is 2 properties
Spell Resistance is 1 property
Ability increases are 2 properties- cannot modify more than 2 abilities on same item- max increase total is 6
No Immunities
No True Seeing
No Holy Avenger
No On Hit Cast Spell
Enhancement is 2 properties- must be 3 less than AB (if used with AB) or, no more than allowed item AB (if used without AB)
Regeneration cannot exceed 6
Spells- each cast per day is 1 property. No spells from innate levels 7 or higher
Skill increases cannot exceed 10
Damage Reduction – enhancement to bypass cannot exceed the AC of the item tier, amount to soak cannot exceed double said amount rounded up (i.e max DR on a legendary tier is +7/15). Counts as 2 properties
Damage Resistance- both physical and non-physical 10 max (Tween/Seasoned), 15 (Veteran) and 20 (Legendary). Counts as 2 properties
Vorpal DC is 20 max
Seasoned, Veteran and Legendary tiers must have 1,2 and 3 negative aspects (respectively)
Save increases cannot exceed 5
Bonus Feat is 1 property
Except non-drop items, all magical equipment follows the Tier System
Monster Only weapons are stored in the Melee Weapons category on the palette and have a name, tag and resref starting with 'm' (i.e. mcuervoaxe, mshandyknightsword)
Monster Only equipment is stored in the NPC Clothing category on the palette and has a name, tag and resref starting with 'm' (i.e. mcuervohelm, mshandyknightplate)
Building Standards
All builds in Redemption Reloaded have standards that must be adhered to. These standards help to ensure game continuity, longevity and in the end making the task of creating things easier.
301 General
Redemption Reloaded grows and changes as a result of requests by players, ideas from the team or, as a matter of updating or fixing things that are broken or not functioning as designed. Changes or enhancements can be added to the game provided they are thoroughly fleshed out, approved by the team and fully tested. The necessary areas, scripts, conversations, NPC’s and items will be exported and submitted to the CM for integration into the module.
In addition to the requirements for Content and Building Standards, requests for changes or enhancements include complete documentation citing the following:
Why is the build being done
- What is the build (summary)
- What new items, events (e.g. areas of effect, traps) or NPC’s will be used to enhance the player experience
- What is the estimated size of the build
All items that are saved to the palette for use in game should be organized in the palette where they most logically belong (e.g. potions with potions, tigers with tigers, craft items with the crafting category, monster clothing with the NPC clothing, etc.) however, there a few exceptions. These exceptions are as follows:
- Key NPC’s- Merchants>Custom 1, Bosses> Custom 3, Clan Related> Custom 4
- Items- Craft/Colored Items> Custom 1, Clan Items> Custom 4, DM Related> Custom 5
- Quest or Game Related- Plot Item
All areas, placeables, creatures and items will have a resref name that matches the tag name and is always case sensitive (e.g. cruellye and cruellye for both the tag and resref while the name of the item is Cruel Lye).
Special items are color coded so they stand out against all other items. These items are ALWAYS placed in the Custom 1 category of the palette and have color codes as follows:
- Crafted- (green) <c ÿ > 0, 255, 0 : only obtained through crafting
- Rare (limited availability)- (red) <c²""> 178, 34, 34 : only obtained once per server reset
- Unique- (purple) <cºUÓ>186, 85, 211 : only obtained from mini-bosses
- Part of set- (orange) <cÿ¥ >255, 165, 0 : random- wherever appropriate
- Quest- (blue) <c ÿÿ> 0, 255, 255 : only obtained through quests
302 Scripts and Conversations
Conversation scripts start ‘CNV_xxx’
Area scripts start ‘AR_nameofarea’
Item scripts start ‘IT_xxx’
Stand-alone scripts that validate or check events, variables, etc. start ‘CHK_xxx’
Scripts that call merchants start ‘MERC_xxx’
Scripts that are for general use start ‘GEN_xxx’
Scripts that are tied to monster events start ‘MOB_ON_xxx’
Scripts that are tied to NPC activities/events start ‘NPC_xxx’
Scripts that are tied to module events stat ‘RD_MOD_xxx’
Scripts that trigger quests and quest updates start ‘QUEST_nameofquest’
Scripts that make a call to a conversation start ‘TLK_nameofconversation’
303 Waypoints, Doors and Transitions
Waypoints will have the following format: the first letter of each word of the area followed by WP and that waypoints number in relation to others in the area. Each value is separated by an underscore.
o Example: Spire Wastelands: Outskirts has a total of 2 waypoints. The tags of each way point will be SWO_WP1 and SWO_WP2
Area transition triggers will have the following format: the first letter of each word of the area followed by TR and the triggers number in relation to others in the area, followed by the first letter of each word of the area it transitions to and then, if transitioning to a waypoint, WP and that areas waypoint number. If transitioning to a door, then that areas door number. Each value is separated by an underscore.
o Example: Shandalar Crypts has 3 transition triggers, one of which goes to a waypoint in Shandalar Dungeon that has 2 waypoints. The Shandalar Crypt trigger would have the tag SC_TR1_SD_WP2 if going to the second waypoint
o Example: Shandalar Crypts has 3 transition triggers, one of which goes to a door in Shandalar Dungeon that has 2 doors. The Shandalar Crypt trigger would have the tag SC_TR1_SD2 if going to the second door
Doors will have the following format: the first letter of each word of the area and that doors number in relation to others in the area, followed by the first letter of each word of the area it transitions to and its number in relation to others in its area. Each value is separated by an underscore.
o Example: Sitis Swamps: Morass Bog has 2 doors. The second door goes to Sitis Swamp, which also has 2 doors. The Sitis Swamps: Morass Bog door would have the tag of SSMB2_SS1 if going to the first door in Sitis Swamps or, SSMB2_SS2 if going to the second door in Sitis Swamps
No more than 2 – 3 placeables per tile square and no placeable shall ever cross tiles (e.g. be added so as it touches or crosses over the red lines dividing tiles).
304 Monsters and NPC’s
Except for bosses, all monsters will have the following formula to determine their abilities: Creature Level / 2 + 78 = total points across all abilities (round up).
Example: Level 20 FTR/10 WM/3 PAL would have a total of 95 ability points to distribute
All NPC and Monsters will have a perception range of Default or Short (unless otherwise noted) and all merchants are Plot/Immortal/Immobile and will have a faction of 'merchant' with an alignment of True Neutral.
Except for bosses, no monster will have a feat without the prerequisites (e.g. Epic Dodge requires 1 tumble, 21st level, DEX 25, improved evasion and defensive roll) unless otherwise stated or required for that monsters phenotype or race.
Except bosses, all monsters have 6, 8, 10 or 12 base hit points (based on primary class) per level except for special exceptions (e.g. lesser skeletons of level 4 for PC’s 1-3 have 20 base hit points)
Except bosses, all monsters have a CR (challenge rating) level that is 2 to 3 levels higher than their combined levels and a class level that is 1 to 3 levels higher than the lowest/highest level PC expected for the build. This is for XP purposes.
Monster only weapons are stored in the ‘Melee Weapons’ category on the palette and have a name, tag and resref starting with 'm' (i.e. mcuervoaxe, mshandyknightsword)
Monster only equipment is stored in the ‘NPC Clothing’ category on the palette and has a name, tag and resref starting with 'm' (i.e. mcuervohelm, mshandyknightplate)
305 Items- Tiered System
Items can be found, dropped by monsters, earned through quests or even crafted. In general, tougher monsters and quests yield better items. Items are divided into tiers that reflect a dynamic between highly magical and the PC level that could be expected obtain it. The goal of the Tier System is to provide balance and sustainability. All items will receive a comment indicating who drops it and where it is dropped. The tiers used and the property rules used are as follows:
Newbie Tier (target PC levels 1 ~ 10)
If crafted cost is under 500 thousand + components
2 properties max
2 AB max (melee/ranged/sling) 3 AB max (throwing)
2 AC Bonus max (armor/rings/boots/amulet) 3 AC Bonus max (robes, rags, clothing)
Tween Tier (target PC levels 11 ~ 18)
If crafted cost is 1 million + components
3 properties max
5 AB max (melee/ranged/sling) 7 AB max (throwing)
4 AC Bonus max (armor/rings/boots/amulet) 6 AC Bonus max (robes, rags, clothing)
Seasoned Tier (target PC levels 19 ~ 24)
If crafted cost is 1 ~ 6 million + components
5 properties max
6 AB max (melee/ranged/sling) 8 AB max (throwing)
5 AC Bonus max (armor/rings/boots/amulet) 7 AC Bonus max (robes, rags, clothing)
Veteran Tier (target PC levels 25 ~ 35)
If crafted cost is 5 ~ 8 million + components
7 properties max
8 AB max (melee/ranged/sling) 10 AB max (throwing)
6 AC Bonus max (armor/rings/boots/amulet) 8 AC Bonus max (robes, rags, clothing)
Legendary Tier (target PC levels 35 ~ 40)
If crafted cost is 10 million + components
9 properties max
10 AB max (melee/ranged/sling) 15 AB max (throwing)
7 AC Bonus max (armor/rings/boots/amulet) 9 AC Bonus max (robes, rags, clothing)
It is not expected that all items have the maximum allowable properties and ratings on them as the crafted, boss, rare and unique items a PC obtains within a particular tier should be better than more common items within that tier. Item properties and the rules associated with them are as follows:
No more than half of the properties can be of the damage type (i.e. AB, EB, Damage Bonus, etc.)
If damage is fixed, no more than 10 per property- if random, no more than 2d12 per property
Haste is 2 properties
Spell Resistance is 1 property
Ability increases are 2 properties- cannot modify more than 2 abilities on same item- max increase total is 6
No Immunities
No True Seeing
No Holy Avenger
No On Hit Cast Spell
Enhancement is 2 properties- must be 3 less than AB (if used with AB) or, no more than allowed item AB (if used without AB)
Regeneration cannot exceed 6
Spells- each cast per day is 1 property. No spells from innate levels 7 or higher
Skill increases cannot exceed 10
Damage Reduction – enhancement to bypass cannot exceed the AC of the item tier, amount to soak cannot exceed double said amount rounded up (i.e max DR on a legendary tier is +7/15). Counts as 2 properties
Damage Resistance- both physical and non-physical 10 max (Tween/Seasoned), 15 (Veteran) and 20 (Legendary). Counts as 2 properties
Vorpal DC is 20 max
Seasoned, Veteran and Legendary tiers must have 1,2 and 3 negative aspects (respectively)
Save increases cannot exceed 5
Bonus Feat is 1 property
Except non-drop items, all magical equipment follows the Tier System
Monster Only weapons are stored in the Melee Weapons category on the palette and have a name, tag and resref starting with 'm' (i.e. mcuervoaxe, mshandyknightsword)
Monster Only equipment is stored in the NPC Clothing category on the palette and has a name, tag and resref starting with 'm' (i.e. mcuervohelm, mshandyknightplate)