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		<updated>2026-04-20T09:30:43Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_Points&amp;diff=15219</id>
		<title>Community Contest Points</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_Points&amp;diff=15219"/>
				<updated>2010-12-14T19:47:48Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* Points Summary */&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;
== Points Summary ==&lt;br /&gt;
&lt;br /&gt;
The table is provided as a summary, please check the transaction log below. If something doesn't &amp;quot;add up&amp;quot;, please notify an organiser, its probably a typo or math fail. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;8&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | BSN Username !! align=&amp;quot;left&amp;quot; |  Points Accumulated !! align=&amp;quot;left&amp;quot; |  Points Spent !! align=&amp;quot;left&amp;quot; | Points Remaining&lt;br /&gt;
|-&lt;br /&gt;
| AmstradHero&lt;br /&gt;
| 16&lt;br /&gt;
| 15&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| BlackPhi&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodsong Vengeance&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Calydon&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| DahliaLynn&lt;br /&gt;
| 7&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Jackell Dragon&lt;br /&gt;
| 11&lt;br /&gt;
| 0&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
| L_o_B_o&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Lord of Fangs&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Mengtzu&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| MidnightGuardian&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Mikemike37&lt;br /&gt;
| 17&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Nattfodd&lt;br /&gt;
| 16&lt;br /&gt;
| 0&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| Nimee&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Ponozsticka&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| PrinceCorg&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Semper&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Shadow5973&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Talisander&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| TimelordDC&lt;br /&gt;
| 12&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| TurtleCrunch&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| uberdowzen&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Vaylise&lt;br /&gt;
| 13&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Points Transaction Log ==&lt;br /&gt;
&lt;br /&gt;
==== Contest 1 (Settlement Design) ====&lt;br /&gt;
&lt;br /&gt;
# '''AmstradHero +15'''&lt;br /&gt;
# '''Talisander +10'''&lt;br /&gt;
# '''PrinceCorg +5'''&lt;br /&gt;
:* Jackell Dragon +1&lt;br /&gt;
:* Lord of Fangs +1&lt;br /&gt;
:* Nattfodd +1&lt;br /&gt;
:* Ponozsticka +1&lt;br /&gt;
:* TimelordDC +1&lt;br /&gt;
:* TurtleCrunch +1&lt;br /&gt;
&lt;br /&gt;
==== Contest 2 (Prop Model) ====&lt;br /&gt;
&lt;br /&gt;
# '''Mikemike37 +15'''&lt;br /&gt;
# '''Calydon +10'''&lt;br /&gt;
# '''PrinceCorg +5'''&lt;br /&gt;
&lt;br /&gt;
==== Contest 3 (Character) ====&lt;br /&gt;
* Character Design&lt;br /&gt;
# '''Jackkel Dragon +8'''&lt;br /&gt;
# '''DahliaLynn +7'''&lt;br /&gt;
# '''Vaylise +10'''&lt;br /&gt;
# '''uberdowzen +5'''&lt;br /&gt;
&lt;br /&gt;
* Head Morph (mini contest)&lt;br /&gt;
# '''MidnightGuardian +5'''&lt;br /&gt;
# '''Vaylise +3'''&lt;br /&gt;
# '''uberdowzen +2'''&lt;br /&gt;
:* Bloodsong Vengeance +1&lt;br /&gt;
:* Jackkel Dragon +1&lt;br /&gt;
:* Princecorg +1&lt;br /&gt;
:* mikemike37 +1&lt;br /&gt;
:* AmstradHero +1&lt;br /&gt;
:* TimelordDC +1&lt;br /&gt;
&lt;br /&gt;
==== Contest 4 (Scripting) ====&lt;br /&gt;
&lt;br /&gt;
# '''Mengtzu +15'''&lt;br /&gt;
# '''TimelordDC +10'''&lt;br /&gt;
# '''L_o_B_o +5'''&lt;br /&gt;
:* Bloodsong Vengeance +3&lt;br /&gt;
:* mikemike37 +1&lt;br /&gt;
&lt;br /&gt;
==== Points spent ====&lt;br /&gt;
&lt;br /&gt;
* AmstradHero: Darkspawn Chronicles -5&lt;br /&gt;
* AmstradHero: Leliana's Song -5&lt;br /&gt;
* AmstradHero: The Golems of Amgarrak -5&lt;br /&gt;
&lt;br /&gt;
* MidnightGuardian: Witch Hunt -5&lt;br /&gt;
&lt;br /&gt;
* Mengtzu: Witch Hunt -5&lt;br /&gt;
* Mengtzu: Darkspawn Chronicles -5&lt;br /&gt;
* Mengtzu: The Golems of Amgarrak -5&lt;br /&gt;
&lt;br /&gt;
* mikemike37: scripting help from TimelordDC (thanks!) -10&lt;br /&gt;
&lt;br /&gt;
* TimelordDC: modeling help from mikemike37 -2&lt;br /&gt;
&lt;br /&gt;
* uberdowzen: Warden's Keep -5&lt;br /&gt;
&lt;br /&gt;
* Vaylise: Witch Hunt -5&lt;br /&gt;
* Vaylise: Leliana's Song -5&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_Main_Page&amp;diff=15218</id>
		<title>Community Contest Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_Main_Page&amp;diff=15218"/>
				<updated>2010-12-14T19:44:53Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* Contest Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Community_Contest_logo_long.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The DA Community Contest is a content-creation contest organised by the Dragon Age community. [[Community_Contest_Prizes|Prizes]], which vary between contests, are generously donated by community members and our sponsors, the [http://biowarestore.com Bioware Store] and [http://www.dragonagenexus.com/ Dragon Age Nexus]. All work submitted to the contest will be freely available for all to use and modify in mods and can be viewed in the [[Community_Contest_Catalogue|Community Contest Catalogue]].&lt;br /&gt;
&lt;br /&gt;
To disuss the Community Contest, with questions or suggestions as entrant or organiser, please join our [http://social.bioware.com/group/2535 Bioware Social Network Group].&lt;br /&gt;
&lt;br /&gt;
== Contest Summary ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;8&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Contest !! align=&amp;quot;left&amp;quot; |  Goal !! align=&amp;quot;left&amp;quot; |  Deadline !! align=&amp;quot;left&amp;quot; | Status&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_1:_Settlement_Level|Contest 1: Settlement Level]]'''&lt;br /&gt;
| Design a town/village/hamlet level&lt;br /&gt;
| 13 September 2010&lt;br /&gt;
| Complete ([http://www.dragonagenexus.com/downloads/file.php?id=1559 Bundle available])&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_2:_Prop_Model|Contest 2: Prop Model]]'''&lt;br /&gt;
| Create one or more custom prop models&lt;br /&gt;
|  27 September 2010&lt;br /&gt;
| Complete ([http://www.dragonagenexus.com/downloads/file.php?id=1559 Bundle available])&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_3_mini:_Head_Morph|Mini Contest 3: Head Morph]]'''&lt;br /&gt;
| Create a head morph for a character of your own design.&lt;br /&gt;
| 18 October 2010 &lt;br /&gt;
| Complete ([http://www.dragonagenexus.com/downloads/file.php?id=1559 Bundle available])&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_3:_Character_Contest|Contest 3: Character Contest]]'''&lt;br /&gt;
|  Create a character for use in a variety of situations.&lt;br /&gt;
| 18 October 2010 &lt;br /&gt;
| Complete ([http://www.dragonagenexus.com/downloads/file.php?id=1559 Bundle available])&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_4:_Minigame_Script|Contest 4: Mini-game/Puzzle Script]]'''&lt;br /&gt;
| Create a minigame or puzzle using scripting. &lt;br /&gt;
| 1 November 2010&lt;br /&gt;
| Complete ([http://www.dragonagenexus.com/downloads/file.php?id=1559 Bundle available])&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_5:_Room_Contest|Contest 5: Create a Room]]'''&lt;br /&gt;
| Create a room in the level editor. &lt;br /&gt;
| 29 November 2010&lt;br /&gt;
| Complete ([http://www.dragonagenexus.com/downloads/file.php?id=1559 Bundle available])&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_6:_Equipment_Contest|Contest 6: Equipment Contest]]'''&lt;br /&gt;
| Create a new equipment model or retexture an existing one &lt;br /&gt;
| 3 January 2011&lt;br /&gt;
| Active&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;8&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''[http://social.bioware.com/group/2535/&amp;amp;v=discussions Community Contest Group]'''&lt;br /&gt;
| Discuss your work and the Community Contest&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_Catalogue|Community Contest Catalogue]]'''&lt;br /&gt;
| Lists Submitted work&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_Entry_FAQ|Entry FAQs]]'''&lt;br /&gt;
| Frequently Asked Questions&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_Prizes|Prizes]]'''&lt;br /&gt;
| Currently available prizes&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_Points|Points Totals]]'''&lt;br /&gt;
| The points which have been awarded and spent&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_Judging|Judging]]'''&lt;br /&gt;
| How the contest is judged&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_ID_Ranges|ID Ranges]]'''&lt;br /&gt;
| Reserve an ID range here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aims == &lt;br /&gt;
* to produce small-scale (2-10 hour) contributions which can be shared as useful mod resources which can slot into a variety of mods.&lt;br /&gt;
* to encourage new modders to try new areas of dragon age modding.&lt;br /&gt;
* to encourage peer-assisted learning of the toolset and other modding.&lt;br /&gt;
* to provide constructive feedback on created content.&lt;br /&gt;
* to enrich and reward community spirit.&lt;br /&gt;
&lt;br /&gt;
== Prize System ==&lt;br /&gt;
The prizes will vary from competition to competition, and groups may be used in future contests (see below). A points system is used so that winners may choose their prize(s) to suit their needs. For more information, please see the [[Community_Contest_Prizes|Prizes Page]]&lt;br /&gt;
&lt;br /&gt;
== Sharing Work ==&lt;br /&gt;
The following provision is made to ensure work can be shared for the benefit of all:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''&amp;quot;by entering this competition you agree to share your work for other community members to benefit from. Where appropriate, source files should be shared. Others may use and modify your work in their Dragon Age mods, though are encouraged to give credit. As the entries are judged, local copies will be saved and if your work is taken down, you allow for it to be re-uploaded, crediting the work in your name&amp;quot;.''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Community_Contest_Catalogue|Community Contest Catalogue]] lists content by category and provides links to the content as well as contests related to each category. It is to be maintained by the Judges to ensure work is always available.&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_5:_Room_Contest&amp;diff=15217</id>
		<title>Community Contest 5: Room Contest</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_5:_Room_Contest&amp;diff=15217"/>
				<updated>2010-12-14T19:43:59Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* Entries */&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;
'''Create an indoor room and export it as a SEL for other modders to paste into their levels.''' The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/12096/1180655/ here].&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 29 November''' - your entry must be ready for judging before midday GMT+0. It is strongly recommended you submit well before this time (sunday!) 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;
* be submitted as a SEL (see tutorial)&lt;br /&gt;
* make suitable use of folders to organise the lights and models&lt;br /&gt;
* have doorways or suitable plug pieces to enter/exit the room&lt;br /&gt;
* contain lights to illuminate the room&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Strong entries will:&lt;br /&gt;
* be distinctive, but suitable for use in a variety of modules&lt;br /&gt;
* make good and varied use of environment models&lt;br /&gt;
* make suitable use of VFX such as light rays, candle flames, etc where needed&lt;br /&gt;
* ensure that lighting looks good in-game&lt;br /&gt;
&lt;br /&gt;
=== Suggestions ===&lt;br /&gt;
Forge, armory, servants' quarters, bedchamber, tavern bedroom, tavern drinking hall, feast hall, indoor stage theater, kitchen, dungeon, torture room, prison cell, mausoleum, creature's lair, chapel, training room, barracks, meeting room, dining room, vault, guardhouse, groundskeeper's lodge, stable.&lt;br /&gt;
&lt;br /&gt;
=== Allowable ===&lt;br /&gt;
While no &amp;quot;bonus points&amp;quot; will be given for the following, entries may: &lt;br /&gt;
* include multiple rooms - particularly if creating a &amp;quot;tileset of rooms&amp;quot;.&lt;br /&gt;
* include custom props - if you do this you must state clearly on the contest page that your entry is using custom assets. ''Please avoid this unless absolutely necessary for your room - we want these SEL files to be as easily usable as possible.''&lt;br /&gt;
&lt;br /&gt;
=== Not Allowable ===&lt;br /&gt;
Please:&lt;br /&gt;
* do not cut-paste from a DAO level without making serious modifications to &amp;quot;make it your own&amp;quot;&lt;br /&gt;
* do not submit an entire level as your work. consider what will make USEFUL rooms for slotting into a module. For example, corridors are generally not useful for slot-ins.&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;
* Best Newcomer - 3 points (unless 1st, 2nd or 3rd place)&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;
=== Best Newcomer Award ===&lt;br /&gt;
Every judge may nominate one newcomer as their favourite newcomer entry. To qualify, the entrant must not have submitted to a community contest before. The winning newcomer will receive three points if they don't podium (in which case, theyll be getting more points anyway!).&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 Links ==&lt;br /&gt;
* [http://www.youtube.com/watch?v=03WoLxjm-bs Contest 5 video tutorial]&lt;br /&gt;
* [[Level_editor|Level Editor]] - Builder Wiki&lt;br /&gt;
* [[Level_Editor_Tutorial|Level Editor Tutorial]] - Builder Wiki&lt;br /&gt;
&lt;br /&gt;
= Entries = &lt;br /&gt;
&lt;br /&gt;
=== Entry File(s) ===&lt;br /&gt;
&lt;br /&gt;
'''File Contents:'''&lt;br /&gt;
* one or more SEL files&lt;br /&gt;
* if you have any custom props etc, include those and their source files if appropriate. ''(please try and just use DA stuff for this contest to keep things simple)''&lt;br /&gt;
&lt;br /&gt;
'''File Format:'''&lt;br /&gt;
one .7z file (preferred)&lt;br /&gt;
&lt;br /&gt;
=== Checklist ===&lt;br /&gt;
&lt;br /&gt;
# Create your file (see above)&lt;br /&gt;
# Create a [http://www.dragonagenexus.com/ Dragon Age Nexus] page for your entry and upload the above file. Please include &amp;quot;Community Contest&amp;quot; in the title.&lt;br /&gt;
# Edit this page with a description and pictures of your content. &lt;br /&gt;
#* Please include pictures which are both functional as well as attractive (so your work can be seen clearly)&lt;br /&gt;
#* Link to your DA Nexus page. See the sample entry.&lt;br /&gt;
# Optionally, let us know in the [http://social.bioware.com/group/2535/discussion/12096/1180655/ Contest Discussion Thread] that you've entered&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the general entry guidelines (as well as more detail on the above steps), 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;
== Consent to Share ==&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 (prop models, VFXProj files). &lt;br /&gt;
 The work *MUST* be your own (obviously you may use DA assets).&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;
== Banqueting Hall by Nattfodd - 1st Place==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1899 Dragon Age Nexus project page]'''&lt;br /&gt;
* '''[http://social.bioware.com/project/3783/ BSN project page]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After a hard day of battles and fights, the evening is the right moment to take a rest, banqueting and sharing the treasures with your comrades.&lt;br /&gt;
Eat, drink and enjoy your time: you deserve it.&lt;br /&gt;
&lt;br /&gt;
NOTE: &lt;br /&gt;
This is a .sel file to be imported into the toolset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File: Panoramic.jpg|400px|]] [[File: Throne.jpg|400px|]]&lt;br /&gt;
&lt;br /&gt;
[[File: Plant.jpg|400px|]] [[File: Cooking_table.jpg|400px|]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
'''mikemike37'''&lt;br /&gt;
* fire VFX and orange lights give it a really strong atmosphere&lt;br /&gt;
* being a large space, the props break it up nicely.&lt;br /&gt;
* using floors for walls has an unfortunate side-effect of looking through them awkwardly in top-down camera. can be fixed to some extent by surrounding with black boxes or setting some models' cut away override to true to hide them when in top-down cam.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Library by Semper - 2nd Place==&lt;br /&gt;
&lt;br /&gt;
* '''[http://social.bioware.com/project/3811/ BSN project page]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A dusty and old place for everybody brave enough to discover the long forgotten tales hidden within ancient books. The piles of books are taller than a dwarf - that is why usually at least two dwarfs are working at libraries.&lt;br /&gt;
&lt;br /&gt;
NOTE: &lt;br /&gt;
This is a .sel file to be imported into the toolset. The entrance upstairs is this dark to provide easy integration to other levels to keep the atmosphere of the hallway/entrance leading to the library.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Entrance iso.jpg|400px|ISO View Entrance]] [[File:Overview.jpg|400px|Overview Library]]&lt;br /&gt;
&lt;br /&gt;
[[File:Fireplace.jpg|400px|Fireplace]] [[File:Details.jpg|400px|Details]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
'''mikemike37'''&lt;br /&gt;
* Nice &amp;quot;claustrophobic study&amp;quot; feel. good use of varied props and models as well as lighting. solid room.&lt;br /&gt;
* lighting is a tiny bit too dark for my taste.&lt;br /&gt;
* users: its pretty small, so use this for dialogue with either a book or an NPC. youll be too restricted for a fight or complex cutscenes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== A place to call home by Nimee - 3rd Place==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1928 Dragon Age Nexus project page]''' &lt;br /&gt;
&lt;br /&gt;
This is a small part of my current project - a house for player and companions in Dragon Age Origins.&lt;br /&gt;
The file contains 4 rooms: Living room, Kitchen, Hunter and Dining areas. It can be used also for an inn (add more tables and some rooms).&lt;br /&gt;
&lt;br /&gt;
[[File:Kitchen5.jpg|400px|Kitchen]]  [[File:Living4.jpg|400px|Living room]]  &lt;br /&gt;
&lt;br /&gt;
[[File:Hunter2.jpg|400px|Hunter]]  [[File:Living5.jpg|400px|Living room]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
'''mikemike37'''&lt;br /&gt;
* really unique feel, with vibrant colours and distinctive floors and stuff.&lt;br /&gt;
* black boxes come pretty high up - might have been better to use cutaway override to hide the high wall bits rather than black boxes. same applies to candle flames and ceiling props.&lt;br /&gt;
* main hall in danger of feeling a little bit empty, so users try adding servants cleaning the floor or adding some more props of your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Inn Bedrooms by Jackkel Dragon ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1898 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
A small room including two bedrooms and a stairway down to a lower floor.&lt;br /&gt;
&lt;br /&gt;
Note: There is a door way that leads to &amp;quot;nothing&amp;quot; on the same floor as the bedrooms; this can lead to another bedroom (or any other room) or replaced with a normal wall.&lt;br /&gt;
&lt;br /&gt;
As this room uses interior lighting, I HIGHLY recommend reading this page to avoid wierd shadows: http://social.bioware.com/forum/1/topic/74/index/4700291&lt;br /&gt;
&lt;br /&gt;
Note: This is a .sel file, meaning it is imported into a room level through &amp;quot;import selection&amp;quot; from the edit menu.&lt;br /&gt;
&lt;br /&gt;
PS: I was going to submit the tavern common room for this contest, but it seemed a bit sparse. Check out the inn in the module &amp;quot;Scars of War&amp;quot; to see this room and the common room side-by-side. ;) &lt;br /&gt;
&lt;br /&gt;
[[File:Cc5_jackkel_screen.jpg|300px|Toolset Screenshot]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
'''mikemike37'''&lt;br /&gt;
* good solid inn rooms&lt;br /&gt;
* sufficiently generic to be used in any inn of a standard size - very useful to have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dead Room by Shadow5973 ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1901 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
There are two bedrooms connected by a short hallway with a body in each of the rooms. There is also a doorway in each room where they can be attached to a larger building interior. The bedrooms could be used for part of the inside of a house or similar building after an attack by bandits or darkspawn.&lt;br /&gt;
&lt;br /&gt;
NOTE: &lt;br /&gt;
This a .sel file to be imported into the toolset.&lt;br /&gt;
&lt;br /&gt;
This room uses interior lighting, so this page might be helpful: http://social.bioware.com/forum/1/topic/74/index/4700291&lt;br /&gt;
&lt;br /&gt;
 [[File: Image 1.png|400px|]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
'''mikemike37'''&lt;br /&gt;
* cool to have a little bit of story going on in the rooms&lt;br /&gt;
* lighting is a little strong and very white, try lowering the intensity and using warmer lights. also reduce the number of static lights and try using baked lights to gie more natural shadows.&lt;br /&gt;
* rooms are a little sparse, adding a few more placeables might given them a little more life (no pun intended :P)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vigil Suite by Bloodsong==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1922 Dragon Age Nexus project page]''' &lt;br /&gt;
&lt;br /&gt;
This is a suite of rooms as I imagined for the commander of Vigil Keep.  It has a large master living quarters with semi-private sleeping and dressing area, a guest room, and a connecting bath.  It features both sloped and flat ceilings, large windows, a whole lot of clutter and lived-in-ness, and practical aspects such as 'trash can' vases, the shared chimney between rooms as heating source for the bath, and the height of luxury: the indoor commode!&lt;br /&gt;
   &lt;br /&gt;
&lt;br /&gt;
[[File:VigilSuite-m-commd.jpg‎|400px|Master Living Quarters]] [[File:VigilSuite-g-room.jpg‎|400px|Guest Room]]&lt;br /&gt;
&lt;br /&gt;
[[File:VigilSuite-b-wash.jpg‎|400px|Bath Washstand]] [[File:VigilSuite-m-desk.jpg‎ |400px|The Commander's Desk]]&lt;br /&gt;
&lt;br /&gt;
More images are available on the DANexus page.&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
'''mikemike37'''&lt;br /&gt;
* nice attention to detail with the walls a ceiling make these attractive rooms. good in any manor interior as luxury rooms.&lt;br /&gt;
* SEL groups necessitate the use of all three to get the walls you need in each room. you can delete the bits you dont want afterwards.&lt;br /&gt;
* some more black boxes are needed to hide the floor pieces which extend beyond the room.&lt;br /&gt;
* lighting is a little flat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Estate Dormitory by BlackPhi ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1925 Dragon Age Nexus project page]''' &lt;br /&gt;
&lt;br /&gt;
Workers on a large estate needs somewhere to sleep. Basic and not too comfortable - lest the workers get lazy - but functional. This dormitory is for them. The dormitory is furnished, in a non-luxurious kind of way, but spaces have been left for adding chests and/or cupboards during area creation.&lt;br /&gt;
&lt;br /&gt;
Given suitable placeables this could also be a barracks; indeed put three such rooms on three sides of a square and you have the core of an army camp, although who in Ferelden would want such a camp, and why, is an interesting question.&lt;br /&gt;
&lt;br /&gt;
Again, it could easily be the dortoir of a small monastic community.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:bp_dorm_beds.jpg|400px|Lots of Beds]]  [[File:bp_dorm_fire.jpg|400px|A Small Fire]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
'''mikemike37'''&lt;br /&gt;
* fits description nicely - feels just right for where servants/workers would sleep.&lt;br /&gt;
* a black box is coming through the wall and the window holes are missing windows, otherwise robust room.&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_Points&amp;diff=14725</id>
		<title>Community Contest Points</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_Points&amp;diff=14725"/>
				<updated>2010-11-15T20:06:17Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* Points Transaction Log */&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;
== Points Summary ==&lt;br /&gt;
&lt;br /&gt;
The table is provided as a summary, please check the transaction log below. If something doesn't &amp;quot;add up&amp;quot;, please notify an organiser, its probably a typo or math fail. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;8&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | BSN Username !! align=&amp;quot;left&amp;quot; |  Points Accumulated !! align=&amp;quot;left&amp;quot; |  Points Spent !! align=&amp;quot;left&amp;quot; | Points Remaining&lt;br /&gt;
|-&lt;br /&gt;
| AmstradHero&lt;br /&gt;
| 16&lt;br /&gt;
| 15&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodsong Vengeance&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Calydon&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| DahliaLynn&lt;br /&gt;
| 7&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Jackell Dragon&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| L_o_B_o&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Lord of Fangs&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Mengtzu&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| MidnightGuardian&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Mikemike37&lt;br /&gt;
| 17&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Nattfodd&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Ponozsticka&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| PrinceCorg&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Talisander&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| TimelordDC&lt;br /&gt;
| 12&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| TurtleCrunch&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| uberdowzen&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Vaylise&lt;br /&gt;
| 13&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Points Transaction Log ==&lt;br /&gt;
&lt;br /&gt;
==== Contest 1 (Settlement Design) ====&lt;br /&gt;
&lt;br /&gt;
# '''AmstradHero +15'''&lt;br /&gt;
# '''Talisander +10'''&lt;br /&gt;
# '''PrinceCorg +5'''&lt;br /&gt;
:* Jackell Dragon +1&lt;br /&gt;
:* Lord of Fangs +1&lt;br /&gt;
:* Nattfodd +1&lt;br /&gt;
:* Ponozsticka +1&lt;br /&gt;
:* TimelordDC +1&lt;br /&gt;
:* TurtleCrunch +1&lt;br /&gt;
&lt;br /&gt;
==== Contest 2 (Prop Model) ====&lt;br /&gt;
&lt;br /&gt;
# '''Mikemike37 +15'''&lt;br /&gt;
# '''Calydon +10'''&lt;br /&gt;
# '''PrinceCorg +5'''&lt;br /&gt;
&lt;br /&gt;
==== Contest 3 (Character) ====&lt;br /&gt;
* Character Design&lt;br /&gt;
# '''Jackkel Dragon +8'''&lt;br /&gt;
&lt;br /&gt;
# '''DahliaLynn +7'''&lt;br /&gt;
# '''Vaylise +10'''&lt;br /&gt;
# '''uberdowzen +5'''&lt;br /&gt;
&lt;br /&gt;
* Head Morph (mini contest)&lt;br /&gt;
# '''MidnightGuardian +5'''&lt;br /&gt;
# '''Vaylise +3'''&lt;br /&gt;
# '''uberdowzen +2'''&lt;br /&gt;
:* Bloodsong Vengeance +1&lt;br /&gt;
:* Jackkel Dragon +1&lt;br /&gt;
:* Princecorg +1&lt;br /&gt;
:* mikemike37 +1&lt;br /&gt;
:* AmstradHero +1&lt;br /&gt;
:* TimelordDC +1&lt;br /&gt;
&lt;br /&gt;
==== Contest 4 (Scripting) ====&lt;br /&gt;
&lt;br /&gt;
# '''Mengtzu +15'''&lt;br /&gt;
# '''TimelordDC +10'''&lt;br /&gt;
# '''L_o_B_o +5'''&lt;br /&gt;
:* Bloodsong Vengeance +3&lt;br /&gt;
:* mikemike37 +1&lt;br /&gt;
&lt;br /&gt;
==== Points spent ====&lt;br /&gt;
&lt;br /&gt;
* AmstradHero: Darkspawn Chronicles -5&lt;br /&gt;
* AmstradHero: Leliana's Song -5&lt;br /&gt;
* AmstradHero: The Golems of Amgarrak -5&lt;br /&gt;
&lt;br /&gt;
* MidnightGuardian: Witch Hunt -5&lt;br /&gt;
&lt;br /&gt;
* mikemike37: scripting help from TimelordDC (thanks!) -10&lt;br /&gt;
&lt;br /&gt;
* TimelordDC: modeling help from mikemike37 -2&lt;br /&gt;
&lt;br /&gt;
* uberdowzen: Warden's Keep -5&lt;br /&gt;
&lt;br /&gt;
* Vaylise: Witch Hunt -5&lt;br /&gt;
* Vaylise: Leliana's Song -5&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_Points&amp;diff=14724</id>
		<title>Community Contest Points</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_Points&amp;diff=14724"/>
				<updated>2010-11-15T20:04:01Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* Points Summary */&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;
== Points Summary ==&lt;br /&gt;
&lt;br /&gt;
The table is provided as a summary, please check the transaction log below. If something doesn't &amp;quot;add up&amp;quot;, please notify an organiser, its probably a typo or math fail. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;8&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | BSN Username !! align=&amp;quot;left&amp;quot; |  Points Accumulated !! align=&amp;quot;left&amp;quot; |  Points Spent !! align=&amp;quot;left&amp;quot; | Points Remaining&lt;br /&gt;
|-&lt;br /&gt;
| AmstradHero&lt;br /&gt;
| 16&lt;br /&gt;
| 15&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodsong Vengeance&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Calydon&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| DahliaLynn&lt;br /&gt;
| 7&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Jackell Dragon&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| L_o_B_o&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Lord of Fangs&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Mengtzu&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| MidnightGuardian&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Mikemike37&lt;br /&gt;
| 17&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Nattfodd&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Ponozsticka&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| PrinceCorg&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Talisander&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| TimelordDC&lt;br /&gt;
| 12&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| TurtleCrunch&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| uberdowzen&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Vaylise&lt;br /&gt;
| 13&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Points Transaction Log ==&lt;br /&gt;
&lt;br /&gt;
==== Contest 1 (Settlement Design) ====&lt;br /&gt;
&lt;br /&gt;
# '''AmstradHero +15'''&lt;br /&gt;
# '''Talisander +10'''&lt;br /&gt;
# '''PrinceCorg +5'''&lt;br /&gt;
:* Jackell Dragon +1&lt;br /&gt;
:* Lord of Fangs +1&lt;br /&gt;
:* Nattfodd +1&lt;br /&gt;
:* Ponozsticka +1&lt;br /&gt;
:* TimelordDC +1&lt;br /&gt;
:* TurtleCrunch +1&lt;br /&gt;
&lt;br /&gt;
==== Contest 2 (Prop Model) ====&lt;br /&gt;
&lt;br /&gt;
# '''Mikemike37 +15'''&lt;br /&gt;
# '''Calydon +10'''&lt;br /&gt;
# '''PrinceCorg +5'''&lt;br /&gt;
&lt;br /&gt;
==== Contest 3 (Character) ====&lt;br /&gt;
* Character Design&lt;br /&gt;
# '''Jackkel Dragon +8'''&lt;br /&gt;
&lt;br /&gt;
# '''DahliaLynn +7'''&lt;br /&gt;
# '''Vaylise +10'''&lt;br /&gt;
# '''uberdowzen +5'''&lt;br /&gt;
&lt;br /&gt;
* Head Morph (mini contest)&lt;br /&gt;
# '''MidnightGuardian +5'''&lt;br /&gt;
# '''Vaylise +3'''&lt;br /&gt;
# '''uberdowzen +2'''&lt;br /&gt;
:* Bloodsong Vengeance +1&lt;br /&gt;
:* Jackkel Dragon +1&lt;br /&gt;
:* Princecorg +1&lt;br /&gt;
:* mikemike37 +1&lt;br /&gt;
:* AmstradHero +1&lt;br /&gt;
:* TimelordDC +1&lt;br /&gt;
&lt;br /&gt;
==== Points spent ====&lt;br /&gt;
&lt;br /&gt;
* AmstradHero: Darkspawn Chronicles -5&lt;br /&gt;
* AmstradHero: Leliana's Song -5&lt;br /&gt;
* AmstradHero: The Golems of Amgarrak -5&lt;br /&gt;
&lt;br /&gt;
* MidnightGuardian: Witch Hunt -5&lt;br /&gt;
&lt;br /&gt;
* mikemike37: scripting help from TimelordDC (thanks!) -10&lt;br /&gt;
&lt;br /&gt;
* TimelordDC: modeling help from mikemike37 -2&lt;br /&gt;
&lt;br /&gt;
* uberdowzen: Warden's Keep -5&lt;br /&gt;
&lt;br /&gt;
* Vaylise: Witch Hunt -5&lt;br /&gt;
* Vaylise: Leliana's Song -5&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_Main_Page&amp;diff=14723</id>
		<title>Community Contest Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_Main_Page&amp;diff=14723"/>
				<updated>2010-11-15T19:52:14Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* Contest Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Community_Contest_logo_long.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The DA Community Contest is a content-creation contest organised by the Dragon Age community. [[Community_Contest_Prizes|Prizes]], which vary between contests, are generously donated by community members and our sponsors, the [http://biowarestore.com Bioware Store] and [http://www.dragonagenexus.com/ Dragon Age Nexus]. All work submitted to the contest will be freely available for all to use and modify in mods and can be viewed in the [[Community_Contest_Catalogue|Community Contest Catalogue]].&lt;br /&gt;
&lt;br /&gt;
To disuss the Community Contest, with questions or suggestions as entrant or organiser, please join our [http://social.bioware.com/group/2535 Bioware Social Network Group].&lt;br /&gt;
&lt;br /&gt;
== Contest Summary ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;8&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Contest !! align=&amp;quot;left&amp;quot; |  Goal !! align=&amp;quot;left&amp;quot; |  Deadline !! align=&amp;quot;left&amp;quot; | Status&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_1:_Settlement_Level|Contest 1: Settlement Level]]'''&lt;br /&gt;
| Design a town/village/hamlet level&lt;br /&gt;
| 13 September 2010&lt;br /&gt;
| Complete ([http://www.dragonagenexus.com/downloads/file.php?id=1559 Bundle available])&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_2:_Prop_Model|Contest 2: Prop Model]]'''&lt;br /&gt;
| Create one or more custom prop models&lt;br /&gt;
|  27 September 2010&lt;br /&gt;
| Complete ([http://www.dragonagenexus.com/downloads/file.php?id=1559 Bundle available])&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_3_mini:_Head_Morph|Mini Contest 3: Head Morph]]'''&lt;br /&gt;
| Create a head morph for a character of your own design.&lt;br /&gt;
| 18 October 2010 &lt;br /&gt;
| Complete ([http://www.dragonagenexus.com/downloads/file.php?id=1559 Bundle available])&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_3:_Character_Contest|Contest 3: Character Contest]]'''&lt;br /&gt;
|  Create a character for use in a variety of situations.&lt;br /&gt;
| 18 October 2010 &lt;br /&gt;
| Complete ([http://www.dragonagenexus.com/downloads/file.php?id=1559 Bundle available])&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_4:_Minigame_Script|Contest 4: Mini-game/Puzzle Script]]'''&lt;br /&gt;
| Create a minigame or puzzle using scripting. &lt;br /&gt;
| 1 November 2010&lt;br /&gt;
| Complete ([http://www.dragonagenexus.com/downloads/file.php?id=1559 Bundle available])&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_5:_Room_Contest|Contest 5: Create a Room]]'''&lt;br /&gt;
| Create a room in the level editor. &lt;br /&gt;
| 29 November 2010&lt;br /&gt;
| Active&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;8&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''[http://social.bioware.com/group/2535/&amp;amp;v=discussions Community Contest Group]'''&lt;br /&gt;
| Discuss your work and the Community Contest&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_Catalogue|Community Contest Catalogue]]'''&lt;br /&gt;
| Lists Submitted work&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_Entry_FAQ|Entry FAQs]]'''&lt;br /&gt;
| Frequently Asked Questions&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_Prizes|Prizes]]'''&lt;br /&gt;
| Currently available prizes&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_Points|Points Totals]]'''&lt;br /&gt;
| The points which have been awarded and spent&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_Judging|Judging]]'''&lt;br /&gt;
| How the contest is judged&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aims == &lt;br /&gt;
* to produce small-scale (5-10 hour) contributions which can be shared as useful mod resources which can slot into a variety of mods.&lt;br /&gt;
* to encourage new modders to try new areas of dragon age modding.&lt;br /&gt;
* to encourage peer-assisted learning of the toolset and other modding.&lt;br /&gt;
* to provide constructive feedback on created content.&lt;br /&gt;
* to enrich and reward community spirit.&lt;br /&gt;
* to enhance the quality of contributions over time with future &amp;quot;improvement&amp;quot; contests.&lt;br /&gt;
&lt;br /&gt;
== Prize System ==&lt;br /&gt;
The prizes will vary from competition to competition, and groups may be used in future contests (see below). A points system is used so that winners may choose their prize(s) to suit their needs. For more information, please see the [[Community_Contest_Prizes|Prizes Page]]&lt;br /&gt;
&lt;br /&gt;
== Sharing Work ==&lt;br /&gt;
The following provision is made to ensure work can be shared for the benefit of all:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''&amp;quot;by entering this competition you agree to share your work for other community members to benefit from. Where appropriate, source files should be shared. Others may use and modify your work in their Dragon Age mods, though are encouraged to give credit. As the entries are judged, local copies will be saved and if your work is taken down, you allow for it to be re-uploaded, crediting the work in your name&amp;quot;.''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Community_Contest_Catalogue|Community Contest Catalogue]] lists content by category and provides links to the content as well as contests related to each category. It is to be maintained by the Judges to ensure work is always available.&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14722</id>
		<title>Community Contest 4: Minigame Script</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14722"/>
				<updated>2010-11-15T19:46:43Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: &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;
Create a minigame or puzzle using scripting. The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/10583/916864/#post_916864 here].&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 1 November''' - your entry must be ready for judging before midday GMT+0. It is strongly recommended you submit well before this time (sunday!) 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;
* Reserve and use a [[Community_Contest_ID_Ranges|StringID range]]&lt;br /&gt;
* Be thoroughly tested in-game&lt;br /&gt;
* Be submitted in a single, playable area (the level will not be &amp;quot;marked&amp;quot;)&lt;br /&gt;
* Include dadbdata export of all relevant resources&lt;br /&gt;
* Include a playable dazip of the mini-game - should be playable from the other campaigns menu&lt;br /&gt;
* Include a plain-text file detailing the mini-game implementation - the objective, customization options (if present) and solutions&lt;br /&gt;
* Use only DA assets (placeables, levels) ''unless the relevant files are included with the submission and author's permission has been given''&lt;br /&gt;
* Be submitted before Monday 1 November midday (GMT+0)&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Strong entries will:&lt;br /&gt;
* be easily adaptable to vary the minigame in other modules&lt;br /&gt;
* be unique and interesting&lt;br /&gt;
* use elegant and tidy scripting&lt;br /&gt;
* include well-written, detailed comments &lt;br /&gt;
* be well-designed and be free of bugs and discourage user error&lt;br /&gt;
* be significant as a piece of scripting: doing something new or expanding beyond the fundamentals of scripting&lt;br /&gt;
* make appropriate use of secondary resources (triggers, placeables, dialogues, floaty text, VFX, sound, etc)&lt;br /&gt;
&lt;br /&gt;
=== Allowable ===&lt;br /&gt;
While no &amp;quot;bonus points&amp;quot; will be given for the following, entries may: &lt;br /&gt;
* use custom levels provided that the level is shared with the submission (.lvl and exported files)&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;
* Best Newcomer - 3 points (unless 1st, 2nd or 3rd place)&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;
=== Best Newcomer Award ===&lt;br /&gt;
Every judge may nominate one newcomer as their favourite newcomer entry. To qualify, the entrant must not have submitted to a community contest before. The winning newcomer will receive three points if they don't podium (in which case, theyll be getting more points anyway!).&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 Links ==&lt;br /&gt;
* [[Scripting_overview|Scripting Overview]] - Builder Wiki&lt;br /&gt;
* [[Scripting_tutorial|Scripting Tutorial]] - Builder Wiki&lt;br /&gt;
* [http://dalexicon.net/index.php?title=Main_Page Dragon Age Lexicon] - Scripting Resource&lt;br /&gt;
&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 (dadbdata and any non-DA assets you have used including levels, props etc). &lt;br /&gt;
 The work *MUST* be your own (obviously you may use DA assets).&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;
== Weighted RPS by Mengtzu - 1st Place==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1850 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
Rock, Paper, Scissors as a multi-round gambling game, with weighted moves to introduce strategy and customisable AI.  Multiple games with different settings may share an area, allowing a tournament/festival style implementation, as demonstrated in the sample module.  By default the player earns prize tokens which may be traded in for items.&lt;br /&gt;
&lt;br /&gt;
Modular functions and constants make the engine easy to extend or modify.&lt;br /&gt;
&lt;br /&gt;
[[File:Rps guanyin.jpg|400px|Game in progress]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith&lt;br /&gt;
&lt;br /&gt;
- The rock-paper-scissor scripts used by their respective placeables can be combined into a single script. This will remove the code duplication that currently exist. In order to execute each placeable's unique code, you can always check its tag -- this change will make the code easier to maintain in the future. And if you ever think about expanding each placeable's logic, you can simply create new functions for them in your function library.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
+ Contains comments where necessary, making it easier to understand the relevant code. Not to mention that a full builder's guide is added in the &amp;quot;rps_h&amp;quot; file.&lt;br /&gt;
&lt;br /&gt;
+ Separated the constants and functions into their own libraries.&lt;br /&gt;
&lt;br /&gt;
+ Compact code if you ignore the spacing between lines.&lt;br /&gt;
&lt;br /&gt;
+ Meaningful names for constants, functions and variables.&lt;br /&gt;
&lt;br /&gt;
+ Came with an expansive ReadMe file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Cranky Harem by TimelordDC - 2nd Place==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1869 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
This module offers a customizable way of creating a single-area puzzle and is based on 2 classic chess problems - the 8-queen problem where you have to place 8 queen on a chess board so they don't attack each other and the queen-domination problem where you have to place the minimum number of queens in order to attack all squares (the minimum number has been relaxed for this game but you can change it)&lt;br /&gt;
There are 5 different game modes:&lt;br /&gt;
# Place only the wives (n-queen problem)&lt;br /&gt;
# Place only the guards (domination problem)&lt;br /&gt;
# Place both (n-queen and domination)&lt;br /&gt;
# Place only guards with the additional condition that each guard doesn't attack another guard (domination problem with n-queen condition)&lt;br /&gt;
# Place both wives and guards with the additional condition that each guard doesn't attack another guard&lt;br /&gt;
&lt;br /&gt;
There are also 5 different board sizes - 4 through 8, resulting in a total of 25 possible games.&lt;br /&gt;
&lt;br /&gt;
Some sample scenarios to present the game in a non-chess fashion:&lt;br /&gt;
# The Cranky Harem as released on DANexus&lt;br /&gt;
# Tower defense where you have a set number of projectile traps that has to cover all possible entrances/pathways&lt;br /&gt;
# Bar/pub game where solving all 25 variations (or how many ever) is a small side-quest&lt;br /&gt;
&lt;br /&gt;
[[File:CC4_GameScene.jpg|400px|A 7x7 Game Board]]&lt;br /&gt;
[[File:CC4_QueenPlaced.jpg|400px|VFX when a wife is placed]]&lt;br /&gt;
[[File:CC4_GuardPlaced.jpg|400px|VFX when a guard is placed]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith&lt;br /&gt;
&lt;br /&gt;
- An empty SWITCH-structure encased in an empty ELSE-structure's brackets serves no purpose. Probably code left behind while performing a clean-up?&lt;br /&gt;
&lt;br /&gt;
+ Contains plenty of comments where necessary, making it easier to understand the relevant code.&lt;br /&gt;
&lt;br /&gt;
+ Separated the constants and functions into their own files.&lt;br /&gt;
&lt;br /&gt;
+ Compact code if you ignore the spacing between lines.&lt;br /&gt;
&lt;br /&gt;
+ Meaningful names for constants, functions and variables.&lt;br /&gt;
&lt;br /&gt;
+ Came with an expansive ReadMe file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There's one particular block of code that had me rub my forehead. At the end of your functions library, you have two SWITCH-structures that are used to determine which logic to use for a particular harem size and difficulty setting. While I'm unable to come up with a better solution, I have to admit that seeing two SWITCH-structures like these leave me wondering if this can't be done in a better way.&lt;br /&gt;
&lt;br /&gt;
== The Doors of Death by Lobo - 3rd Place==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1860 The Doors of Death on Dragon Age Nexus]'''&lt;br /&gt;
&lt;br /&gt;
This is a standalone module that contains a simple puzzle with doors.&lt;br /&gt;
&lt;br /&gt;
There is a sequence of 4 doors that will lead you to the exit of the maze. &lt;br /&gt;
&lt;br /&gt;
Each wrong choice will bring you back to the starting position, so you'll have to repeat the sequence again.&lt;br /&gt;
&lt;br /&gt;
There is a little secret that you'll have to find out to solve the puzzle :)&lt;br /&gt;
&lt;br /&gt;
[[File:TheDoorsOfDeath.png|400px|The Doors Of Death Screenshot]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith&lt;br /&gt;
&lt;br /&gt;
- Using a SWITCH-structure with a single CASE-block seems a bit of an overkill. Personally I'd do away with it and replace that with an IF-structure.&lt;br /&gt;
&lt;br /&gt;
+ Contains plenty of comments where necessary, making it easier to understand the relevant code.&lt;br /&gt;
&lt;br /&gt;
+ Separated the constants and functions into its own library. I would suggest to split the constants from the functions, though, and move them into their own library file.&lt;br /&gt;
&lt;br /&gt;
+ Compact code with no empty blocks.&lt;br /&gt;
&lt;br /&gt;
+ Meaningful names for constants, functions and variables.&lt;br /&gt;
&lt;br /&gt;
+ Came with an expansive ReadMe file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have a small refactoring suggestion for the code found in file &amp;quot;dod_utils_h&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
OLD CODE&lt;br /&gt;
    int i = 0;&lt;br /&gt;
    while (i &amp;lt; nTotalFlags)&lt;br /&gt;
    {&lt;br /&gt;
        if (i == 0 &amp;amp;&amp;amp; !bFullReset)&lt;br /&gt;
        {&lt;br /&gt;
            WR_SetPlotFlag(sPlot, i, TRUE);&lt;br /&gt;
        }&lt;br /&gt;
        else&lt;br /&gt;
        {&lt;br /&gt;
            WR_SetPlotFlag(sPlot, i, FALSE);&lt;br /&gt;
        }&lt;br /&gt;
        i++;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
NEW CODE&lt;br /&gt;
    int i;&lt;br /&gt;
    for (i = 0; i &amp;lt; nTotalFlags; i++)&lt;br /&gt;
    {&lt;br /&gt;
        int bResetPlot = i == 0 &amp;amp;&amp;amp; !bFullReset;&lt;br /&gt;
        WR_SetPlotFlag(sPlot, i, bResetPlot);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
== Nug Chase by Bloodsong - Best Newcomer ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1859 Nug Chase on Dragon Age Nexus]'''&lt;br /&gt;
&lt;br /&gt;
A simple action-oriented mini-game for players of any level.  Granny Rockbottom's prize Racing Nug has escaped his pen, and you need to catch him.  To do this, you need to click on the nug and get close enough to initate a conversation.  If you are successful, you catch the pesky nug.  If not, hilarity ensues.  :X&lt;br /&gt;
&lt;br /&gt;
Includes a custom Nug Wallows area/level, and a convoluted conversation tree with the NPC.  Rewards are small gifts, some XP, and possibly a small amount of cash.  Documentation for customizing also included.&lt;br /&gt;
&lt;br /&gt;
[[File:NugChase1.jpg|400px|Nug Chase Promo]]&lt;br /&gt;
&lt;br /&gt;
Please report any file/installation problems here:&lt;br /&gt;
* '''[http://social.bioware.com/project/3512/discussion/2597/20416/#post_20416 Nug Chase Project]'''&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith&lt;br /&gt;
&lt;br /&gt;
- Was unable to review the code because the B2B file was empty?&lt;br /&gt;
&lt;br /&gt;
+ Came with an expansive ReadMe file.&lt;br /&gt;
&lt;br /&gt;
Most fun to play and was the only module that featured voice acting. Nice level design as well&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Assembly by mikemike37 ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1863 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
Including this in your mod allows you to create recipes which the player uses three new skills to complete: work, combine and separate. The player places the items on a placeable in your module, and performs the action. If it meets one of the recipes defined in the easy-to-modify 2das, new items are created.&lt;br /&gt;
&lt;br /&gt;
The sample usage includes an area with the ingredients and GDAs with the recipe for... nug soup!&lt;br /&gt;
&lt;br /&gt;
example usage:&lt;br /&gt;
* reassemble an ancient artifact in a dungeon's forge&lt;br /&gt;
* combine and separate coloured gems to open coloured doors&lt;br /&gt;
* place in smithy to allow the player to upgrade their equipment using special crafting recipes&lt;br /&gt;
&lt;br /&gt;
To use:&lt;br /&gt;
* add the GDAs to your module's override &lt;br /&gt;
* modify them to create your own recipes with your own items (very straightforward)&lt;br /&gt;
* add one or more of the assembly placeables to your area&lt;br /&gt;
* surround the placeables with the assembly trigger&lt;br /&gt;
* that's it!&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith:&lt;br /&gt;
&lt;br /&gt;
- Several IF-structures make use of the same blocks of code in their conditions. For maintainability and readability's sake I'd make a function for this code that returns a value and expects the required parameters.&lt;br /&gt;
&lt;br /&gt;
- Variables that are declared but never used leave an unnecessary footprint in the runtime memory, my suggestion is to remove unused variables. (i.e. VAR BLOCK starting on line 100 in &amp;quot;cc_mk_assemblyability&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
- No ReadMe file.&lt;br /&gt;
&lt;br /&gt;
+ Contains enough comments for a scripter to use the code.&lt;br /&gt;
&lt;br /&gt;
+ Meaningful names for constants, functions and variables.&lt;br /&gt;
&lt;br /&gt;
Instead of putting debugging code in comments you can always make use of the &amp;quot;#ifdef DEBUG&amp;quot; directive. That way your code won't be cluttered with green, soon-to-be-deleted text.&lt;br /&gt;
&lt;br /&gt;
Creating separate libraries for your constants and functions is always handy. You never know if you ever plan on expanding your scripts in the future.&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14721</id>
		<title>Community Contest 4: Minigame Script</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14721"/>
				<updated>2010-11-15T19:45:33Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* Nug Chase by Bloodsong */&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;
Create a minigame or puzzle using scripting. The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/10583/916864/#post_916864 here].&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 1 November''' - your entry must be ready for judging before midday GMT+0. It is strongly recommended you submit well before this time (sunday!) 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;
* Reserve and use a [[Community_Contest_ID_Ranges|StringID range]]&lt;br /&gt;
* Be thoroughly tested in-game&lt;br /&gt;
* Be submitted in a single, playable area (the level will not be &amp;quot;marked&amp;quot;)&lt;br /&gt;
* Include dadbdata export of all relevant resources&lt;br /&gt;
* Include a playable dazip of the mini-game - should be playable from the other campaigns menu&lt;br /&gt;
* Include a plain-text file detailing the mini-game implementation - the objective, customization options (if present) and solutions&lt;br /&gt;
* Use only DA assets (placeables, levels) ''unless the relevant files are included with the submission and author's permission has been given''&lt;br /&gt;
* Be submitted before Monday 1 November midday (GMT+0)&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Strong entries will:&lt;br /&gt;
* be easily adaptable to vary the minigame in other modules&lt;br /&gt;
* be unique and interesting&lt;br /&gt;
* use elegant and tidy scripting&lt;br /&gt;
* include well-written, detailed comments &lt;br /&gt;
* be well-designed and be free of bugs and discourage user error&lt;br /&gt;
* be significant as a piece of scripting: doing something new or expanding beyond the fundamentals of scripting&lt;br /&gt;
* make appropriate use of secondary resources (triggers, placeables, dialogues, floaty text, VFX, sound, etc)&lt;br /&gt;
&lt;br /&gt;
=== Allowable ===&lt;br /&gt;
While no &amp;quot;bonus points&amp;quot; will be given for the following, entries may: &lt;br /&gt;
* use custom levels provided that the level is shared with the submission (.lvl and exported files)&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;
* Best Newcomer - 3 points (unless 1st, 2nd or 3rd place)&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;
=== Best Newcomer Award ===&lt;br /&gt;
Every judge may nominate one newcomer as their favourite newcomer entry. To qualify, the entrant must not have submitted to a community contest before. The winning newcomer will receive three points if they don't podium (in which case, theyll be getting more points anyway!).&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 Links ==&lt;br /&gt;
* [[Scripting_overview|Scripting Overview]] - Builder Wiki&lt;br /&gt;
* [[Scripting_tutorial|Scripting Tutorial]] - Builder Wiki&lt;br /&gt;
* [http://dalexicon.net/index.php?title=Main_Page Dragon Age Lexicon] - Scripting Resource&lt;br /&gt;
&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 (dadbdata and any non-DA assets you have used including levels, props etc). &lt;br /&gt;
 The work *MUST* be your own (obviously you may use DA assets).&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;
== Weighted RPS by Mengtzu - 1st Place==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1850 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
Rock, Paper, Scissors as a multi-round gambling game, with weighted moves to introduce strategy and customisable AI.  Multiple games with different settings may share an area, allowing a tournament/festival style implementation, as demonstrated in the sample module.  By default the player earns prize tokens which may be traded in for items.&lt;br /&gt;
&lt;br /&gt;
Modular functions and constants make the engine easy to extend or modify.&lt;br /&gt;
&lt;br /&gt;
[[File:Rps guanyin.jpg|400px|Game in progress]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith&lt;br /&gt;
&lt;br /&gt;
- The rock-paper-scissor scripts used by their respective placeables can be combined into a single script. This will remove the code duplication that currently exist. In order to execute each placeable's unique code, you can always check its tag -- this change will make the code easier to maintain in the future. And if you ever think about expanding each placeable's logic, you can simply create new functions for them in your function library.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
+ Contains comments where necessary, making it easier to understand the relevant code. Not to mention that a full builder's guide is added in the &amp;quot;rps_h&amp;quot; file.&lt;br /&gt;
&lt;br /&gt;
+ Separated the constants and functions into their own libraries.&lt;br /&gt;
&lt;br /&gt;
+ Compact code if you ignore the spacing between lines.&lt;br /&gt;
&lt;br /&gt;
+ Meaningful names for constants, functions and variables.&lt;br /&gt;
&lt;br /&gt;
+ Came with an expansive ReadMe file.&lt;br /&gt;
&lt;br /&gt;
== Nug Chase by Bloodsong - Best Newcomer ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1859 Nug Chase on Dragon Age Nexus]'''&lt;br /&gt;
&lt;br /&gt;
A simple action-oriented mini-game for players of any level.  Granny Rockbottom's prize Racing Nug has escaped his pen, and you need to catch him.  To do this, you need to click on the nug and get close enough to initate a conversation.  If you are successful, you catch the pesky nug.  If not, hilarity ensues.  :X&lt;br /&gt;
&lt;br /&gt;
Includes a custom Nug Wallows area/level, and a convoluted conversation tree with the NPC.  Rewards are small gifts, some XP, and possibly a small amount of cash.  Documentation for customizing also included.&lt;br /&gt;
&lt;br /&gt;
[[File:NugChase1.jpg|400px|Nug Chase Promo]]&lt;br /&gt;
&lt;br /&gt;
Please report any file/installation problems here:&lt;br /&gt;
* '''[http://social.bioware.com/project/3512/discussion/2597/20416/#post_20416 Nug Chase Project]'''&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith&lt;br /&gt;
&lt;br /&gt;
- Was unable to review the code because the B2B file was empty?&lt;br /&gt;
&lt;br /&gt;
+ Came with an expansive ReadMe file.&lt;br /&gt;
&lt;br /&gt;
Most fun to play and was the only module that featured voice acting. Nice level design as well&lt;br /&gt;
&lt;br /&gt;
== The Doors of Death by Lobo - 3rd Place==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1860 The Doors of Death on Dragon Age Nexus]'''&lt;br /&gt;
&lt;br /&gt;
This is a standalone module that contains a simple puzzle with doors.&lt;br /&gt;
&lt;br /&gt;
There is a sequence of 4 doors that will lead you to the exit of the maze. &lt;br /&gt;
&lt;br /&gt;
Each wrong choice will bring you back to the starting position, so you'll have to repeat the sequence again.&lt;br /&gt;
&lt;br /&gt;
There is a little secret that you'll have to find out to solve the puzzle :)&lt;br /&gt;
&lt;br /&gt;
[[File:TheDoorsOfDeath.png|400px|The Doors Of Death Screenshot]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith&lt;br /&gt;
&lt;br /&gt;
- Using a SWITCH-structure with a single CASE-block seems a bit of an overkill. Personally I'd do away with it and replace that with an IF-structure.&lt;br /&gt;
&lt;br /&gt;
+ Contains plenty of comments where necessary, making it easier to understand the relevant code.&lt;br /&gt;
&lt;br /&gt;
+ Separated the constants and functions into its own library. I would suggest to split the constants from the functions, though, and move them into their own library file.&lt;br /&gt;
&lt;br /&gt;
+ Compact code with no empty blocks.&lt;br /&gt;
&lt;br /&gt;
+ Meaningful names for constants, functions and variables.&lt;br /&gt;
&lt;br /&gt;
+ Came with an expansive ReadMe file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have a small refactoring suggestion for the code found in file &amp;quot;dod_utils_h&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
OLD CODE&lt;br /&gt;
    int i = 0;&lt;br /&gt;
    while (i &amp;lt; nTotalFlags)&lt;br /&gt;
    {&lt;br /&gt;
        if (i == 0 &amp;amp;&amp;amp; !bFullReset)&lt;br /&gt;
        {&lt;br /&gt;
            WR_SetPlotFlag(sPlot, i, TRUE);&lt;br /&gt;
        }&lt;br /&gt;
        else&lt;br /&gt;
        {&lt;br /&gt;
            WR_SetPlotFlag(sPlot, i, FALSE);&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
        i++;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
NEW CODE&lt;br /&gt;
    int i;&lt;br /&gt;
    for (i = 0; i &amp;lt; nTotalFlags; i++)&lt;br /&gt;
    {&lt;br /&gt;
        int bResetPlot = i == 0 &amp;amp;&amp;amp; !bFullReset;&lt;br /&gt;
        WR_SetPlotFlag(sPlot, i, bResetPlot);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
== Assembly by mikemike37 ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1863 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
Including this in your mod allows you to create recipes which the player uses three new skills to complete: work, combine and separate. The player places the items on a placeable in your module, and performs the action. If it meets one of the recipes defined in the easy-to-modify 2das, new items are created.&lt;br /&gt;
&lt;br /&gt;
The sample usage includes an area with the ingredients and GDAs with the recipe for... nug soup!&lt;br /&gt;
&lt;br /&gt;
example usage:&lt;br /&gt;
* reassemble an ancient artifact in a dungeon's forge&lt;br /&gt;
* combine and separate coloured gems to open coloured doors&lt;br /&gt;
* place in smithy to allow the player to upgrade their equipment using special crafting recipes&lt;br /&gt;
&lt;br /&gt;
To use:&lt;br /&gt;
* add the GDAs to your module's override &lt;br /&gt;
* modify them to create your own recipes with your own items (very straightforward)&lt;br /&gt;
* add one or more of the assembly placeables to your area&lt;br /&gt;
* surround the placeables with the assembly trigger&lt;br /&gt;
* that's it!&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith:&lt;br /&gt;
&lt;br /&gt;
- Several IF-structures make use of the same blocks of code in their conditions. For maintainability and readability's sake I'd make a function for this code that returns a value and expects the required parameters.&lt;br /&gt;
&lt;br /&gt;
- Variables that are declared but never used leave an unnecessary footprint in the runtime memory, my suggestion is to remove unused variables. (i.e. VAR BLOCK starting on line 100 in &amp;quot;cc_mk_assemblyability&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
- No ReadMe file.&lt;br /&gt;
&lt;br /&gt;
+ Contains enough comments for a scripter to use the code.&lt;br /&gt;
&lt;br /&gt;
+ Meaningful names for constants, functions and variables.&lt;br /&gt;
&lt;br /&gt;
Instead of putting debugging code in comments you can always make use of the &amp;quot;#ifdef DEBUG&amp;quot; directive. That way your code won't be cluttered with green, soon-to-be-deleted text.&lt;br /&gt;
&lt;br /&gt;
Creating separate libraries for your constants and functions is always handy. You never know if you ever plan on expanding your scripts in the future.&lt;br /&gt;
&lt;br /&gt;
== The Cranky Harem by TimelordDC - 2nd Place==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1869 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
This module offers a customizable way of creating a single-area puzzle and is based on 2 classic chess problems - the 8-queen problem where you have to place 8 queen on a chess board so they don't attack each other and the queen-domination problem where you have to place the minimum number of queens in order to attack all squares (the minimum number has been relaxed for this game but you can change it)&lt;br /&gt;
There are 5 different game modes:&lt;br /&gt;
# Place only the wives (n-queen problem)&lt;br /&gt;
# Place only the guards (domination problem)&lt;br /&gt;
# Place both (n-queen and domination)&lt;br /&gt;
# Place only guards with the additional condition that each guard doesn't attack another guard (domination problem with n-queen condition)&lt;br /&gt;
# Place both wives and guards with the additional condition that each guard doesn't attack another guard&lt;br /&gt;
&lt;br /&gt;
There are also 5 different board sizes - 4 through 8, resulting in a total of 25 possible games.&lt;br /&gt;
&lt;br /&gt;
Some sample scenarios to present the game in a non-chess fashion:&lt;br /&gt;
# The Cranky Harem as released on DANexus&lt;br /&gt;
# Tower defense where you have a set number of projectile traps that has to cover all possible entrances/pathways&lt;br /&gt;
# Bar/pub game where solving all 25 variations (or how many ever) is a small side-quest&lt;br /&gt;
&lt;br /&gt;
[[File:CC4_GameScene.jpg|400px|A 7x7 Game Board]]&lt;br /&gt;
[[File:CC4_QueenPlaced.jpg|400px|VFX when a wife is placed]]&lt;br /&gt;
[[File:CC4_GuardPlaced.jpg|400px|VFX when a guard is placed]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith&lt;br /&gt;
&lt;br /&gt;
- An empty SWITCH-structure encased in an empty ELSE-structure's brackets serves no purpose. Probably code left behind while performing a clean-up?&lt;br /&gt;
&lt;br /&gt;
+ Contains plenty of comments where necessary, making it easier to understand the relevant code.&lt;br /&gt;
&lt;br /&gt;
+ Separated the constants and functions into their own files.&lt;br /&gt;
&lt;br /&gt;
+ Compact code if you ignore the spacing between lines.&lt;br /&gt;
&lt;br /&gt;
+ Meaningful names for constants, functions and variables.&lt;br /&gt;
&lt;br /&gt;
+ Came with an expansive ReadMe file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There's one particular block of code that had me rub my forehead. At the end of your functions library, you have two SWITCH-structures that are used to determine which logic to use for a particular harem size and difficulty setting. While I'm unable to come up with a better solution, I have to admit that seeing two SWITCH-structures like these leave me wondering if this can't be done in a better way.&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14720</id>
		<title>Community Contest 4: Minigame Script</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14720"/>
				<updated>2010-11-15T19:45:19Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* The Cranky Harem by TimelordDC */&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;
Create a minigame or puzzle using scripting. The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/10583/916864/#post_916864 here].&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 1 November''' - your entry must be ready for judging before midday GMT+0. It is strongly recommended you submit well before this time (sunday!) 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;
* Reserve and use a [[Community_Contest_ID_Ranges|StringID range]]&lt;br /&gt;
* Be thoroughly tested in-game&lt;br /&gt;
* Be submitted in a single, playable area (the level will not be &amp;quot;marked&amp;quot;)&lt;br /&gt;
* Include dadbdata export of all relevant resources&lt;br /&gt;
* Include a playable dazip of the mini-game - should be playable from the other campaigns menu&lt;br /&gt;
* Include a plain-text file detailing the mini-game implementation - the objective, customization options (if present) and solutions&lt;br /&gt;
* Use only DA assets (placeables, levels) ''unless the relevant files are included with the submission and author's permission has been given''&lt;br /&gt;
* Be submitted before Monday 1 November midday (GMT+0)&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Strong entries will:&lt;br /&gt;
* be easily adaptable to vary the minigame in other modules&lt;br /&gt;
* be unique and interesting&lt;br /&gt;
* use elegant and tidy scripting&lt;br /&gt;
* include well-written, detailed comments &lt;br /&gt;
* be well-designed and be free of bugs and discourage user error&lt;br /&gt;
* be significant as a piece of scripting: doing something new or expanding beyond the fundamentals of scripting&lt;br /&gt;
* make appropriate use of secondary resources (triggers, placeables, dialogues, floaty text, VFX, sound, etc)&lt;br /&gt;
&lt;br /&gt;
=== Allowable ===&lt;br /&gt;
While no &amp;quot;bonus points&amp;quot; will be given for the following, entries may: &lt;br /&gt;
* use custom levels provided that the level is shared with the submission (.lvl and exported files)&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;
* Best Newcomer - 3 points (unless 1st, 2nd or 3rd place)&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;
=== Best Newcomer Award ===&lt;br /&gt;
Every judge may nominate one newcomer as their favourite newcomer entry. To qualify, the entrant must not have submitted to a community contest before. The winning newcomer will receive three points if they don't podium (in which case, theyll be getting more points anyway!).&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 Links ==&lt;br /&gt;
* [[Scripting_overview|Scripting Overview]] - Builder Wiki&lt;br /&gt;
* [[Scripting_tutorial|Scripting Tutorial]] - Builder Wiki&lt;br /&gt;
* [http://dalexicon.net/index.php?title=Main_Page Dragon Age Lexicon] - Scripting Resource&lt;br /&gt;
&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 (dadbdata and any non-DA assets you have used including levels, props etc). &lt;br /&gt;
 The work *MUST* be your own (obviously you may use DA assets).&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;
== Weighted RPS by Mengtzu - 1st Place==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1850 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
Rock, Paper, Scissors as a multi-round gambling game, with weighted moves to introduce strategy and customisable AI.  Multiple games with different settings may share an area, allowing a tournament/festival style implementation, as demonstrated in the sample module.  By default the player earns prize tokens which may be traded in for items.&lt;br /&gt;
&lt;br /&gt;
Modular functions and constants make the engine easy to extend or modify.&lt;br /&gt;
&lt;br /&gt;
[[File:Rps guanyin.jpg|400px|Game in progress]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith&lt;br /&gt;
&lt;br /&gt;
- The rock-paper-scissor scripts used by their respective placeables can be combined into a single script. This will remove the code duplication that currently exist. In order to execute each placeable's unique code, you can always check its tag -- this change will make the code easier to maintain in the future. And if you ever think about expanding each placeable's logic, you can simply create new functions for them in your function library.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
+ Contains comments where necessary, making it easier to understand the relevant code. Not to mention that a full builder's guide is added in the &amp;quot;rps_h&amp;quot; file.&lt;br /&gt;
&lt;br /&gt;
+ Separated the constants and functions into their own libraries.&lt;br /&gt;
&lt;br /&gt;
+ Compact code if you ignore the spacing between lines.&lt;br /&gt;
&lt;br /&gt;
+ Meaningful names for constants, functions and variables.&lt;br /&gt;
&lt;br /&gt;
+ Came with an expansive ReadMe file.&lt;br /&gt;
&lt;br /&gt;
== Nug Chase by Bloodsong ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1859 Nug Chase on Dragon Age Nexus]'''&lt;br /&gt;
&lt;br /&gt;
A simple action-oriented mini-game for players of any level.  Granny Rockbottom's prize Racing Nug has escaped his pen, and you need to catch him.  To do this, you need to click on the nug and get close enough to initate a conversation.  If you are successful, you catch the pesky nug.  If not, hilarity ensues.  :X&lt;br /&gt;
&lt;br /&gt;
Includes a custom Nug Wallows area/level, and a convoluted conversation tree with the NPC.  Rewards are small gifts, some XP, and possibly a small amount of cash.  Documentation for customizing also included.&lt;br /&gt;
&lt;br /&gt;
[[File:NugChase1.jpg|400px|Nug Chase Promo]]&lt;br /&gt;
&lt;br /&gt;
Please report any file/installation problems here:&lt;br /&gt;
* '''[http://social.bioware.com/project/3512/discussion/2597/20416/#post_20416 Nug Chase Project]'''&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith&lt;br /&gt;
&lt;br /&gt;
- Was unable to review the code because the B2B file was empty?&lt;br /&gt;
&lt;br /&gt;
+ Came with an expansive ReadMe file.&lt;br /&gt;
&lt;br /&gt;
Most fun to play and was the only module that featured voice acting. Nice level design as well&lt;br /&gt;
&lt;br /&gt;
== The Doors of Death by Lobo - 3rd Place==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1860 The Doors of Death on Dragon Age Nexus]'''&lt;br /&gt;
&lt;br /&gt;
This is a standalone module that contains a simple puzzle with doors.&lt;br /&gt;
&lt;br /&gt;
There is a sequence of 4 doors that will lead you to the exit of the maze. &lt;br /&gt;
&lt;br /&gt;
Each wrong choice will bring you back to the starting position, so you'll have to repeat the sequence again.&lt;br /&gt;
&lt;br /&gt;
There is a little secret that you'll have to find out to solve the puzzle :)&lt;br /&gt;
&lt;br /&gt;
[[File:TheDoorsOfDeath.png|400px|The Doors Of Death Screenshot]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith&lt;br /&gt;
&lt;br /&gt;
- Using a SWITCH-structure with a single CASE-block seems a bit of an overkill. Personally I'd do away with it and replace that with an IF-structure.&lt;br /&gt;
&lt;br /&gt;
+ Contains plenty of comments where necessary, making it easier to understand the relevant code.&lt;br /&gt;
&lt;br /&gt;
+ Separated the constants and functions into its own library. I would suggest to split the constants from the functions, though, and move them into their own library file.&lt;br /&gt;
&lt;br /&gt;
+ Compact code with no empty blocks.&lt;br /&gt;
&lt;br /&gt;
+ Meaningful names for constants, functions and variables.&lt;br /&gt;
&lt;br /&gt;
+ Came with an expansive ReadMe file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have a small refactoring suggestion for the code found in file &amp;quot;dod_utils_h&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
OLD CODE&lt;br /&gt;
    int i = 0;&lt;br /&gt;
    while (i &amp;lt; nTotalFlags)&lt;br /&gt;
    {&lt;br /&gt;
        if (i == 0 &amp;amp;&amp;amp; !bFullReset)&lt;br /&gt;
        {&lt;br /&gt;
            WR_SetPlotFlag(sPlot, i, TRUE);&lt;br /&gt;
        }&lt;br /&gt;
        else&lt;br /&gt;
        {&lt;br /&gt;
            WR_SetPlotFlag(sPlot, i, FALSE);&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
        i++;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
NEW CODE&lt;br /&gt;
    int i;&lt;br /&gt;
    for (i = 0; i &amp;lt; nTotalFlags; i++)&lt;br /&gt;
    {&lt;br /&gt;
        int bResetPlot = i == 0 &amp;amp;&amp;amp; !bFullReset;&lt;br /&gt;
        WR_SetPlotFlag(sPlot, i, bResetPlot);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
== Assembly by mikemike37 ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1863 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
Including this in your mod allows you to create recipes which the player uses three new skills to complete: work, combine and separate. The player places the items on a placeable in your module, and performs the action. If it meets one of the recipes defined in the easy-to-modify 2das, new items are created.&lt;br /&gt;
&lt;br /&gt;
The sample usage includes an area with the ingredients and GDAs with the recipe for... nug soup!&lt;br /&gt;
&lt;br /&gt;
example usage:&lt;br /&gt;
* reassemble an ancient artifact in a dungeon's forge&lt;br /&gt;
* combine and separate coloured gems to open coloured doors&lt;br /&gt;
* place in smithy to allow the player to upgrade their equipment using special crafting recipes&lt;br /&gt;
&lt;br /&gt;
To use:&lt;br /&gt;
* add the GDAs to your module's override &lt;br /&gt;
* modify them to create your own recipes with your own items (very straightforward)&lt;br /&gt;
* add one or more of the assembly placeables to your area&lt;br /&gt;
* surround the placeables with the assembly trigger&lt;br /&gt;
* that's it!&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith:&lt;br /&gt;
&lt;br /&gt;
- Several IF-structures make use of the same blocks of code in their conditions. For maintainability and readability's sake I'd make a function for this code that returns a value and expects the required parameters.&lt;br /&gt;
&lt;br /&gt;
- Variables that are declared but never used leave an unnecessary footprint in the runtime memory, my suggestion is to remove unused variables. (i.e. VAR BLOCK starting on line 100 in &amp;quot;cc_mk_assemblyability&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
- No ReadMe file.&lt;br /&gt;
&lt;br /&gt;
+ Contains enough comments for a scripter to use the code.&lt;br /&gt;
&lt;br /&gt;
+ Meaningful names for constants, functions and variables.&lt;br /&gt;
&lt;br /&gt;
Instead of putting debugging code in comments you can always make use of the &amp;quot;#ifdef DEBUG&amp;quot; directive. That way your code won't be cluttered with green, soon-to-be-deleted text.&lt;br /&gt;
&lt;br /&gt;
Creating separate libraries for your constants and functions is always handy. You never know if you ever plan on expanding your scripts in the future.&lt;br /&gt;
&lt;br /&gt;
== The Cranky Harem by TimelordDC - 2nd Place==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1869 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
This module offers a customizable way of creating a single-area puzzle and is based on 2 classic chess problems - the 8-queen problem where you have to place 8 queen on a chess board so they don't attack each other and the queen-domination problem where you have to place the minimum number of queens in order to attack all squares (the minimum number has been relaxed for this game but you can change it)&lt;br /&gt;
There are 5 different game modes:&lt;br /&gt;
# Place only the wives (n-queen problem)&lt;br /&gt;
# Place only the guards (domination problem)&lt;br /&gt;
# Place both (n-queen and domination)&lt;br /&gt;
# Place only guards with the additional condition that each guard doesn't attack another guard (domination problem with n-queen condition)&lt;br /&gt;
# Place both wives and guards with the additional condition that each guard doesn't attack another guard&lt;br /&gt;
&lt;br /&gt;
There are also 5 different board sizes - 4 through 8, resulting in a total of 25 possible games.&lt;br /&gt;
&lt;br /&gt;
Some sample scenarios to present the game in a non-chess fashion:&lt;br /&gt;
# The Cranky Harem as released on DANexus&lt;br /&gt;
# Tower defense where you have a set number of projectile traps that has to cover all possible entrances/pathways&lt;br /&gt;
# Bar/pub game where solving all 25 variations (or how many ever) is a small side-quest&lt;br /&gt;
&lt;br /&gt;
[[File:CC4_GameScene.jpg|400px|A 7x7 Game Board]]&lt;br /&gt;
[[File:CC4_QueenPlaced.jpg|400px|VFX when a wife is placed]]&lt;br /&gt;
[[File:CC4_GuardPlaced.jpg|400px|VFX when a guard is placed]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith&lt;br /&gt;
&lt;br /&gt;
- An empty SWITCH-structure encased in an empty ELSE-structure's brackets serves no purpose. Probably code left behind while performing a clean-up?&lt;br /&gt;
&lt;br /&gt;
+ Contains plenty of comments where necessary, making it easier to understand the relevant code.&lt;br /&gt;
&lt;br /&gt;
+ Separated the constants and functions into their own files.&lt;br /&gt;
&lt;br /&gt;
+ Compact code if you ignore the spacing between lines.&lt;br /&gt;
&lt;br /&gt;
+ Meaningful names for constants, functions and variables.&lt;br /&gt;
&lt;br /&gt;
+ Came with an expansive ReadMe file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There's one particular block of code that had me rub my forehead. At the end of your functions library, you have two SWITCH-structures that are used to determine which logic to use for a particular harem size and difficulty setting. While I'm unable to come up with a better solution, I have to admit that seeing two SWITCH-structures like these leave me wondering if this can't be done in a better way.&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14719</id>
		<title>Community Contest 4: Minigame Script</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14719"/>
				<updated>2010-11-15T19:45:06Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* The Doors of Death by Lobo */&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;
Create a minigame or puzzle using scripting. The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/10583/916864/#post_916864 here].&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 1 November''' - your entry must be ready for judging before midday GMT+0. It is strongly recommended you submit well before this time (sunday!) 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;
* Reserve and use a [[Community_Contest_ID_Ranges|StringID range]]&lt;br /&gt;
* Be thoroughly tested in-game&lt;br /&gt;
* Be submitted in a single, playable area (the level will not be &amp;quot;marked&amp;quot;)&lt;br /&gt;
* Include dadbdata export of all relevant resources&lt;br /&gt;
* Include a playable dazip of the mini-game - should be playable from the other campaigns menu&lt;br /&gt;
* Include a plain-text file detailing the mini-game implementation - the objective, customization options (if present) and solutions&lt;br /&gt;
* Use only DA assets (placeables, levels) ''unless the relevant files are included with the submission and author's permission has been given''&lt;br /&gt;
* Be submitted before Monday 1 November midday (GMT+0)&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Strong entries will:&lt;br /&gt;
* be easily adaptable to vary the minigame in other modules&lt;br /&gt;
* be unique and interesting&lt;br /&gt;
* use elegant and tidy scripting&lt;br /&gt;
* include well-written, detailed comments &lt;br /&gt;
* be well-designed and be free of bugs and discourage user error&lt;br /&gt;
* be significant as a piece of scripting: doing something new or expanding beyond the fundamentals of scripting&lt;br /&gt;
* make appropriate use of secondary resources (triggers, placeables, dialogues, floaty text, VFX, sound, etc)&lt;br /&gt;
&lt;br /&gt;
=== Allowable ===&lt;br /&gt;
While no &amp;quot;bonus points&amp;quot; will be given for the following, entries may: &lt;br /&gt;
* use custom levels provided that the level is shared with the submission (.lvl and exported files)&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;
* Best Newcomer - 3 points (unless 1st, 2nd or 3rd place)&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;
=== Best Newcomer Award ===&lt;br /&gt;
Every judge may nominate one newcomer as their favourite newcomer entry. To qualify, the entrant must not have submitted to a community contest before. The winning newcomer will receive three points if they don't podium (in which case, theyll be getting more points anyway!).&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 Links ==&lt;br /&gt;
* [[Scripting_overview|Scripting Overview]] - Builder Wiki&lt;br /&gt;
* [[Scripting_tutorial|Scripting Tutorial]] - Builder Wiki&lt;br /&gt;
* [http://dalexicon.net/index.php?title=Main_Page Dragon Age Lexicon] - Scripting Resource&lt;br /&gt;
&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 (dadbdata and any non-DA assets you have used including levels, props etc). &lt;br /&gt;
 The work *MUST* be your own (obviously you may use DA assets).&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;
== Weighted RPS by Mengtzu - 1st Place==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1850 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
Rock, Paper, Scissors as a multi-round gambling game, with weighted moves to introduce strategy and customisable AI.  Multiple games with different settings may share an area, allowing a tournament/festival style implementation, as demonstrated in the sample module.  By default the player earns prize tokens which may be traded in for items.&lt;br /&gt;
&lt;br /&gt;
Modular functions and constants make the engine easy to extend or modify.&lt;br /&gt;
&lt;br /&gt;
[[File:Rps guanyin.jpg|400px|Game in progress]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith&lt;br /&gt;
&lt;br /&gt;
- The rock-paper-scissor scripts used by their respective placeables can be combined into a single script. This will remove the code duplication that currently exist. In order to execute each placeable's unique code, you can always check its tag -- this change will make the code easier to maintain in the future. And if you ever think about expanding each placeable's logic, you can simply create new functions for them in your function library.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
+ Contains comments where necessary, making it easier to understand the relevant code. Not to mention that a full builder's guide is added in the &amp;quot;rps_h&amp;quot; file.&lt;br /&gt;
&lt;br /&gt;
+ Separated the constants and functions into their own libraries.&lt;br /&gt;
&lt;br /&gt;
+ Compact code if you ignore the spacing between lines.&lt;br /&gt;
&lt;br /&gt;
+ Meaningful names for constants, functions and variables.&lt;br /&gt;
&lt;br /&gt;
+ Came with an expansive ReadMe file.&lt;br /&gt;
&lt;br /&gt;
== Nug Chase by Bloodsong ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1859 Nug Chase on Dragon Age Nexus]'''&lt;br /&gt;
&lt;br /&gt;
A simple action-oriented mini-game for players of any level.  Granny Rockbottom's prize Racing Nug has escaped his pen, and you need to catch him.  To do this, you need to click on the nug and get close enough to initate a conversation.  If you are successful, you catch the pesky nug.  If not, hilarity ensues.  :X&lt;br /&gt;
&lt;br /&gt;
Includes a custom Nug Wallows area/level, and a convoluted conversation tree with the NPC.  Rewards are small gifts, some XP, and possibly a small amount of cash.  Documentation for customizing also included.&lt;br /&gt;
&lt;br /&gt;
[[File:NugChase1.jpg|400px|Nug Chase Promo]]&lt;br /&gt;
&lt;br /&gt;
Please report any file/installation problems here:&lt;br /&gt;
* '''[http://social.bioware.com/project/3512/discussion/2597/20416/#post_20416 Nug Chase Project]'''&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith&lt;br /&gt;
&lt;br /&gt;
- Was unable to review the code because the B2B file was empty?&lt;br /&gt;
&lt;br /&gt;
+ Came with an expansive ReadMe file.&lt;br /&gt;
&lt;br /&gt;
Most fun to play and was the only module that featured voice acting. Nice level design as well&lt;br /&gt;
&lt;br /&gt;
== The Doors of Death by Lobo - 3rd Place==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1860 The Doors of Death on Dragon Age Nexus]'''&lt;br /&gt;
&lt;br /&gt;
This is a standalone module that contains a simple puzzle with doors.&lt;br /&gt;
&lt;br /&gt;
There is a sequence of 4 doors that will lead you to the exit of the maze. &lt;br /&gt;
&lt;br /&gt;
Each wrong choice will bring you back to the starting position, so you'll have to repeat the sequence again.&lt;br /&gt;
&lt;br /&gt;
There is a little secret that you'll have to find out to solve the puzzle :)&lt;br /&gt;
&lt;br /&gt;
[[File:TheDoorsOfDeath.png|400px|The Doors Of Death Screenshot]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith&lt;br /&gt;
&lt;br /&gt;
- Using a SWITCH-structure with a single CASE-block seems a bit of an overkill. Personally I'd do away with it and replace that with an IF-structure.&lt;br /&gt;
&lt;br /&gt;
+ Contains plenty of comments where necessary, making it easier to understand the relevant code.&lt;br /&gt;
&lt;br /&gt;
+ Separated the constants and functions into its own library. I would suggest to split the constants from the functions, though, and move them into their own library file.&lt;br /&gt;
&lt;br /&gt;
+ Compact code with no empty blocks.&lt;br /&gt;
&lt;br /&gt;
+ Meaningful names for constants, functions and variables.&lt;br /&gt;
&lt;br /&gt;
+ Came with an expansive ReadMe file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have a small refactoring suggestion for the code found in file &amp;quot;dod_utils_h&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
OLD CODE&lt;br /&gt;
    int i = 0;&lt;br /&gt;
    while (i &amp;lt; nTotalFlags)&lt;br /&gt;
    {&lt;br /&gt;
        if (i == 0 &amp;amp;&amp;amp; !bFullReset)&lt;br /&gt;
        {&lt;br /&gt;
            WR_SetPlotFlag(sPlot, i, TRUE);&lt;br /&gt;
        }&lt;br /&gt;
        else&lt;br /&gt;
        {&lt;br /&gt;
            WR_SetPlotFlag(sPlot, i, FALSE);&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
        i++;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
NEW CODE&lt;br /&gt;
    int i;&lt;br /&gt;
    for (i = 0; i &amp;lt; nTotalFlags; i++)&lt;br /&gt;
    {&lt;br /&gt;
        int bResetPlot = i == 0 &amp;amp;&amp;amp; !bFullReset;&lt;br /&gt;
        WR_SetPlotFlag(sPlot, i, bResetPlot);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
== Assembly by mikemike37 ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1863 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
Including this in your mod allows you to create recipes which the player uses three new skills to complete: work, combine and separate. The player places the items on a placeable in your module, and performs the action. If it meets one of the recipes defined in the easy-to-modify 2das, new items are created.&lt;br /&gt;
&lt;br /&gt;
The sample usage includes an area with the ingredients and GDAs with the recipe for... nug soup!&lt;br /&gt;
&lt;br /&gt;
example usage:&lt;br /&gt;
* reassemble an ancient artifact in a dungeon's forge&lt;br /&gt;
* combine and separate coloured gems to open coloured doors&lt;br /&gt;
* place in smithy to allow the player to upgrade their equipment using special crafting recipes&lt;br /&gt;
&lt;br /&gt;
To use:&lt;br /&gt;
* add the GDAs to your module's override &lt;br /&gt;
* modify them to create your own recipes with your own items (very straightforward)&lt;br /&gt;
* add one or more of the assembly placeables to your area&lt;br /&gt;
* surround the placeables with the assembly trigger&lt;br /&gt;
* that's it!&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith:&lt;br /&gt;
&lt;br /&gt;
- Several IF-structures make use of the same blocks of code in their conditions. For maintainability and readability's sake I'd make a function for this code that returns a value and expects the required parameters.&lt;br /&gt;
&lt;br /&gt;
- Variables that are declared but never used leave an unnecessary footprint in the runtime memory, my suggestion is to remove unused variables. (i.e. VAR BLOCK starting on line 100 in &amp;quot;cc_mk_assemblyability&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
- No ReadMe file.&lt;br /&gt;
&lt;br /&gt;
+ Contains enough comments for a scripter to use the code.&lt;br /&gt;
&lt;br /&gt;
+ Meaningful names for constants, functions and variables.&lt;br /&gt;
&lt;br /&gt;
Instead of putting debugging code in comments you can always make use of the &amp;quot;#ifdef DEBUG&amp;quot; directive. That way your code won't be cluttered with green, soon-to-be-deleted text.&lt;br /&gt;
&lt;br /&gt;
Creating separate libraries for your constants and functions is always handy. You never know if you ever plan on expanding your scripts in the future.&lt;br /&gt;
&lt;br /&gt;
== The Cranky Harem by TimelordDC ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1869 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
This module offers a customizable way of creating a single-area puzzle and is based on 2 classic chess problems - the 8-queen problem where you have to place 8 queen on a chess board so they don't attack each other and the queen-domination problem where you have to place the minimum number of queens in order to attack all squares (the minimum number has been relaxed for this game but you can change it)&lt;br /&gt;
There are 5 different game modes:&lt;br /&gt;
# Place only the wives (n-queen problem)&lt;br /&gt;
# Place only the guards (domination problem)&lt;br /&gt;
# Place both (n-queen and domination)&lt;br /&gt;
# Place only guards with the additional condition that each guard doesn't attack another guard (domination problem with n-queen condition)&lt;br /&gt;
# Place both wives and guards with the additional condition that each guard doesn't attack another guard&lt;br /&gt;
&lt;br /&gt;
There are also 5 different board sizes - 4 through 8, resulting in a total of 25 possible games.&lt;br /&gt;
&lt;br /&gt;
Some sample scenarios to present the game in a non-chess fashion:&lt;br /&gt;
# The Cranky Harem as released on DANexus&lt;br /&gt;
# Tower defense where you have a set number of projectile traps that has to cover all possible entrances/pathways&lt;br /&gt;
# Bar/pub game where solving all 25 variations (or how many ever) is a small side-quest&lt;br /&gt;
&lt;br /&gt;
[[File:CC4_GameScene.jpg|400px|A 7x7 Game Board]]&lt;br /&gt;
[[File:CC4_QueenPlaced.jpg|400px|VFX when a wife is placed]]&lt;br /&gt;
[[File:CC4_GuardPlaced.jpg|400px|VFX when a guard is placed]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith&lt;br /&gt;
&lt;br /&gt;
- An empty SWITCH-structure encased in an empty ELSE-structure's brackets serves no purpose. Probably code left behind while performing a clean-up?&lt;br /&gt;
&lt;br /&gt;
+ Contains plenty of comments where necessary, making it easier to understand the relevant code.&lt;br /&gt;
&lt;br /&gt;
+ Separated the constants and functions into their own files.&lt;br /&gt;
&lt;br /&gt;
+ Compact code if you ignore the spacing between lines.&lt;br /&gt;
&lt;br /&gt;
+ Meaningful names for constants, functions and variables.&lt;br /&gt;
&lt;br /&gt;
+ Came with an expansive ReadMe file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There's one particular block of code that had me rub my forehead. At the end of your functions library, you have two SWITCH-structures that are used to determine which logic to use for a particular harem size and difficulty setting. While I'm unable to come up with a better solution, I have to admit that seeing two SWITCH-structures like these leave me wondering if this can't be done in a better way.&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14718</id>
		<title>Community Contest 4: Minigame Script</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14718"/>
				<updated>2010-11-15T19:44:50Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* Weighted RPS by Mengtzu */&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;
Create a minigame or puzzle using scripting. The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/10583/916864/#post_916864 here].&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 1 November''' - your entry must be ready for judging before midday GMT+0. It is strongly recommended you submit well before this time (sunday!) 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;
* Reserve and use a [[Community_Contest_ID_Ranges|StringID range]]&lt;br /&gt;
* Be thoroughly tested in-game&lt;br /&gt;
* Be submitted in a single, playable area (the level will not be &amp;quot;marked&amp;quot;)&lt;br /&gt;
* Include dadbdata export of all relevant resources&lt;br /&gt;
* Include a playable dazip of the mini-game - should be playable from the other campaigns menu&lt;br /&gt;
* Include a plain-text file detailing the mini-game implementation - the objective, customization options (if present) and solutions&lt;br /&gt;
* Use only DA assets (placeables, levels) ''unless the relevant files are included with the submission and author's permission has been given''&lt;br /&gt;
* Be submitted before Monday 1 November midday (GMT+0)&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Strong entries will:&lt;br /&gt;
* be easily adaptable to vary the minigame in other modules&lt;br /&gt;
* be unique and interesting&lt;br /&gt;
* use elegant and tidy scripting&lt;br /&gt;
* include well-written, detailed comments &lt;br /&gt;
* be well-designed and be free of bugs and discourage user error&lt;br /&gt;
* be significant as a piece of scripting: doing something new or expanding beyond the fundamentals of scripting&lt;br /&gt;
* make appropriate use of secondary resources (triggers, placeables, dialogues, floaty text, VFX, sound, etc)&lt;br /&gt;
&lt;br /&gt;
=== Allowable ===&lt;br /&gt;
While no &amp;quot;bonus points&amp;quot; will be given for the following, entries may: &lt;br /&gt;
* use custom levels provided that the level is shared with the submission (.lvl and exported files)&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;
* Best Newcomer - 3 points (unless 1st, 2nd or 3rd place)&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;
=== Best Newcomer Award ===&lt;br /&gt;
Every judge may nominate one newcomer as their favourite newcomer entry. To qualify, the entrant must not have submitted to a community contest before. The winning newcomer will receive three points if they don't podium (in which case, theyll be getting more points anyway!).&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 Links ==&lt;br /&gt;
* [[Scripting_overview|Scripting Overview]] - Builder Wiki&lt;br /&gt;
* [[Scripting_tutorial|Scripting Tutorial]] - Builder Wiki&lt;br /&gt;
* [http://dalexicon.net/index.php?title=Main_Page Dragon Age Lexicon] - Scripting Resource&lt;br /&gt;
&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 (dadbdata and any non-DA assets you have used including levels, props etc). &lt;br /&gt;
 The work *MUST* be your own (obviously you may use DA assets).&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;
== Weighted RPS by Mengtzu - 1st Place==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1850 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
Rock, Paper, Scissors as a multi-round gambling game, with weighted moves to introduce strategy and customisable AI.  Multiple games with different settings may share an area, allowing a tournament/festival style implementation, as demonstrated in the sample module.  By default the player earns prize tokens which may be traded in for items.&lt;br /&gt;
&lt;br /&gt;
Modular functions and constants make the engine easy to extend or modify.&lt;br /&gt;
&lt;br /&gt;
[[File:Rps guanyin.jpg|400px|Game in progress]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith&lt;br /&gt;
&lt;br /&gt;
- The rock-paper-scissor scripts used by their respective placeables can be combined into a single script. This will remove the code duplication that currently exist. In order to execute each placeable's unique code, you can always check its tag -- this change will make the code easier to maintain in the future. And if you ever think about expanding each placeable's logic, you can simply create new functions for them in your function library.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
+ Contains comments where necessary, making it easier to understand the relevant code. Not to mention that a full builder's guide is added in the &amp;quot;rps_h&amp;quot; file.&lt;br /&gt;
&lt;br /&gt;
+ Separated the constants and functions into their own libraries.&lt;br /&gt;
&lt;br /&gt;
+ Compact code if you ignore the spacing between lines.&lt;br /&gt;
&lt;br /&gt;
+ Meaningful names for constants, functions and variables.&lt;br /&gt;
&lt;br /&gt;
+ Came with an expansive ReadMe file.&lt;br /&gt;
&lt;br /&gt;
== Nug Chase by Bloodsong ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1859 Nug Chase on Dragon Age Nexus]'''&lt;br /&gt;
&lt;br /&gt;
A simple action-oriented mini-game for players of any level.  Granny Rockbottom's prize Racing Nug has escaped his pen, and you need to catch him.  To do this, you need to click on the nug and get close enough to initate a conversation.  If you are successful, you catch the pesky nug.  If not, hilarity ensues.  :X&lt;br /&gt;
&lt;br /&gt;
Includes a custom Nug Wallows area/level, and a convoluted conversation tree with the NPC.  Rewards are small gifts, some XP, and possibly a small amount of cash.  Documentation for customizing also included.&lt;br /&gt;
&lt;br /&gt;
[[File:NugChase1.jpg|400px|Nug Chase Promo]]&lt;br /&gt;
&lt;br /&gt;
Please report any file/installation problems here:&lt;br /&gt;
* '''[http://social.bioware.com/project/3512/discussion/2597/20416/#post_20416 Nug Chase Project]'''&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith&lt;br /&gt;
&lt;br /&gt;
- Was unable to review the code because the B2B file was empty?&lt;br /&gt;
&lt;br /&gt;
+ Came with an expansive ReadMe file.&lt;br /&gt;
&lt;br /&gt;
Most fun to play and was the only module that featured voice acting. Nice level design as well&lt;br /&gt;
&lt;br /&gt;
== The Doors of Death by Lobo ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1860 The Doors of Death on Dragon Age Nexus]'''&lt;br /&gt;
&lt;br /&gt;
This is a standalone module that contains a simple puzzle with doors.&lt;br /&gt;
&lt;br /&gt;
There is a sequence of 4 doors that will lead you to the exit of the maze. &lt;br /&gt;
&lt;br /&gt;
Each wrong choice will bring you back to the starting position, so you'll have to repeat the sequence again.&lt;br /&gt;
&lt;br /&gt;
There is a little secret that you'll have to find out to solve the puzzle :)&lt;br /&gt;
&lt;br /&gt;
[[File:TheDoorsOfDeath.png|400px|The Doors Of Death Screenshot]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith&lt;br /&gt;
&lt;br /&gt;
- Using a SWITCH-structure with a single CASE-block seems a bit of an overkill. Personally I'd do away with it and replace that with an IF-structure.&lt;br /&gt;
&lt;br /&gt;
+ Contains plenty of comments where necessary, making it easier to understand the relevant code.&lt;br /&gt;
&lt;br /&gt;
+ Separated the constants and functions into its own library. I would suggest to split the constants from the functions, though, and move them into their own library file.&lt;br /&gt;
&lt;br /&gt;
+ Compact code with no empty blocks.&lt;br /&gt;
&lt;br /&gt;
+ Meaningful names for constants, functions and variables.&lt;br /&gt;
&lt;br /&gt;
+ Came with an expansive ReadMe file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have a small refactoring suggestion for the code found in file &amp;quot;dod_utils_h&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
OLD CODE&lt;br /&gt;
    int i = 0;&lt;br /&gt;
    while (i &amp;lt; nTotalFlags)&lt;br /&gt;
    {&lt;br /&gt;
        if (i == 0 &amp;amp;&amp;amp; !bFullReset)&lt;br /&gt;
        {&lt;br /&gt;
            WR_SetPlotFlag(sPlot, i, TRUE);&lt;br /&gt;
        }&lt;br /&gt;
        else&lt;br /&gt;
        {&lt;br /&gt;
            WR_SetPlotFlag(sPlot, i, FALSE);&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
        i++;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
NEW CODE&lt;br /&gt;
    int i;&lt;br /&gt;
    for (i = 0; i &amp;lt; nTotalFlags; i++)&lt;br /&gt;
    {&lt;br /&gt;
        int bResetPlot = i == 0 &amp;amp;&amp;amp; !bFullReset;&lt;br /&gt;
        WR_SetPlotFlag(sPlot, i, bResetPlot);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
== Assembly by mikemike37 ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1863 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
Including this in your mod allows you to create recipes which the player uses three new skills to complete: work, combine and separate. The player places the items on a placeable in your module, and performs the action. If it meets one of the recipes defined in the easy-to-modify 2das, new items are created.&lt;br /&gt;
&lt;br /&gt;
The sample usage includes an area with the ingredients and GDAs with the recipe for... nug soup!&lt;br /&gt;
&lt;br /&gt;
example usage:&lt;br /&gt;
* reassemble an ancient artifact in a dungeon's forge&lt;br /&gt;
* combine and separate coloured gems to open coloured doors&lt;br /&gt;
* place in smithy to allow the player to upgrade their equipment using special crafting recipes&lt;br /&gt;
&lt;br /&gt;
To use:&lt;br /&gt;
* add the GDAs to your module's override &lt;br /&gt;
* modify them to create your own recipes with your own items (very straightforward)&lt;br /&gt;
* add one or more of the assembly placeables to your area&lt;br /&gt;
* surround the placeables with the assembly trigger&lt;br /&gt;
* that's it!&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith:&lt;br /&gt;
&lt;br /&gt;
- Several IF-structures make use of the same blocks of code in their conditions. For maintainability and readability's sake I'd make a function for this code that returns a value and expects the required parameters.&lt;br /&gt;
&lt;br /&gt;
- Variables that are declared but never used leave an unnecessary footprint in the runtime memory, my suggestion is to remove unused variables. (i.e. VAR BLOCK starting on line 100 in &amp;quot;cc_mk_assemblyability&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
- No ReadMe file.&lt;br /&gt;
&lt;br /&gt;
+ Contains enough comments for a scripter to use the code.&lt;br /&gt;
&lt;br /&gt;
+ Meaningful names for constants, functions and variables.&lt;br /&gt;
&lt;br /&gt;
Instead of putting debugging code in comments you can always make use of the &amp;quot;#ifdef DEBUG&amp;quot; directive. That way your code won't be cluttered with green, soon-to-be-deleted text.&lt;br /&gt;
&lt;br /&gt;
Creating separate libraries for your constants and functions is always handy. You never know if you ever plan on expanding your scripts in the future.&lt;br /&gt;
&lt;br /&gt;
== The Cranky Harem by TimelordDC ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1869 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
This module offers a customizable way of creating a single-area puzzle and is based on 2 classic chess problems - the 8-queen problem where you have to place 8 queen on a chess board so they don't attack each other and the queen-domination problem where you have to place the minimum number of queens in order to attack all squares (the minimum number has been relaxed for this game but you can change it)&lt;br /&gt;
There are 5 different game modes:&lt;br /&gt;
# Place only the wives (n-queen problem)&lt;br /&gt;
# Place only the guards (domination problem)&lt;br /&gt;
# Place both (n-queen and domination)&lt;br /&gt;
# Place only guards with the additional condition that each guard doesn't attack another guard (domination problem with n-queen condition)&lt;br /&gt;
# Place both wives and guards with the additional condition that each guard doesn't attack another guard&lt;br /&gt;
&lt;br /&gt;
There are also 5 different board sizes - 4 through 8, resulting in a total of 25 possible games.&lt;br /&gt;
&lt;br /&gt;
Some sample scenarios to present the game in a non-chess fashion:&lt;br /&gt;
# The Cranky Harem as released on DANexus&lt;br /&gt;
# Tower defense where you have a set number of projectile traps that has to cover all possible entrances/pathways&lt;br /&gt;
# Bar/pub game where solving all 25 variations (or how many ever) is a small side-quest&lt;br /&gt;
&lt;br /&gt;
[[File:CC4_GameScene.jpg|400px|A 7x7 Game Board]]&lt;br /&gt;
[[File:CC4_QueenPlaced.jpg|400px|VFX when a wife is placed]]&lt;br /&gt;
[[File:CC4_GuardPlaced.jpg|400px|VFX when a guard is placed]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith&lt;br /&gt;
&lt;br /&gt;
- An empty SWITCH-structure encased in an empty ELSE-structure's brackets serves no purpose. Probably code left behind while performing a clean-up?&lt;br /&gt;
&lt;br /&gt;
+ Contains plenty of comments where necessary, making it easier to understand the relevant code.&lt;br /&gt;
&lt;br /&gt;
+ Separated the constants and functions into their own files.&lt;br /&gt;
&lt;br /&gt;
+ Compact code if you ignore the spacing between lines.&lt;br /&gt;
&lt;br /&gt;
+ Meaningful names for constants, functions and variables.&lt;br /&gt;
&lt;br /&gt;
+ Came with an expansive ReadMe file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There's one particular block of code that had me rub my forehead. At the end of your functions library, you have two SWITCH-structures that are used to determine which logic to use for a particular harem size and difficulty setting. While I'm unable to come up with a better solution, I have to admit that seeing two SWITCH-structures like these leave me wondering if this can't be done in a better way.&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14717</id>
		<title>Community Contest 4: Minigame Script</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14717"/>
				<updated>2010-11-15T19:44:13Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* Judges' Comments */&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;
Create a minigame or puzzle using scripting. The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/10583/916864/#post_916864 here].&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 1 November''' - your entry must be ready for judging before midday GMT+0. It is strongly recommended you submit well before this time (sunday!) 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;
* Reserve and use a [[Community_Contest_ID_Ranges|StringID range]]&lt;br /&gt;
* Be thoroughly tested in-game&lt;br /&gt;
* Be submitted in a single, playable area (the level will not be &amp;quot;marked&amp;quot;)&lt;br /&gt;
* Include dadbdata export of all relevant resources&lt;br /&gt;
* Include a playable dazip of the mini-game - should be playable from the other campaigns menu&lt;br /&gt;
* Include a plain-text file detailing the mini-game implementation - the objective, customization options (if present) and solutions&lt;br /&gt;
* Use only DA assets (placeables, levels) ''unless the relevant files are included with the submission and author's permission has been given''&lt;br /&gt;
* Be submitted before Monday 1 November midday (GMT+0)&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Strong entries will:&lt;br /&gt;
* be easily adaptable to vary the minigame in other modules&lt;br /&gt;
* be unique and interesting&lt;br /&gt;
* use elegant and tidy scripting&lt;br /&gt;
* include well-written, detailed comments &lt;br /&gt;
* be well-designed and be free of bugs and discourage user error&lt;br /&gt;
* be significant as a piece of scripting: doing something new or expanding beyond the fundamentals of scripting&lt;br /&gt;
* make appropriate use of secondary resources (triggers, placeables, dialogues, floaty text, VFX, sound, etc)&lt;br /&gt;
&lt;br /&gt;
=== Allowable ===&lt;br /&gt;
While no &amp;quot;bonus points&amp;quot; will be given for the following, entries may: &lt;br /&gt;
* use custom levels provided that the level is shared with the submission (.lvl and exported files)&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;
* Best Newcomer - 3 points (unless 1st, 2nd or 3rd place)&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;
=== Best Newcomer Award ===&lt;br /&gt;
Every judge may nominate one newcomer as their favourite newcomer entry. To qualify, the entrant must not have submitted to a community contest before. The winning newcomer will receive three points if they don't podium (in which case, theyll be getting more points anyway!).&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 Links ==&lt;br /&gt;
* [[Scripting_overview|Scripting Overview]] - Builder Wiki&lt;br /&gt;
* [[Scripting_tutorial|Scripting Tutorial]] - Builder Wiki&lt;br /&gt;
* [http://dalexicon.net/index.php?title=Main_Page Dragon Age Lexicon] - Scripting Resource&lt;br /&gt;
&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 (dadbdata and any non-DA assets you have used including levels, props etc). &lt;br /&gt;
 The work *MUST* be your own (obviously you may use DA assets).&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;
== Weighted RPS by Mengtzu ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1850 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
Rock, Paper, Scissors as a multi-round gambling game, with weighted moves to introduce strategy and customisable AI.  Multiple games with different settings may share an area, allowing a tournament/festival style implementation, as demonstrated in the sample module.  By default the player earns prize tokens which may be traded in for items.&lt;br /&gt;
&lt;br /&gt;
Modular functions and constants make the engine easy to extend or modify.&lt;br /&gt;
&lt;br /&gt;
[[File:Rps guanyin.jpg|400px|Game in progress]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith&lt;br /&gt;
&lt;br /&gt;
- The rock-paper-scissor scripts used by their respective placeables can be combined into a single script. This will remove the code duplication that currently exist. In order to execute each placeable's unique code, you can always check its tag -- this change will make the code easier to maintain in the future. And if you ever think about expanding each placeable's logic, you can simply create new functions for them in your function library.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
+ Contains comments where necessary, making it easier to understand the relevant code. Not to mention that a full builder's guide is added in the &amp;quot;rps_h&amp;quot; file.&lt;br /&gt;
&lt;br /&gt;
+ Separated the constants and functions into their own libraries.&lt;br /&gt;
&lt;br /&gt;
+ Compact code if you ignore the spacing between lines.&lt;br /&gt;
&lt;br /&gt;
+ Meaningful names for constants, functions and variables.&lt;br /&gt;
&lt;br /&gt;
+ Came with an expansive ReadMe file.&lt;br /&gt;
&lt;br /&gt;
== Nug Chase by Bloodsong ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1859 Nug Chase on Dragon Age Nexus]'''&lt;br /&gt;
&lt;br /&gt;
A simple action-oriented mini-game for players of any level.  Granny Rockbottom's prize Racing Nug has escaped his pen, and you need to catch him.  To do this, you need to click on the nug and get close enough to initate a conversation.  If you are successful, you catch the pesky nug.  If not, hilarity ensues.  :X&lt;br /&gt;
&lt;br /&gt;
Includes a custom Nug Wallows area/level, and a convoluted conversation tree with the NPC.  Rewards are small gifts, some XP, and possibly a small amount of cash.  Documentation for customizing also included.&lt;br /&gt;
&lt;br /&gt;
[[File:NugChase1.jpg|400px|Nug Chase Promo]]&lt;br /&gt;
&lt;br /&gt;
Please report any file/installation problems here:&lt;br /&gt;
* '''[http://social.bioware.com/project/3512/discussion/2597/20416/#post_20416 Nug Chase Project]'''&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith&lt;br /&gt;
&lt;br /&gt;
- Was unable to review the code because the B2B file was empty?&lt;br /&gt;
&lt;br /&gt;
+ Came with an expansive ReadMe file.&lt;br /&gt;
&lt;br /&gt;
Most fun to play and was the only module that featured voice acting. Nice level design as well&lt;br /&gt;
&lt;br /&gt;
== The Doors of Death by Lobo ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1860 The Doors of Death on Dragon Age Nexus]'''&lt;br /&gt;
&lt;br /&gt;
This is a standalone module that contains a simple puzzle with doors.&lt;br /&gt;
&lt;br /&gt;
There is a sequence of 4 doors that will lead you to the exit of the maze. &lt;br /&gt;
&lt;br /&gt;
Each wrong choice will bring you back to the starting position, so you'll have to repeat the sequence again.&lt;br /&gt;
&lt;br /&gt;
There is a little secret that you'll have to find out to solve the puzzle :)&lt;br /&gt;
&lt;br /&gt;
[[File:TheDoorsOfDeath.png|400px|The Doors Of Death Screenshot]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith&lt;br /&gt;
&lt;br /&gt;
- Using a SWITCH-structure with a single CASE-block seems a bit of an overkill. Personally I'd do away with it and replace that with an IF-structure.&lt;br /&gt;
&lt;br /&gt;
+ Contains plenty of comments where necessary, making it easier to understand the relevant code.&lt;br /&gt;
&lt;br /&gt;
+ Separated the constants and functions into its own library. I would suggest to split the constants from the functions, though, and move them into their own library file.&lt;br /&gt;
&lt;br /&gt;
+ Compact code with no empty blocks.&lt;br /&gt;
&lt;br /&gt;
+ Meaningful names for constants, functions and variables.&lt;br /&gt;
&lt;br /&gt;
+ Came with an expansive ReadMe file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have a small refactoring suggestion for the code found in file &amp;quot;dod_utils_h&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
OLD CODE&lt;br /&gt;
    int i = 0;&lt;br /&gt;
    while (i &amp;lt; nTotalFlags)&lt;br /&gt;
    {&lt;br /&gt;
        if (i == 0 &amp;amp;&amp;amp; !bFullReset)&lt;br /&gt;
        {&lt;br /&gt;
            WR_SetPlotFlag(sPlot, i, TRUE);&lt;br /&gt;
        }&lt;br /&gt;
        else&lt;br /&gt;
        {&lt;br /&gt;
            WR_SetPlotFlag(sPlot, i, FALSE);&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
        i++;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
NEW CODE&lt;br /&gt;
    int i;&lt;br /&gt;
    for (i = 0; i &amp;lt; nTotalFlags; i++)&lt;br /&gt;
    {&lt;br /&gt;
        int bResetPlot = i == 0 &amp;amp;&amp;amp; !bFullReset;&lt;br /&gt;
        WR_SetPlotFlag(sPlot, i, bResetPlot);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
== Assembly by mikemike37 ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1863 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
Including this in your mod allows you to create recipes which the player uses three new skills to complete: work, combine and separate. The player places the items on a placeable in your module, and performs the action. If it meets one of the recipes defined in the easy-to-modify 2das, new items are created.&lt;br /&gt;
&lt;br /&gt;
The sample usage includes an area with the ingredients and GDAs with the recipe for... nug soup!&lt;br /&gt;
&lt;br /&gt;
example usage:&lt;br /&gt;
* reassemble an ancient artifact in a dungeon's forge&lt;br /&gt;
* combine and separate coloured gems to open coloured doors&lt;br /&gt;
* place in smithy to allow the player to upgrade their equipment using special crafting recipes&lt;br /&gt;
&lt;br /&gt;
To use:&lt;br /&gt;
* add the GDAs to your module's override &lt;br /&gt;
* modify them to create your own recipes with your own items (very straightforward)&lt;br /&gt;
* add one or more of the assembly placeables to your area&lt;br /&gt;
* surround the placeables with the assembly trigger&lt;br /&gt;
* that's it!&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith:&lt;br /&gt;
&lt;br /&gt;
- Several IF-structures make use of the same blocks of code in their conditions. For maintainability and readability's sake I'd make a function for this code that returns a value and expects the required parameters.&lt;br /&gt;
&lt;br /&gt;
- Variables that are declared but never used leave an unnecessary footprint in the runtime memory, my suggestion is to remove unused variables. (i.e. VAR BLOCK starting on line 100 in &amp;quot;cc_mk_assemblyability&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
- No ReadMe file.&lt;br /&gt;
&lt;br /&gt;
+ Contains enough comments for a scripter to use the code.&lt;br /&gt;
&lt;br /&gt;
+ Meaningful names for constants, functions and variables.&lt;br /&gt;
&lt;br /&gt;
Instead of putting debugging code in comments you can always make use of the &amp;quot;#ifdef DEBUG&amp;quot; directive. That way your code won't be cluttered with green, soon-to-be-deleted text.&lt;br /&gt;
&lt;br /&gt;
Creating separate libraries for your constants and functions is always handy. You never know if you ever plan on expanding your scripts in the future.&lt;br /&gt;
&lt;br /&gt;
== The Cranky Harem by TimelordDC ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1869 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
This module offers a customizable way of creating a single-area puzzle and is based on 2 classic chess problems - the 8-queen problem where you have to place 8 queen on a chess board so they don't attack each other and the queen-domination problem where you have to place the minimum number of queens in order to attack all squares (the minimum number has been relaxed for this game but you can change it)&lt;br /&gt;
There are 5 different game modes:&lt;br /&gt;
# Place only the wives (n-queen problem)&lt;br /&gt;
# Place only the guards (domination problem)&lt;br /&gt;
# Place both (n-queen and domination)&lt;br /&gt;
# Place only guards with the additional condition that each guard doesn't attack another guard (domination problem with n-queen condition)&lt;br /&gt;
# Place both wives and guards with the additional condition that each guard doesn't attack another guard&lt;br /&gt;
&lt;br /&gt;
There are also 5 different board sizes - 4 through 8, resulting in a total of 25 possible games.&lt;br /&gt;
&lt;br /&gt;
Some sample scenarios to present the game in a non-chess fashion:&lt;br /&gt;
# The Cranky Harem as released on DANexus&lt;br /&gt;
# Tower defense where you have a set number of projectile traps that has to cover all possible entrances/pathways&lt;br /&gt;
# Bar/pub game where solving all 25 variations (or how many ever) is a small side-quest&lt;br /&gt;
&lt;br /&gt;
[[File:CC4_GameScene.jpg|400px|A 7x7 Game Board]]&lt;br /&gt;
[[File:CC4_QueenPlaced.jpg|400px|VFX when a wife is placed]]&lt;br /&gt;
[[File:CC4_GuardPlaced.jpg|400px|VFX when a guard is placed]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith&lt;br /&gt;
&lt;br /&gt;
- An empty SWITCH-structure encased in an empty ELSE-structure's brackets serves no purpose. Probably code left behind while performing a clean-up?&lt;br /&gt;
&lt;br /&gt;
+ Contains plenty of comments where necessary, making it easier to understand the relevant code.&lt;br /&gt;
&lt;br /&gt;
+ Separated the constants and functions into their own files.&lt;br /&gt;
&lt;br /&gt;
+ Compact code if you ignore the spacing between lines.&lt;br /&gt;
&lt;br /&gt;
+ Meaningful names for constants, functions and variables.&lt;br /&gt;
&lt;br /&gt;
+ Came with an expansive ReadMe file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There's one particular block of code that had me rub my forehead. At the end of your functions library, you have two SWITCH-structures that are used to determine which logic to use for a particular harem size and difficulty setting. While I'm unable to come up with a better solution, I have to admit that seeing two SWITCH-structures like these leave me wondering if this can't be done in a better way.&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14716</id>
		<title>Community Contest 4: Minigame Script</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14716"/>
				<updated>2010-11-15T19:43:20Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* Judges' Comments */&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;
Create a minigame or puzzle using scripting. The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/10583/916864/#post_916864 here].&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 1 November''' - your entry must be ready for judging before midday GMT+0. It is strongly recommended you submit well before this time (sunday!) 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;
* Reserve and use a [[Community_Contest_ID_Ranges|StringID range]]&lt;br /&gt;
* Be thoroughly tested in-game&lt;br /&gt;
* Be submitted in a single, playable area (the level will not be &amp;quot;marked&amp;quot;)&lt;br /&gt;
* Include dadbdata export of all relevant resources&lt;br /&gt;
* Include a playable dazip of the mini-game - should be playable from the other campaigns menu&lt;br /&gt;
* Include a plain-text file detailing the mini-game implementation - the objective, customization options (if present) and solutions&lt;br /&gt;
* Use only DA assets (placeables, levels) ''unless the relevant files are included with the submission and author's permission has been given''&lt;br /&gt;
* Be submitted before Monday 1 November midday (GMT+0)&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Strong entries will:&lt;br /&gt;
* be easily adaptable to vary the minigame in other modules&lt;br /&gt;
* be unique and interesting&lt;br /&gt;
* use elegant and tidy scripting&lt;br /&gt;
* include well-written, detailed comments &lt;br /&gt;
* be well-designed and be free of bugs and discourage user error&lt;br /&gt;
* be significant as a piece of scripting: doing something new or expanding beyond the fundamentals of scripting&lt;br /&gt;
* make appropriate use of secondary resources (triggers, placeables, dialogues, floaty text, VFX, sound, etc)&lt;br /&gt;
&lt;br /&gt;
=== Allowable ===&lt;br /&gt;
While no &amp;quot;bonus points&amp;quot; will be given for the following, entries may: &lt;br /&gt;
* use custom levels provided that the level is shared with the submission (.lvl and exported files)&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;
* Best Newcomer - 3 points (unless 1st, 2nd or 3rd place)&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;
=== Best Newcomer Award ===&lt;br /&gt;
Every judge may nominate one newcomer as their favourite newcomer entry. To qualify, the entrant must not have submitted to a community contest before. The winning newcomer will receive three points if they don't podium (in which case, theyll be getting more points anyway!).&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 Links ==&lt;br /&gt;
* [[Scripting_overview|Scripting Overview]] - Builder Wiki&lt;br /&gt;
* [[Scripting_tutorial|Scripting Tutorial]] - Builder Wiki&lt;br /&gt;
* [http://dalexicon.net/index.php?title=Main_Page Dragon Age Lexicon] - Scripting Resource&lt;br /&gt;
&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 (dadbdata and any non-DA assets you have used including levels, props etc). &lt;br /&gt;
 The work *MUST* be your own (obviously you may use DA assets).&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;
== Weighted RPS by Mengtzu ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1850 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
Rock, Paper, Scissors as a multi-round gambling game, with weighted moves to introduce strategy and customisable AI.  Multiple games with different settings may share an area, allowing a tournament/festival style implementation, as demonstrated in the sample module.  By default the player earns prize tokens which may be traded in for items.&lt;br /&gt;
&lt;br /&gt;
Modular functions and constants make the engine easy to extend or modify.&lt;br /&gt;
&lt;br /&gt;
[[File:Rps guanyin.jpg|400px|Game in progress]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nug Chase by Bloodsong ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1859 Nug Chase on Dragon Age Nexus]'''&lt;br /&gt;
&lt;br /&gt;
A simple action-oriented mini-game for players of any level.  Granny Rockbottom's prize Racing Nug has escaped his pen, and you need to catch him.  To do this, you need to click on the nug and get close enough to initate a conversation.  If you are successful, you catch the pesky nug.  If not, hilarity ensues.  :X&lt;br /&gt;
&lt;br /&gt;
Includes a custom Nug Wallows area/level, and a convoluted conversation tree with the NPC.  Rewards are small gifts, some XP, and possibly a small amount of cash.  Documentation for customizing also included.&lt;br /&gt;
&lt;br /&gt;
[[File:NugChase1.jpg|400px|Nug Chase Promo]]&lt;br /&gt;
&lt;br /&gt;
Please report any file/installation problems here:&lt;br /&gt;
* '''[http://social.bioware.com/project/3512/discussion/2597/20416/#post_20416 Nug Chase Project]'''&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith&lt;br /&gt;
&lt;br /&gt;
- Was unable to review the code because the B2B file was empty?&lt;br /&gt;
&lt;br /&gt;
+ Came with an expansive ReadMe file.&lt;br /&gt;
&lt;br /&gt;
Most fun to play and was the only module that featured voice acting. Nice level design as well&lt;br /&gt;
&lt;br /&gt;
== The Doors of Death by Lobo ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1860 The Doors of Death on Dragon Age Nexus]'''&lt;br /&gt;
&lt;br /&gt;
This is a standalone module that contains a simple puzzle with doors.&lt;br /&gt;
&lt;br /&gt;
There is a sequence of 4 doors that will lead you to the exit of the maze. &lt;br /&gt;
&lt;br /&gt;
Each wrong choice will bring you back to the starting position, so you'll have to repeat the sequence again.&lt;br /&gt;
&lt;br /&gt;
There is a little secret that you'll have to find out to solve the puzzle :)&lt;br /&gt;
&lt;br /&gt;
[[File:TheDoorsOfDeath.png|400px|The Doors Of Death Screenshot]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith&lt;br /&gt;
&lt;br /&gt;
- Using a SWITCH-structure with a single CASE-block seems a bit of an overkill. Personally I'd do away with it and replace that with an IF-structure.&lt;br /&gt;
&lt;br /&gt;
+ Contains plenty of comments where necessary, making it easier to understand the relevant code.&lt;br /&gt;
&lt;br /&gt;
+ Separated the constants and functions into its own library. I would suggest to split the constants from the functions, though, and move them into their own library file.&lt;br /&gt;
&lt;br /&gt;
+ Compact code with no empty blocks.&lt;br /&gt;
&lt;br /&gt;
+ Meaningful names for constants, functions and variables.&lt;br /&gt;
&lt;br /&gt;
+ Came with an expansive ReadMe file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have a small refactoring suggestion for the code found in file &amp;quot;dod_utils_h&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
OLD CODE&lt;br /&gt;
    int i = 0;&lt;br /&gt;
    while (i &amp;lt; nTotalFlags)&lt;br /&gt;
    {&lt;br /&gt;
        if (i == 0 &amp;amp;&amp;amp; !bFullReset)&lt;br /&gt;
        {&lt;br /&gt;
            WR_SetPlotFlag(sPlot, i, TRUE);&lt;br /&gt;
        }&lt;br /&gt;
        else&lt;br /&gt;
        {&lt;br /&gt;
            WR_SetPlotFlag(sPlot, i, FALSE);&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
        i++;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
NEW CODE&lt;br /&gt;
    int i;&lt;br /&gt;
    for (i = 0; i &amp;lt; nTotalFlags; i++)&lt;br /&gt;
    {&lt;br /&gt;
        int bResetPlot = i == 0 &amp;amp;&amp;amp; !bFullReset;&lt;br /&gt;
        WR_SetPlotFlag(sPlot, i, bResetPlot);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
== Assembly by mikemike37 ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1863 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
Including this in your mod allows you to create recipes which the player uses three new skills to complete: work, combine and separate. The player places the items on a placeable in your module, and performs the action. If it meets one of the recipes defined in the easy-to-modify 2das, new items are created.&lt;br /&gt;
&lt;br /&gt;
The sample usage includes an area with the ingredients and GDAs with the recipe for... nug soup!&lt;br /&gt;
&lt;br /&gt;
example usage:&lt;br /&gt;
* reassemble an ancient artifact in a dungeon's forge&lt;br /&gt;
* combine and separate coloured gems to open coloured doors&lt;br /&gt;
* place in smithy to allow the player to upgrade their equipment using special crafting recipes&lt;br /&gt;
&lt;br /&gt;
To use:&lt;br /&gt;
* add the GDAs to your module's override &lt;br /&gt;
* modify them to create your own recipes with your own items (very straightforward)&lt;br /&gt;
* add one or more of the assembly placeables to your area&lt;br /&gt;
* surround the placeables with the assembly trigger&lt;br /&gt;
* that's it!&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith:&lt;br /&gt;
&lt;br /&gt;
- Several IF-structures make use of the same blocks of code in their conditions. For maintainability and readability's sake I'd make a function for this code that returns a value and expects the required parameters.&lt;br /&gt;
&lt;br /&gt;
- Variables that are declared but never used leave an unnecessary footprint in the runtime memory, my suggestion is to remove unused variables. (i.e. VAR BLOCK starting on line 100 in &amp;quot;cc_mk_assemblyability&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
- No ReadMe file.&lt;br /&gt;
&lt;br /&gt;
+ Contains enough comments for a scripter to use the code.&lt;br /&gt;
&lt;br /&gt;
+ Meaningful names for constants, functions and variables.&lt;br /&gt;
&lt;br /&gt;
Instead of putting debugging code in comments you can always make use of the &amp;quot;#ifdef DEBUG&amp;quot; directive. That way your code won't be cluttered with green, soon-to-be-deleted text.&lt;br /&gt;
&lt;br /&gt;
Creating separate libraries for your constants and functions is always handy. You never know if you ever plan on expanding your scripts in the future.&lt;br /&gt;
&lt;br /&gt;
== The Cranky Harem by TimelordDC ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1869 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
This module offers a customizable way of creating a single-area puzzle and is based on 2 classic chess problems - the 8-queen problem where you have to place 8 queen on a chess board so they don't attack each other and the queen-domination problem where you have to place the minimum number of queens in order to attack all squares (the minimum number has been relaxed for this game but you can change it)&lt;br /&gt;
There are 5 different game modes:&lt;br /&gt;
# Place only the wives (n-queen problem)&lt;br /&gt;
# Place only the guards (domination problem)&lt;br /&gt;
# Place both (n-queen and domination)&lt;br /&gt;
# Place only guards with the additional condition that each guard doesn't attack another guard (domination problem with n-queen condition)&lt;br /&gt;
# Place both wives and guards with the additional condition that each guard doesn't attack another guard&lt;br /&gt;
&lt;br /&gt;
There are also 5 different board sizes - 4 through 8, resulting in a total of 25 possible games.&lt;br /&gt;
&lt;br /&gt;
Some sample scenarios to present the game in a non-chess fashion:&lt;br /&gt;
# The Cranky Harem as released on DANexus&lt;br /&gt;
# Tower defense where you have a set number of projectile traps that has to cover all possible entrances/pathways&lt;br /&gt;
# Bar/pub game where solving all 25 variations (or how many ever) is a small side-quest&lt;br /&gt;
&lt;br /&gt;
[[File:CC4_GameScene.jpg|400px|A 7x7 Game Board]]&lt;br /&gt;
[[File:CC4_QueenPlaced.jpg|400px|VFX when a wife is placed]]&lt;br /&gt;
[[File:CC4_GuardPlaced.jpg|400px|VFX when a guard is placed]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith&lt;br /&gt;
&lt;br /&gt;
- An empty SWITCH-structure encased in an empty ELSE-structure's brackets serves no purpose. Probably code left behind while performing a clean-up?&lt;br /&gt;
&lt;br /&gt;
+ Contains plenty of comments where necessary, making it easier to understand the relevant code.&lt;br /&gt;
&lt;br /&gt;
+ Separated the constants and functions into their own files.&lt;br /&gt;
&lt;br /&gt;
+ Compact code if you ignore the spacing between lines.&lt;br /&gt;
&lt;br /&gt;
+ Meaningful names for constants, functions and variables.&lt;br /&gt;
&lt;br /&gt;
+ Came with an expansive ReadMe file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There's one particular block of code that had me rub my forehead. At the end of your functions library, you have two SWITCH-structures that are used to determine which logic to use for a particular harem size and difficulty setting. While I'm unable to come up with a better solution, I have to admit that seeing two SWITCH-structures like these leave me wondering if this can't be done in a better way.&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14715</id>
		<title>Community Contest 4: Minigame Script</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14715"/>
				<updated>2010-11-15T19:42:00Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* Judges' Comments */&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;
Create a minigame or puzzle using scripting. The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/10583/916864/#post_916864 here].&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 1 November''' - your entry must be ready for judging before midday GMT+0. It is strongly recommended you submit well before this time (sunday!) 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;
* Reserve and use a [[Community_Contest_ID_Ranges|StringID range]]&lt;br /&gt;
* Be thoroughly tested in-game&lt;br /&gt;
* Be submitted in a single, playable area (the level will not be &amp;quot;marked&amp;quot;)&lt;br /&gt;
* Include dadbdata export of all relevant resources&lt;br /&gt;
* Include a playable dazip of the mini-game - should be playable from the other campaigns menu&lt;br /&gt;
* Include a plain-text file detailing the mini-game implementation - the objective, customization options (if present) and solutions&lt;br /&gt;
* Use only DA assets (placeables, levels) ''unless the relevant files are included with the submission and author's permission has been given''&lt;br /&gt;
* Be submitted before Monday 1 November midday (GMT+0)&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Strong entries will:&lt;br /&gt;
* be easily adaptable to vary the minigame in other modules&lt;br /&gt;
* be unique and interesting&lt;br /&gt;
* use elegant and tidy scripting&lt;br /&gt;
* include well-written, detailed comments &lt;br /&gt;
* be well-designed and be free of bugs and discourage user error&lt;br /&gt;
* be significant as a piece of scripting: doing something new or expanding beyond the fundamentals of scripting&lt;br /&gt;
* make appropriate use of secondary resources (triggers, placeables, dialogues, floaty text, VFX, sound, etc)&lt;br /&gt;
&lt;br /&gt;
=== Allowable ===&lt;br /&gt;
While no &amp;quot;bonus points&amp;quot; will be given for the following, entries may: &lt;br /&gt;
* use custom levels provided that the level is shared with the submission (.lvl and exported files)&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;
* Best Newcomer - 3 points (unless 1st, 2nd or 3rd place)&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;
=== Best Newcomer Award ===&lt;br /&gt;
Every judge may nominate one newcomer as their favourite newcomer entry. To qualify, the entrant must not have submitted to a community contest before. The winning newcomer will receive three points if they don't podium (in which case, theyll be getting more points anyway!).&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 Links ==&lt;br /&gt;
* [[Scripting_overview|Scripting Overview]] - Builder Wiki&lt;br /&gt;
* [[Scripting_tutorial|Scripting Tutorial]] - Builder Wiki&lt;br /&gt;
* [http://dalexicon.net/index.php?title=Main_Page Dragon Age Lexicon] - Scripting Resource&lt;br /&gt;
&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 (dadbdata and any non-DA assets you have used including levels, props etc). &lt;br /&gt;
 The work *MUST* be your own (obviously you may use DA assets).&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;
== Weighted RPS by Mengtzu ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1850 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
Rock, Paper, Scissors as a multi-round gambling game, with weighted moves to introduce strategy and customisable AI.  Multiple games with different settings may share an area, allowing a tournament/festival style implementation, as demonstrated in the sample module.  By default the player earns prize tokens which may be traded in for items.&lt;br /&gt;
&lt;br /&gt;
Modular functions and constants make the engine easy to extend or modify.&lt;br /&gt;
&lt;br /&gt;
[[File:Rps guanyin.jpg|400px|Game in progress]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nug Chase by Bloodsong ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1859 Nug Chase on Dragon Age Nexus]'''&lt;br /&gt;
&lt;br /&gt;
A simple action-oriented mini-game for players of any level.  Granny Rockbottom's prize Racing Nug has escaped his pen, and you need to catch him.  To do this, you need to click on the nug and get close enough to initate a conversation.  If you are successful, you catch the pesky nug.  If not, hilarity ensues.  :X&lt;br /&gt;
&lt;br /&gt;
Includes a custom Nug Wallows area/level, and a convoluted conversation tree with the NPC.  Rewards are small gifts, some XP, and possibly a small amount of cash.  Documentation for customizing also included.&lt;br /&gt;
&lt;br /&gt;
[[File:NugChase1.jpg|400px|Nug Chase Promo]]&lt;br /&gt;
&lt;br /&gt;
Please report any file/installation problems here:&lt;br /&gt;
* '''[http://social.bioware.com/project/3512/discussion/2597/20416/#post_20416 Nug Chase Project]'''&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith&lt;br /&gt;
&lt;br /&gt;
- Was unable to review the code because the B2B file was empty?&lt;br /&gt;
&lt;br /&gt;
+ Came with an expansive ReadMe file.&lt;br /&gt;
&lt;br /&gt;
Most fun to play and was the only module that featured voice acting. Nice level design as well&lt;br /&gt;
&lt;br /&gt;
== The Doors of Death by Lobo ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1860 The Doors of Death on Dragon Age Nexus]'''&lt;br /&gt;
&lt;br /&gt;
This is a standalone module that contains a simple puzzle with doors.&lt;br /&gt;
&lt;br /&gt;
There is a sequence of 4 doors that will lead you to the exit of the maze. &lt;br /&gt;
&lt;br /&gt;
Each wrong choice will bring you back to the starting position, so you'll have to repeat the sequence again.&lt;br /&gt;
&lt;br /&gt;
There is a little secret that you'll have to find out to solve the puzzle :)&lt;br /&gt;
&lt;br /&gt;
[[File:TheDoorsOfDeath.png|400px|The Doors Of Death Screenshot]]&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;
== Assembly by mikemike37 ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1863 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
Including this in your mod allows you to create recipes which the player uses three new skills to complete: work, combine and separate. The player places the items on a placeable in your module, and performs the action. If it meets one of the recipes defined in the easy-to-modify 2das, new items are created.&lt;br /&gt;
&lt;br /&gt;
The sample usage includes an area with the ingredients and GDAs with the recipe for... nug soup!&lt;br /&gt;
&lt;br /&gt;
example usage:&lt;br /&gt;
* reassemble an ancient artifact in a dungeon's forge&lt;br /&gt;
* combine and separate coloured gems to open coloured doors&lt;br /&gt;
* place in smithy to allow the player to upgrade their equipment using special crafting recipes&lt;br /&gt;
&lt;br /&gt;
To use:&lt;br /&gt;
* add the GDAs to your module's override &lt;br /&gt;
* modify them to create your own recipes with your own items (very straightforward)&lt;br /&gt;
* add one or more of the assembly placeables to your area&lt;br /&gt;
* surround the placeables with the assembly trigger&lt;br /&gt;
* that's it!&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith:&lt;br /&gt;
&lt;br /&gt;
- Several IF-structures make use of the same blocks of code in their conditions. For maintainability and readability's sake I'd make a function for this code that returns a value and expects the required parameters.&lt;br /&gt;
&lt;br /&gt;
- Variables that are declared but never used leave an unnecessary footprint in the runtime memory, my suggestion is to remove unused variables. (i.e. VAR BLOCK starting on line 100 in &amp;quot;cc_mk_assemblyability&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
- No ReadMe file.&lt;br /&gt;
&lt;br /&gt;
+ Contains enough comments for a scripter to use the code.&lt;br /&gt;
&lt;br /&gt;
+ Meaningful names for constants, functions and variables.&lt;br /&gt;
&lt;br /&gt;
Instead of putting debugging code in comments you can always make use of the &amp;quot;#ifdef DEBUG&amp;quot; directive. That way your code won't be cluttered with green, soon-to-be-deleted text.&lt;br /&gt;
&lt;br /&gt;
Creating separate libraries for your constants and functions is always handy. You never know if you ever plan on expanding your scripts in the future.&lt;br /&gt;
&lt;br /&gt;
== The Cranky Harem by TimelordDC ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1869 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
This module offers a customizable way of creating a single-area puzzle and is based on 2 classic chess problems - the 8-queen problem where you have to place 8 queen on a chess board so they don't attack each other and the queen-domination problem where you have to place the minimum number of queens in order to attack all squares (the minimum number has been relaxed for this game but you can change it)&lt;br /&gt;
There are 5 different game modes:&lt;br /&gt;
# Place only the wives (n-queen problem)&lt;br /&gt;
# Place only the guards (domination problem)&lt;br /&gt;
# Place both (n-queen and domination)&lt;br /&gt;
# Place only guards with the additional condition that each guard doesn't attack another guard (domination problem with n-queen condition)&lt;br /&gt;
# Place both wives and guards with the additional condition that each guard doesn't attack another guard&lt;br /&gt;
&lt;br /&gt;
There are also 5 different board sizes - 4 through 8, resulting in a total of 25 possible games.&lt;br /&gt;
&lt;br /&gt;
Some sample scenarios to present the game in a non-chess fashion:&lt;br /&gt;
# The Cranky Harem as released on DANexus&lt;br /&gt;
# Tower defense where you have a set number of projectile traps that has to cover all possible entrances/pathways&lt;br /&gt;
# Bar/pub game where solving all 25 variations (or how many ever) is a small side-quest&lt;br /&gt;
&lt;br /&gt;
[[File:CC4_GameScene.jpg|400px|A 7x7 Game Board]]&lt;br /&gt;
[[File:CC4_QueenPlaced.jpg|400px|VFX when a wife is placed]]&lt;br /&gt;
[[File:CC4_GuardPlaced.jpg|400px|VFX when a guard is placed]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith&lt;br /&gt;
&lt;br /&gt;
- An empty SWITCH-structure encased in an empty ELSE-structure's brackets serves no purpose. Probably code left behind while performing a clean-up?&lt;br /&gt;
&lt;br /&gt;
+ Contains plenty of comments where necessary, making it easier to understand the relevant code.&lt;br /&gt;
&lt;br /&gt;
+ Separated the constants and functions into their own files.&lt;br /&gt;
&lt;br /&gt;
+ Compact code if you ignore the spacing between lines.&lt;br /&gt;
&lt;br /&gt;
+ Meaningful names for constants, functions and variables.&lt;br /&gt;
&lt;br /&gt;
+ Came with an expansive ReadMe file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There's one particular block of code that had me rub my forehead. At the end of your functions library, you have two SWITCH-structures that are used to determine which logic to use for a particular harem size and difficulty setting. While I'm unable to come up with a better solution, I have to admit that seeing two SWITCH-structures like these leave me wondering if this can't be done in a better way.&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14714</id>
		<title>Community Contest 4: Minigame Script</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14714"/>
				<updated>2010-11-15T19:41:01Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* Judges' Comments */&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;
Create a minigame or puzzle using scripting. The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/10583/916864/#post_916864 here].&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 1 November''' - your entry must be ready for judging before midday GMT+0. It is strongly recommended you submit well before this time (sunday!) 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;
* Reserve and use a [[Community_Contest_ID_Ranges|StringID range]]&lt;br /&gt;
* Be thoroughly tested in-game&lt;br /&gt;
* Be submitted in a single, playable area (the level will not be &amp;quot;marked&amp;quot;)&lt;br /&gt;
* Include dadbdata export of all relevant resources&lt;br /&gt;
* Include a playable dazip of the mini-game - should be playable from the other campaigns menu&lt;br /&gt;
* Include a plain-text file detailing the mini-game implementation - the objective, customization options (if present) and solutions&lt;br /&gt;
* Use only DA assets (placeables, levels) ''unless the relevant files are included with the submission and author's permission has been given''&lt;br /&gt;
* Be submitted before Monday 1 November midday (GMT+0)&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Strong entries will:&lt;br /&gt;
* be easily adaptable to vary the minigame in other modules&lt;br /&gt;
* be unique and interesting&lt;br /&gt;
* use elegant and tidy scripting&lt;br /&gt;
* include well-written, detailed comments &lt;br /&gt;
* be well-designed and be free of bugs and discourage user error&lt;br /&gt;
* be significant as a piece of scripting: doing something new or expanding beyond the fundamentals of scripting&lt;br /&gt;
* make appropriate use of secondary resources (triggers, placeables, dialogues, floaty text, VFX, sound, etc)&lt;br /&gt;
&lt;br /&gt;
=== Allowable ===&lt;br /&gt;
While no &amp;quot;bonus points&amp;quot; will be given for the following, entries may: &lt;br /&gt;
* use custom levels provided that the level is shared with the submission (.lvl and exported files)&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;
* Best Newcomer - 3 points (unless 1st, 2nd or 3rd place)&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;
=== Best Newcomer Award ===&lt;br /&gt;
Every judge may nominate one newcomer as their favourite newcomer entry. To qualify, the entrant must not have submitted to a community contest before. The winning newcomer will receive three points if they don't podium (in which case, theyll be getting more points anyway!).&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 Links ==&lt;br /&gt;
* [[Scripting_overview|Scripting Overview]] - Builder Wiki&lt;br /&gt;
* [[Scripting_tutorial|Scripting Tutorial]] - Builder Wiki&lt;br /&gt;
* [http://dalexicon.net/index.php?title=Main_Page Dragon Age Lexicon] - Scripting Resource&lt;br /&gt;
&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 (dadbdata and any non-DA assets you have used including levels, props etc). &lt;br /&gt;
 The work *MUST* be your own (obviously you may use DA assets).&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;
== Weighted RPS by Mengtzu ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1850 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
Rock, Paper, Scissors as a multi-round gambling game, with weighted moves to introduce strategy and customisable AI.  Multiple games with different settings may share an area, allowing a tournament/festival style implementation, as demonstrated in the sample module.  By default the player earns prize tokens which may be traded in for items.&lt;br /&gt;
&lt;br /&gt;
Modular functions and constants make the engine easy to extend or modify.&lt;br /&gt;
&lt;br /&gt;
[[File:Rps guanyin.jpg|400px|Game in progress]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nug Chase by Bloodsong ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1859 Nug Chase on Dragon Age Nexus]'''&lt;br /&gt;
&lt;br /&gt;
A simple action-oriented mini-game for players of any level.  Granny Rockbottom's prize Racing Nug has escaped his pen, and you need to catch him.  To do this, you need to click on the nug and get close enough to initate a conversation.  If you are successful, you catch the pesky nug.  If not, hilarity ensues.  :X&lt;br /&gt;
&lt;br /&gt;
Includes a custom Nug Wallows area/level, and a convoluted conversation tree with the NPC.  Rewards are small gifts, some XP, and possibly a small amount of cash.  Documentation for customizing also included.&lt;br /&gt;
&lt;br /&gt;
[[File:NugChase1.jpg|400px|Nug Chase Promo]]&lt;br /&gt;
&lt;br /&gt;
Please report any file/installation problems here:&lt;br /&gt;
* '''[http://social.bioware.com/project/3512/discussion/2597/20416/#post_20416 Nug Chase Project]'''&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith&lt;br /&gt;
&lt;br /&gt;
- Was unable to review the code because the B2B file was empty?&lt;br /&gt;
&lt;br /&gt;
+ Came with an expansive ReadMe file.&lt;br /&gt;
&lt;br /&gt;
Most fun to play and was the only module that featured voice acting. Nice level design as well&lt;br /&gt;
&lt;br /&gt;
== The Doors of Death by Lobo ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1860 The Doors of Death on Dragon Age Nexus]'''&lt;br /&gt;
&lt;br /&gt;
This is a standalone module that contains a simple puzzle with doors.&lt;br /&gt;
&lt;br /&gt;
There is a sequence of 4 doors that will lead you to the exit of the maze. &lt;br /&gt;
&lt;br /&gt;
Each wrong choice will bring you back to the starting position, so you'll have to repeat the sequence again.&lt;br /&gt;
&lt;br /&gt;
There is a little secret that you'll have to find out to solve the puzzle :)&lt;br /&gt;
&lt;br /&gt;
[[File:TheDoorsOfDeath.png|400px|The Doors Of Death Screenshot]]&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;
== Assembly by mikemike37 ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1863 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
Including this in your mod allows you to create recipes which the player uses three new skills to complete: work, combine and separate. The player places the items on a placeable in your module, and performs the action. If it meets one of the recipes defined in the easy-to-modify 2das, new items are created.&lt;br /&gt;
&lt;br /&gt;
The sample usage includes an area with the ingredients and GDAs with the recipe for... nug soup!&lt;br /&gt;
&lt;br /&gt;
example usage:&lt;br /&gt;
* reassemble an ancient artifact in a dungeon's forge&lt;br /&gt;
* combine and separate coloured gems to open coloured doors&lt;br /&gt;
* place in smithy to allow the player to upgrade their equipment using special crafting recipes&lt;br /&gt;
&lt;br /&gt;
To use:&lt;br /&gt;
* add the GDAs to your module's override &lt;br /&gt;
* modify them to create your own recipes with your own items (very straightforward)&lt;br /&gt;
* add one or more of the assembly placeables to your area&lt;br /&gt;
* surround the placeables with the assembly trigger&lt;br /&gt;
* that's it!&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith:&lt;br /&gt;
&lt;br /&gt;
- Several IF-structures make use of the same blocks of code in their conditions. For maintainability and readability's sake I'd make a function for this code that returns a value and expects the required parameters.&lt;br /&gt;
&lt;br /&gt;
- Variables that are declared but never used leave an unnecessary footprint in the runtime memory, my suggestion is to remove unused variables. (i.e. VAR BLOCK starting on line 100 in &amp;quot;cc_mk_assemblyability&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
- No ReadMe file.&lt;br /&gt;
&lt;br /&gt;
+ Contains enough comments for a scripter to use the code.&lt;br /&gt;
&lt;br /&gt;
+ Meaningful names for constants, functions and variables.&lt;br /&gt;
&lt;br /&gt;
Instead of putting debugging code in comments you can always make use of the &amp;quot;#ifdef DEBUG&amp;quot; directive. That way your code won't be cluttered with green, soon-to-be-deleted text.&lt;br /&gt;
&lt;br /&gt;
Creating separate libraries for your constants and functions is always handy. You never know if you ever plan on expanding your scripts in the future.&lt;br /&gt;
&lt;br /&gt;
== The Cranky Harem by TimelordDC ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1869 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
This module offers a customizable way of creating a single-area puzzle and is based on 2 classic chess problems - the 8-queen problem where you have to place 8 queen on a chess board so they don't attack each other and the queen-domination problem where you have to place the minimum number of queens in order to attack all squares (the minimum number has been relaxed for this game but you can change it)&lt;br /&gt;
There are 5 different game modes:&lt;br /&gt;
# Place only the wives (n-queen problem)&lt;br /&gt;
# Place only the guards (domination problem)&lt;br /&gt;
# Place both (n-queen and domination)&lt;br /&gt;
# Place only guards with the additional condition that each guard doesn't attack another guard (domination problem with n-queen condition)&lt;br /&gt;
# Place both wives and guards with the additional condition that each guard doesn't attack another guard&lt;br /&gt;
&lt;br /&gt;
There are also 5 different board sizes - 4 through 8, resulting in a total of 25 possible games.&lt;br /&gt;
&lt;br /&gt;
Some sample scenarios to present the game in a non-chess fashion:&lt;br /&gt;
# The Cranky Harem as released on DANexus&lt;br /&gt;
# Tower defense where you have a set number of projectile traps that has to cover all possible entrances/pathways&lt;br /&gt;
# Bar/pub game where solving all 25 variations (or how many ever) is a small side-quest&lt;br /&gt;
&lt;br /&gt;
[[File:CC4_GameScene.jpg|400px|A 7x7 Game Board]]&lt;br /&gt;
[[File:CC4_QueenPlaced.jpg|400px|VFX when a wife is placed]]&lt;br /&gt;
[[File:CC4_GuardPlaced.jpg|400px|VFX when a guard is placed]]&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>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14713</id>
		<title>Community Contest 4: Minigame Script</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14713"/>
				<updated>2010-11-15T19:39:59Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* Judges' Comments */&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;
Create a minigame or puzzle using scripting. The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/10583/916864/#post_916864 here].&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 1 November''' - your entry must be ready for judging before midday GMT+0. It is strongly recommended you submit well before this time (sunday!) 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;
* Reserve and use a [[Community_Contest_ID_Ranges|StringID range]]&lt;br /&gt;
* Be thoroughly tested in-game&lt;br /&gt;
* Be submitted in a single, playable area (the level will not be &amp;quot;marked&amp;quot;)&lt;br /&gt;
* Include dadbdata export of all relevant resources&lt;br /&gt;
* Include a playable dazip of the mini-game - should be playable from the other campaigns menu&lt;br /&gt;
* Include a plain-text file detailing the mini-game implementation - the objective, customization options (if present) and solutions&lt;br /&gt;
* Use only DA assets (placeables, levels) ''unless the relevant files are included with the submission and author's permission has been given''&lt;br /&gt;
* Be submitted before Monday 1 November midday (GMT+0)&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Strong entries will:&lt;br /&gt;
* be easily adaptable to vary the minigame in other modules&lt;br /&gt;
* be unique and interesting&lt;br /&gt;
* use elegant and tidy scripting&lt;br /&gt;
* include well-written, detailed comments &lt;br /&gt;
* be well-designed and be free of bugs and discourage user error&lt;br /&gt;
* be significant as a piece of scripting: doing something new or expanding beyond the fundamentals of scripting&lt;br /&gt;
* make appropriate use of secondary resources (triggers, placeables, dialogues, floaty text, VFX, sound, etc)&lt;br /&gt;
&lt;br /&gt;
=== Allowable ===&lt;br /&gt;
While no &amp;quot;bonus points&amp;quot; will be given for the following, entries may: &lt;br /&gt;
* use custom levels provided that the level is shared with the submission (.lvl and exported files)&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;
* Best Newcomer - 3 points (unless 1st, 2nd or 3rd place)&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;
=== Best Newcomer Award ===&lt;br /&gt;
Every judge may nominate one newcomer as their favourite newcomer entry. To qualify, the entrant must not have submitted to a community contest before. The winning newcomer will receive three points if they don't podium (in which case, theyll be getting more points anyway!).&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 Links ==&lt;br /&gt;
* [[Scripting_overview|Scripting Overview]] - Builder Wiki&lt;br /&gt;
* [[Scripting_tutorial|Scripting Tutorial]] - Builder Wiki&lt;br /&gt;
* [http://dalexicon.net/index.php?title=Main_Page Dragon Age Lexicon] - Scripting Resource&lt;br /&gt;
&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 (dadbdata and any non-DA assets you have used including levels, props etc). &lt;br /&gt;
 The work *MUST* be your own (obviously you may use DA assets).&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;
== Weighted RPS by Mengtzu ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1850 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
Rock, Paper, Scissors as a multi-round gambling game, with weighted moves to introduce strategy and customisable AI.  Multiple games with different settings may share an area, allowing a tournament/festival style implementation, as demonstrated in the sample module.  By default the player earns prize tokens which may be traded in for items.&lt;br /&gt;
&lt;br /&gt;
Modular functions and constants make the engine easy to extend or modify.&lt;br /&gt;
&lt;br /&gt;
[[File:Rps guanyin.jpg|400px|Game in progress]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nug Chase by Bloodsong ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1859 Nug Chase on Dragon Age Nexus]'''&lt;br /&gt;
&lt;br /&gt;
A simple action-oriented mini-game for players of any level.  Granny Rockbottom's prize Racing Nug has escaped his pen, and you need to catch him.  To do this, you need to click on the nug and get close enough to initate a conversation.  If you are successful, you catch the pesky nug.  If not, hilarity ensues.  :X&lt;br /&gt;
&lt;br /&gt;
Includes a custom Nug Wallows area/level, and a convoluted conversation tree with the NPC.  Rewards are small gifts, some XP, and possibly a small amount of cash.  Documentation for customizing also included.&lt;br /&gt;
&lt;br /&gt;
[[File:NugChase1.jpg|400px|Nug Chase Promo]]&lt;br /&gt;
&lt;br /&gt;
Please report any file/installation problems here:&lt;br /&gt;
* '''[http://social.bioware.com/project/3512/discussion/2597/20416/#post_20416 Nug Chase Project]'''&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;
== The Doors of Death by Lobo ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1860 The Doors of Death on Dragon Age Nexus]'''&lt;br /&gt;
&lt;br /&gt;
This is a standalone module that contains a simple puzzle with doors.&lt;br /&gt;
&lt;br /&gt;
There is a sequence of 4 doors that will lead you to the exit of the maze. &lt;br /&gt;
&lt;br /&gt;
Each wrong choice will bring you back to the starting position, so you'll have to repeat the sequence again.&lt;br /&gt;
&lt;br /&gt;
There is a little secret that you'll have to find out to solve the puzzle :)&lt;br /&gt;
&lt;br /&gt;
[[File:TheDoorsOfDeath.png|400px|The Doors Of Death Screenshot]]&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;
== Assembly by mikemike37 ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1863 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
Including this in your mod allows you to create recipes which the player uses three new skills to complete: work, combine and separate. The player places the items on a placeable in your module, and performs the action. If it meets one of the recipes defined in the easy-to-modify 2das, new items are created.&lt;br /&gt;
&lt;br /&gt;
The sample usage includes an area with the ingredients and GDAs with the recipe for... nug soup!&lt;br /&gt;
&lt;br /&gt;
example usage:&lt;br /&gt;
* reassemble an ancient artifact in a dungeon's forge&lt;br /&gt;
* combine and separate coloured gems to open coloured doors&lt;br /&gt;
* place in smithy to allow the player to upgrade their equipment using special crafting recipes&lt;br /&gt;
&lt;br /&gt;
To use:&lt;br /&gt;
* add the GDAs to your module's override &lt;br /&gt;
* modify them to create your own recipes with your own items (very straightforward)&lt;br /&gt;
* add one or more of the assembly placeables to your area&lt;br /&gt;
* surround the placeables with the assembly trigger&lt;br /&gt;
* that's it!&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Helekanalaith:&lt;br /&gt;
&lt;br /&gt;
- Several IF-structures make use of the same blocks of code in their conditions. For maintainability and readability's sake I'd make a function for this code that returns a value and expects the required parameters.&lt;br /&gt;
&lt;br /&gt;
- Variables that are declared but never used leave an unnecessary footprint in the runtime memory, my suggestion is to remove unused variables. (i.e. VAR BLOCK starting on line 100 in &amp;quot;cc_mk_assemblyability&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
- No ReadMe file.&lt;br /&gt;
&lt;br /&gt;
+ Contains enough comments for a scripter to use the code.&lt;br /&gt;
&lt;br /&gt;
+ Meaningful names for constants, functions and variables.&lt;br /&gt;
&lt;br /&gt;
Instead of putting debugging code in comments you can always make use of the &amp;quot;#ifdef DEBUG&amp;quot; directive. That way your code won't be cluttered with green, soon-to-be-deleted text.&lt;br /&gt;
&lt;br /&gt;
Creating separate libraries for your constants and functions is always handy. You never know if you ever plan on expanding your scripts in the future.&lt;br /&gt;
&lt;br /&gt;
== The Cranky Harem by TimelordDC ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1869 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
This module offers a customizable way of creating a single-area puzzle and is based on 2 classic chess problems - the 8-queen problem where you have to place 8 queen on a chess board so they don't attack each other and the queen-domination problem where you have to place the minimum number of queens in order to attack all squares (the minimum number has been relaxed for this game but you can change it)&lt;br /&gt;
There are 5 different game modes:&lt;br /&gt;
# Place only the wives (n-queen problem)&lt;br /&gt;
# Place only the guards (domination problem)&lt;br /&gt;
# Place both (n-queen and domination)&lt;br /&gt;
# Place only guards with the additional condition that each guard doesn't attack another guard (domination problem with n-queen condition)&lt;br /&gt;
# Place both wives and guards with the additional condition that each guard doesn't attack another guard&lt;br /&gt;
&lt;br /&gt;
There are also 5 different board sizes - 4 through 8, resulting in a total of 25 possible games.&lt;br /&gt;
&lt;br /&gt;
Some sample scenarios to present the game in a non-chess fashion:&lt;br /&gt;
# The Cranky Harem as released on DANexus&lt;br /&gt;
# Tower defense where you have a set number of projectile traps that has to cover all possible entrances/pathways&lt;br /&gt;
# Bar/pub game where solving all 25 variations (or how many ever) is a small side-quest&lt;br /&gt;
&lt;br /&gt;
[[File:CC4_GameScene.jpg|400px|A 7x7 Game Board]]&lt;br /&gt;
[[File:CC4_QueenPlaced.jpg|400px|VFX when a wife is placed]]&lt;br /&gt;
[[File:CC4_GuardPlaced.jpg|400px|VFX when a guard is placed]]&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>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=2DA_ranges_in_use&amp;diff=14665</id>
		<title>2DA ranges in use</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=2DA_ranges_in_use&amp;diff=14665"/>
				<updated>2010-11-12T22:18:20Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* itemprps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to enumerate row ID ranges that are used by the main game and by various popular addins, to avoid accidental overlap. See also [[Prefixes in use]] and [[Compatibility]].&lt;br /&gt;
&lt;br /&gt;
Note that there's no need for 2DA row IDs to be sequential, so you can use very large row ID numbers to reduce the chances of collision.&lt;br /&gt;
&lt;br /&gt;
Version 1.0 of the toolset had a bug in ExcelProcessor that caused problems with high row ID numbers, but this has been fixed in subsequent releases. See [[Bug: ExcelProcessor doesn't handle row IDs above 8.3 million correctly|the bug report]].&lt;br /&gt;
&lt;br /&gt;
As of now there is a bug that prevents ID's above 255 to be used for some M2DA's. Most certainly it is ''&amp;quot;only&amp;quot;'' [[ItemVariations.xls]] related. See [[Bug: High M2DA ID ranges might work in the toolset, but not in game|Bug report]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ABI_base ==&lt;br /&gt;
&lt;br /&gt;
According to the [[ABI_base]] page under the ''tooltipstrref'' column, anything over 500000 is considered a debuff. This would limit the range a fair amount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 200262'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000 - 38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 50000 - 50001&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/861/ Advanced Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| 51000 - 51002&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/1888/ Advanced Quickbar]&lt;br /&gt;
|-&lt;br /&gt;
| 2560000 - 2560500&lt;br /&gt;
| Timelord's [http://social.bioware.com/project/1845/ Blood and Lyrium]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680250&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000 - 40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 300000-300047&lt;br /&gt;
| rebel5555's [http://social.bioware.com/project/2646/ 2 Handed Weapon Abilities for Arcane Warriors]&lt;br /&gt;
|-&lt;br /&gt;
| 300000-300047&lt;br /&gt;
| rebel5555's [http://social.bioware.com/project/3637/ Dual Weapon Abilities for Arcane Warriors]&lt;br /&gt;
|-&lt;br /&gt;
| 300000-300047&lt;br /&gt;
| rebel5555's [http://social.bioware.com/project/2644/ Weapon and Shield Abilities for Arcane Warriors]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== AI_TacticsPresets ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 9'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 15&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/861/ Advanced Tactics]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== ambient_ai ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| 1000000-1001000&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== ANIM_base ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 65000 - 65002&lt;br /&gt;
| BioSpirit's [http://social.bioware.com/project/1647/ Hilltop Under Siege]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== APR_base ==&lt;br /&gt;
&lt;br /&gt;
Note that there is a bug involving this 2DA: [[Bug: APR base maximum M2DA row ID is 65535 in the toolset]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 90'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000 - 38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 40000 - 40010&lt;br /&gt;
| [http://social.bioware.com/project/3175/ Horses]&lt;br /&gt;
|-&lt;br /&gt;
| 65000 - 65001&lt;br /&gt;
| BioSpirit's [http://social.bioware.com/project/1647/ Hilltop Under Siege]&lt;br /&gt;
|-&lt;br /&gt;
| 55000 - 57000&lt;br /&gt;
| World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
||-&lt;br /&gt;
| 65010 - 65025&lt;br /&gt;
| Mutantspicy Oracle and Enchanted Armor [Dragonage Nexus]&lt;br /&gt;
|--&lt;br /&gt;
| 1000001 - 1100000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== armor_massive_variation ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 8'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| 50-50&lt;br /&gt;
| [http://social.bioware.com/project/3666/ Sandbox]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: the highest working tested ID for this variation is 141. See [http://social.bioware.com/wiki/datoolset/index.php/Bug:_High_M2DA_ID_ranges_might_work_in_the_toolset,_but_not_in_game bug report]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== BITM_base and ItemStats_ ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 30000 - 30500&lt;br /&gt;
| Ambaryerno - [http://social.bioware.com/project/415/ Arms and Armor]&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 40000 - 40200&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 57000-59000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 50000 - 50100&lt;br /&gt;
| Feline Fuelled Games - (by Silk) [http://www.felinefuelledgames.de/ Feline Fuelled Games]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== CLA_base ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 25'''&lt;br /&gt;
| '''Bioware&lt;br /&gt;
|-&lt;br /&gt;
| 10000 - 10012&lt;br /&gt;
| Ladydesire&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== crafting_recipe_types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 7'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680020&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== crafting_recipes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 91'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680999&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== engineevents ==&lt;br /&gt;
&lt;br /&gt;
Those ranges relates to custom events types/ID and not to engineevents based [[Event_override|events overriding]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 500 - 500&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/861/ Advanced Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| 510 - 511&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/1888/ Advanced Quickbar]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680050&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== guitypes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 600 - 600&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/861/ Advanced Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| 601 - 601&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/1888/ Advanced Quickbar]&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 2560000 - 2560050&lt;br /&gt;
| Timelord's [http://social.bioware.com/project/1845/ Blood and Lyrium]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680010&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Heraldry ==&lt;br /&gt;
There is a [[Bug:_High_M2DA_ID_ranges_might_work_in_the_toolset,_but_not_in_game | bug]] with this table. The range 0-255 is known to work.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 1001000&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation] (using 201 onwards temporarily) &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== itemprps ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 10022'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 2000000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680050&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 7570000-7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 536873321 - 536873322&lt;br /&gt;
| Elys' [http://social.bioware.com/project/522/ Mysterious Gifts]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 2560000-2560050&lt;br /&gt;
| Timelord's [http://social.bioware.com/project/1845/ Blood and Lyrium]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== itemsets ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 30'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680500&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 7570000-7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 1405261000 - 1405261999&lt;br /&gt;
| nezroy - [http://social.bioware.com/project/1834/ Warden Shields], [http://www.dragonagenexus.com/downloads/file.php?id=793 Leliana Item Set]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 2000000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 7771000 - 7771500&lt;br /&gt;
| [http://social.bioware.com/project/2157/ Dark Times: The Confederacy of Malkuth] (reserved by Starlight on Questorion's behalf)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== ItemVariations (all) ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 30'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000'''&lt;br /&gt;
| '''Bioware - reserved (guessed)'''&lt;br /&gt;
|-&lt;br /&gt;
| 12000 - 12100&lt;br /&gt;
| [http://social.bioware.com/project/1923/ Adonnay's Weaponry] (reserved by mikemike37 on his behalf)&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 101000 - 400000&lt;br /&gt;
| [http://social.bioware.com/project/2157/ Dark Times: The Confederacy of Malkuth] (reserved by Starlight on Questorion's behalf)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
note: ItemVariations are affected by the bug which prevents ID's above 255 from appearing properly in the game. See [[Bug: High M2DA ID ranges might work in the toolset, but not in game|Bug report]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== M2DA_base ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1016, 2000 - 2010, 10011 - 10142, ...? '''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5000 - 5014&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/861/ Advanced Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000 - 38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 100000 - 100000&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/1907/ Event Manager]&lt;br /&gt;
|-&lt;br /&gt;
| 690000 - 690100&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=1617 Karma's Origins Companions]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 1100000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 2300000 - 2300100&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation] (M2DA prefix: COC)&lt;br /&gt;
|-&lt;br /&gt;
| 2560000 - 2560050&lt;br /&gt;
| Timelord's [http://social.bioware.com/project/1845/ Blood and Lyrium]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680050&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 5680050 - 5680055&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/3185/ Flexible craft UI]&lt;br /&gt;
|-&lt;br /&gt;
| 5681000 - 5681005&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/2896/ DACrafting framework]&lt;br /&gt;
|-&lt;br /&gt;
| 6000000 - 6000050&lt;br /&gt;
| TreDawn - [http://social.bioware.com/project/1750/ Nesiara Companion]&lt;br /&gt;
|-&lt;br /&gt;
| 7000000 - 7000050&lt;br /&gt;
| FtG - [http://social.bioware.com/project/1688/ UI Mod]&lt;br /&gt;
|-&lt;br /&gt;
| 7000051 - 7000055&lt;br /&gt;
| FtG - [http://social.bioware.com/project/3663/ Custom Loading Screen]&lt;br /&gt;
|-&lt;br /&gt;
| 7570000 - 7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone] &lt;br /&gt;
|-&lt;br /&gt;
| 7777770 - 7777799&lt;br /&gt;
| Magic - [http://social.bioware.com/project/1429/ Void Walker] (M2DA prefix: VWK)&lt;br /&gt;
|-&lt;br /&gt;
| 9000000 - 9000050&lt;br /&gt;
| Ambaryerno - [http://social.bioware.com/project/415/ Arms and Armor]&lt;br /&gt;
|- &lt;br /&gt;
| 30000000 - 40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 1140150041 - 1140150091&lt;br /&gt;
| DLAN_Immortality - [http://social.bioware.com/project/789/ Ser Gilmore NPC]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== materialrules ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 536873321 - 536873323&lt;br /&gt;
| Elys' [http://social.bioware.com/project/522/ Mysterious Gifts]&lt;br /&gt;
|-&lt;br /&gt;
| 1405261000 - 1405261999&lt;br /&gt;
| nezroy - [http://social.bioware.com/project/1834/ Warden Shields], [http://www.dragonagenexus.com/downloads/file.php?id=793 Leliana Item Set]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== materialtypes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 88'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680300&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 536873321 - 536873340&lt;br /&gt;
| Elys' [http://social.bioware.com/project/522/ Mysterious Gifts]&lt;br /&gt;
|-&lt;br /&gt;
| 1405261000 - 1405261999&lt;br /&gt;
| nezroy - [http://social.bioware.com/project/1834/ Warden Shields], [http://www.dragonagenexus.com/downloads/file.php?id=793 Leliana Item Set]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PartyPicker ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 11'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''????'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 101-199&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation]&lt;br /&gt;
|-&lt;br /&gt;
| 200 - 299&lt;br /&gt;
| DA Workshop / Author: frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 300 - 350&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 6900000 - 6900200&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=1617 Karma's Origins Companions]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PRCSCR ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 690000 - 690100&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=1617 Karma's Origins Companions]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 10100000&lt;br /&gt;
| Camp [http://social.bioware.com/project/463/ storage chest]&lt;br /&gt;
|-&lt;br /&gt;
| 10100011-10100013&lt;br /&gt;
| Didymos' [http://social.bioware.com/project/2620/ Camp Merchant Chest]&lt;br /&gt;
|-&lt;br /&gt;
| 10100014-10100016&lt;br /&gt;
| Didymos' [http://social.bioware.com/project/2717/ Item Sets Fix]&lt;br /&gt;
|-&lt;br /&gt;
| 10100100-10100110&lt;br /&gt;
| Eshme's [http://social.bioware.com/project/1929/ Sleeping Tent]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680020&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 6000000 - 6000050&lt;br /&gt;
| TreDawn - [http://social.bioware.com/project/1750/ Nesiara Companion]&lt;br /&gt;
|-&lt;br /&gt;
| 7570000-7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 1140150041 - 1140150091&lt;br /&gt;
| DLAN_Immortality - [http://social.bioware.com/project/789/ Ser Gilmore NPC]&lt;br /&gt;
|-&lt;br /&gt;
| 1672464532 - 1672464542&lt;br /&gt;
| DLAN_Immortality - [http://social.bioware.com/project/2991/ Ser Gilmore NPC Awakening]&lt;br /&gt;
|-&lt;br /&gt;
| 1405261000 - 1405261999&lt;br /&gt;
| nezroy - [http://social.bioware.com/project/1834/ Warden Shields], [http://www.dragonagenexus.com/downloads/file.php?id=793 Leliana Item Set]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 1100000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 2000000-2000050&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=942 Oracle,mutantspicy's magic vault, and other custom armors]&lt;br /&gt;
|-&lt;br /&gt;
| 42006090 - 42006100&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=1120 Morrigan Restoration Patch]&lt;br /&gt;
|-&lt;br /&gt;
| 1109197751 - 1109197799&lt;br /&gt;
| Schwinni - [http://dragonagenexus.com/downloads/file.php?id=1020 Awakening Runes Fixes], [http://dragonagenexus.com/downloads/file.php?id=1112 Awakening Blackblade Armor Dragon Drop Fix]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== placeable_types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 14000 - 16000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 43050-43061&lt;br /&gt;
| Eshme's [http://social.bioware.com/project/1929/ Sleeping Tent]  (Greater 65535 is showing bugs so this is until it is fixed)&lt;br /&gt;
|-&lt;br /&gt;
| 43062-43065&lt;br /&gt;
| BioSpirit's [http://social.bioware.com/project/1647/ Hilltop Under Siege]&lt;br /&gt;
|-&lt;br /&gt;
| 56000-56200&lt;br /&gt;
| [http://social.bioware.com/project/2472/#details Mikes Invisible Boxes]&lt;br /&gt;
|-&lt;br /&gt;
| 2696549 - 2696700&lt;br /&gt;
| PavelNovotny - [http://social.bioware.com/project/517/ Gay Bars of Ferelden] (NOTE: I'm using the 6000-6200 range until Bioware fixes the bug which prevents m2da ID ranges above 900000 from showing up in game.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 7570000-7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 1100000&lt;br /&gt;
| DA Workshop / Author: frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== popups ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 1000001-1001000&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PRJ_base ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680050&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== String ID ==&lt;br /&gt;
It is not generally necessary to register String ID ranges here. The values generated by the toolset are sufficiently random to minimise the risk of collision. Exception : the Community Contest reserved the range below so that the builders will stick to that and can import VO without having to renumber the VO files.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 10000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 89000000  - 89999999&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== tint_override ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 500 - 520&lt;br /&gt;
| PavelNovotny - [http://social.bioware.com/project/517/ Gay Bars of Ferelden]&lt;br /&gt;
|-&lt;br /&gt;
| 6900 - 6920&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=1617 Karma's Origins Companions]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001-1001000&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 1109197701 - 1109197750&lt;br /&gt;
| Schwinni - [http://dragonagenexus.com/downloads/file.php?id=1064 Helmets without wings and retints]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== ts_material ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 1405261000 - 1405261999&lt;br /&gt;
| nezroy - [http://social.bioware.com/project/1834/ Warden Shields], [http://www.dragonagenexus.com/downloads/file.php?id=793 Leliana Item Set]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== TS_Category ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680005&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 1100000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 7570000-7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== vfx_base ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680010&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 5680011 - 5680019&lt;br /&gt;
| BioSpirit's [http://social.bioware.com/project/1647/ Hilltop Under Siege]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== worldmaps (has to be less than 256) ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 6'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| '''210 - 220'''&lt;br /&gt;
| [http://social.bioware.com/project/1845/ Blood and Lyrium]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14376</id>
		<title>Community Contest 4: Minigame Script</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14376"/>
				<updated>2010-11-01T08:00:16Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* The Cranky Harem by TimelordDC */&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;
Create a minigame or puzzle using scripting. The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/10583/916864/#post_916864 here].&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 1 November''' - your entry must be ready for judging before midday GMT+0. It is strongly recommended you submit well before this time (sunday!) 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;
* Reserve and use a [[Community_Contest_ID_Ranges|StringID range]]&lt;br /&gt;
* Be thoroughly tested in-game&lt;br /&gt;
* Be submitted in a single, playable area (the level will not be &amp;quot;marked&amp;quot;)&lt;br /&gt;
* Include dadbdata export of all relevant resources&lt;br /&gt;
* Include a playable dazip of the mini-game - should be playable from the other campaigns menu&lt;br /&gt;
* Include a plain-text file detailing the mini-game implementation - the objective, customization options (if present) and solutions&lt;br /&gt;
* Use only DA assets (placeables, levels) ''unless the relevant files are included with the submission and author's permission has been given''&lt;br /&gt;
* Be submitted before Monday 1 November midday (GMT+0)&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Strong entries will:&lt;br /&gt;
* be easily adaptable to vary the minigame in other modules&lt;br /&gt;
* be unique and interesting&lt;br /&gt;
* use elegant and tidy scripting&lt;br /&gt;
* include well-written, detailed comments &lt;br /&gt;
* be well-designed and be free of bugs and discourage user error&lt;br /&gt;
* be significant as a piece of scripting: doing something new or expanding beyond the fundamentals of scripting&lt;br /&gt;
* make appropriate use of secondary resources (triggers, placeables, dialogues, floaty text, VFX, sound, etc)&lt;br /&gt;
&lt;br /&gt;
=== Allowable ===&lt;br /&gt;
While no &amp;quot;bonus points&amp;quot; will be given for the following, entries may: &lt;br /&gt;
* use custom levels provided that the level is shared with the submission (.lvl and exported files)&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;
* Best Newcomer - 3 points (unless 1st, 2nd or 3rd place)&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;
=== Best Newcomer Award ===&lt;br /&gt;
Every judge may nominate one newcomer as their favourite newcomer entry. To qualify, the entrant must not have submitted to a community contest before. The winning newcomer will receive three points if they don't podium (in which case, theyll be getting more points anyway!).&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 Links ==&lt;br /&gt;
* [[Scripting_overview|Scripting Overview]] - Builder Wiki&lt;br /&gt;
* [[Scripting_tutorial|Scripting Tutorial]] - Builder Wiki&lt;br /&gt;
* [http://dalexicon.net/index.php?title=Main_Page Dragon Age Lexicon] - Scripting Resource&lt;br /&gt;
&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 (dadbdata and any non-DA assets you have used including levels, props etc). &lt;br /&gt;
 The work *MUST* be your own (obviously you may use DA assets).&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;
== Weighted RPS by Mengtzu ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1850 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
Rock, Paper, Scissors as a multi-round gambling game, with weighted moves to introduce strategy and customisable AI.  Multiple games with different settings may share an area, allowing a tournament/festival style implementation, as demonstrated in the sample module.  By default the player earns prize tokens which may be traded in for items.&lt;br /&gt;
&lt;br /&gt;
Modular functions and constants make the engine easy to extend or modify.&lt;br /&gt;
&lt;br /&gt;
[[File:Rps guanyin.jpg|400px|Game in progress]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nug Chase by Bloodsong ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1859 Nug Chase on Dragon Age Nexus]'''&lt;br /&gt;
&lt;br /&gt;
A simple action-oriented mini-game for players of any level.  Granny Rockbottom's prize Racing Nug has escaped his pen, and you need to catch him.  To do this, you need to click on the nug and get close enough to initate a conversation.  If you are successful, you catch the pesky nug.  If not, hilarity ensues.  :X&lt;br /&gt;
&lt;br /&gt;
Includes a custom Nug Wallows area/level, and a convoluted conversation tree with the NPC.  Rewards are small gifts, some XP, and possibly a small amount of cash.  Documentation for customizing also included.&lt;br /&gt;
&lt;br /&gt;
[[File:NugChase1.jpg|400px|Nug Chase Promo]]&lt;br /&gt;
&lt;br /&gt;
Please report any file/installation problems here:&lt;br /&gt;
* '''[http://social.bioware.com/project/3512/discussion/2597/20416/#post_20416 Nug Chase Project]'''&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;
== The Doors of Death by Lobo ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1860 The Doors of Death on Dragon Age Nexus]'''&lt;br /&gt;
&lt;br /&gt;
This is a standalone module that contains a simple puzzle with doors.&lt;br /&gt;
&lt;br /&gt;
There is a sequence of 4 doors that will lead you to the exit of the maze. &lt;br /&gt;
&lt;br /&gt;
Each wrong choice will bring you back to the starting position, so you'll have to repeat the sequence again.&lt;br /&gt;
&lt;br /&gt;
There is a little secret that you'll have to find out to solve the puzzle :)&lt;br /&gt;
&lt;br /&gt;
[[File:TheDoorsOfDeath.png|400px|The Doors Of Death Screenshot]]&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;
== Assembly by mikemike37 ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1863 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
Including this in your mod allows you to create recipes which the player uses three new skills to complete: work, combine and separate. The player places the items on a placeable in your module, and performs the action. If it meets one of the recipes defined in the easy-to-modify 2das, new items are created.&lt;br /&gt;
&lt;br /&gt;
The sample usage includes an area with the ingredients and GDAs with the recipe for... nug soup!&lt;br /&gt;
&lt;br /&gt;
example usage:&lt;br /&gt;
* reassemble an ancient artifact in a dungeon's forge&lt;br /&gt;
* combine and separate coloured gems to open coloured doors&lt;br /&gt;
* place in smithy to allow the player to upgrade their equipment using special crafting recipes&lt;br /&gt;
&lt;br /&gt;
To use:&lt;br /&gt;
* add the GDAs to your module's override &lt;br /&gt;
* modify them to create your own recipes with your own items (very straightforward)&lt;br /&gt;
* add one or more of the assembly placeables to your area&lt;br /&gt;
* surround the placeables with the assembly trigger&lt;br /&gt;
* that's it!&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;
== The Cranky Harem by TimelordDC ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1869 Dragon Age Nexus Project Page]'''&lt;br /&gt;
&lt;br /&gt;
This module offers a customizable way of creating a single-area puzzle and is based on 2 classic chess problems - the 8-queen problem where you have to place 8 queen on a chess board so they don't attack each other and the queen-domination problem where you have to place the minimum number of queens in order to attack all squares (the minimum number has been relaxed for this game but you can change it)&lt;br /&gt;
There are 5 different game modes:&lt;br /&gt;
# Place only the wives (n-queen problem)&lt;br /&gt;
# Place only the guards (domination problem)&lt;br /&gt;
# Place both (n-queen and domination)&lt;br /&gt;
# Place only guards with the additional condition that each guard doesn't attack another guard (domination problem with n-queen condition)&lt;br /&gt;
# Place both wives and guards with the additional condition that each guard doesn't attack another guard&lt;br /&gt;
&lt;br /&gt;
There are also 5 different board sizes - 4 through 8, resulting in a total of 25 possible games.&lt;br /&gt;
&lt;br /&gt;
Some sample scenarios to present the game in a non-chess fashion:&lt;br /&gt;
# The Cranky Harem as released on DANexus&lt;br /&gt;
# Tower defense where you have a set number of projectile traps that has to cover all possible entrances/pathways&lt;br /&gt;
# Bar/pub game where solving all 25 variations (or how many ever) is a small side-quest&lt;br /&gt;
&lt;br /&gt;
[[File:CC4_GameScene.jpg|400px|A 7x7 Game Board]]&lt;br /&gt;
[[File:CC4_QueenPlaced.jpg|400px|VFX when a wife is placed]]&lt;br /&gt;
[[File:CC4_GuardPlaced.jpg|400px|VFX when a guard is placed]]&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>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14375</id>
		<title>Community Contest 4: Minigame Script</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14375"/>
				<updated>2010-11-01T07:59:49Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* The Cranky Harem by TimelordDC */&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;
Create a minigame or puzzle using scripting. The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/10583/916864/#post_916864 here].&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 1 November''' - your entry must be ready for judging before midday GMT+0. It is strongly recommended you submit well before this time (sunday!) 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;
* Reserve and use a [[Community_Contest_ID_Ranges|StringID range]]&lt;br /&gt;
* Be thoroughly tested in-game&lt;br /&gt;
* Be submitted in a single, playable area (the level will not be &amp;quot;marked&amp;quot;)&lt;br /&gt;
* Include dadbdata export of all relevant resources&lt;br /&gt;
* Include a playable dazip of the mini-game - should be playable from the other campaigns menu&lt;br /&gt;
* Include a plain-text file detailing the mini-game implementation - the objective, customization options (if present) and solutions&lt;br /&gt;
* Use only DA assets (placeables, levels) ''unless the relevant files are included with the submission and author's permission has been given''&lt;br /&gt;
* Be submitted before Monday 1 November midday (GMT+0)&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Strong entries will:&lt;br /&gt;
* be easily adaptable to vary the minigame in other modules&lt;br /&gt;
* be unique and interesting&lt;br /&gt;
* use elegant and tidy scripting&lt;br /&gt;
* include well-written, detailed comments &lt;br /&gt;
* be well-designed and be free of bugs and discourage user error&lt;br /&gt;
* be significant as a piece of scripting: doing something new or expanding beyond the fundamentals of scripting&lt;br /&gt;
* make appropriate use of secondary resources (triggers, placeables, dialogues, floaty text, VFX, sound, etc)&lt;br /&gt;
&lt;br /&gt;
=== Allowable ===&lt;br /&gt;
While no &amp;quot;bonus points&amp;quot; will be given for the following, entries may: &lt;br /&gt;
* use custom levels provided that the level is shared with the submission (.lvl and exported files)&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;
* Best Newcomer - 3 points (unless 1st, 2nd or 3rd place)&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;
=== Best Newcomer Award ===&lt;br /&gt;
Every judge may nominate one newcomer as their favourite newcomer entry. To qualify, the entrant must not have submitted to a community contest before. The winning newcomer will receive three points if they don't podium (in which case, theyll be getting more points anyway!).&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 Links ==&lt;br /&gt;
* [[Scripting_overview|Scripting Overview]] - Builder Wiki&lt;br /&gt;
* [[Scripting_tutorial|Scripting Tutorial]] - Builder Wiki&lt;br /&gt;
* [http://dalexicon.net/index.php?title=Main_Page Dragon Age Lexicon] - Scripting Resource&lt;br /&gt;
&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 (dadbdata and any non-DA assets you have used including levels, props etc). &lt;br /&gt;
 The work *MUST* be your own (obviously you may use DA assets).&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;
== Weighted RPS by Mengtzu ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1850 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
Rock, Paper, Scissors as a multi-round gambling game, with weighted moves to introduce strategy and customisable AI.  Multiple games with different settings may share an area, allowing a tournament/festival style implementation, as demonstrated in the sample module.  By default the player earns prize tokens which may be traded in for items.&lt;br /&gt;
&lt;br /&gt;
Modular functions and constants make the engine easy to extend or modify.&lt;br /&gt;
&lt;br /&gt;
[[File:Rps guanyin.jpg|400px|Game in progress]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nug Chase by Bloodsong ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1859 Nug Chase on Dragon Age Nexus]'''&lt;br /&gt;
&lt;br /&gt;
A simple action-oriented mini-game for players of any level.  Granny Rockbottom's prize Racing Nug has escaped his pen, and you need to catch him.  To do this, you need to click on the nug and get close enough to initate a conversation.  If you are successful, you catch the pesky nug.  If not, hilarity ensues.  :X&lt;br /&gt;
&lt;br /&gt;
Includes a custom Nug Wallows area/level, and a convoluted conversation tree with the NPC.  Rewards are small gifts, some XP, and possibly a small amount of cash.  Documentation for customizing also included.&lt;br /&gt;
&lt;br /&gt;
[[File:NugChase1.jpg|400px|Nug Chase Promo]]&lt;br /&gt;
&lt;br /&gt;
Please report any file/installation problems here:&lt;br /&gt;
* '''[http://social.bioware.com/project/3512/discussion/2597/20416/#post_20416 Nug Chase Project]'''&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;
== The Doors of Death by Lobo ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1860 The Doors of Death on Dragon Age Nexus]'''&lt;br /&gt;
&lt;br /&gt;
This is a standalone module that contains a simple puzzle with doors.&lt;br /&gt;
&lt;br /&gt;
There is a sequence of 4 doors that will lead you to the exit of the maze. &lt;br /&gt;
&lt;br /&gt;
Each wrong choice will bring you back to the starting position, so you'll have to repeat the sequence again.&lt;br /&gt;
&lt;br /&gt;
There is a little secret that you'll have to find out to solve the puzzle :)&lt;br /&gt;
&lt;br /&gt;
[[File:TheDoorsOfDeath.png|400px|The Doors Of Death Screenshot]]&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;
== Assembly by mikemike37 ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1863 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
Including this in your mod allows you to create recipes which the player uses three new skills to complete: work, combine and separate. The player places the items on a placeable in your module, and performs the action. If it meets one of the recipes defined in the easy-to-modify 2das, new items are created.&lt;br /&gt;
&lt;br /&gt;
The sample usage includes an area with the ingredients and GDAs with the recipe for... nug soup!&lt;br /&gt;
&lt;br /&gt;
example usage:&lt;br /&gt;
* reassemble an ancient artifact in a dungeon's forge&lt;br /&gt;
* combine and separate coloured gems to open coloured doors&lt;br /&gt;
* place in smithy to allow the player to upgrade their equipment using special crafting recipes&lt;br /&gt;
&lt;br /&gt;
To use:&lt;br /&gt;
* add the GDAs to your module's override &lt;br /&gt;
* modify them to create your own recipes with your own items (very straightforward)&lt;br /&gt;
* add one or more of the assembly placeables to your area&lt;br /&gt;
* surround the placeables with the assembly trigger&lt;br /&gt;
* that's it!&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;
== The Cranky Harem by TimelordDC ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1869]'''&lt;br /&gt;
&lt;br /&gt;
This module offers a customizable way of creating a single-area puzzle and is based on 2 classic chess problems - the 8-queen problem where you have to place 8 queen on a chess board so they don't attack each other and the queen-domination problem where you have to place the minimum number of queens in order to attack all squares (the minimum number has been relaxed for this game but you can change it)&lt;br /&gt;
There are 5 different game modes:&lt;br /&gt;
# Place only the wives (n-queen problem)&lt;br /&gt;
# Place only the guards (domination problem)&lt;br /&gt;
# Place both (n-queen and domination)&lt;br /&gt;
# Place only guards with the additional condition that each guard doesn't attack another guard (domination problem with n-queen condition)&lt;br /&gt;
# Place both wives and guards with the additional condition that each guard doesn't attack another guard&lt;br /&gt;
&lt;br /&gt;
There are also 5 different board sizes - 4 through 8, resulting in a total of 25 possible games.&lt;br /&gt;
&lt;br /&gt;
Some sample scenarios to present the game in a non-chess fashion:&lt;br /&gt;
# The Cranky Harem as released on DANexus&lt;br /&gt;
# Tower defense where you have a set number of projectile traps that has to cover all possible entrances/pathways&lt;br /&gt;
# Bar/pub game where solving all 25 variations (or how many ever) is a small side-quest&lt;br /&gt;
&lt;br /&gt;
[[File:CC4_GameScene.jpg|400px|A 7x7 Game Board]]&lt;br /&gt;
[[File:CC4_QueenPlaced.jpg|400px|VFX when a wife is placed]]&lt;br /&gt;
[[File:CC4_GuardPlaced.jpg|400px|VFX when a guard is placed]]&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>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14374</id>
		<title>Community Contest 4: Minigame Script</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14374"/>
				<updated>2010-11-01T07:59:08Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* Entries */&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;
Create a minigame or puzzle using scripting. The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/10583/916864/#post_916864 here].&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 1 November''' - your entry must be ready for judging before midday GMT+0. It is strongly recommended you submit well before this time (sunday!) 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;
* Reserve and use a [[Community_Contest_ID_Ranges|StringID range]]&lt;br /&gt;
* Be thoroughly tested in-game&lt;br /&gt;
* Be submitted in a single, playable area (the level will not be &amp;quot;marked&amp;quot;)&lt;br /&gt;
* Include dadbdata export of all relevant resources&lt;br /&gt;
* Include a playable dazip of the mini-game - should be playable from the other campaigns menu&lt;br /&gt;
* Include a plain-text file detailing the mini-game implementation - the objective, customization options (if present) and solutions&lt;br /&gt;
* Use only DA assets (placeables, levels) ''unless the relevant files are included with the submission and author's permission has been given''&lt;br /&gt;
* Be submitted before Monday 1 November midday (GMT+0)&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Strong entries will:&lt;br /&gt;
* be easily adaptable to vary the minigame in other modules&lt;br /&gt;
* be unique and interesting&lt;br /&gt;
* use elegant and tidy scripting&lt;br /&gt;
* include well-written, detailed comments &lt;br /&gt;
* be well-designed and be free of bugs and discourage user error&lt;br /&gt;
* be significant as a piece of scripting: doing something new or expanding beyond the fundamentals of scripting&lt;br /&gt;
* make appropriate use of secondary resources (triggers, placeables, dialogues, floaty text, VFX, sound, etc)&lt;br /&gt;
&lt;br /&gt;
=== Allowable ===&lt;br /&gt;
While no &amp;quot;bonus points&amp;quot; will be given for the following, entries may: &lt;br /&gt;
* use custom levels provided that the level is shared with the submission (.lvl and exported files)&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;
* Best Newcomer - 3 points (unless 1st, 2nd or 3rd place)&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;
=== Best Newcomer Award ===&lt;br /&gt;
Every judge may nominate one newcomer as their favourite newcomer entry. To qualify, the entrant must not have submitted to a community contest before. The winning newcomer will receive three points if they don't podium (in which case, theyll be getting more points anyway!).&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 Links ==&lt;br /&gt;
* [[Scripting_overview|Scripting Overview]] - Builder Wiki&lt;br /&gt;
* [[Scripting_tutorial|Scripting Tutorial]] - Builder Wiki&lt;br /&gt;
* [http://dalexicon.net/index.php?title=Main_Page Dragon Age Lexicon] - Scripting Resource&lt;br /&gt;
&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 (dadbdata and any non-DA assets you have used including levels, props etc). &lt;br /&gt;
 The work *MUST* be your own (obviously you may use DA assets).&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;
== Weighted RPS by Mengtzu ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1850 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
Rock, Paper, Scissors as a multi-round gambling game, with weighted moves to introduce strategy and customisable AI.  Multiple games with different settings may share an area, allowing a tournament/festival style implementation, as demonstrated in the sample module.  By default the player earns prize tokens which may be traded in for items.&lt;br /&gt;
&lt;br /&gt;
Modular functions and constants make the engine easy to extend or modify.&lt;br /&gt;
&lt;br /&gt;
[[File:Rps guanyin.jpg|400px|Game in progress]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nug Chase by Bloodsong ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1859 Nug Chase on Dragon Age Nexus]'''&lt;br /&gt;
&lt;br /&gt;
A simple action-oriented mini-game for players of any level.  Granny Rockbottom's prize Racing Nug has escaped his pen, and you need to catch him.  To do this, you need to click on the nug and get close enough to initate a conversation.  If you are successful, you catch the pesky nug.  If not, hilarity ensues.  :X&lt;br /&gt;
&lt;br /&gt;
Includes a custom Nug Wallows area/level, and a convoluted conversation tree with the NPC.  Rewards are small gifts, some XP, and possibly a small amount of cash.  Documentation for customizing also included.&lt;br /&gt;
&lt;br /&gt;
[[File:NugChase1.jpg|400px|Nug Chase Promo]]&lt;br /&gt;
&lt;br /&gt;
Please report any file/installation problems here:&lt;br /&gt;
* '''[http://social.bioware.com/project/3512/discussion/2597/20416/#post_20416 Nug Chase Project]'''&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;
== The Doors of Death by Lobo ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1860 The Doors of Death on Dragon Age Nexus]'''&lt;br /&gt;
&lt;br /&gt;
This is a standalone module that contains a simple puzzle with doors.&lt;br /&gt;
&lt;br /&gt;
There is a sequence of 4 doors that will lead you to the exit of the maze. &lt;br /&gt;
&lt;br /&gt;
Each wrong choice will bring you back to the starting position, so you'll have to repeat the sequence again.&lt;br /&gt;
&lt;br /&gt;
There is a little secret that you'll have to find out to solve the puzzle :)&lt;br /&gt;
&lt;br /&gt;
[[File:TheDoorsOfDeath.png|400px|The Doors Of Death Screenshot]]&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;
== Assembly by mikemike37 ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1863 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
Including this in your mod allows you to create recipes which the player uses three new skills to complete: work, combine and separate. The player places the items on a placeable in your module, and performs the action. If it meets one of the recipes defined in the easy-to-modify 2das, new items are created.&lt;br /&gt;
&lt;br /&gt;
The sample usage includes an area with the ingredients and GDAs with the recipe for... nug soup!&lt;br /&gt;
&lt;br /&gt;
example usage:&lt;br /&gt;
* reassemble an ancient artifact in a dungeon's forge&lt;br /&gt;
* combine and separate coloured gems to open coloured doors&lt;br /&gt;
* place in smithy to allow the player to upgrade their equipment using special crafting recipes&lt;br /&gt;
&lt;br /&gt;
To use:&lt;br /&gt;
* add the GDAs to your module's override &lt;br /&gt;
* modify them to create your own recipes with your own items (very straightforward)&lt;br /&gt;
* add one or more of the assembly placeables to your area&lt;br /&gt;
* surround the placeables with the assembly trigger&lt;br /&gt;
* that's it!&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;
== The Cranky Harem by TimelordDC ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1869]'''&lt;br /&gt;
&lt;br /&gt;
This module offers a customizable way of creating a single-area puzzle and is based on 2 classic chess problems - the 8-queen problem where you have to place 8 queen on a chess board so they don't attack each other and the queen-domination problem where you have to place the minimum number of queens in order to attack all squares (the minimum number has been relaxed for this game but you can change it)&lt;br /&gt;
There are 5 different game modes:&lt;br /&gt;
1. Place only the wives (n-queen problem)&lt;br /&gt;
2. Place only the guards (domination problem)&lt;br /&gt;
3. Place both (n-queen and domination)&lt;br /&gt;
4. Place only guards with the additional condition that each guard doesn't attack another guard (domination problem with n-queen condition)&lt;br /&gt;
5. Place both wives and guards with the additional condition that each guard doesn't attack another guard&lt;br /&gt;
&lt;br /&gt;
There are also 5 different board sizes - 4 through 8, resulting in a total of 25 possible games.&lt;br /&gt;
&lt;br /&gt;
Some sample scenarios to present the game in a non-chess fashion:&lt;br /&gt;
1. The Cranky Harem as released on DANexus&lt;br /&gt;
2. Tower defense where you have a set number of projectile traps that has to cover all possible entrances/pathways&lt;br /&gt;
3. Bar/pub game where solving all 25 variations (or how many ever) is a small side-quest&lt;br /&gt;
&lt;br /&gt;
[[File:CC4_GameScene.jpg|400px|A 7x7 Game Board]]&lt;br /&gt;
[[File:CC4_QueenPlaced.jpg|400px|VFX when a wife is placed]]&lt;br /&gt;
[[File:CC4_GuardPlaced.jpg|400px|VFX when a guard is placed]]&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>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:CC4_GuardPlaced.jpg&amp;diff=14373</id>
		<title>File:CC4 GuardPlaced.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:CC4_GuardPlaced.jpg&amp;diff=14373"/>
				<updated>2010-11-01T07:47:57Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: When a guard is placed...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When a guard is placed...&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:CC4_QueenPlaced.jpg&amp;diff=14372</id>
		<title>File:CC4 QueenPlaced.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:CC4_QueenPlaced.jpg&amp;diff=14372"/>
				<updated>2010-11-01T07:47:41Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: When a wife is placed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When a wife is placed&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:CC4_GameScene.jpg&amp;diff=14371</id>
		<title>File:CC4 GameScene.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:CC4_GameScene.jpg&amp;diff=14371"/>
				<updated>2010-11-01T07:47:18Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: A 7x7 game board&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A 7x7 game board&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_Points&amp;diff=14274</id>
		<title>Community Contest Points</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_Points&amp;diff=14274"/>
				<updated>2010-10-28T19:06:34Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: -&amp;gt; Reformatted the Points Transaction Log&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;
== Points Summary ==&lt;br /&gt;
&lt;br /&gt;
The table is provided as a summary, please check the transaction log below. If something doesn't &amp;quot;add up&amp;quot;, please notify an organiser, its probably a typo or math fail. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;8&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | BSN Username !! align=&amp;quot;left&amp;quot; |  Points Accumulated !! align=&amp;quot;left&amp;quot; |  Points Spent !! align=&amp;quot;left&amp;quot; | Points Remaining&lt;br /&gt;
|-&lt;br /&gt;
| AmstradHero&lt;br /&gt;
| 16&lt;br /&gt;
| 15&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodsong Vengeance&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Calydon&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| DahliaLynn&lt;br /&gt;
| 7&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Jackell Dragon&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Lord of Fangs&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| MidnightGuardian&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Mikemike37&lt;br /&gt;
| 16&lt;br /&gt;
| 10&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| Nattfodd&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Ponozsticka&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| PrinceCorg&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Talisander&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| TimelordDC&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| TurtleCrunch&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| uberdowzen&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Vaylise&lt;br /&gt;
| 13&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Points Transaction Log ==&lt;br /&gt;
&lt;br /&gt;
==== Contest 1 (Settlement Design) ====&lt;br /&gt;
&lt;br /&gt;
# '''AmstradHero +15'''&lt;br /&gt;
# '''Talisander +10'''&lt;br /&gt;
# '''PrinceCorg +5'''&lt;br /&gt;
:* Jackell Dragon +1&lt;br /&gt;
:* Lord of Fangs +1&lt;br /&gt;
:* Nattfodd +1&lt;br /&gt;
:* Ponozsticka +1&lt;br /&gt;
:* TimelordDC +1&lt;br /&gt;
:* TurtleCrunch +1&lt;br /&gt;
&lt;br /&gt;
==== Contest 2 (Prop Model) ====&lt;br /&gt;
&lt;br /&gt;
# '''Mikemike37 +15'''&lt;br /&gt;
# '''Calydon +10'''&lt;br /&gt;
# '''PrinceCorg +5'''&lt;br /&gt;
&lt;br /&gt;
==== Contest 3 (Character) ====&lt;br /&gt;
* Character Design&lt;br /&gt;
# '''Jackkel Dragon +8'''&lt;br /&gt;
&lt;br /&gt;
# '''DahliaLynn +7'''&lt;br /&gt;
# '''Vaylise +10'''&lt;br /&gt;
# '''uberdowzen +5'''&lt;br /&gt;
&lt;br /&gt;
* Head Morph (mini contest)&lt;br /&gt;
# '''MidnightGuardian +5'''&lt;br /&gt;
# '''Vaylise +3'''&lt;br /&gt;
# '''uberdowzen +2'''&lt;br /&gt;
:* Bloodsong Vengeance +1&lt;br /&gt;
:* Jackkel Dragon +1&lt;br /&gt;
:* Princecorg +1&lt;br /&gt;
:* mikemike37 +1&lt;br /&gt;
:* AmstradHero +1&lt;br /&gt;
:* TimelordDC +1&lt;br /&gt;
&lt;br /&gt;
==== Points spent ====&lt;br /&gt;
&lt;br /&gt;
* AmstradHero: Darkspawn Chronicles -5&lt;br /&gt;
* AmstradHero: Leliana's Song -5&lt;br /&gt;
* AmstradHero: The Golems of Amgarrak -5&lt;br /&gt;
&lt;br /&gt;
* MidnightGuardian: Witch Hunt -5&lt;br /&gt;
&lt;br /&gt;
* mikemike37: scripting help from TimelordDC (thanks!) -10&lt;br /&gt;
&lt;br /&gt;
* TimelordDC: modeling help from mikemike37 -2&lt;br /&gt;
&lt;br /&gt;
* uberdowzen: Warden's Keep -5&lt;br /&gt;
&lt;br /&gt;
* Vaylise: Witch Hunt -5&lt;br /&gt;
* Vaylise: Leliana's Song -5&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_Points&amp;diff=14273</id>
		<title>Community Contest Points</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_Points&amp;diff=14273"/>
				<updated>2010-10-28T18:46:54Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* Points Summary */&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;
== Points Summary ==&lt;br /&gt;
&lt;br /&gt;
The table is provided as a summary, please check the transaction log below. If something doesn't &amp;quot;add up&amp;quot;, please notify an organiser, its probably a typo or math fail. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;8&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | BSN Username !! align=&amp;quot;left&amp;quot; |  Points Accumulated !! align=&amp;quot;left&amp;quot; |  Points Spent !! align=&amp;quot;left&amp;quot; | Points Remaining&lt;br /&gt;
|-&lt;br /&gt;
| AmstradHero&lt;br /&gt;
| 16&lt;br /&gt;
| 15&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Bloodsong Vengeance&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Calydon&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| DahliaLynn&lt;br /&gt;
| 7&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Jackell Dragon&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Lord of Fangs&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| MidnightGuardian&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Mikemike37&lt;br /&gt;
| 16&lt;br /&gt;
| 10&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| Nattfodd&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Ponozsticka&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| PrinceCorg&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Talisander&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| TimelordDC&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| TurtleCrunch&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| uberdowzen&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Vaylise&lt;br /&gt;
| 13&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Points Transaction Log ==&lt;br /&gt;
&lt;br /&gt;
==== Contest 1 points awarded ====&lt;br /&gt;
&lt;br /&gt;
* '''AmstradHero +15'''&lt;br /&gt;
* '''Talisander +10'''&lt;br /&gt;
* '''PrinceCorg +5'''&lt;br /&gt;
* Jackell Dragon +1&lt;br /&gt;
* Lord of Fangs +1&lt;br /&gt;
* Nattfodd +1&lt;br /&gt;
* Ponozsticka +1&lt;br /&gt;
* TimelordDC +1&lt;br /&gt;
* TurtleCrunch +1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Contest 1 - 2 points spent ====&lt;br /&gt;
&lt;br /&gt;
* AmstradHero: Darkspawn Chronicles -5&lt;br /&gt;
* AmstradHero: Leliana's Song -5&lt;br /&gt;
* AmstradHero: The Golems of Amgarrak -5&lt;br /&gt;
&lt;br /&gt;
==== Contest 2 points awarded ====&lt;br /&gt;
&lt;br /&gt;
* '''Mikemike37 +15'''&lt;br /&gt;
* '''Calydon +10'''&lt;br /&gt;
* '''PrinceCorg +5'''&lt;br /&gt;
&lt;br /&gt;
==== Contest 2 - 3 points spent ====&lt;br /&gt;
&lt;br /&gt;
* mikemike37: scripting help from TimelordDC (thanks!) -10&lt;br /&gt;
&lt;br /&gt;
==== Contest 3 points awarded ====&lt;br /&gt;
'''character contest'''&lt;br /&gt;
* '''Jackkel Dragon +8'''&lt;br /&gt;
* '''DahliaLynn +7'''&lt;br /&gt;
* '''Vaylise +10'''&lt;br /&gt;
* '''uberdowzen +5'''&lt;br /&gt;
&lt;br /&gt;
'''mini contest (head morphs)'''&lt;br /&gt;
* '''MidnightGuardian +5'''&lt;br /&gt;
* '''Vaylise +3'''&lt;br /&gt;
* '''uberdowzen +2'''&lt;br /&gt;
* Bloodsong Vengeance +1&lt;br /&gt;
* Jackkel Dragon +1&lt;br /&gt;
* Princecorg +1&lt;br /&gt;
* mikemike37 +1&lt;br /&gt;
* AmstradHero +1&lt;br /&gt;
* TimelordDC +1&lt;br /&gt;
&lt;br /&gt;
==== Contest 3 - 4 points spent ====&lt;br /&gt;
&lt;br /&gt;
* uberdowzen: Warden's Keep -5&lt;br /&gt;
* MidnightGuardian: Witch Hunt -5&lt;br /&gt;
* Vaylise: Witch Hunt -5&lt;br /&gt;
* Vaylise: Leliana's Song -5&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=2DA_ranges_in_use&amp;diff=14075</id>
		<title>2DA ranges in use</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=2DA_ranges_in_use&amp;diff=14075"/>
				<updated>2010-10-23T19:53:41Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to enumerate row ID ranges that are used by the main game and by various popular addins, to avoid accidental overlap. See also [[Prefixes in use]] and [[Compatibility]].&lt;br /&gt;
&lt;br /&gt;
Note that there's no need for 2DA row IDs to be sequential, so you can use very large row ID numbers to reduce the chances of collision.&lt;br /&gt;
&lt;br /&gt;
Version 1.0 of the toolset had a bug in ExcelProcessor that caused problems with high row ID numbers, but this has been fixed in subsequent releases. See [[Bug: ExcelProcessor doesn't handle row IDs above 8.3 million correctly|the bug report]].&lt;br /&gt;
&lt;br /&gt;
As of now there is a bug that prevents ID's above 255 to be used for some M2DA's. Most certainly it is ''&amp;quot;only&amp;quot;'' [[ItemVariations.xls]] related. See [[Bug: High M2DA ID ranges might work in the toolset, but not in game|Bug report]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ABI_base ==&lt;br /&gt;
&lt;br /&gt;
According to the [[ABI_base]] page under the ''tooltipstrref'' column, anything over 500000 is considered a debuff. This would limit the range a fair amount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 200262'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 37000 - 38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 50000 - 50001&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/861/ Advanced Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| 51000 - 51002&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/1888/ Advanced Quickbar]&lt;br /&gt;
|-&lt;br /&gt;
| 2560000 - 2560500&lt;br /&gt;
| Timelord's [http://social.bioware.com/project/1845/ Blood and Lyrium]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680250&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000 - 40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 300000-300047&lt;br /&gt;
| rebel5555's [http://social.bioware.com/project/2646/ 2 Handed Weapon Abilities for Arcane Warriors]&lt;br /&gt;
|-&lt;br /&gt;
| 300000-300047&lt;br /&gt;
| rebel5555's [http://social.bioware.com/project/3637/ Dual Weapon Abilities for Arcane Warriors]&lt;br /&gt;
|-&lt;br /&gt;
| 300000-300047&lt;br /&gt;
| rebel5555's [http://social.bioware.com/project/2644/ Weapon and Shield Abilities for Arcane Warriors]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== AI_TacticsPresets ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 9'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 15&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/861/ Advanced Tactics]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== ambient_ai ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| 1000000-1001000&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== ANIM_base ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 65000 - 65002&lt;br /&gt;
| BioSpirit's [http://social.bioware.com/project/1647/ Hilltop Under Siege]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== APR_base ==&lt;br /&gt;
&lt;br /&gt;
Note that there is a bug involving this 2DA: [[Bug: APR base maximum M2DA row ID is 65535 in the toolset]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 90'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 37000 - 38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 65000 - 65001&lt;br /&gt;
| BioSpirit's [http://social.bioware.com/project/1647/ Hilltop Under Siege]&lt;br /&gt;
|-&lt;br /&gt;
| 55000 - 57000&lt;br /&gt;
| World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
||-&lt;br /&gt;
| 65010 - 65025&lt;br /&gt;
| Mutantspicy Oracle and Enchanted Armor [Dragonage Nexus]&lt;br /&gt;
|--&lt;br /&gt;
| 1000001 - 1100000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== BITM_base and ItemStats_ ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 30000 - 30500&lt;br /&gt;
| Ambaryerno - [http://social.bioware.com/project/415/ Arms and Armor]&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 40000 - 40200&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 57000-59000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 50000 - 50100&lt;br /&gt;
| Feline Fuelled Games - (by Silk) [http://www.felinefuelledgames.de/ Feline Fuelled Games]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== CLA_base ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 25'''&lt;br /&gt;
| '''Bioware&lt;br /&gt;
|-&lt;br /&gt;
| 10000 - 10012&lt;br /&gt;
| Ladydesire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== crafting_recipe_types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 7'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680020&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== crafting_recipes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 91'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680999&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== engineevents ==&lt;br /&gt;
&lt;br /&gt;
Those ranges relates to custom events types/ID and not to engineevents based [[Event_override|events overriding]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 500 - 500&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/861/ Advanced Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| 510 - 511&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/1888/ Advanced Quickbar]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680050&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== guitypes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 600 - 600&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/861/ Advanced Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| 601 - 601&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/1888/ Advanced Quickbar]&lt;br /&gt;
|-&lt;br /&gt;
| 2560000 - 2560050&lt;br /&gt;
| Timelord's [http://social.bioware.com/project/1845/ Blood and Lyrium]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680010&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Heraldry ==&lt;br /&gt;
There is a [[Bug:_High_M2DA_ID_ranges_might_work_in_the_toolset,_but_not_in_game | bug]] with this table. The range 0-255 is known to work.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 1001000&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation] (using 201 onwards temporarily) &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== itemprps ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 10022'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 2000000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680050&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 7570000-7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 536873321 - 536873322&lt;br /&gt;
| Elys' [http://social.bioware.com/project/522/ Mysterious Gifts]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== itemsets ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 30'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680500&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 7570000-7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 1405261000 - 1405261999&lt;br /&gt;
| nezroy - [http://social.bioware.com/project/1834/ Warden Shields], [http://www.dragonagenexus.com/downloads/file.php?id=793 Leliana Item Set]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 2000000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 7771000 - 7771500&lt;br /&gt;
| [http://social.bioware.com/project/2157/ Dark Times: The Confederacy of Malkuth] (reserved by Starlight on Questorion's behalf)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== ItemVariations (all) ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 30'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000'''&lt;br /&gt;
| '''Bioware - reserved (guessed)'''&lt;br /&gt;
|-&lt;br /&gt;
| 12000 - 12100&lt;br /&gt;
| [http://social.bioware.com/project/1923/ Adonnay's Weaponry] (reserved by mikemike37 on his behalf)&lt;br /&gt;
|-&lt;br /&gt;
| 101000 - 400000&lt;br /&gt;
| [http://social.bioware.com/project/2157/ Dark Times: The Confederacy of Malkuth] (reserved by Starlight on Questorion's behalf)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
note: ItemVariations are affected by the bug which prevents ID's above 255 from appearing properly in the game. See [[Bug: High M2DA ID ranges might work in the toolset, but not in game|Bug report]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== M2DA_base ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1016, 2000 - 2010, 10011 - 10142, ...? '''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5000 - 5014&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/861/ Advanced Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| 37000 - 38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 100000 - 100000&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/1907/ Event Manager]&lt;br /&gt;
|-&lt;br /&gt;
| 690000 - 690100&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=1617 Karma's Origins Companions]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 1100000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 2300000 - 2300100&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation] (M2DA prefix: COC)&lt;br /&gt;
|-&lt;br /&gt;
| 2560000 - 2560050&lt;br /&gt;
| Timelord's [http://social.bioware.com/project/1845/ Blood and Lyrium]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680050&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 5680050 - 5680055&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/3185/ Flexible craft UI]&lt;br /&gt;
|-&lt;br /&gt;
| 5681000 - 5681005&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/2896/ DACrafting framework]&lt;br /&gt;
|-&lt;br /&gt;
| 6000000 - 6000050&lt;br /&gt;
| TreDawn - [http://social.bioware.com/project/1750/ Nesiara Companion]&lt;br /&gt;
|-&lt;br /&gt;
| 7000000 - 7000050&lt;br /&gt;
| FtG - [http://social.bioware.com/project/1688/ UI Mod]&lt;br /&gt;
|-&lt;br /&gt;
| 7570000 - 7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone] &lt;br /&gt;
|-&lt;br /&gt;
| 7777770 - 7777799&lt;br /&gt;
| Magic - [http://social.bioware.com/project/1429/ Void Walker] (M2DA prefix: VWK)&lt;br /&gt;
|-&lt;br /&gt;
| 9000000 - 9000050&lt;br /&gt;
| Ambaryerno - [http://social.bioware.com/project/415/ Arms and Armor]&lt;br /&gt;
|- &lt;br /&gt;
| 30000000 - 40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 1140150041 - 1140150091&lt;br /&gt;
| DLAN_Immortality - [http://social.bioware.com/project/789/ Ser Gilmore NPC]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== materialrules ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 536873321 - 536873323&lt;br /&gt;
| Elys' [http://social.bioware.com/project/522/ Mysterious Gifts]&lt;br /&gt;
|-&lt;br /&gt;
| 1405261000 - 1405261999&lt;br /&gt;
| nezroy - [http://social.bioware.com/project/1834/ Warden Shields], [http://www.dragonagenexus.com/downloads/file.php?id=793 Leliana Item Set]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== materialtypes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 88'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680300&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 536873321 - 536873340&lt;br /&gt;
| Elys' [http://social.bioware.com/project/522/ Mysterious Gifts]&lt;br /&gt;
|-&lt;br /&gt;
| 1405261000 - 1405261999&lt;br /&gt;
| nezroy - [http://social.bioware.com/project/1834/ Warden Shields], [http://www.dragonagenexus.com/downloads/file.php?id=793 Leliana Item Set]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PartyPicker ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 11'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''????'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 101-199&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation]&lt;br /&gt;
|-&lt;br /&gt;
| 200 - 299&lt;br /&gt;
| DA Workshop / Author: frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 300 - 350&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 6900000 - 6900200&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=1617 Karma's Origins Companions]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PRCSCR ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 690000 - 690100&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=1617 Karma's Origins Companions]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 10100000&lt;br /&gt;
| Camp [http://social.bioware.com/project/463/ storage chest]&lt;br /&gt;
|-&lt;br /&gt;
| 10100011-10100013&lt;br /&gt;
| Didymos' [http://social.bioware.com/project/2620/ Camp Merchant Chest]&lt;br /&gt;
|-&lt;br /&gt;
| 10100014-10100016&lt;br /&gt;
| Didymos' [http://social.bioware.com/project/2717/ Item Sets Fix]&lt;br /&gt;
|-&lt;br /&gt;
| 10100100-10100110&lt;br /&gt;
| Eshme's [http://social.bioware.com/project/1929/ Sleeping Tent]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680020&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 6000000 - 6000050&lt;br /&gt;
| TreDawn - [http://social.bioware.com/project/1750/ Nesiara Companion]&lt;br /&gt;
|-&lt;br /&gt;
| 7570000-7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 1140150041 - 1140150091&lt;br /&gt;
| DLAN_Immortality - [http://social.bioware.com/project/789/ Ser Gilmore NPC]&lt;br /&gt;
|-&lt;br /&gt;
| 1405261000 - 1405261999&lt;br /&gt;
| nezroy - [http://social.bioware.com/project/1834/ Warden Shields], [http://www.dragonagenexus.com/downloads/file.php?id=793 Leliana Item Set]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 1100000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 2000000-2000050&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=942 Oracle,mutantspicy's magic vault, and other custom armors]&lt;br /&gt;
|-&lt;br /&gt;
| 42006090 - 42006100&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=1120 Morrigan Restoration Patch]&lt;br /&gt;
|-&lt;br /&gt;
| 1109197751 - 1109197799&lt;br /&gt;
| Schwinni - [http://dragonagenexus.com/downloads/file.php?id=1020 Awakening Runes Fixes], [http://dragonagenexus.com/downloads/file.php?id=1112 Awakening Blackblade Armor Dragon Drop Fix]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== placeable_types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 43050-43061&lt;br /&gt;
| Eshme's [http://social.bioware.com/project/1929/ Sleeping Tent]  (Greater 65535 is showing bugs so this is until it is fixed)&lt;br /&gt;
|-&lt;br /&gt;
| 43062-43065&lt;br /&gt;
| BioSpirit's [http://social.bioware.com/project/1647/ Hilltop Under Siege]&lt;br /&gt;
|-&lt;br /&gt;
| 56000-56200&lt;br /&gt;
| [http://social.bioware.com/project/2472/#details Mikes Invisible Boxes]&lt;br /&gt;
|-&lt;br /&gt;
| 2696549 - 2696700&lt;br /&gt;
| PavelNovotny - [http://social.bioware.com/project/517/ Gay Bars of Ferelden] (NOTE: I'm using the 6000-6200 range until Bioware fixes the bug which prevents m2da ID ranges above 900000 from showing up in game.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 7570000-7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 1100000&lt;br /&gt;
| DA Workshop / Author: frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PRJ_base ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680050&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== tint_override ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 500 - 520&lt;br /&gt;
| PavelNovotny - [http://social.bioware.com/project/517/ Gay Bars of Ferelden]&lt;br /&gt;
|-&lt;br /&gt;
| 6900 - 6920&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=1617 Karma's Origins Companions]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001-1001000&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 1109197701 - 1109197750&lt;br /&gt;
| Schwinni - [http://dragonagenexus.com/downloads/file.php?id=1064 Helmets without wings and retints]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== ts_material ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 1405261000 - 1405261999&lt;br /&gt;
| nezroy - [http://social.bioware.com/project/1834/ Warden Shields], [http://www.dragonagenexus.com/downloads/file.php?id=793 Leliana Item Set]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== TS_Category ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680005&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 1100000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 7570000-7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== vfx_base ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680010&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 5680011 - 5680019&lt;br /&gt;
| BioSpirit's [http://social.bioware.com/project/1647/ Hilltop Under Siege]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== worldmaps (has to be less than 256) ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 6'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| '''210 - 220'''&lt;br /&gt;
| [http://social.bioware.com/project/1845/ Blood and Lyrium]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_3_mini:_Head_Morph&amp;diff=13947</id>
		<title>Community Contest 3 mini: Head Morph</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_3_mini:_Head_Morph&amp;diff=13947"/>
				<updated>2010-10-18T05:17:10Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* Entries */&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;
Create a head morph for a charater of your own design. The morph must be made in the Toolset and contain MRH and MOR files. This contest is a '''Raffle''' - all entries have an even chance of winning the prizes, and '''will not be judged'''. The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/10611/ here].&lt;br /&gt;
&lt;br /&gt;
This is a raffled mini contest coinciding with the [[Community_Contest_3:_Character_Contest|Character Contest]], which also includes creating conversation for the character - we'd love if you entered both!&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 18 October''' - 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;
* Include MRH source material as well as exported MOR file and post on the [http://social.bioware.com/project/3410/ BSN Project] (do not make your own)&lt;br /&gt;
* Post a single, clear screenshot on the contest page&lt;br /&gt;
* Use only &lt;br /&gt;
** DA assets (hairs, textures) &lt;br /&gt;
** (optional) hairs from [http://www.dragonagenexus.com/downloads/file.php?id=392 More Hairstyles] (the agreed mod)&lt;br /&gt;
** (optional) hairs/textures which are '''your own work''' and are '''included with your submission'''&lt;br /&gt;
* Any further modifications must be '''your own work''' (your own textures, for example) and '''must be included''' with the files.&lt;br /&gt;
* Be submitted before Monday 18 October midday (GMT+0)&lt;br /&gt;
&lt;br /&gt;
=== Allowable ===&lt;br /&gt;
While &amp;quot;bonus points&amp;quot; '''will not''' be given for the following, entries may:&lt;br /&gt;
* Include custom textures/hairs (please only '''your own''' work though)&lt;br /&gt;
* Multiple entries are always allowed, however your name will only be entered into the raffle ONCE (more entries will NOT increase your chance of winning).&lt;br /&gt;
&lt;br /&gt;
=== Disallowable ===&lt;br /&gt;
* For this contest, please '''do not use other peoples mods''' except [http://www.dragonagenexus.com/downloads/file.php?id=392 More Hairstyles] and anything which is '''your own''' work and is included.&lt;br /&gt;
&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. The winner will be selected by '''Raffle''', and '''not by judging'''.&lt;br /&gt;
&lt;br /&gt;
* 1st place - 5 points, chooses first&lt;br /&gt;
* 2nd place - 3 points, chooses second&lt;br /&gt;
* 3rd place - 2 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 Links ==&lt;br /&gt;
* [[Morph|Head Morph]] - Builder Wiki&lt;br /&gt;
* [http://www.youtube.com/watch?v=qR8AkAfNbvk Head Morph video tutorial] - mikemike37&lt;br /&gt;
* [http://social.bioware.com/forum/1/topic/72/index/569359#604626 Custom face tattoo tutorial] - DarthParametric&lt;br /&gt;
* [http://social.bioware.com/forum/1/topic/72/index/2452603 Custom scalp tattoo tutorial] - DarthParametric&lt;br /&gt;
&lt;br /&gt;
= Entries = &lt;br /&gt;
&lt;br /&gt;
This contest is a little different entry procedure than others.&lt;br /&gt;
&lt;br /&gt;
=== Submitting an entry ===&lt;br /&gt;
* Join the [http://social.bioware.com/group/2535 Community Contest Group]&lt;br /&gt;
* Add your MRH and MOR file to a .7z or .zip file&lt;br /&gt;
* Name the file &amp;quot;Character Name - Entrant Name.zip&amp;quot;&lt;br /&gt;
* upload the file to the [http://social.bioware.com/project/3410/ Mini Contest project]. Ensure it is &amp;quot;Viewable by everyone&amp;quot;&lt;br /&gt;
* upload a screenshot and make an entry on this Contest Page (below)&lt;br /&gt;
&lt;br /&gt;
For general contest entry FAQs please see the [[Community_Contest_Entry_FAQ|Entry FAQs]]. Note that some may not apply to this mini contest.&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 (include the MRH head morph). &lt;br /&gt;
 The work *MUST* be your own (obviously you may use DA assets).&lt;br /&gt;
 Do not use custom hair/textures/voicework etc unless you have explicit consent from the author to share. You must include them with your submission.&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;
== Granny Rockbottom by Bloodsong Vengeance ==&lt;br /&gt;
&lt;br /&gt;
[http://social.bioware.com/project/3410/#files Granny Rockbottom]: Racing Nug Breeder of Orzammar.  A cantankerous old coot who's been breeding and raising nugs for decades.&lt;br /&gt;
&lt;br /&gt;
[[File:Grannyrockbottom.jpg|Granny Rockbottom]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ratha by Jackkel Dragon ==&lt;br /&gt;
&lt;br /&gt;
[http://social.bioware.com/project/3410/#files Ratha], an Avvar hillswoman from the Frostbacks.&lt;br /&gt;
&lt;br /&gt;
[[File:Cc_ratha_morph_screen.png|250px|Ratha]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Arbither by Lord Uber Dowzen (uberdowzen) ==&lt;br /&gt;
&lt;br /&gt;
[http://social.bioware.com/project/3410/#files Arbither], a snooty knight in the service of Arl Eamon.&lt;br /&gt;
&lt;br /&gt;
[[File:Arbither.jpg|250px|Arbither]]&lt;br /&gt;
&lt;br /&gt;
== Sin by Princecorg ==&lt;br /&gt;
&lt;br /&gt;
[http://social.bioware.com/project/3410/#files Sin], a young female dalatian rogue.&lt;br /&gt;
&lt;br /&gt;
[[File:Sin.jpg|250px|Sin]]&lt;br /&gt;
&lt;br /&gt;
== Knives by Vaylise ==&lt;br /&gt;
&lt;br /&gt;
[http://social.bioware.com/project/3410/#files Knives], a violent elf with criminal tendencies.&lt;br /&gt;
&lt;br /&gt;
[[File:CC3_Knives.png|250px|Knives]]&lt;br /&gt;
&lt;br /&gt;
== Sinister Elf Man by mikemike37 ==&lt;br /&gt;
&lt;br /&gt;
[http://social.bioware.com/project/3410/#files Sinister Elf Man]. Title says it all.&lt;br /&gt;
&lt;br /&gt;
[[File:Cc3_sinisterelfman.jpg|250px|Sinister Elf Man]]&lt;br /&gt;
&lt;br /&gt;
== Amber by MidnightGuardian ==&lt;br /&gt;
&lt;br /&gt;
[http://social.bioware.com/project/3410/#files Amber], a feisty rogue.&lt;br /&gt;
&lt;br /&gt;
[[File:Amber_MidnightGuardian.png‎|250px|Amber]]&lt;br /&gt;
&lt;br /&gt;
== Saarebas by uberdowzen ==&lt;br /&gt;
&lt;br /&gt;
[http://social.bioware.com/project/3410/#files Saarebas], a Qunari mage.&lt;br /&gt;
&lt;br /&gt;
[[File:Saarebas.jpg|250px|Amber]]&lt;br /&gt;
&lt;br /&gt;
== Katriana by AmstradHero ==&lt;br /&gt;
&lt;br /&gt;
[http://social.bioware.com/project/3410/#files Katriana], an aging woman bearing a hint of bitterness.&lt;br /&gt;
&lt;br /&gt;
[[File:Katriana.jpg|250px|Katriana]]&lt;br /&gt;
&lt;br /&gt;
== Vaelina by TimelordDC ==&lt;br /&gt;
&lt;br /&gt;
[http://social.bioware.com/bw_projects_file_download.php?project_file_id=6898 Vaelina], a very old elven woman with wise, sad eyes and fading tattoos.&lt;br /&gt;
&lt;br /&gt;
[[File:Vaelina.jpg|350px|Vaelina]]&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:Vaelina.jpg&amp;diff=13946</id>
		<title>File:Vaelina.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:Vaelina.jpg&amp;diff=13946"/>
				<updated>2010-10-18T05:07:26Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: Vaelina&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vaelina&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_Points&amp;diff=13812</id>
		<title>Community Contest Points</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_Points&amp;diff=13812"/>
				<updated>2010-10-07T18:17:02Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* Points Summary */&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;
== Points Summary ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;8&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | BSN Username !! align=&amp;quot;left&amp;quot; |  Points Accumulated !! align=&amp;quot;left&amp;quot; |  Points Spent !! align=&amp;quot;left&amp;quot; | Points Remaining&lt;br /&gt;
|-&lt;br /&gt;
| AmstradHero&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Calydon&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Jackell Dragon&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Lord of Fangs&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Mikemike37&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| Nattfodd&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Ponozsticka&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| PrinceCorg&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Talisander&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| TimelordDC&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| TurtleCrunch&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Points Transaction Log ==&lt;br /&gt;
&lt;br /&gt;
==== Contest 1 points awarded ====&lt;br /&gt;
&lt;br /&gt;
* '''AmstradHero +15'''&lt;br /&gt;
* '''Talisander +10'''&lt;br /&gt;
* '''PrinceCorg +5'''&lt;br /&gt;
* Jackell Dragon +1&lt;br /&gt;
* Lord of Fangs +1&lt;br /&gt;
* Nattfodd +1&lt;br /&gt;
* Ponozsticka +1&lt;br /&gt;
* TimelordDC +1&lt;br /&gt;
* TurtleCrunch +1&lt;br /&gt;
&lt;br /&gt;
==== Contest 2 points awarded ====&lt;br /&gt;
&lt;br /&gt;
* '''Mikemike37 +15'''&lt;br /&gt;
* '''Calydon +10'''&lt;br /&gt;
* '''PrinceCorg +5'''&lt;br /&gt;
&lt;br /&gt;
==== Contest 1 - 2 points spent ====&lt;br /&gt;
&lt;br /&gt;
* AmstradHero: Darkspawn Chronicles -5&lt;br /&gt;
* AmstradHero: Leliana's Song -5&lt;br /&gt;
* AmstradHero: The Golems of Amgarrak -5&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_Points&amp;diff=13811</id>
		<title>Community Contest Points</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_Points&amp;diff=13811"/>
				<updated>2010-10-07T18:16:30Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* Points Transaction Log */&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;
== Points Summary ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;8&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | BSN Username !! align=&amp;quot;left&amp;quot; |  Points Accumulated !! align=&amp;quot;left&amp;quot; |  Points Spent !! align=&amp;quot;left&amp;quot; | Points Remaining&lt;br /&gt;
|-&lt;br /&gt;
| AmstradHero&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Calydon&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Jackell Dragon&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Lord of Fangs&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Nattfodd&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Ponozsticka&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| PrinceCorg&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Talisander&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| TimelordDC&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| TurtleCrunch&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Points Transaction Log ==&lt;br /&gt;
&lt;br /&gt;
==== Contest 1 points awarded ====&lt;br /&gt;
&lt;br /&gt;
* '''AmstradHero +15'''&lt;br /&gt;
* '''Talisander +10'''&lt;br /&gt;
* '''PrinceCorg +5'''&lt;br /&gt;
* Jackell Dragon +1&lt;br /&gt;
* Lord of Fangs +1&lt;br /&gt;
* Nattfodd +1&lt;br /&gt;
* Ponozsticka +1&lt;br /&gt;
* TimelordDC +1&lt;br /&gt;
* TurtleCrunch +1&lt;br /&gt;
&lt;br /&gt;
==== Contest 2 points awarded ====&lt;br /&gt;
&lt;br /&gt;
* '''Mikemike37 +15'''&lt;br /&gt;
* '''Calydon +10'''&lt;br /&gt;
* '''PrinceCorg +5'''&lt;br /&gt;
&lt;br /&gt;
==== Contest 1 - 2 points spent ====&lt;br /&gt;
&lt;br /&gt;
* AmstradHero: Darkspawn Chronicles -5&lt;br /&gt;
* AmstradHero: Leliana's Song -5&lt;br /&gt;
* AmstradHero: The Golems of Amgarrak -5&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_Points&amp;diff=13810</id>
		<title>Community Contest Points</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_Points&amp;diff=13810"/>
				<updated>2010-10-07T17:24:25Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* Points Summary */&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;
== Points Summary ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;8&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | BSN Username !! align=&amp;quot;left&amp;quot; |  Points Accumulated !! align=&amp;quot;left&amp;quot; |  Points Spent !! align=&amp;quot;left&amp;quot; | Points Remaining&lt;br /&gt;
|-&lt;br /&gt;
| AmstradHero&lt;br /&gt;
| 15&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Calydon&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Jackell Dragon&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Lord of Fangs&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Nattfodd&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Ponozsticka&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| PrinceCorg&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Talisander&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| TimelordDC&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| TurtleCrunch&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Points Transaction Log ==&lt;br /&gt;
&lt;br /&gt;
==== Contest 1 points awarded ====&lt;br /&gt;
&lt;br /&gt;
* '''AmstradHero +15'''&lt;br /&gt;
* '''Talisander +10'''&lt;br /&gt;
* '''PrinceCorg +5'''&lt;br /&gt;
* Jackell Dragon +1&lt;br /&gt;
* Lord of Fangs +1&lt;br /&gt;
* Nattfodd +1&lt;br /&gt;
* Ponozsticka +1&lt;br /&gt;
* TimelordDC +1&lt;br /&gt;
* TurtleCrunch +1&lt;br /&gt;
&lt;br /&gt;
==== Contest 1 - 2 points spent ====&lt;br /&gt;
&lt;br /&gt;
* AmstradHero: Darkspawn Chronicles -5&lt;br /&gt;
* AmstradHero: Leliana's Song -5&lt;br /&gt;
* AmstradHero: The Golems of Amgarrak -5&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_Catalogue&amp;diff=13809</id>
		<title>Community Contest Catalogue</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_Catalogue&amp;diff=13809"/>
				<updated>2010-10-07T17:23:00Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* #2 - Prop Model contest */&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;
== About the Catalogue ==&lt;br /&gt;
&lt;br /&gt;
This is the catalogue of shared content from the Community Contest. All participants have agreed to allow other modders to make use of their entries, so please feel free to make use of the following work in your own mods. We '''strongly encourage users to please credit the authors''' when using work from this catalogue, though you do not need to contact the author to ask permission.&lt;br /&gt;
&lt;br /&gt;
For more information on the Community Contest, including how to enter, and a list of contests, please see the [[Community_Contest_Main_Page|Community Contest Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Levels == &lt;br /&gt;
====[[Community_Contest_1:_Settlement_Level|#1 - Settlement Level contest]]====&lt;br /&gt;
''Please see the Contest page (above) for screenshots, desriptions and Judges' comments''&lt;br /&gt;
&lt;br /&gt;
'''Bundle:''' (contains all entries in a playable format)&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1559 Contest Bundle]&lt;br /&gt;
&lt;br /&gt;
'''Entries:'''&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1673 Hillside Village] by AmstradHero - '''1st place'''&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1675 Village by the Sea] by Talisander - '''2nd place'''&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1666 Sylvhaven] by Princecorg - '''3rd place'''&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1635 Settlement of Belgray] by Jackkel Dragon&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1630 Hakkon's Gift] by Lord of Fangs&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1670 Village in the River] by Nattfodd&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1599 The Swamp] by Ponozsticka &lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1647 Evermist] by TimelordDC&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1626 Ojardsi] by Turtlecrunch&lt;br /&gt;
&lt;br /&gt;
== Props/Placeables == &lt;br /&gt;
====[[Community_Contest_2:_Prop_Model|#2 - Prop Model contest]]====&lt;br /&gt;
''Please see the Contest page (above) for screenshots, desriptions and Judges' comments''&lt;br /&gt;
&lt;br /&gt;
'''Bundle:''' (contains all entries in a playable format)&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1559 Contest Bundle]&lt;br /&gt;
&lt;br /&gt;
'''Entries:'''&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1720 Ornate Fountain] by mikemike37 - '''1st place'''&lt;br /&gt;
* [http://dragonagenexus.com/downloads/file.php?id=1739 Maz-Ti Temple] by Calydon - '''2nd place'''&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1738 Crates] by Princecorg - '''3rd place'''&lt;br /&gt;
&lt;br /&gt;
== Other Category ==&lt;br /&gt;
&lt;br /&gt;
* (links to other stuff to be added here)&lt;br /&gt;
* (links to other stuff to be added here)&lt;br /&gt;
* (links to other stuff to be added here)&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_Catalogue&amp;diff=13808</id>
		<title>Community Contest Catalogue</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_Catalogue&amp;diff=13808"/>
				<updated>2010-10-07T17:19:44Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* Props/Placeables */&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;
== About the Catalogue ==&lt;br /&gt;
&lt;br /&gt;
This is the catalogue of shared content from the Community Contest. All participants have agreed to allow other modders to make use of their entries, so please feel free to make use of the following work in your own mods. We '''strongly encourage users to please credit the authors''' when using work from this catalogue, though you do not need to contact the author to ask permission.&lt;br /&gt;
&lt;br /&gt;
For more information on the Community Contest, including how to enter, and a list of contests, please see the [[Community_Contest_Main_Page|Community Contest Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Levels == &lt;br /&gt;
====[[Community_Contest_1:_Settlement_Level|#1 - Settlement Level contest]]====&lt;br /&gt;
''Please see the Contest page (above) for screenshots, desriptions and Judges' comments''&lt;br /&gt;
&lt;br /&gt;
'''Bundle:''' (contains all entries in a playable format)&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1559 Contest Bundle]&lt;br /&gt;
&lt;br /&gt;
'''Entries:'''&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1673 Hillside Village] by AmstradHero - '''1st place'''&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1675 Village by the Sea] by Talisander - '''2nd place'''&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1666 Sylvhaven] by Princecorg - '''3rd place'''&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1635 Settlement of Belgray] by Jackkel Dragon&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1630 Hakkon's Gift] by Lord of Fangs&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1670 Village in the River] by Nattfodd&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1599 The Swamp] by Ponozsticka &lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1647 Evermist] by TimelordDC&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1626 Ojardsi] by Turtlecrunch&lt;br /&gt;
&lt;br /&gt;
====[[Community_Contest_2:_Prop_Model|#2 - Prop Model contest]]====&lt;br /&gt;
''Please see the Contest page (above) for screenshots, desriptions and Judges' comments''&lt;br /&gt;
&lt;br /&gt;
'''Bundle:''' (contains all entries in a playable format)&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1559 Contest Bundle]&lt;br /&gt;
&lt;br /&gt;
'''Entries:'''&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1720 Ornate Fountain] by mikemike37 - '''1st place'''&lt;br /&gt;
* [http://dragonagenexus.com/downloads/file.php?id=1739 Maz-Ti Temple] by Calydon - '''2nd place'''&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1738 Crates] by Princecorg - '''3rd place'''&lt;br /&gt;
&lt;br /&gt;
== Other Category ==&lt;br /&gt;
&lt;br /&gt;
* (links to other stuff to be added here)&lt;br /&gt;
* (links to other stuff to be added here)&lt;br /&gt;
* (links to other stuff to be added here)&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_Catalogue&amp;diff=13807</id>
		<title>Community Contest Catalogue</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_Catalogue&amp;diff=13807"/>
				<updated>2010-10-07T17:18:47Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* Props/Placeables */&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;
== About the Catalogue ==&lt;br /&gt;
&lt;br /&gt;
This is the catalogue of shared content from the Community Contest. All participants have agreed to allow other modders to make use of their entries, so please feel free to make use of the following work in your own mods. We '''strongly encourage users to please credit the authors''' when using work from this catalogue, though you do not need to contact the author to ask permission.&lt;br /&gt;
&lt;br /&gt;
For more information on the Community Contest, including how to enter, and a list of contests, please see the [[Community_Contest_Main_Page|Community Contest Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Levels == &lt;br /&gt;
====[[Community_Contest_1:_Settlement_Level|#1 - Settlement Level contest]]====&lt;br /&gt;
''Please see the Contest page (above) for screenshots, desriptions and Judges' comments''&lt;br /&gt;
&lt;br /&gt;
'''Bundle:''' (contains all entries in a playable format)&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1559 Contest Bundle]&lt;br /&gt;
&lt;br /&gt;
'''Entries:'''&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1673 Hillside Village] by AmstradHero - '''1st place'''&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1675 Village by the Sea] by Talisander - '''2nd place'''&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1666 Sylvhaven] by Princecorg - '''3rd place'''&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1635 Settlement of Belgray] by Jackkel Dragon&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1630 Hakkon's Gift] by Lord of Fangs&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1670 Village in the River] by Nattfodd&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1599 The Swamp] by Ponozsticka &lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1647 Evermist] by TimelordDC&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1626 Ojardsi] by Turtlecrunch&lt;br /&gt;
&lt;br /&gt;
== Props/Placeables == &lt;br /&gt;
[[Community_Contest_2:_Prop_Model|#2 - Prop Model contest]]&lt;br /&gt;
''Please see the Contest page (above) for screenshots, desriptions and Judges' comments''&lt;br /&gt;
&lt;br /&gt;
'''Bundle:''' (contains all entries in a playable format)&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1559 Contest Bundle]&lt;br /&gt;
&lt;br /&gt;
'''Entries:'''&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1720 Ornate Fountain] by mikemike37 - '''1st place'''&lt;br /&gt;
* [http://dragonagenexus.com/downloads/file.php?id=1739 Maz-Ti Temple] by Calydon - '''2nd place'''&lt;br /&gt;
* [http://www.dragonagenexus.com/downloads/file.php?id=1738 Crates] by Princecorg - '''3rd place'''&lt;br /&gt;
&lt;br /&gt;
== Other Category ==&lt;br /&gt;
&lt;br /&gt;
* (links to other stuff to be added here)&lt;br /&gt;
* (links to other stuff to be added here)&lt;br /&gt;
* (links to other stuff to be added here)&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_2:_Prop_Model&amp;diff=13806</id>
		<title>Community Contest 2: Prop Model</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_2:_Prop_Model&amp;diff=13806"/>
				<updated>2010-10-07T17:00:54Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* Entries */&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;
Create one or more custom prop models for use in a level. The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/9470/ here].&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 27 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;
* have been tested by the user in a level&lt;br /&gt;
* be to a suitable scale&lt;br /&gt;
* be textured&lt;br /&gt;
* where appropriate, have collision&lt;br /&gt;
* be submitted before monday 27 september midday (GMT+0)&lt;br /&gt;
* include their save file (3ds max, gmax or blender save) - this helps judges troubleshoot errors you're having.&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Strong entries will:&lt;br /&gt;
* fit the art style and canon of Dragon Age Origins.&lt;br /&gt;
* make good use of the Dragon Age material system, including textures for diffuse, normal, specular, emissive and heightmap where appropriate.&lt;br /&gt;
* contain a placeable and static prop version (affects collision and material only).&lt;br /&gt;
* where appropriate, have multiple levels of detail for the model and texture. These are particularly valuable for high-poly outdoor models and high-res textures.&lt;br /&gt;
* support lightmapping correctly.&lt;br /&gt;
* have a suitable poly count - around 250-500 for small props (smaller than a chair), around 2,000 for medium props (human-size), up to 10,000 for large props (buildings).&lt;br /&gt;
* make good use of texture space to maximise pixel density&lt;br /&gt;
&lt;br /&gt;
=== Allowable ===&lt;br /&gt;
* multiple props in one submission where the submission is themed (ex. pack of chair table and bench, modular-style walls or buildings)&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 links ==&lt;br /&gt;
&lt;br /&gt;
* [http://social.bioware.com/project/2336/ Eshme's import/exporter for 3ds max and GMax]&lt;br /&gt;
* [http://www.youtube.com/watch?v=m8DFXmIGJZc Video Tutorial - Creating props using 3ds max]&lt;br /&gt;
* [[Texture_Formats|Texture Formats]] on the Toolset Wiki&lt;br /&gt;
* [http://bg2redux.student.utwente.nl/trac/wiki/TutorialTextures Textures Tutorial for beginners] and [http://bg2redux.student.utwente.nl/trac/wiki/TutorialTexturesAdvanced Advanced] (mostly superceded by the above and Eshme's Tools new material functionality)&lt;br /&gt;
* [http://www.youtube.com/view_play_list?p=A12BF2F8CC489A50 3DS Max 2010 video tutorials] - these also largely apply to GMax&lt;br /&gt;
* [http://ssbump-generator.yolasite.com Normal Map Generator]&lt;br /&gt;
* [http://www.cgtextures.com Texture Reference]&lt;br /&gt;
* [http://www.texturearchive.com/default.aspx Texture Archive]&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;
&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 model *MUST* be your own&lt;br /&gt;
 You may use DA textures. Do not include these in your submission.&lt;br /&gt;
 You may use other people's textures, provided they consent for them to be shared (ex. cgtextures.com allows this type of use)&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.&lt;br /&gt;
 If your work is taken down, you consent 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;
== Ornate Fountain by mikemike37 - 1st Place==&lt;br /&gt;
&lt;br /&gt;
[http://www.dragonagenexus.com/downloads/file.php?id=1720 DANexus Project Page]&lt;br /&gt;
&lt;br /&gt;
An elaborate fountain for rich towns' squares or perhaps mansion-like indoor levels. Support for lightmap. Has collision. Light probe reflection in the water. No low-LOD model. 6,000 polys.&lt;br /&gt;
&lt;br /&gt;
VFX is used to fire water out of the fish and add distortion and give the illusion of water - please don't give bonus points for the VFX, its just there because its kind of the point of the prop heh!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CC2_Fountain_1.jpg|400px]] [[File:CC2_Fountain_2.jpg|400px]] [[File:CC2_Fountain_3.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;
== Maz-Ti Temple by Calydon - 2nd Place==&lt;br /&gt;
&lt;br /&gt;
High within the Aronian mountain ranges, the mystic abbots of the Maz-Ti practice their ancient warrior arts. They have been charged with guarding a mystical secret that contains the power of an untold age.&lt;br /&gt;
&lt;br /&gt;
I will repackage this so that the 4 buildings are available individually. You can download the WIP max file here http://dl.dropbox.com/u/8495510/temple_layout.max , and I'll upload the final version once the kinks have been worked out. '''Update:''' You can now download all the final MAX files and textures, as well as the ERF and matproj files here: http://dragonagenexus.com/downloads/download.php?id=8881 &lt;br /&gt;
&lt;br /&gt;
[http://dragonagenexus.com/downloads/file.php?id=1739 DANexus Project Page]&lt;br /&gt;
Be sure to read the readme for known issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(click for larger)&lt;br /&gt;
&lt;br /&gt;
[[Image:6342.jpg|400px]] [[Image:6341.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:6340.jpg|400px]] [[Image:Banners.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Note: This prop level will alter the start location of the Demo Tutorial level. It shouldn't affect the other areas of the of the demo, but you won't be able to reach those areas until you uninstall this module. After installation, choose 'other campaigns' then 'demo tutorial' and you'll start near the temple.&lt;br /&gt;
&lt;br /&gt;
== Crates by Princecorg - 3rd Place==&lt;br /&gt;
&lt;br /&gt;
[http://www.dragonagenexus.com/downloads/file.php?id=1738 DANexus Project Page]&lt;br /&gt;
&lt;br /&gt;
Some wooden crates to use in the level editor. Support for lightmap and have collision.&lt;br /&gt;
&lt;br /&gt;
[[File:crates.jpg]]&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_2:_Prop_Model&amp;diff=13805</id>
		<title>Community Contest 2: Prop Model</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_2:_Prop_Model&amp;diff=13805"/>
				<updated>2010-10-07T17:00:25Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* Crates by Princecorg */&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;
Create one or more custom prop models for use in a level. The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/9470/ here].&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 27 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;
* have been tested by the user in a level&lt;br /&gt;
* be to a suitable scale&lt;br /&gt;
* be textured&lt;br /&gt;
* where appropriate, have collision&lt;br /&gt;
* be submitted before monday 27 september midday (GMT+0)&lt;br /&gt;
* include their save file (3ds max, gmax or blender save) - this helps judges troubleshoot errors you're having.&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Strong entries will:&lt;br /&gt;
* fit the art style and canon of Dragon Age Origins.&lt;br /&gt;
* make good use of the Dragon Age material system, including textures for diffuse, normal, specular, emissive and heightmap where appropriate.&lt;br /&gt;
* contain a placeable and static prop version (affects collision and material only).&lt;br /&gt;
* where appropriate, have multiple levels of detail for the model and texture. These are particularly valuable for high-poly outdoor models and high-res textures.&lt;br /&gt;
* support lightmapping correctly.&lt;br /&gt;
* have a suitable poly count - around 250-500 for small props (smaller than a chair), around 2,000 for medium props (human-size), up to 10,000 for large props (buildings).&lt;br /&gt;
* make good use of texture space to maximise pixel density&lt;br /&gt;
&lt;br /&gt;
=== Allowable ===&lt;br /&gt;
* multiple props in one submission where the submission is themed (ex. pack of chair table and bench, modular-style walls or buildings)&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 links ==&lt;br /&gt;
&lt;br /&gt;
* [http://social.bioware.com/project/2336/ Eshme's import/exporter for 3ds max and GMax]&lt;br /&gt;
* [http://www.youtube.com/watch?v=m8DFXmIGJZc Video Tutorial - Creating props using 3ds max]&lt;br /&gt;
* [[Texture_Formats|Texture Formats]] on the Toolset Wiki&lt;br /&gt;
* [http://bg2redux.student.utwente.nl/trac/wiki/TutorialTextures Textures Tutorial for beginners] and [http://bg2redux.student.utwente.nl/trac/wiki/TutorialTexturesAdvanced Advanced] (mostly superceded by the above and Eshme's Tools new material functionality)&lt;br /&gt;
* [http://www.youtube.com/view_play_list?p=A12BF2F8CC489A50 3DS Max 2010 video tutorials] - these also largely apply to GMax&lt;br /&gt;
* [http://ssbump-generator.yolasite.com Normal Map Generator]&lt;br /&gt;
* [http://www.cgtextures.com Texture Reference]&lt;br /&gt;
* [http://www.texturearchive.com/default.aspx Texture Archive]&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;
&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 model *MUST* be your own&lt;br /&gt;
 You may use DA textures. Do not include these in your submission.&lt;br /&gt;
 You may use other people's textures, provided they consent for them to be shared (ex. cgtextures.com allows this type of use)&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.&lt;br /&gt;
 If your work is taken down, you consent 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;
== Ornate Fountain by mikemike37 - 1st Place==&lt;br /&gt;
&lt;br /&gt;
[http://www.dragonagenexus.com/downloads/file.php?id=1720 DANexus Project Page]&lt;br /&gt;
&lt;br /&gt;
An elaborate fountain for rich towns' squares or perhaps mansion-like indoor levels. Support for lightmap. Has collision. Light probe reflection in the water. No low-LOD model. 6,000 polys.&lt;br /&gt;
&lt;br /&gt;
VFX is used to fire water out of the fish and add distortion and give the illusion of water - please don't give bonus points for the VFX, its just there because its kind of the point of the prop heh!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CC2_Fountain_1.jpg|400px]] [[File:CC2_Fountain_2.jpg|400px]] [[File:CC2_Fountain_3.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;
== Crates by Princecorg - 3rd Place==&lt;br /&gt;
&lt;br /&gt;
[http://www.dragonagenexus.com/downloads/file.php?id=1738 DANexus Project Page]&lt;br /&gt;
&lt;br /&gt;
Some wooden crates to use in the level editor. Support for lightmap and have collision.&lt;br /&gt;
&lt;br /&gt;
[[File:crates.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Maz-Ti Temple by Calydon - 2nd Place==&lt;br /&gt;
&lt;br /&gt;
High within the Aronian mountain ranges, the mystic abbots of the Maz-Ti practice their ancient warrior arts. They have been charged with guarding a mystical secret that contains the power of an untold age.&lt;br /&gt;
&lt;br /&gt;
I will repackage this so that the 4 buildings are available individually. You can download the WIP max file here http://dl.dropbox.com/u/8495510/temple_layout.max , and I'll upload the final version once the kinks have been worked out. '''Update:''' You can now download all the final MAX files and textures, as well as the ERF and matproj files here: http://dragonagenexus.com/downloads/download.php?id=8881 &lt;br /&gt;
&lt;br /&gt;
[http://dragonagenexus.com/downloads/file.php?id=1739 DANexus Project Page]&lt;br /&gt;
Be sure to read the readme for known issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(click for larger)&lt;br /&gt;
&lt;br /&gt;
[[Image:6342.jpg|400px]] [[Image:6341.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:6340.jpg|400px]] [[Image:Banners.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Note: This prop level will alter the start location of the Demo Tutorial level. It shouldn't affect the other areas of the of the demo, but you won't be able to reach those areas until you uninstall this module. After installation, choose 'other campaigns' then 'demo tutorial' and you'll start near the temple.&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_2:_Prop_Model&amp;diff=13804</id>
		<title>Community Contest 2: Prop Model</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_2:_Prop_Model&amp;diff=13804"/>
				<updated>2010-10-07T17:00:13Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* Maz-Ti Temple by Calydon */&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;
Create one or more custom prop models for use in a level. The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/9470/ here].&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 27 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;
* have been tested by the user in a level&lt;br /&gt;
* be to a suitable scale&lt;br /&gt;
* be textured&lt;br /&gt;
* where appropriate, have collision&lt;br /&gt;
* be submitted before monday 27 september midday (GMT+0)&lt;br /&gt;
* include their save file (3ds max, gmax or blender save) - this helps judges troubleshoot errors you're having.&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Strong entries will:&lt;br /&gt;
* fit the art style and canon of Dragon Age Origins.&lt;br /&gt;
* make good use of the Dragon Age material system, including textures for diffuse, normal, specular, emissive and heightmap where appropriate.&lt;br /&gt;
* contain a placeable and static prop version (affects collision and material only).&lt;br /&gt;
* where appropriate, have multiple levels of detail for the model and texture. These are particularly valuable for high-poly outdoor models and high-res textures.&lt;br /&gt;
* support lightmapping correctly.&lt;br /&gt;
* have a suitable poly count - around 250-500 for small props (smaller than a chair), around 2,000 for medium props (human-size), up to 10,000 for large props (buildings).&lt;br /&gt;
* make good use of texture space to maximise pixel density&lt;br /&gt;
&lt;br /&gt;
=== Allowable ===&lt;br /&gt;
* multiple props in one submission where the submission is themed (ex. pack of chair table and bench, modular-style walls or buildings)&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 links ==&lt;br /&gt;
&lt;br /&gt;
* [http://social.bioware.com/project/2336/ Eshme's import/exporter for 3ds max and GMax]&lt;br /&gt;
* [http://www.youtube.com/watch?v=m8DFXmIGJZc Video Tutorial - Creating props using 3ds max]&lt;br /&gt;
* [[Texture_Formats|Texture Formats]] on the Toolset Wiki&lt;br /&gt;
* [http://bg2redux.student.utwente.nl/trac/wiki/TutorialTextures Textures Tutorial for beginners] and [http://bg2redux.student.utwente.nl/trac/wiki/TutorialTexturesAdvanced Advanced] (mostly superceded by the above and Eshme's Tools new material functionality)&lt;br /&gt;
* [http://www.youtube.com/view_play_list?p=A12BF2F8CC489A50 3DS Max 2010 video tutorials] - these also largely apply to GMax&lt;br /&gt;
* [http://ssbump-generator.yolasite.com Normal Map Generator]&lt;br /&gt;
* [http://www.cgtextures.com Texture Reference]&lt;br /&gt;
* [http://www.texturearchive.com/default.aspx Texture Archive]&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;
&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 model *MUST* be your own&lt;br /&gt;
 You may use DA textures. Do not include these in your submission.&lt;br /&gt;
 You may use other people's textures, provided they consent for them to be shared (ex. cgtextures.com allows this type of use)&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.&lt;br /&gt;
 If your work is taken down, you consent 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;
== Ornate Fountain by mikemike37 - 1st Place==&lt;br /&gt;
&lt;br /&gt;
[http://www.dragonagenexus.com/downloads/file.php?id=1720 DANexus Project Page]&lt;br /&gt;
&lt;br /&gt;
An elaborate fountain for rich towns' squares or perhaps mansion-like indoor levels. Support for lightmap. Has collision. Light probe reflection in the water. No low-LOD model. 6,000 polys.&lt;br /&gt;
&lt;br /&gt;
VFX is used to fire water out of the fish and add distortion and give the illusion of water - please don't give bonus points for the VFX, its just there because its kind of the point of the prop heh!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CC2_Fountain_1.jpg|400px]] [[File:CC2_Fountain_2.jpg|400px]] [[File:CC2_Fountain_3.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;
== Crates by Princecorg==&lt;br /&gt;
&lt;br /&gt;
[http://www.dragonagenexus.com/downloads/file.php?id=1738 DANexus Project Page]&lt;br /&gt;
&lt;br /&gt;
Some wooden crates to use in the level editor. Support for lightmap and have collision.&lt;br /&gt;
&lt;br /&gt;
[[File:crates.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Maz-Ti Temple by Calydon - 2nd Place==&lt;br /&gt;
&lt;br /&gt;
High within the Aronian mountain ranges, the mystic abbots of the Maz-Ti practice their ancient warrior arts. They have been charged with guarding a mystical secret that contains the power of an untold age.&lt;br /&gt;
&lt;br /&gt;
I will repackage this so that the 4 buildings are available individually. You can download the WIP max file here http://dl.dropbox.com/u/8495510/temple_layout.max , and I'll upload the final version once the kinks have been worked out. '''Update:''' You can now download all the final MAX files and textures, as well as the ERF and matproj files here: http://dragonagenexus.com/downloads/download.php?id=8881 &lt;br /&gt;
&lt;br /&gt;
[http://dragonagenexus.com/downloads/file.php?id=1739 DANexus Project Page]&lt;br /&gt;
Be sure to read the readme for known issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(click for larger)&lt;br /&gt;
&lt;br /&gt;
[[Image:6342.jpg|400px]] [[Image:6341.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:6340.jpg|400px]] [[Image:Banners.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Note: This prop level will alter the start location of the Demo Tutorial level. It shouldn't affect the other areas of the of the demo, but you won't be able to reach those areas until you uninstall this module. After installation, choose 'other campaigns' then 'demo tutorial' and you'll start near the temple.&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_2:_Prop_Model&amp;diff=13803</id>
		<title>Community Contest 2: Prop Model</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_2:_Prop_Model&amp;diff=13803"/>
				<updated>2010-10-07T16:59:57Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* Ornate Fountain by mikemike37 */&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;
Create one or more custom prop models for use in a level. The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/9470/ here].&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 27 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;
* have been tested by the user in a level&lt;br /&gt;
* be to a suitable scale&lt;br /&gt;
* be textured&lt;br /&gt;
* where appropriate, have collision&lt;br /&gt;
* be submitted before monday 27 september midday (GMT+0)&lt;br /&gt;
* include their save file (3ds max, gmax or blender save) - this helps judges troubleshoot errors you're having.&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Strong entries will:&lt;br /&gt;
* fit the art style and canon of Dragon Age Origins.&lt;br /&gt;
* make good use of the Dragon Age material system, including textures for diffuse, normal, specular, emissive and heightmap where appropriate.&lt;br /&gt;
* contain a placeable and static prop version (affects collision and material only).&lt;br /&gt;
* where appropriate, have multiple levels of detail for the model and texture. These are particularly valuable for high-poly outdoor models and high-res textures.&lt;br /&gt;
* support lightmapping correctly.&lt;br /&gt;
* have a suitable poly count - around 250-500 for small props (smaller than a chair), around 2,000 for medium props (human-size), up to 10,000 for large props (buildings).&lt;br /&gt;
* make good use of texture space to maximise pixel density&lt;br /&gt;
&lt;br /&gt;
=== Allowable ===&lt;br /&gt;
* multiple props in one submission where the submission is themed (ex. pack of chair table and bench, modular-style walls or buildings)&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 links ==&lt;br /&gt;
&lt;br /&gt;
* [http://social.bioware.com/project/2336/ Eshme's import/exporter for 3ds max and GMax]&lt;br /&gt;
* [http://www.youtube.com/watch?v=m8DFXmIGJZc Video Tutorial - Creating props using 3ds max]&lt;br /&gt;
* [[Texture_Formats|Texture Formats]] on the Toolset Wiki&lt;br /&gt;
* [http://bg2redux.student.utwente.nl/trac/wiki/TutorialTextures Textures Tutorial for beginners] and [http://bg2redux.student.utwente.nl/trac/wiki/TutorialTexturesAdvanced Advanced] (mostly superceded by the above and Eshme's Tools new material functionality)&lt;br /&gt;
* [http://www.youtube.com/view_play_list?p=A12BF2F8CC489A50 3DS Max 2010 video tutorials] - these also largely apply to GMax&lt;br /&gt;
* [http://ssbump-generator.yolasite.com Normal Map Generator]&lt;br /&gt;
* [http://www.cgtextures.com Texture Reference]&lt;br /&gt;
* [http://www.texturearchive.com/default.aspx Texture Archive]&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;
&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 model *MUST* be your own&lt;br /&gt;
 You may use DA textures. Do not include these in your submission.&lt;br /&gt;
 You may use other people's textures, provided they consent for them to be shared (ex. cgtextures.com allows this type of use)&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.&lt;br /&gt;
 If your work is taken down, you consent 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;
== Ornate Fountain by mikemike37 - 1st Place==&lt;br /&gt;
&lt;br /&gt;
[http://www.dragonagenexus.com/downloads/file.php?id=1720 DANexus Project Page]&lt;br /&gt;
&lt;br /&gt;
An elaborate fountain for rich towns' squares or perhaps mansion-like indoor levels. Support for lightmap. Has collision. Light probe reflection in the water. No low-LOD model. 6,000 polys.&lt;br /&gt;
&lt;br /&gt;
VFX is used to fire water out of the fish and add distortion and give the illusion of water - please don't give bonus points for the VFX, its just there because its kind of the point of the prop heh!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CC2_Fountain_1.jpg|400px]] [[File:CC2_Fountain_2.jpg|400px]] [[File:CC2_Fountain_3.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;
== Crates by Princecorg==&lt;br /&gt;
&lt;br /&gt;
[http://www.dragonagenexus.com/downloads/file.php?id=1738 DANexus Project Page]&lt;br /&gt;
&lt;br /&gt;
Some wooden crates to use in the level editor. Support for lightmap and have collision.&lt;br /&gt;
&lt;br /&gt;
[[File:crates.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Maz-Ti Temple by Calydon ==&lt;br /&gt;
&lt;br /&gt;
High within the Aronian mountain ranges, the mystic abbots of the Maz-Ti practice their ancient warrior arts. They have been charged with guarding a mystical secret that contains the power of an untold age.&lt;br /&gt;
&lt;br /&gt;
I will repackage this so that the 4 buildings are available individually. You can download the WIP max file here http://dl.dropbox.com/u/8495510/temple_layout.max , and I'll upload the final version once the kinks have been worked out. '''Update:''' You can now download all the final MAX files and textures, as well as the ERF and matproj files here: http://dragonagenexus.com/downloads/download.php?id=8881 &lt;br /&gt;
&lt;br /&gt;
[http://dragonagenexus.com/downloads/file.php?id=1739 DANexus Project Page]&lt;br /&gt;
Be sure to read the readme for known issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(click for larger)&lt;br /&gt;
&lt;br /&gt;
[[Image:6342.jpg|400px]] [[Image:6341.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:6340.jpg|400px]] [[Image:Banners.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Note: This prop level will alter the start location of the Demo Tutorial level. It shouldn't affect the other areas of the of the demo, but you won't be able to reach those areas until you uninstall this module. After installation, choose 'other campaigns' then 'demo tutorial' and you'll start near the temple.&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_Main_Page&amp;diff=13788</id>
		<title>Community Contest Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_Main_Page&amp;diff=13788"/>
				<updated>2010-09-28T20:10:36Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* Contest Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Community_Contest_logo_long.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The DA Community Contest is a content-creation contest organised by the Dragon Age community. [[Community_Contest_Prizes|Prizes]], which vary between contests, are generously donated by community members and our sponsors, the [http://biowarestore.com Bioware Store] and [http://www.dragonagenexus.com/ Dragon Age Nexus]. All work submitted to the contest will be freely available for all to use and modify in mods and can be viewed in the [[Community_Contest_Catalogue|Community Contest Catalogue]].&lt;br /&gt;
&lt;br /&gt;
To disuss the Community Contest, with questions or suggestions as entrant or organiser, please join our [http://social.bioware.com/group/2535 Bioware Social Network Group].&lt;br /&gt;
&lt;br /&gt;
== Contest Summary ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;8&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Contest !! align=&amp;quot;left&amp;quot; |  Goal !! align=&amp;quot;left&amp;quot; |  Deadline !! align=&amp;quot;left&amp;quot; | Status&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_1:_Settlement_Level|Contest 1: Settlement Level]]'''&lt;br /&gt;
| Design a town/village/hamlet level&lt;br /&gt;
| 13 September 2010&lt;br /&gt;
| Complete ([http://www.dragonagenexus.com/downloads/file.php?id=1559 Bundle available])&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_2:_Prop_Model|Contest 2: Prop Model]]'''&lt;br /&gt;
| Create one or more custom prop models&lt;br /&gt;
|  27 September 2010&lt;br /&gt;
| Judging in Progress&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_3_mini:_Head_Morph|Mini Contest 3: Head Morph]]'''&lt;br /&gt;
| Create a head morph for a character of your own design.&lt;br /&gt;
| 18 October 2010 &lt;br /&gt;
| Active&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_3:_Character_Contest|Contest 3: Character Contest]]'''&lt;br /&gt;
|  Create a character for use in a variety of situations.&lt;br /&gt;
| 18 October 2010 &lt;br /&gt;
| Active&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_4:_Minigame_Script|Contest 4: Mini-game/Puzzle Script]]'''&lt;br /&gt;
| Create a minigame or puzzle using scripting. &lt;br /&gt;
| 1 November 2010&lt;br /&gt;
| Active&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;8&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''[http://social.bioware.com/group/2535/&amp;amp;v=discussions Community Contest Group]'''&lt;br /&gt;
| Discuss your work and the Community Contest&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_Catalogue|Community Contest Catalogue]]'''&lt;br /&gt;
| Lists Submitted work&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_Entry_FAQ|Entry FAQs]]'''&lt;br /&gt;
| Frequently Asked Questions&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_Prizes|Prizes]]'''&lt;br /&gt;
| Currently available prizes&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_Points|Points Totals]]'''&lt;br /&gt;
| The points which have been awarded and spent&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_Judging|Judging]]'''&lt;br /&gt;
| How the contest is judged&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aims == &lt;br /&gt;
* to produce small-scale (5-10 hour) contributions which can be shared as useful mod resources which can slot into a variety of mods.&lt;br /&gt;
* to encourage new modders to try new areas of dragon age modding.&lt;br /&gt;
* to encourage peer-assisted learning of the toolset and other modding.&lt;br /&gt;
* to provide constructive feedback on created content.&lt;br /&gt;
* to enrich and reward community spirit.&lt;br /&gt;
* to enhance the quality of contributions over time with future &amp;quot;improvement&amp;quot; contests.&lt;br /&gt;
&lt;br /&gt;
== Prize System ==&lt;br /&gt;
The prizes will vary from competition to competition, and groups may be used in future contests (see below). A points system is used so that winners may choose their prize(s) to suit their needs. For more information, please see the [[Community_Contest_Prizes|Prizes Page]]&lt;br /&gt;
&lt;br /&gt;
== Sharing Work ==&lt;br /&gt;
The following provision is made to ensure work can be shared for the benefit of all:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''&amp;quot;by entering this competition you agree to share your work for other community members to benefit from. Where appropriate, source files should be shared. Others may use and modify your work in their Dragon Age mods, though are encouraged to give credit. As the entries are judged, local copies will be saved and if your work is taken down, you allow for it to be re-uploaded, crediting the work in your name&amp;quot;.''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Community_Contest_Catalogue|Community Contest Catalogue]] lists content by category and provides links to the content as well as contests related to each category. It is to be maintained by the Judges to ensure work is always available.&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_Main_Page&amp;diff=13778</id>
		<title>Community Contest Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_Main_Page&amp;diff=13778"/>
				<updated>2010-09-27T15:47:34Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: Updated Prop Contest status&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Community_Contest_logo_long.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The DA Community Contest is a content-creation contest organised by the Dragon Age community. [[Community_Contest_Prizes|Prizes]], which vary between contests, are generously donated by community members and our sponsors, the [http://biowarestore.com Bioware Store] and [http://www.dragonagenexus.com/ Dragon Age Nexus]. All work submitted to the contest will be freely available for all to use and modify in mods and can be viewed in the [[Community_Contest_Catalogue|Community Contest Catalogue]].&lt;br /&gt;
&lt;br /&gt;
To disuss the Community Contest, with questions or suggestions as entrant or organiser, please join our [http://social.bioware.com/group/2535 Bioware Social Network Group].&lt;br /&gt;
&lt;br /&gt;
== Contest Summary ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;8&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Contest !! align=&amp;quot;left&amp;quot; |  Goal !! align=&amp;quot;left&amp;quot; |  Deadline !! align=&amp;quot;left&amp;quot; | Status&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_1:_Settlement_Level|Contest 1: Settlement Level]]'''&lt;br /&gt;
| Design a town/village/hamlet level&lt;br /&gt;
| 13 September 2010&lt;br /&gt;
| Complete ([http://www.dragonagenexus.com/downloads/file.php?id=1559 Bundle available])&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_2:_Prop_Model|Contest 2: Prop Model]]'''&lt;br /&gt;
| Create one or more custom prop models&lt;br /&gt;
|  27 September 2010&lt;br /&gt;
| Closed for submission&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_3_mini:_Head_Morph|Mini Contest 3: Head Morph]]'''&lt;br /&gt;
| Create a head morph for a character of your own design.&lt;br /&gt;
| 18 October 2010 &lt;br /&gt;
| Active&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_3:_Character_Contest|Contest 3: Character Contest]]'''&lt;br /&gt;
|  Create a character for use in a variety of situations.&lt;br /&gt;
| 18 October 2010 &lt;br /&gt;
| Active&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_4:_Minigame_Script|Contest 4: Mini-game/Puzzle Script]]'''&lt;br /&gt;
| Create a minigame or puzzle using scripting. &lt;br /&gt;
| 1 November 2010&lt;br /&gt;
| Active&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;8&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''[http://social.bioware.com/group/2535/&amp;amp;v=discussions Community Contest Group]'''&lt;br /&gt;
| Discuss your work and the Community Contest&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_Catalogue|Community Contest Catalogue]]'''&lt;br /&gt;
| Lists Submitted work&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_Entry_FAQ|Entry FAQs]]'''&lt;br /&gt;
| Frequently Asked Questions&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_Prizes|Prizes]]'''&lt;br /&gt;
| Currently available prizes&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_Points|Points Totals]]'''&lt;br /&gt;
| The points which have been awarded and spent&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Community_Contest_Judging|Judging]]'''&lt;br /&gt;
| How the contest is judged&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aims == &lt;br /&gt;
* to produce small-scale (5-10 hour) contributions which can be shared as useful mod resources which can slot into a variety of mods.&lt;br /&gt;
* to encourage new modders to try new areas of dragon age modding.&lt;br /&gt;
* to encourage peer-assisted learning of the toolset and other modding.&lt;br /&gt;
* to provide constructive feedback on created content.&lt;br /&gt;
* to enrich and reward community spirit.&lt;br /&gt;
* to enhance the quality of contributions over time with future &amp;quot;improvement&amp;quot; contests.&lt;br /&gt;
&lt;br /&gt;
== Prize System ==&lt;br /&gt;
The prizes will vary from competition to competition, and groups may be used in future contests (see below). A points system is used so that winners may choose their prize(s) to suit their needs. For more information, please see the [[Community_Contest_Prizes|Prizes Page]]&lt;br /&gt;
&lt;br /&gt;
== Sharing Work ==&lt;br /&gt;
The following provision is made to ensure work can be shared for the benefit of all:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''&amp;quot;by entering this competition you agree to share your work for other community members to benefit from. Where appropriate, source files should be shared. Others may use and modify your work in their Dragon Age mods, though are encouraged to give credit. As the entries are judged, local copies will be saved and if your work is taken down, you allow for it to be re-uploaded, crediting the work in your name&amp;quot;.''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Community_Contest_Catalogue|Community Contest Catalogue]] lists content by category and provides links to the content as well as contests related to each category. It is to be maintained by the Judges to ensure work is always available.&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=13571</id>
		<title>Community Contest 4: Minigame Script</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=13571"/>
				<updated>2010-09-16T00:16:57Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: Added additional requirements&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;
 &amp;lt;font size=&amp;quot;8&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&lt;br /&gt;
 DRAFT - NOT FINAL&lt;br /&gt;
 &amp;lt;/b&amp;gt; &amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Brief ==&lt;br /&gt;
&lt;br /&gt;
Create a minigame or puzzle using scripting. The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/10580/ FIXME!!!!!!!].&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 25 October''' - 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;
* Reserve and use a [[Community_Contest_ID_Ranges|StringID range]]&lt;br /&gt;
* Be thoroughly tested in-game&lt;br /&gt;
* Be submitted in a single, playable area (the level will not be &amp;quot;marked&amp;quot;)&lt;br /&gt;
* Include dadbdata export of all relevant resources&lt;br /&gt;
* Include a playable dazip of the mini-game - should be playable from the other campaigns menu&lt;br /&gt;
* Include a plain-text file detailing the mini-game implementation - the objective, customization options (if present) and solutions&lt;br /&gt;
* Use only DA assets (placeables, levels) ''unless the relevant files are included with the submission and author's permission has been given''&lt;br /&gt;
* Be submitted before Monday 25 October midday (GMT+0)&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Strong entries will:&lt;br /&gt;
* be easily adaptable to vary the minigame in other modules&lt;br /&gt;
* be unique and interesting&lt;br /&gt;
* use elegant and tidy scripting&lt;br /&gt;
* include well-written, detailed comments &lt;br /&gt;
* be well-designed and be free of bugs and discourage user error&lt;br /&gt;
* be significant as a piece of scripting: doing something new or expanding beyond the fundamentals of scripting&lt;br /&gt;
* make appropriate use of secondary resources (triggers, placeables, dialogues, floaty text, VFX, sound, etc)&lt;br /&gt;
&lt;br /&gt;
=== Allowable ===&lt;br /&gt;
While no &amp;quot;bonus points&amp;quot; will be given for the following, entries may: &lt;br /&gt;
* use custom levels provided that the level is shared with the submission (.lvl and exported files)&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 Links ==&lt;br /&gt;
* [[Scripting_overview|Scripting Overview]] - Builder Wiki&lt;br /&gt;
* [[Scripting_tutorial|Scripting Tutorial]] - Builder Wiki&lt;br /&gt;
* [http://dalexicon.net/index.php?title=Main_Page Dragon Age Lexicon] - Scripting Resource&lt;br /&gt;
&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 (dadbdata and any non-DA assets you have used including levels, props etc). &lt;br /&gt;
 The work *MUST* be your own (obviously you may use DA assets).&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;
== Example Entry by YourNameHere ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1559 Links here in this format]'''&lt;br /&gt;
&lt;br /&gt;
Description here. Try to keep it short, but include as many relevant details as possible. Description here. Try to keep it short, but include as many relevant details as possible. Description here. Try to keep it short, but include as many relevant details as possible. Description here. Try to keep it short, but include as many relevant details as possible. &lt;br /&gt;
&lt;br /&gt;
Description here. Try to keep it short, but include as many relevant details as possible. Description here. Try to keep it short, but include as many relevant details as possible. Description here. Try to keep it short, but include as many relevant details as possible. Description here. Try to keep it short, but include as many relevant details as possible.&lt;br /&gt;
&lt;br /&gt;
[[File:terrainBlockExample.png|400px|example picture]]&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>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_1:_Settlement_Level&amp;diff=13545</id>
		<title>Community Contest 1: Settlement Level</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_1:_Settlement_Level&amp;diff=13545"/>
				<updated>2010-09-13T11:04:35Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: Added Evermist entry&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;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:Evermist_Walk_Along_Woods.jpg&amp;diff=13544</id>
		<title>File:Evermist Walk Along Woods.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:Evermist_Walk_Along_Woods.jpg&amp;diff=13544"/>
				<updated>2010-09-13T10:49:36Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: A tranquil path alongside the woods and the vegetable gardens&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A tranquil path alongside the woods and the vegetable gardens&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:Evermist_View_Across_Market.jpg&amp;diff=13543</id>
		<title>File:Evermist View Across Market.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:Evermist_View_Across_Market.jpg&amp;diff=13543"/>
				<updated>2010-09-13T10:49:03Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: A view across the central Market, as seen from a overhang on a nearby mound&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A view across the central Market, as seen from a overhang on a nearby mound&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:Evermist_Birds_Eye_View2.jpg&amp;diff=13542</id>
		<title>File:Evermist Birds Eye View2.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:Evermist_Birds_Eye_View2.jpg&amp;diff=13542"/>
				<updated>2010-09-13T10:48:28Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: A bird's eye view of Evermist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A bird's eye view of Evermist&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:Evermist_View_from_Chantry2.jpg&amp;diff=13541</id>
		<title>File:Evermist View from Chantry2.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:Evermist_View_from_Chantry2.jpg&amp;diff=13541"/>
				<updated>2010-09-13T10:47:41Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: The view from the Chantry balcony&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The view from the Chantry balcony&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=UI_Tutorial_(draft)&amp;diff=13409</id>
		<title>UI Tutorial (draft)</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=UI_Tutorial_(draft)&amp;diff=13409"/>
				<updated>2010-08-31T03:19:22Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* GFX to SWF */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Author's note''': STILL A WORK IN PROGRESS - FIRST DUMPING INFORMATION OUT, THEN I'LL FORMAT AND SECTION IT OFF BETTER. This isn't a very good tutorial, but as I said, I'm just trying to get the information out there and I'm slow to update this. Also, it may be simpler now that the UDK has support for GFX files, but I don't know the cross-licensing or technical situation on that right now.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The UI files are basically just version 8 Adobe Flash files, but extended with some extra properties and image handling (they even use nonstandard tags in the SWF for that). GFX files supposedly have more optimized fonts and who really knows what else, but you shouldn't have to worry about font embedding in Dragon Age.&lt;br /&gt;
&lt;br /&gt;
This means they use the older ActionScript 2.0, which you can find some learning resources on here [http://download.macromedia.com/pub/documentation/en/flash/fl8/fl8_learning_as2.pdf fl8_learning_as2.pdf] and here [http://livedocs.adobe.com/flash/9.0/main/flash_as2_learning.pdf flash_as2_learning.pdf], among other places scattered on the web. You can download the API reference, but a decent online location is [http://flash-reference.icod.de/ here] (faster than Adobe's site I find).&lt;br /&gt;
&lt;br /&gt;
=== Other information sources ===&lt;br /&gt;
There's a woefully incomplete GUI category on the wiki here [[:Category:GUI]]. It was an early effort at detailing some of the class specifics in the UI files. There are a lot of stubs, but some classes are more detailed.&lt;br /&gt;
&lt;br /&gt;
There's also a long-standing draft article on the profile page here [[User:FollowTheGourd]] about the conversation UI. It could also be ammended to explain things like 800x600 is treated as if it were 1024x768, and that the cutscene bars actually have a negative hight if the screen width is much longer than the screen height, as seen with Eyefinity display setups.&lt;br /&gt;
&lt;br /&gt;
Another thing to realize is the game's aspect ratio correction and how one resolution in window mode will get stretched to fill your screen space in fullscreen mode. So then there's a difference between the Stage (Flash term) width and height and the video settings which you can access using the ExternalCommands ActionScript class.&lt;br /&gt;
&lt;br /&gt;
== Toolchain ==&lt;br /&gt;
&lt;br /&gt;
[http://www.flashdevelop.org/ FlashDevelop IDE.]&lt;br /&gt;
etc&lt;br /&gt;
&lt;br /&gt;
== Organizing Sources ==&lt;br /&gt;
&lt;br /&gt;
Obtain an ActionScript 2.0 decompiler such as Sothink or Trillix. Each has their shortcomings and will require further post-processing. Sothink's ActionScript output will probably require more work to make compile with MTASC, but Trillix's output seems to have some stranger bugs I'll mention later, which makes me more hesitant to recommend it. Sothink's tool still seems to have an issue formatting double-precision values as single-precision, as detailed in the section below. [http://www.nowrap.de/flare.html Flare] is also a nice free tool to compare output against, but it unfortunately isn't in a format that you can simply recompile.&lt;br /&gt;
&lt;br /&gt;
[http://www.nowrap.de/flasm.html Flasm] is also a useful tool if you wish to examine the p-code directly (as a debug or learning aid perhaps), or even modify it that way.&lt;br /&gt;
&lt;br /&gt;
=== GFX to SWF ===&lt;br /&gt;
&lt;br /&gt;
If you want your changes to be compatible with a certain or the latest game patch, then you'll also have to first merge the appropriate [[GFX]] files. For example, to be compatible with game v1.03, you'll first need to extract the GFX files from guiexport.erf, and then from the patch000.erf, patch001.erf, and patch002.erf files found under C:\Program Files\Dragon Age\packages\core\patch. If you want to be compatible with v1.02a, then it should suffice to stop merging after patch001.erf.&lt;br /&gt;
&lt;br /&gt;
Then you want to change the first three bytes for the GFX to CWS and change the file suffix to SWF.&lt;br /&gt;
Example Python script:&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
from __future__ import with_statement&lt;br /&gt;
# The first line is required if you get the following error when running the python script under 2.5.4/2.5.5&lt;br /&gt;
# SyntaxError: invalid syntax - with open(gfxPath, &amp;quot;rb+&amp;quot;) as gfxFile:&lt;br /&gt;
import glob&lt;br /&gt;
import os&lt;br /&gt;
import struct&lt;br /&gt;
&lt;br /&gt;
for gfxPath in glob.glob('*.gfx'):&lt;br /&gt;
	with open(gfxPath, &amp;quot;rb+&amp;quot;) as gfxFile:&lt;br /&gt;
		print(gfxPath)&lt;br /&gt;
		gfxFile.write(struct.pack('3s', &amp;quot;CWS&amp;quot;))&lt;br /&gt;
	os.rename(gfxPath, os.path.splitext(gfxPath)[0] + &amp;quot;.swf&amp;quot;) &lt;br /&gt;
		&lt;br /&gt;
line = input(&amp;quot;Press enter to exit.&amp;quot;)&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Obtain ActionScript Sources ===&lt;br /&gt;
&lt;br /&gt;
If you're using Sothink's tool, then here's an example of how you would quickly retrieve the ActionScript, if you've converted the GFX into SWFs as mentioned above. Do a multi-file export with all of the SWF files (merged to whichever patch version you wish). [http://i1002.photobucket.com/albums/af150/FollowTheGourd/sothink_swf.jpg Screen shot]&lt;br /&gt;
&lt;br /&gt;
=== Merge ActionScript Classes ===&lt;br /&gt;
&lt;br /&gt;
It's a good idea to create a single ActionScript library of all the game sources; that way you don't have to repeatedly make the same modifications for every SWF file that uses the same modified classes. As you'll see later when using the SWF injection method, that this doesn't make available all of the classes to every SWF file, but it's a way to avoid redundant editing.&lt;br /&gt;
&lt;br /&gt;
For instance, here's a embarrassingly quick and dirty way of doing it with a Python script:&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
from __future__ import with_statement&lt;br /&gt;
# The first line is required if you get the following error when running the python script under 2.5.4/2.5.5&lt;br /&gt;
# SyntaxError: invalid syntax - with open(gfxPath, &amp;quot;rb+&amp;quot;) as gfxFile:&lt;br /&gt;
# [Yes, this code probably sucks]&lt;br /&gt;
&lt;br /&gt;
import shutil&lt;br /&gt;
import os&lt;br /&gt;
import re&lt;br /&gt;
import zlib&lt;br /&gt;
&lt;br /&gt;
# Usage: have the batch exported ActionScript from the decompiler (say Sothink) in a dir called export. Then run this &lt;br /&gt;
# script at the same level as the export dir. It will create a C:\commonlib folder with the ActionScript merged into it.&lt;br /&gt;
# Left over in export is what you can import into a FlashDevelop project. You'll also want to make&lt;br /&gt;
# intrinsics out of export and commonlib, but commlib goes in the global classpath, while&lt;br /&gt;
# the appropriate export subfolder goes in the appropriate project classpath.&lt;br /&gt;
&lt;br /&gt;
mergedir = r'C:\commonlib'&lt;br /&gt;
scriptdict = {}&lt;br /&gt;
for dirpath, dirnames, filenames in os.walk('export'):&lt;br /&gt;
	print(dirpath)&lt;br /&gt;
	for junk in filter (lambda x: not x.endswith(&amp;quot;.as&amp;quot;), filenames):&lt;br /&gt;
		os.remove(os.path.join(dirpath, junk))&lt;br /&gt;
	for script in filter( lambda x : x.endswith(&amp;quot;.as&amp;quot;), filenames):&lt;br /&gt;
		scriptfile = open(os.path.join(dirpath, script))&lt;br /&gt;
		relativedir = re.sub(r'export\\[^\\]+\\?', '', dirpath)&lt;br /&gt;
		relativepath = os.path.join(relativedir, script)&lt;br /&gt;
		crc32 = zlib.crc32(scriptfile.read())&lt;br /&gt;
		scriptfile.close()&lt;br /&gt;
		sourcepath = os.path.join(dirpath, script)&lt;br /&gt;
		if relativepath in scriptdict:&lt;br /&gt;
			lastval = scriptdict[relativepath]&lt;br /&gt;
			if lastval['crc32'] == crc32:&lt;br /&gt;
				destdir = os.path.join(mergedir, relativedir)&lt;br /&gt;
				if os.path.exists(lastval['sourcepath']):&lt;br /&gt;
					os.remove(lastval['sourcepath'])&lt;br /&gt;
				if not os.path.exists(destdir):&lt;br /&gt;
					os.makedirs(destdir)&lt;br /&gt;
				#print(&amp;quot;move &amp;quot; + sourcepath + &amp;quot; to &amp;quot; + destdir)&lt;br /&gt;
				shutil.move(sourcepath, destdir)&lt;br /&gt;
			else:&lt;br /&gt;
				# There any many *Scene.as files that are the same&lt;br /&gt;
				# BUT there's an &amp;quot;emptyish&amp;quot; Scene.as used an as interface as well.&lt;br /&gt;
				# So you probably want Scene.as as common, but the other scenes as unique&lt;br /&gt;
				# even if they have the same name. Still throw if script is Scene.as but not if it ends with it.&lt;br /&gt;
				if not re.search(r'.Scene\.as$', script):&lt;br /&gt;
					raise Exception(&amp;quot;Same name, different CRC32: &amp;quot; + sourcepath)&lt;br /&gt;
		else:&lt;br /&gt;
			scriptdict[relativepath] = { 'crc32': crc32, 'sourcepath': sourcepath }&lt;br /&gt;
&lt;br /&gt;
# Find unique entries in SharedLibary, GUI, etc. Copy them over to commonlib but print out what we found.&lt;br /&gt;
# [Bit of a copy-pasta job here...]&lt;br /&gt;
for dirpath, dirnames, filenames in os.walk('export'):&lt;br /&gt;
	for script in filter (lambda x: x.endswith(&amp;quot;.as&amp;quot;), filenames):&lt;br /&gt;
		relativedir = re.sub(r'export\\[^\\]+\\?', '', dirpath)&lt;br /&gt;
		if relativedir == '':&lt;br /&gt;
			continue&lt;br /&gt;
		relativepath = os.path.join(relativedir, script)&lt;br /&gt;
		sourcepath = os.path.join(dirpath, script)&lt;br /&gt;
		destdir = os.path.join(mergedir, relativedir)&lt;br /&gt;
		if not os.path.exists(destdir):&lt;br /&gt;
			os.makedirs(destdir)&lt;br /&gt;
		print(&amp;quot;Unique commonlib: &amp;quot; + sourcepath)&lt;br /&gt;
		shutil.move(sourcepath, destdir)&lt;br /&gt;
&lt;br /&gt;
# Clean up empty dirs&lt;br /&gt;
for dirpath, dirnames, filenames in os.walk('export', topdown=False):&lt;br /&gt;
	for d in dirnames:&lt;br /&gt;
		try:&lt;br /&gt;
			os.rmdir(os.path.join(dirpath, d))&lt;br /&gt;
		except OSError:&lt;br /&gt;
			pass&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Making Modifications ==&lt;br /&gt;
=== Bugs and getting sources to compile ===&lt;br /&gt;
[ Note: this is mostly just copy and pasted from my post in another forum at the moment. It still needs some reworking to better explain things ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can first get the open source FlashDevelop IDE which comes with MTASC and the standard Flash library. If you have the SWFs and the ActionScript *.as files, then what you can do is create an empty ActionScript 2 project, in the project settings turn off &amp;quot;use main entry point&amp;quot; and under the project &amp;quot;injection&amp;quot; tab, point it to the SWF you want to update with your new ActionScript.&lt;br /&gt;
&lt;br /&gt;
You'll also want to update the project classpaths to point to your game's ActionScript library. Just in my experience, there seem to be some properties on some of the standard classes that would normally prevent the script from compiling - but in that case what you can do is modify the so-called intrinsic files to let the compiler know about them. E.g., you can add needed function and var declarations to the intrinsic class interfaces under C:\Program Files\FlashDevelop\Tools\mtasc.&lt;br /&gt;
&lt;br /&gt;
Also if you press Ctrl+J you'll get the type explorer where you can right click on a folder (that you've added to your classpath) and select &amp;quot;convert to intrinsic&amp;quot;. So this way you only need to compile the actual *.as file you're making changes to and keep the others around as intrinsics. Using the IDE's SWF injection I mentioned above will make it so you don't have to worry about recompiling everything.&lt;br /&gt;
&lt;br /&gt;
You'll probably get a bunch of warnings like &amp;quot;... needs the class &amp;lt;Whatever&amp;gt; which was not compiled&amp;quot; but that's just MTASC not liking how some class names are used outside of what you're compiling like in Flash registerObject calls.&lt;br /&gt;
&lt;br /&gt;
Now the bigger issue is that MTASC is pickier about things than Adobe's compiler. You'll often have to write this.varname or ClassName.varname instead of just varname, and MTASC doesn't like named *nested* functions. So you'll sometimes have to convert function FooBar() { ... } into something like &amp;quot;this.FooBar = function() { };&amp;quot; or &amp;quot;_root.FooBar = function() { };&amp;quot;. But also make sure that the variable for the function is a class member and not function-local or it'll just be a register or randomly named variable when compiled, or just not be available in the scope you need it to be.&lt;br /&gt;
&lt;br /&gt;
MTASC is also pickier about the scope of local variables. It may sound weird, but in ActionScript 2.0 a function-local variable is defined for the scope of the function - it doesn't matter if declared in an if-statement or in braces. But the MTASC compiler will enforce that you define the variable in a &amp;quot;proper&amp;quot; scope, so you may need to move where it's declared if you want things to compile. E.g., &amp;quot;if (foo) { var tmp = 1; } else { tmp = 2; }&amp;quot; won't fly with MTASC.&lt;br /&gt;
&lt;br /&gt;
Also it seems like MTASC doesn't like the global function &amp;quot;Array&amp;quot;, but doesn't mind if you use the constructor instead. E.g., I've had issues with var ar = Array(...), but var ar = new Array(...) works or you could use the square-bracket notation instead.&lt;br /&gt;
&lt;br /&gt;
Some other stuff... if you want multiple projects, just create the projects all in the same dir (but create folders if you want to separate stuff and adjust the project classpath accordingly).&lt;br /&gt;
Also, don't necessarily set &amp;quot;Always compile&amp;quot; for the *.as file or you might run into duplicate definition errors - things should get drawn in as needed, but I think you need to set it for classes in the original SWF you wish to update. That might be a little hit and miss at first, but you can always check to make sure your changes got in.&lt;br /&gt;
&lt;br /&gt;
Also, looking at the output in FLASM, MTASC might not generate the most blazing bytecode ever - but neither does Adobe's compiler. Just some things I noticed is that Adobe's will use function argument registers more than MTASC seems to... e.g., &amp;quot;push '_root'; getVariable&amp;quot; vs just a r:_root register.&lt;br /&gt;
&lt;br /&gt;
Another apparent annoyance with MTASC is that it doesn't seem to recognize some global variables (which you can confirm with flasm's output (push 'somevar'; getVariable). Workarounds include ''_global.someVariable'', or sometimes ''_root.someVariable'' as appropriate.&lt;br /&gt;
&lt;br /&gt;
One last thing... you may want to organize your *.as files so you combine the ones that are commonly used across different SWF files so you're not always having to edit multiple copies of SomeClass.as for each SWF that uses it.&lt;br /&gt;
&lt;br /&gt;
Also, I noticed a bug in sothink that I emailed them about: doubles are formatted as single-precision floating point. But some other tools, e.g., flare, get the value correctly. You might want to search your *.as files for &amp;quot;E-&amp;quot; and &amp;quot;E+&amp;quot; to look for these misformatted values if you're using it.&lt;br /&gt;
&lt;br /&gt;
EDIT: Here's a bug with Trillix I noticed, but they said it'll be fixed soon: if you have &amp;quot;var foo = this&amp;quot; and if a register is used for 'foo', then Trillix doesn't properly initialize the register... but instead just uses 'this' everywhere else. This causes problems if you needed that variable to choose between using 'this' and possibly another object. E.g., &amp;quot;var obj = this; if (something) { obj = someOtherObject; } someFunc.doIt(obj);&amp;quot; only works as long as &amp;quot;obj&amp;quot; is stored as a variable and not a register, which is up to the original compiler. In reply, they mentioned that you could work around that issue by turning off the &amp;quot;ActionScript 'Recover arguments' names&amp;quot; setting, which makes it a bit more difficult to keep track of function arguments, so it's less than ideal.&lt;br /&gt;
&lt;br /&gt;
=== Issues displaying custom MovieClip subclasses ===&lt;br /&gt;
'''Note:''' this tries to explain some of the issues, and isn't suggesting best practices. This is a bit rambling and should be presented with more concrete examples. Ideally it wouldn't be needed at all and we could use the Scaleform SDK to convert our SWFs into GFX, or we could splice in our own movieclip symbol tags into the GFX file.&lt;br /&gt;
&lt;br /&gt;
The simple issue is this: if it wasn't originally created in the Flash designer (also having a symbol in the Flash library), then you'll have a harder time of showing custom MovieClip objects through ActionScript alone. This would appear to be a bug, but speculatively, it could be for performance reasons.&lt;br /&gt;
&lt;br /&gt;
==== Using swfmill ====&lt;br /&gt;
This hasn't been thoroughly tested, but swfmill may be a simple way to add you own symbols. Use swfmill to convert the SWF into an XML file, edit it, and then use swfmill to convert it back. It appears to work, and even properly retains the non-standard SWF tags. For custom class behavior, you'll still need to make an ''Object.registerClass'' call to associate the library symbol with the class. If you do use this method, one thing to make sure of is that the embedded textures display properly, since they're being referred to using a non-standard SWF tag.&lt;br /&gt;
&lt;br /&gt;
==== createEmptyMovieClip method ====&lt;br /&gt;
So until splicing in tags becomes more streamlined, or some other method is found, then it may be easier to just create an empty movieclip and then populate the member fields using a mixin from another class or manually, although that's probably still less than ideal for classes that use the onLoad event. Another thing as mentioned below is the possibility of abusing prototype mechanics (which can be somewhat messy) or subclass an existing class to specialize the beha&lt;br /&gt;
&lt;br /&gt;
It would appear that the ''MovieClip'' method ''createEmptyMovieClip'' is of limited use unless you then load another movieclip (such as an icon image) into it or or do a ''beginFill ... endFill'' ('''fill-code''') for a few frames to define its dimensions, filling it for as many frames until, say, its '''_height''' property becomes non-zero. It's ugly, but works. Also, if you do a fill on an object in the library, then you actually affect its '''_xscale''' and '''_yscale''' by making the object stretch to fit into your fill. Ultimately, it'd probably be less of a hassle to alter the SWF file to insert your object. Because of having to rerun the code, you'll probably want to delay having to reload images or other intensive operations. You'll have to rerun the fill-code at least twice for this to work, timing alone doesn't matter as has been determined through trial and error.&lt;br /&gt;
&lt;br /&gt;
==== attachMovie method ====&lt;br /&gt;
Perhaps a simpler way is to use ''attachMovie'', although you'll have to find a pre-existing movieclip symbol that suites your needs, and if you want to change its default dimensions then you'll have to delay the fill-code for a few (let's say 150 or so since the scene began) frames after the game loads until it actually works. '''NOTE:''' Reconfirm this is actually necessary instead of just being able to set the _height/_width/_xscale/_yscale, although you may still need to delay setting those for the change to take effect. This way you shouldn't have to keep rerunning the fill-code as with the above ''createEmptyMovieClip'' method. This whole delay business is probably more of an issue in UI elements that are on the HUD instead of selected later from the navbar. You can probably check for when you've waited enough frames by running some simple fill-code on an empty movieclip and checking whether the '''_height''' property changes. &lt;br /&gt;
E.g., the PieCooldown symbol exists in the quickbar.swf file and isn't the worst choice for an empty MovieClip. You can use programs like swix, swfmill, and probably others to find simple objects without much embedded graphics.&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
private static var EMPTYMC_LINKID:String = &amp;quot;PieCooldown&amp;quot;;	&lt;br /&gt;
var mc:MovieClip = someClip_mc.attachMovie(EMPTYMC_LINKID, &amp;quot;SomeName_mc&amp;quot;, someClip_mc.getNextHighestDepth(), {_x:10, _y:10});&lt;br /&gt;
&lt;br /&gt;
// Changing the default dimensions of &amp;quot;PieCooldown&amp;quot;&lt;br /&gt;
// Although you can probably just change the _height, _width or scales after the&lt;br /&gt;
// needed delay instead, unlike with the createEmptyMovieClip method apparently.&lt;br /&gt;
// Also not really necessary if you just want to use it as an invisible container,&lt;br /&gt;
// since other items can be positioned outside of it, relative to its local &lt;br /&gt;
// coordinates.&lt;br /&gt;
with(mc)&lt;br /&gt;
{&lt;br /&gt;
   beginFill(0, 0); // alpha is zero.&lt;br /&gt;
   moveTo(0, 0);&lt;br /&gt;
   lineTo(21, 0);&lt;br /&gt;
   lineTo(21, 21);&lt;br /&gt;
   lineTo(0, 21);&lt;br /&gt;
   endFill();	&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game's script sources also come with a ''MovieUtils'' class, which has a wrapper around ''attachMovie''. This can be useful to create an instance of a library symbol in the SWF file and use it instead for another purpose. &lt;br /&gt;
&lt;br /&gt;
Other useful workaround would be abusing prototype mechanics of ActionScript to give an already existing class other behavior if desired, and can be switched using a custom argument for the initObject during the attachMovie call. This way you don't have to edit the actual class file, if making it recompile is problematic or time consuming. Although this is a kludge method of doing it.&lt;br /&gt;
&lt;br /&gt;
Also of note is that ''Object.registerClass'' or the so-called [http://www.google.com/search?hl=en&amp;amp;source=hp&amp;amp;q=attachMovie+__packages+trick __Packages trick] won't really get you anywhere either. You'll be able to create the MovieClip subclass, but it won't display properly (or just differently) without the above-mentioned tricks.&lt;br /&gt;
&lt;br /&gt;
Creating a subclass of an existing class that's registered with ''Object.registerClass'' may also be a convenient way to customize class behavior without having to recompile the base class if you then change the registerClass call to use the subclass.&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=UI_Tutorial_(draft)&amp;diff=13408</id>
		<title>UI Tutorial (draft)</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=UI_Tutorial_(draft)&amp;diff=13408"/>
				<updated>2010-08-31T03:19:07Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: Added code to correct syntax error on versions earlier than 2.6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Author's note''': STILL A WORK IN PROGRESS - FIRST DUMPING INFORMATION OUT, THEN I'LL FORMAT AND SECTION IT OFF BETTER. This isn't a very good tutorial, but as I said, I'm just trying to get the information out there and I'm slow to update this. Also, it may be simpler now that the UDK has support for GFX files, but I don't know the cross-licensing or technical situation on that right now.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The UI files are basically just version 8 Adobe Flash files, but extended with some extra properties and image handling (they even use nonstandard tags in the SWF for that). GFX files supposedly have more optimized fonts and who really knows what else, but you shouldn't have to worry about font embedding in Dragon Age.&lt;br /&gt;
&lt;br /&gt;
This means they use the older ActionScript 2.0, which you can find some learning resources on here [http://download.macromedia.com/pub/documentation/en/flash/fl8/fl8_learning_as2.pdf fl8_learning_as2.pdf] and here [http://livedocs.adobe.com/flash/9.0/main/flash_as2_learning.pdf flash_as2_learning.pdf], among other places scattered on the web. You can download the API reference, but a decent online location is [http://flash-reference.icod.de/ here] (faster than Adobe's site I find).&lt;br /&gt;
&lt;br /&gt;
=== Other information sources ===&lt;br /&gt;
There's a woefully incomplete GUI category on the wiki here [[:Category:GUI]]. It was an early effort at detailing some of the class specifics in the UI files. There are a lot of stubs, but some classes are more detailed.&lt;br /&gt;
&lt;br /&gt;
There's also a long-standing draft article on the profile page here [[User:FollowTheGourd]] about the conversation UI. It could also be ammended to explain things like 800x600 is treated as if it were 1024x768, and that the cutscene bars actually have a negative hight if the screen width is much longer than the screen height, as seen with Eyefinity display setups.&lt;br /&gt;
&lt;br /&gt;
Another thing to realize is the game's aspect ratio correction and how one resolution in window mode will get stretched to fill your screen space in fullscreen mode. So then there's a difference between the Stage (Flash term) width and height and the video settings which you can access using the ExternalCommands ActionScript class.&lt;br /&gt;
&lt;br /&gt;
== Toolchain ==&lt;br /&gt;
&lt;br /&gt;
[http://www.flashdevelop.org/ FlashDevelop IDE.]&lt;br /&gt;
etc&lt;br /&gt;
&lt;br /&gt;
== Organizing Sources ==&lt;br /&gt;
&lt;br /&gt;
Obtain an ActionScript 2.0 decompiler such as Sothink or Trillix. Each has their shortcomings and will require further post-processing. Sothink's ActionScript output will probably require more work to make compile with MTASC, but Trillix's output seems to have some stranger bugs I'll mention later, which makes me more hesitant to recommend it. Sothink's tool still seems to have an issue formatting double-precision values as single-precision, as detailed in the section below. [http://www.nowrap.de/flare.html Flare] is also a nice free tool to compare output against, but it unfortunately isn't in a format that you can simply recompile.&lt;br /&gt;
&lt;br /&gt;
[http://www.nowrap.de/flasm.html Flasm] is also a useful tool if you wish to examine the p-code directly (as a debug or learning aid perhaps), or even modify it that way.&lt;br /&gt;
&lt;br /&gt;
=== GFX to SWF ===&lt;br /&gt;
&lt;br /&gt;
If you want your changes to be compatible with a certain or the latest game patch, then you'll also have to first merge the appropriate [[GFX]] files. For example, to be compatible with game v1.03, you'll first need to extract the GFX files from guiexport.erf, and then from the patch000.erf, patch001.erf, and patch002.erf files found under C:\Program Files\Dragon Age\packages\core\patch. If you want to be compatible with v1.02a, then it should suffice to stop merging after patch001.erf.&lt;br /&gt;
&lt;br /&gt;
Then you want to change the first three bytes for the GFX to CWS and change the file suffix to SWF.&lt;br /&gt;
Example Python script:&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
# The first line is required if you get the following error when running the python script under 2.5.4/2.5.5&lt;br /&gt;
# SyntaxError: invalid syntax - with open(gfxPath, &amp;quot;rb+&amp;quot;) as gfxFile:&lt;br /&gt;
from __future__ import with_statement&lt;br /&gt;
import glob&lt;br /&gt;
import os&lt;br /&gt;
import struct&lt;br /&gt;
&lt;br /&gt;
for gfxPath in glob.glob('*.gfx'):&lt;br /&gt;
	with open(gfxPath, &amp;quot;rb+&amp;quot;) as gfxFile:&lt;br /&gt;
		print(gfxPath)&lt;br /&gt;
		gfxFile.write(struct.pack('3s', &amp;quot;CWS&amp;quot;))&lt;br /&gt;
	os.rename(gfxPath, os.path.splitext(gfxPath)[0] + &amp;quot;.swf&amp;quot;) &lt;br /&gt;
		&lt;br /&gt;
line = input(&amp;quot;Press enter to exit.&amp;quot;)&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Obtain ActionScript Sources ===&lt;br /&gt;
&lt;br /&gt;
If you're using Sothink's tool, then here's an example of how you would quickly retrieve the ActionScript, if you've converted the GFX into SWFs as mentioned above. Do a multi-file export with all of the SWF files (merged to whichever patch version you wish). [http://i1002.photobucket.com/albums/af150/FollowTheGourd/sothink_swf.jpg Screen shot]&lt;br /&gt;
&lt;br /&gt;
=== Merge ActionScript Classes ===&lt;br /&gt;
&lt;br /&gt;
It's a good idea to create a single ActionScript library of all the game sources; that way you don't have to repeatedly make the same modifications for every SWF file that uses the same modified classes. As you'll see later when using the SWF injection method, that this doesn't make available all of the classes to every SWF file, but it's a way to avoid redundant editing.&lt;br /&gt;
&lt;br /&gt;
For instance, here's a embarrassingly quick and dirty way of doing it with a Python script:&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
from __future__ import with_statement&lt;br /&gt;
# The first line is required if you get the following error when running the python script under 2.5.4/2.5.5&lt;br /&gt;
# SyntaxError: invalid syntax - with open(gfxPath, &amp;quot;rb+&amp;quot;) as gfxFile:&lt;br /&gt;
# [Yes, this code probably sucks]&lt;br /&gt;
&lt;br /&gt;
import shutil&lt;br /&gt;
import os&lt;br /&gt;
import re&lt;br /&gt;
import zlib&lt;br /&gt;
&lt;br /&gt;
# Usage: have the batch exported ActionScript from the decompiler (say Sothink) in a dir called export. Then run this &lt;br /&gt;
# script at the same level as the export dir. It will create a C:\commonlib folder with the ActionScript merged into it.&lt;br /&gt;
# Left over in export is what you can import into a FlashDevelop project. You'll also want to make&lt;br /&gt;
# intrinsics out of export and commonlib, but commlib goes in the global classpath, while&lt;br /&gt;
# the appropriate export subfolder goes in the appropriate project classpath.&lt;br /&gt;
&lt;br /&gt;
mergedir = r'C:\commonlib'&lt;br /&gt;
scriptdict = {}&lt;br /&gt;
for dirpath, dirnames, filenames in os.walk('export'):&lt;br /&gt;
	print(dirpath)&lt;br /&gt;
	for junk in filter (lambda x: not x.endswith(&amp;quot;.as&amp;quot;), filenames):&lt;br /&gt;
		os.remove(os.path.join(dirpath, junk))&lt;br /&gt;
	for script in filter( lambda x : x.endswith(&amp;quot;.as&amp;quot;), filenames):&lt;br /&gt;
		scriptfile = open(os.path.join(dirpath, script))&lt;br /&gt;
		relativedir = re.sub(r'export\\[^\\]+\\?', '', dirpath)&lt;br /&gt;
		relativepath = os.path.join(relativedir, script)&lt;br /&gt;
		crc32 = zlib.crc32(scriptfile.read())&lt;br /&gt;
		scriptfile.close()&lt;br /&gt;
		sourcepath = os.path.join(dirpath, script)&lt;br /&gt;
		if relativepath in scriptdict:&lt;br /&gt;
			lastval = scriptdict[relativepath]&lt;br /&gt;
			if lastval['crc32'] == crc32:&lt;br /&gt;
				destdir = os.path.join(mergedir, relativedir)&lt;br /&gt;
				if os.path.exists(lastval['sourcepath']):&lt;br /&gt;
					os.remove(lastval['sourcepath'])&lt;br /&gt;
				if not os.path.exists(destdir):&lt;br /&gt;
					os.makedirs(destdir)&lt;br /&gt;
				#print(&amp;quot;move &amp;quot; + sourcepath + &amp;quot; to &amp;quot; + destdir)&lt;br /&gt;
				shutil.move(sourcepath, destdir)&lt;br /&gt;
			else:&lt;br /&gt;
				# There any many *Scene.as files that are the same&lt;br /&gt;
				# BUT there's an &amp;quot;emptyish&amp;quot; Scene.as used an as interface as well.&lt;br /&gt;
				# So you probably want Scene.as as common, but the other scenes as unique&lt;br /&gt;
				# even if they have the same name. Still throw if script is Scene.as but not if it ends with it.&lt;br /&gt;
				if not re.search(r'.Scene\.as$', script):&lt;br /&gt;
					raise Exception(&amp;quot;Same name, different CRC32: &amp;quot; + sourcepath)&lt;br /&gt;
		else:&lt;br /&gt;
			scriptdict[relativepath] = { 'crc32': crc32, 'sourcepath': sourcepath }&lt;br /&gt;
&lt;br /&gt;
# Find unique entries in SharedLibary, GUI, etc. Copy them over to commonlib but print out what we found.&lt;br /&gt;
# [Bit of a copy-pasta job here...]&lt;br /&gt;
for dirpath, dirnames, filenames in os.walk('export'):&lt;br /&gt;
	for script in filter (lambda x: x.endswith(&amp;quot;.as&amp;quot;), filenames):&lt;br /&gt;
		relativedir = re.sub(r'export\\[^\\]+\\?', '', dirpath)&lt;br /&gt;
		if relativedir == '':&lt;br /&gt;
			continue&lt;br /&gt;
		relativepath = os.path.join(relativedir, script)&lt;br /&gt;
		sourcepath = os.path.join(dirpath, script)&lt;br /&gt;
		destdir = os.path.join(mergedir, relativedir)&lt;br /&gt;
		if not os.path.exists(destdir):&lt;br /&gt;
			os.makedirs(destdir)&lt;br /&gt;
		print(&amp;quot;Unique commonlib: &amp;quot; + sourcepath)&lt;br /&gt;
		shutil.move(sourcepath, destdir)&lt;br /&gt;
&lt;br /&gt;
# Clean up empty dirs&lt;br /&gt;
for dirpath, dirnames, filenames in os.walk('export', topdown=False):&lt;br /&gt;
	for d in dirnames:&lt;br /&gt;
		try:&lt;br /&gt;
			os.rmdir(os.path.join(dirpath, d))&lt;br /&gt;
		except OSError:&lt;br /&gt;
			pass&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Making Modifications ==&lt;br /&gt;
=== Bugs and getting sources to compile ===&lt;br /&gt;
[ Note: this is mostly just copy and pasted from my post in another forum at the moment. It still needs some reworking to better explain things ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can first get the open source FlashDevelop IDE which comes with MTASC and the standard Flash library. If you have the SWFs and the ActionScript *.as files, then what you can do is create an empty ActionScript 2 project, in the project settings turn off &amp;quot;use main entry point&amp;quot; and under the project &amp;quot;injection&amp;quot; tab, point it to the SWF you want to update with your new ActionScript.&lt;br /&gt;
&lt;br /&gt;
You'll also want to update the project classpaths to point to your game's ActionScript library. Just in my experience, there seem to be some properties on some of the standard classes that would normally prevent the script from compiling - but in that case what you can do is modify the so-called intrinsic files to let the compiler know about them. E.g., you can add needed function and var declarations to the intrinsic class interfaces under C:\Program Files\FlashDevelop\Tools\mtasc.&lt;br /&gt;
&lt;br /&gt;
Also if you press Ctrl+J you'll get the type explorer where you can right click on a folder (that you've added to your classpath) and select &amp;quot;convert to intrinsic&amp;quot;. So this way you only need to compile the actual *.as file you're making changes to and keep the others around as intrinsics. Using the IDE's SWF injection I mentioned above will make it so you don't have to worry about recompiling everything.&lt;br /&gt;
&lt;br /&gt;
You'll probably get a bunch of warnings like &amp;quot;... needs the class &amp;lt;Whatever&amp;gt; which was not compiled&amp;quot; but that's just MTASC not liking how some class names are used outside of what you're compiling like in Flash registerObject calls.&lt;br /&gt;
&lt;br /&gt;
Now the bigger issue is that MTASC is pickier about things than Adobe's compiler. You'll often have to write this.varname or ClassName.varname instead of just varname, and MTASC doesn't like named *nested* functions. So you'll sometimes have to convert function FooBar() { ... } into something like &amp;quot;this.FooBar = function() { };&amp;quot; or &amp;quot;_root.FooBar = function() { };&amp;quot;. But also make sure that the variable for the function is a class member and not function-local or it'll just be a register or randomly named variable when compiled, or just not be available in the scope you need it to be.&lt;br /&gt;
&lt;br /&gt;
MTASC is also pickier about the scope of local variables. It may sound weird, but in ActionScript 2.0 a function-local variable is defined for the scope of the function - it doesn't matter if declared in an if-statement or in braces. But the MTASC compiler will enforce that you define the variable in a &amp;quot;proper&amp;quot; scope, so you may need to move where it's declared if you want things to compile. E.g., &amp;quot;if (foo) { var tmp = 1; } else { tmp = 2; }&amp;quot; won't fly with MTASC.&lt;br /&gt;
&lt;br /&gt;
Also it seems like MTASC doesn't like the global function &amp;quot;Array&amp;quot;, but doesn't mind if you use the constructor instead. E.g., I've had issues with var ar = Array(...), but var ar = new Array(...) works or you could use the square-bracket notation instead.&lt;br /&gt;
&lt;br /&gt;
Some other stuff... if you want multiple projects, just create the projects all in the same dir (but create folders if you want to separate stuff and adjust the project classpath accordingly).&lt;br /&gt;
Also, don't necessarily set &amp;quot;Always compile&amp;quot; for the *.as file or you might run into duplicate definition errors - things should get drawn in as needed, but I think you need to set it for classes in the original SWF you wish to update. That might be a little hit and miss at first, but you can always check to make sure your changes got in.&lt;br /&gt;
&lt;br /&gt;
Also, looking at the output in FLASM, MTASC might not generate the most blazing bytecode ever - but neither does Adobe's compiler. Just some things I noticed is that Adobe's will use function argument registers more than MTASC seems to... e.g., &amp;quot;push '_root'; getVariable&amp;quot; vs just a r:_root register.&lt;br /&gt;
&lt;br /&gt;
Another apparent annoyance with MTASC is that it doesn't seem to recognize some global variables (which you can confirm with flasm's output (push 'somevar'; getVariable). Workarounds include ''_global.someVariable'', or sometimes ''_root.someVariable'' as appropriate.&lt;br /&gt;
&lt;br /&gt;
One last thing... you may want to organize your *.as files so you combine the ones that are commonly used across different SWF files so you're not always having to edit multiple copies of SomeClass.as for each SWF that uses it.&lt;br /&gt;
&lt;br /&gt;
Also, I noticed a bug in sothink that I emailed them about: doubles are formatted as single-precision floating point. But some other tools, e.g., flare, get the value correctly. You might want to search your *.as files for &amp;quot;E-&amp;quot; and &amp;quot;E+&amp;quot; to look for these misformatted values if you're using it.&lt;br /&gt;
&lt;br /&gt;
EDIT: Here's a bug with Trillix I noticed, but they said it'll be fixed soon: if you have &amp;quot;var foo = this&amp;quot; and if a register is used for 'foo', then Trillix doesn't properly initialize the register... but instead just uses 'this' everywhere else. This causes problems if you needed that variable to choose between using 'this' and possibly another object. E.g., &amp;quot;var obj = this; if (something) { obj = someOtherObject; } someFunc.doIt(obj);&amp;quot; only works as long as &amp;quot;obj&amp;quot; is stored as a variable and not a register, which is up to the original compiler. In reply, they mentioned that you could work around that issue by turning off the &amp;quot;ActionScript 'Recover arguments' names&amp;quot; setting, which makes it a bit more difficult to keep track of function arguments, so it's less than ideal.&lt;br /&gt;
&lt;br /&gt;
=== Issues displaying custom MovieClip subclasses ===&lt;br /&gt;
'''Note:''' this tries to explain some of the issues, and isn't suggesting best practices. This is a bit rambling and should be presented with more concrete examples. Ideally it wouldn't be needed at all and we could use the Scaleform SDK to convert our SWFs into GFX, or we could splice in our own movieclip symbol tags into the GFX file.&lt;br /&gt;
&lt;br /&gt;
The simple issue is this: if it wasn't originally created in the Flash designer (also having a symbol in the Flash library), then you'll have a harder time of showing custom MovieClip objects through ActionScript alone. This would appear to be a bug, but speculatively, it could be for performance reasons.&lt;br /&gt;
&lt;br /&gt;
==== Using swfmill ====&lt;br /&gt;
This hasn't been thoroughly tested, but swfmill may be a simple way to add you own symbols. Use swfmill to convert the SWF into an XML file, edit it, and then use swfmill to convert it back. It appears to work, and even properly retains the non-standard SWF tags. For custom class behavior, you'll still need to make an ''Object.registerClass'' call to associate the library symbol with the class. If you do use this method, one thing to make sure of is that the embedded textures display properly, since they're being referred to using a non-standard SWF tag.&lt;br /&gt;
&lt;br /&gt;
==== createEmptyMovieClip method ====&lt;br /&gt;
So until splicing in tags becomes more streamlined, or some other method is found, then it may be easier to just create an empty movieclip and then populate the member fields using a mixin from another class or manually, although that's probably still less than ideal for classes that use the onLoad event. Another thing as mentioned below is the possibility of abusing prototype mechanics (which can be somewhat messy) or subclass an existing class to specialize the beha&lt;br /&gt;
&lt;br /&gt;
It would appear that the ''MovieClip'' method ''createEmptyMovieClip'' is of limited use unless you then load another movieclip (such as an icon image) into it or or do a ''beginFill ... endFill'' ('''fill-code''') for a few frames to define its dimensions, filling it for as many frames until, say, its '''_height''' property becomes non-zero. It's ugly, but works. Also, if you do a fill on an object in the library, then you actually affect its '''_xscale''' and '''_yscale''' by making the object stretch to fit into your fill. Ultimately, it'd probably be less of a hassle to alter the SWF file to insert your object. Because of having to rerun the code, you'll probably want to delay having to reload images or other intensive operations. You'll have to rerun the fill-code at least twice for this to work, timing alone doesn't matter as has been determined through trial and error.&lt;br /&gt;
&lt;br /&gt;
==== attachMovie method ====&lt;br /&gt;
Perhaps a simpler way is to use ''attachMovie'', although you'll have to find a pre-existing movieclip symbol that suites your needs, and if you want to change its default dimensions then you'll have to delay the fill-code for a few (let's say 150 or so since the scene began) frames after the game loads until it actually works. '''NOTE:''' Reconfirm this is actually necessary instead of just being able to set the _height/_width/_xscale/_yscale, although you may still need to delay setting those for the change to take effect. This way you shouldn't have to keep rerunning the fill-code as with the above ''createEmptyMovieClip'' method. This whole delay business is probably more of an issue in UI elements that are on the HUD instead of selected later from the navbar. You can probably check for when you've waited enough frames by running some simple fill-code on an empty movieclip and checking whether the '''_height''' property changes. &lt;br /&gt;
E.g., the PieCooldown symbol exists in the quickbar.swf file and isn't the worst choice for an empty MovieClip. You can use programs like swix, swfmill, and probably others to find simple objects without much embedded graphics.&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
private static var EMPTYMC_LINKID:String = &amp;quot;PieCooldown&amp;quot;;	&lt;br /&gt;
var mc:MovieClip = someClip_mc.attachMovie(EMPTYMC_LINKID, &amp;quot;SomeName_mc&amp;quot;, someClip_mc.getNextHighestDepth(), {_x:10, _y:10});&lt;br /&gt;
&lt;br /&gt;
// Changing the default dimensions of &amp;quot;PieCooldown&amp;quot;&lt;br /&gt;
// Although you can probably just change the _height, _width or scales after the&lt;br /&gt;
// needed delay instead, unlike with the createEmptyMovieClip method apparently.&lt;br /&gt;
// Also not really necessary if you just want to use it as an invisible container,&lt;br /&gt;
// since other items can be positioned outside of it, relative to its local &lt;br /&gt;
// coordinates.&lt;br /&gt;
with(mc)&lt;br /&gt;
{&lt;br /&gt;
   beginFill(0, 0); // alpha is zero.&lt;br /&gt;
   moveTo(0, 0);&lt;br /&gt;
   lineTo(21, 0);&lt;br /&gt;
   lineTo(21, 21);&lt;br /&gt;
   lineTo(0, 21);&lt;br /&gt;
   endFill();	&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game's script sources also come with a ''MovieUtils'' class, which has a wrapper around ''attachMovie''. This can be useful to create an instance of a library symbol in the SWF file and use it instead for another purpose. &lt;br /&gt;
&lt;br /&gt;
Other useful workaround would be abusing prototype mechanics of ActionScript to give an already existing class other behavior if desired, and can be switched using a custom argument for the initObject during the attachMovie call. This way you don't have to edit the actual class file, if making it recompile is problematic or time consuming. Although this is a kludge method of doing it.&lt;br /&gt;
&lt;br /&gt;
Also of note is that ''Object.registerClass'' or the so-called [http://www.google.com/search?hl=en&amp;amp;source=hp&amp;amp;q=attachMovie+__packages+trick __Packages trick] won't really get you anywhere either. You'll be able to create the MovieClip subclass, but it won't display properly (or just differently) without the above-mentioned tricks.&lt;br /&gt;
&lt;br /&gt;
Creating a subclass of an existing class that's registered with ''Object.registerClass'' may also be a convenient way to customize class behavior without having to recompile the base class if you then change the registerClass call to use the subclass.&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=UI_Tutorial_(draft)&amp;diff=13407</id>
		<title>UI Tutorial (draft)</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=UI_Tutorial_(draft)&amp;diff=13407"/>
				<updated>2010-08-31T02:51:31Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: Added code to correct syntax error on versions earlier than 2.6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Author's note''': STILL A WORK IN PROGRESS - FIRST DUMPING INFORMATION OUT, THEN I'LL FORMAT AND SECTION IT OFF BETTER. This isn't a very good tutorial, but as I said, I'm just trying to get the information out there and I'm slow to update this. Also, it may be simpler now that the UDK has support for GFX files, but I don't know the cross-licensing or technical situation on that right now.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The UI files are basically just version 8 Adobe Flash files, but extended with some extra properties and image handling (they even use nonstandard tags in the SWF for that). GFX files supposedly have more optimized fonts and who really knows what else, but you shouldn't have to worry about font embedding in Dragon Age.&lt;br /&gt;
&lt;br /&gt;
This means they use the older ActionScript 2.0, which you can find some learning resources on here [http://download.macromedia.com/pub/documentation/en/flash/fl8/fl8_learning_as2.pdf fl8_learning_as2.pdf] and here [http://livedocs.adobe.com/flash/9.0/main/flash_as2_learning.pdf flash_as2_learning.pdf], among other places scattered on the web. You can download the API reference, but a decent online location is [http://flash-reference.icod.de/ here] (faster than Adobe's site I find).&lt;br /&gt;
&lt;br /&gt;
=== Other information sources ===&lt;br /&gt;
There's a woefully incomplete GUI category on the wiki here [[:Category:GUI]]. It was an early effort at detailing some of the class specifics in the UI files. There are a lot of stubs, but some classes are more detailed.&lt;br /&gt;
&lt;br /&gt;
There's also a long-standing draft article on the profile page here [[User:FollowTheGourd]] about the conversation UI. It could also be ammended to explain things like 800x600 is treated as if it were 1024x768, and that the cutscene bars actually have a negative hight if the screen width is much longer than the screen height, as seen with Eyefinity display setups.&lt;br /&gt;
&lt;br /&gt;
Another thing to realize is the game's aspect ratio correction and how one resolution in window mode will get stretched to fill your screen space in fullscreen mode. So then there's a difference between the Stage (Flash term) width and height and the video settings which you can access using the ExternalCommands ActionScript class.&lt;br /&gt;
&lt;br /&gt;
== Toolchain ==&lt;br /&gt;
&lt;br /&gt;
[http://www.flashdevelop.org/ FlashDevelop IDE.]&lt;br /&gt;
etc&lt;br /&gt;
&lt;br /&gt;
== Organizing Sources ==&lt;br /&gt;
&lt;br /&gt;
Obtain an ActionScript 2.0 decompiler such as Sothink or Trillix. Each has their shortcomings and will require further post-processing. Sothink's ActionScript output will probably require more work to make compile with MTASC, but Trillix's output seems to have some stranger bugs I'll mention later, which makes me more hesitant to recommend it. Sothink's tool still seems to have an issue formatting double-precision values as single-precision, as detailed in the section below. [http://www.nowrap.de/flare.html Flare] is also a nice free tool to compare output against, but it unfortunately isn't in a format that you can simply recompile.&lt;br /&gt;
&lt;br /&gt;
[http://www.nowrap.de/flasm.html Flasm] is also a useful tool if you wish to examine the p-code directly (as a debug or learning aid perhaps), or even modify it that way.&lt;br /&gt;
&lt;br /&gt;
=== GFX to SWF ===&lt;br /&gt;
&lt;br /&gt;
If you want your changes to be compatible with a certain or the latest game patch, then you'll also have to first merge the appropriate [[GFX]] files. For example, to be compatible with game v1.03, you'll first need to extract the GFX files from guiexport.erf, and then from the patch000.erf, patch001.erf, and patch002.erf files found under C:\Program Files\Dragon Age\packages\core\patch. If you want to be compatible with v1.02a, then it should suffice to stop merging after patch001.erf.&lt;br /&gt;
&lt;br /&gt;
Then you want to change the first three bytes for the GFX to CWS and change the file suffix to SWF.&lt;br /&gt;
Example Python script:&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
# The first line is required if you get the following error when running the python script under 2.5.4/2.5.5&lt;br /&gt;
# SyntaxError: invalid syntax - with open(gfxPath, &amp;quot;rb+&amp;quot;) as gfxFile:&lt;br /&gt;
from __future__ import with_statement&lt;br /&gt;
import glob&lt;br /&gt;
import os&lt;br /&gt;
import struct&lt;br /&gt;
&lt;br /&gt;
for gfxPath in glob.glob('*.gfx'):&lt;br /&gt;
	with open(gfxPath, &amp;quot;rb+&amp;quot;) as gfxFile:&lt;br /&gt;
		print(gfxPath)&lt;br /&gt;
		gfxFile.write(struct.pack('3s', &amp;quot;CWS&amp;quot;))&lt;br /&gt;
	os.rename(gfxPath, os.path.splitext(gfxPath)[0] + &amp;quot;.swf&amp;quot;) &lt;br /&gt;
		&lt;br /&gt;
line = input(&amp;quot;Press enter to exit.&amp;quot;)&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Obtain ActionScript Sources ===&lt;br /&gt;
&lt;br /&gt;
If you're using Sothink's tool, then here's an example of how you would quickly retrieve the ActionScript, if you've converted the GFX into SWFs as mentioned above. Do a multi-file export with all of the SWF files (merged to whichever patch version you wish). [http://i1002.photobucket.com/albums/af150/FollowTheGourd/sothink_swf.jpg Screen shot]&lt;br /&gt;
&lt;br /&gt;
=== Merge ActionScript Classes ===&lt;br /&gt;
&lt;br /&gt;
It's a good idea to create a single ActionScript library of all the game sources; that way you don't have to repeatedly make the same modifications for every SWF file that uses the same modified classes. As you'll see later when using the SWF injection method, that this doesn't make available all of the classes to every SWF file, but it's a way to avoid redundant editing.&lt;br /&gt;
&lt;br /&gt;
For instance, here's a embarrassingly quick and dirty way of doing it with a Python script:&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# [Yes, this code probably sucks]&lt;br /&gt;
&lt;br /&gt;
import shutil&lt;br /&gt;
import os&lt;br /&gt;
import re&lt;br /&gt;
import zlib&lt;br /&gt;
&lt;br /&gt;
# Usage: have the batch exported ActionScript from the decompiler (say Sothink) in a dir called export. Then run this &lt;br /&gt;
# script at the same level as the export dir. It will create a C:\commonlib folder with the ActionScript merged into it.&lt;br /&gt;
# Left over in export is what you can import into a FlashDevelop project. You'll also want to make&lt;br /&gt;
# intrinsics out of export and commonlib, but commlib goes in the global classpath, while&lt;br /&gt;
# the appropriate export subfolder goes in the appropriate project classpath.&lt;br /&gt;
&lt;br /&gt;
mergedir = r'C:\commonlib'&lt;br /&gt;
scriptdict = {}&lt;br /&gt;
for dirpath, dirnames, filenames in os.walk('export'):&lt;br /&gt;
	print(dirpath)&lt;br /&gt;
	for junk in filter (lambda x: not x.endswith(&amp;quot;.as&amp;quot;), filenames):&lt;br /&gt;
		os.remove(os.path.join(dirpath, junk))&lt;br /&gt;
	for script in filter( lambda x : x.endswith(&amp;quot;.as&amp;quot;), filenames):&lt;br /&gt;
		scriptfile = open(os.path.join(dirpath, script))&lt;br /&gt;
		relativedir = re.sub(r'export\\[^\\]+\\?', '', dirpath)&lt;br /&gt;
		relativepath = os.path.join(relativedir, script)&lt;br /&gt;
		crc32 = zlib.crc32(scriptfile.read())&lt;br /&gt;
		scriptfile.close()&lt;br /&gt;
		sourcepath = os.path.join(dirpath, script)&lt;br /&gt;
		if relativepath in scriptdict:&lt;br /&gt;
			lastval = scriptdict[relativepath]&lt;br /&gt;
			if lastval['crc32'] == crc32:&lt;br /&gt;
				destdir = os.path.join(mergedir, relativedir)&lt;br /&gt;
				if os.path.exists(lastval['sourcepath']):&lt;br /&gt;
					os.remove(lastval['sourcepath'])&lt;br /&gt;
				if not os.path.exists(destdir):&lt;br /&gt;
					os.makedirs(destdir)&lt;br /&gt;
				#print(&amp;quot;move &amp;quot; + sourcepath + &amp;quot; to &amp;quot; + destdir)&lt;br /&gt;
				shutil.move(sourcepath, destdir)&lt;br /&gt;
			else:&lt;br /&gt;
				# There any many *Scene.as files that are the same&lt;br /&gt;
				# BUT there's an &amp;quot;emptyish&amp;quot; Scene.as used an as interface as well.&lt;br /&gt;
				# So you probably want Scene.as as common, but the other scenes as unique&lt;br /&gt;
				# even if they have the same name. Still throw if script is Scene.as but not if it ends with it.&lt;br /&gt;
				if not re.search(r'.Scene\.as$', script):&lt;br /&gt;
					raise Exception(&amp;quot;Same name, different CRC32: &amp;quot; + sourcepath)&lt;br /&gt;
		else:&lt;br /&gt;
			scriptdict[relativepath] = { 'crc32': crc32, 'sourcepath': sourcepath }&lt;br /&gt;
&lt;br /&gt;
# Find unique entries in SharedLibary, GUI, etc. Copy them over to commonlib but print out what we found.&lt;br /&gt;
# [Bit of a copy-pasta job here...]&lt;br /&gt;
for dirpath, dirnames, filenames in os.walk('export'):&lt;br /&gt;
	for script in filter (lambda x: x.endswith(&amp;quot;.as&amp;quot;), filenames):&lt;br /&gt;
		relativedir = re.sub(r'export\\[^\\]+\\?', '', dirpath)&lt;br /&gt;
		if relativedir == '':&lt;br /&gt;
			continue&lt;br /&gt;
		relativepath = os.path.join(relativedir, script)&lt;br /&gt;
		sourcepath = os.path.join(dirpath, script)&lt;br /&gt;
		destdir = os.path.join(mergedir, relativedir)&lt;br /&gt;
		if not os.path.exists(destdir):&lt;br /&gt;
			os.makedirs(destdir)&lt;br /&gt;
		print(&amp;quot;Unique commonlib: &amp;quot; + sourcepath)&lt;br /&gt;
		shutil.move(sourcepath, destdir)&lt;br /&gt;
&lt;br /&gt;
# Clean up empty dirs&lt;br /&gt;
for dirpath, dirnames, filenames in os.walk('export', topdown=False):&lt;br /&gt;
	for d in dirnames:&lt;br /&gt;
		try:&lt;br /&gt;
			os.rmdir(os.path.join(dirpath, d))&lt;br /&gt;
		except OSError:&lt;br /&gt;
			pass&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Making Modifications ==&lt;br /&gt;
=== Bugs and getting sources to compile ===&lt;br /&gt;
[ Note: this is mostly just copy and pasted from my post in another forum at the moment. It still needs some reworking to better explain things ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can first get the open source FlashDevelop IDE which comes with MTASC and the standard Flash library. If you have the SWFs and the ActionScript *.as files, then what you can do is create an empty ActionScript 2 project, in the project settings turn off &amp;quot;use main entry point&amp;quot; and under the project &amp;quot;injection&amp;quot; tab, point it to the SWF you want to update with your new ActionScript.&lt;br /&gt;
&lt;br /&gt;
You'll also want to update the project classpaths to point to your game's ActionScript library. Just in my experience, there seem to be some properties on some of the standard classes that would normally prevent the script from compiling - but in that case what you can do is modify the so-called intrinsic files to let the compiler know about them. E.g., you can add needed function and var declarations to the intrinsic class interfaces under C:\Program Files\FlashDevelop\Tools\mtasc.&lt;br /&gt;
&lt;br /&gt;
Also if you press Ctrl+J you'll get the type explorer where you can right click on a folder (that you've added to your classpath) and select &amp;quot;convert to intrinsic&amp;quot;. So this way you only need to compile the actual *.as file you're making changes to and keep the others around as intrinsics. Using the IDE's SWF injection I mentioned above will make it so you don't have to worry about recompiling everything.&lt;br /&gt;
&lt;br /&gt;
You'll probably get a bunch of warnings like &amp;quot;... needs the class &amp;lt;Whatever&amp;gt; which was not compiled&amp;quot; but that's just MTASC not liking how some class names are used outside of what you're compiling like in Flash registerObject calls.&lt;br /&gt;
&lt;br /&gt;
Now the bigger issue is that MTASC is pickier about things than Adobe's compiler. You'll often have to write this.varname or ClassName.varname instead of just varname, and MTASC doesn't like named *nested* functions. So you'll sometimes have to convert function FooBar() { ... } into something like &amp;quot;this.FooBar = function() { };&amp;quot; or &amp;quot;_root.FooBar = function() { };&amp;quot;. But also make sure that the variable for the function is a class member and not function-local or it'll just be a register or randomly named variable when compiled, or just not be available in the scope you need it to be.&lt;br /&gt;
&lt;br /&gt;
MTASC is also pickier about the scope of local variables. It may sound weird, but in ActionScript 2.0 a function-local variable is defined for the scope of the function - it doesn't matter if declared in an if-statement or in braces. But the MTASC compiler will enforce that you define the variable in a &amp;quot;proper&amp;quot; scope, so you may need to move where it's declared if you want things to compile. E.g., &amp;quot;if (foo) { var tmp = 1; } else { tmp = 2; }&amp;quot; won't fly with MTASC.&lt;br /&gt;
&lt;br /&gt;
Also it seems like MTASC doesn't like the global function &amp;quot;Array&amp;quot;, but doesn't mind if you use the constructor instead. E.g., I've had issues with var ar = Array(...), but var ar = new Array(...) works or you could use the square-bracket notation instead.&lt;br /&gt;
&lt;br /&gt;
Some other stuff... if you want multiple projects, just create the projects all in the same dir (but create folders if you want to separate stuff and adjust the project classpath accordingly).&lt;br /&gt;
Also, don't necessarily set &amp;quot;Always compile&amp;quot; for the *.as file or you might run into duplicate definition errors - things should get drawn in as needed, but I think you need to set it for classes in the original SWF you wish to update. That might be a little hit and miss at first, but you can always check to make sure your changes got in.&lt;br /&gt;
&lt;br /&gt;
Also, looking at the output in FLASM, MTASC might not generate the most blazing bytecode ever - but neither does Adobe's compiler. Just some things I noticed is that Adobe's will use function argument registers more than MTASC seems to... e.g., &amp;quot;push '_root'; getVariable&amp;quot; vs just a r:_root register.&lt;br /&gt;
&lt;br /&gt;
Another apparent annoyance with MTASC is that it doesn't seem to recognize some global variables (which you can confirm with flasm's output (push 'somevar'; getVariable). Workarounds include ''_global.someVariable'', or sometimes ''_root.someVariable'' as appropriate.&lt;br /&gt;
&lt;br /&gt;
One last thing... you may want to organize your *.as files so you combine the ones that are commonly used across different SWF files so you're not always having to edit multiple copies of SomeClass.as for each SWF that uses it.&lt;br /&gt;
&lt;br /&gt;
Also, I noticed a bug in sothink that I emailed them about: doubles are formatted as single-precision floating point. But some other tools, e.g., flare, get the value correctly. You might want to search your *.as files for &amp;quot;E-&amp;quot; and &amp;quot;E+&amp;quot; to look for these misformatted values if you're using it.&lt;br /&gt;
&lt;br /&gt;
EDIT: Here's a bug with Trillix I noticed, but they said it'll be fixed soon: if you have &amp;quot;var foo = this&amp;quot; and if a register is used for 'foo', then Trillix doesn't properly initialize the register... but instead just uses 'this' everywhere else. This causes problems if you needed that variable to choose between using 'this' and possibly another object. E.g., &amp;quot;var obj = this; if (something) { obj = someOtherObject; } someFunc.doIt(obj);&amp;quot; only works as long as &amp;quot;obj&amp;quot; is stored as a variable and not a register, which is up to the original compiler. In reply, they mentioned that you could work around that issue by turning off the &amp;quot;ActionScript 'Recover arguments' names&amp;quot; setting, which makes it a bit more difficult to keep track of function arguments, so it's less than ideal.&lt;br /&gt;
&lt;br /&gt;
=== Issues displaying custom MovieClip subclasses ===&lt;br /&gt;
'''Note:''' this tries to explain some of the issues, and isn't suggesting best practices. This is a bit rambling and should be presented with more concrete examples. Ideally it wouldn't be needed at all and we could use the Scaleform SDK to convert our SWFs into GFX, or we could splice in our own movieclip symbol tags into the GFX file.&lt;br /&gt;
&lt;br /&gt;
The simple issue is this: if it wasn't originally created in the Flash designer (also having a symbol in the Flash library), then you'll have a harder time of showing custom MovieClip objects through ActionScript alone. This would appear to be a bug, but speculatively, it could be for performance reasons.&lt;br /&gt;
&lt;br /&gt;
==== Using swfmill ====&lt;br /&gt;
This hasn't been thoroughly tested, but swfmill may be a simple way to add you own symbols. Use swfmill to convert the SWF into an XML file, edit it, and then use swfmill to convert it back. It appears to work, and even properly retains the non-standard SWF tags. For custom class behavior, you'll still need to make an ''Object.registerClass'' call to associate the library symbol with the class. If you do use this method, one thing to make sure of is that the embedded textures display properly, since they're being referred to using a non-standard SWF tag.&lt;br /&gt;
&lt;br /&gt;
==== createEmptyMovieClip method ====&lt;br /&gt;
So until splicing in tags becomes more streamlined, or some other method is found, then it may be easier to just create an empty movieclip and then populate the member fields using a mixin from another class or manually, although that's probably still less than ideal for classes that use the onLoad event. Another thing as mentioned below is the possibility of abusing prototype mechanics (which can be somewhat messy) or subclass an existing class to specialize the beha&lt;br /&gt;
&lt;br /&gt;
It would appear that the ''MovieClip'' method ''createEmptyMovieClip'' is of limited use unless you then load another movieclip (such as an icon image) into it or or do a ''beginFill ... endFill'' ('''fill-code''') for a few frames to define its dimensions, filling it for as many frames until, say, its '''_height''' property becomes non-zero. It's ugly, but works. Also, if you do a fill on an object in the library, then you actually affect its '''_xscale''' and '''_yscale''' by making the object stretch to fit into your fill. Ultimately, it'd probably be less of a hassle to alter the SWF file to insert your object. Because of having to rerun the code, you'll probably want to delay having to reload images or other intensive operations. You'll have to rerun the fill-code at least twice for this to work, timing alone doesn't matter as has been determined through trial and error.&lt;br /&gt;
&lt;br /&gt;
==== attachMovie method ====&lt;br /&gt;
Perhaps a simpler way is to use ''attachMovie'', although you'll have to find a pre-existing movieclip symbol that suites your needs, and if you want to change its default dimensions then you'll have to delay the fill-code for a few (let's say 150 or so since the scene began) frames after the game loads until it actually works. '''NOTE:''' Reconfirm this is actually necessary instead of just being able to set the _height/_width/_xscale/_yscale, although you may still need to delay setting those for the change to take effect. This way you shouldn't have to keep rerunning the fill-code as with the above ''createEmptyMovieClip'' method. This whole delay business is probably more of an issue in UI elements that are on the HUD instead of selected later from the navbar. You can probably check for when you've waited enough frames by running some simple fill-code on an empty movieclip and checking whether the '''_height''' property changes. &lt;br /&gt;
E.g., the PieCooldown symbol exists in the quickbar.swf file and isn't the worst choice for an empty MovieClip. You can use programs like swix, swfmill, and probably others to find simple objects without much embedded graphics.&lt;br /&gt;
&amp;lt;dascript&amp;gt;&lt;br /&gt;
private static var EMPTYMC_LINKID:String = &amp;quot;PieCooldown&amp;quot;;	&lt;br /&gt;
var mc:MovieClip = someClip_mc.attachMovie(EMPTYMC_LINKID, &amp;quot;SomeName_mc&amp;quot;, someClip_mc.getNextHighestDepth(), {_x:10, _y:10});&lt;br /&gt;
&lt;br /&gt;
// Changing the default dimensions of &amp;quot;PieCooldown&amp;quot;&lt;br /&gt;
// Although you can probably just change the _height, _width or scales after the&lt;br /&gt;
// needed delay instead, unlike with the createEmptyMovieClip method apparently.&lt;br /&gt;
// Also not really necessary if you just want to use it as an invisible container,&lt;br /&gt;
// since other items can be positioned outside of it, relative to its local &lt;br /&gt;
// coordinates.&lt;br /&gt;
with(mc)&lt;br /&gt;
{&lt;br /&gt;
   beginFill(0, 0); // alpha is zero.&lt;br /&gt;
   moveTo(0, 0);&lt;br /&gt;
   lineTo(21, 0);&lt;br /&gt;
   lineTo(21, 21);&lt;br /&gt;
   lineTo(0, 21);&lt;br /&gt;
   endFill();	&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/dascript&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game's script sources also come with a ''MovieUtils'' class, which has a wrapper around ''attachMovie''. This can be useful to create an instance of a library symbol in the SWF file and use it instead for another purpose. &lt;br /&gt;
&lt;br /&gt;
Other useful workaround would be abusing prototype mechanics of ActionScript to give an already existing class other behavior if desired, and can be switched using a custom argument for the initObject during the attachMovie call. This way you don't have to edit the actual class file, if making it recompile is problematic or time consuming. Although this is a kludge method of doing it.&lt;br /&gt;
&lt;br /&gt;
Also of note is that ''Object.registerClass'' or the so-called [http://www.google.com/search?hl=en&amp;amp;source=hp&amp;amp;q=attachMovie+__packages+trick __Packages trick] won't really get you anywhere either. You'll be able to create the MovieClip subclass, but it won't display properly (or just differently) without the above-mentioned tricks.&lt;br /&gt;
&lt;br /&gt;
Creating a subclass of an existing class that's registered with ''Object.registerClass'' may also be a convenient way to customize class behavior without having to recompile the base class if you then change the registerClass call to use the subclass.&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=2DA_ranges_in_use&amp;diff=12911</id>
		<title>2DA ranges in use</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=2DA_ranges_in_use&amp;diff=12911"/>
				<updated>2010-05-03T04:21:35Z</updated>
		
		<summary type="html">&lt;p&gt;TimelordDC: /* guitypes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to enumerate row ID ranges that are used by the main game and by various popular addins, to avoid accidental overlap. See also [[Prefixes in use]] and [[Compatibility]].&lt;br /&gt;
&lt;br /&gt;
Note that there's no need for 2DA row IDs to be sequential, so you can use very large row ID numbers to reduce the chances of collision.&lt;br /&gt;
&lt;br /&gt;
Version 1.0 of the toolset had a bug in ExcelProcessor that caused problems with high row ID numbers, but this has been fixed in subsequent releases. See [[Bug: ExcelProcessor doesn't handle row IDs above 8.3 million correctly|the bug report]].&lt;br /&gt;
&lt;br /&gt;
As of now there is a bug that prevents ID's above 255 to be used for some M2DA's. Most certainly it is ''&amp;quot;only&amp;quot;'' [[ItemVariations.xls]] related. See [[Bug: High M2DA ID ranges might work in the toolset, but not in game|Bug report]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ABI_base ==&lt;br /&gt;
&lt;br /&gt;
According to the [[ABI_base]] page under the ''tooltipstrref'' column, anything over 500000 is considered a debuff. This would limit the range a fair amount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 200262'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680050&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 2560000 - 2560500&lt;br /&gt;
| Timelord's [http://social.bioware.com/project/1845/ Blood and Lyrium]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== ANIM_base ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 65000 - 65002&lt;br /&gt;
| BioSpirit's [http://social.bioware.com/project/1647/ Hilltop Under Siege]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== APR_base ==&lt;br /&gt;
&lt;br /&gt;
Note that there is a bug involving this 2DA: [[Bug: APR base maximum M2DA row ID is 65535 in the toolset]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 90'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 37000 - 38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 65000 - 65001&lt;br /&gt;
| BioSpirit's [http://social.bioware.com/project/1647/ Hilltop Under Siege]&lt;br /&gt;
|-&lt;br /&gt;
| 55000 - 57000&lt;br /&gt;
| World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 1100000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== BITM_base and ItemStats_ ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 30000 - 30500&lt;br /&gt;
| Ambaryerno - [http://social.bioware.com/project/415/ Arms and Armor]&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 40000 - 40200&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 7570000-7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 50000 - 50100&lt;br /&gt;
| Feline Fuelled Games - (by Silk) [http://www.felinefuelledgames.de/ Feline Fuelled Games]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== crafting_recipe_types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 7'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680010&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== crafting_recipes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 91'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680999&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== engineevents ==&lt;br /&gt;
&lt;br /&gt;
Those ranges relates to custom events types/ID and not to engineevents based [[Event_override|events overriding]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680050&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== guitypes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680010&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 2560000 - 2560050&lt;br /&gt;
| Timelord's [http://social.bioware.com/project/1845/ Blood and Lyrium]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== itemprps ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 10022'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 2000000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680050&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 7570000-7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 536873321 - 536873322&lt;br /&gt;
| Elys' [http://social.bioware.com/project/522/ Mysterious Gifts]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== itemsets ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 30'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680500&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 7570000-7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 1405261000 - 1405261999&lt;br /&gt;
| nezroy - [http://social.bioware.com/project/1834/ Warden Shields], [http://www.dragonagenexus.com/downloads/file.php?id=793 Leliana Item Set]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 2000000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== ItemVariations (all) ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 30'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000'''&lt;br /&gt;
| '''Bioware - reserved (guessed)'''&lt;br /&gt;
|-&lt;br /&gt;
| 12000-12100&lt;br /&gt;
| [http://social.bioware.com/project/1923/ Adonnay's Weaponry] (reserved by mikemike37 on his behalf)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== M2DA_base ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1016, 2000 - 2010, 10011 - 10142, ...? '''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 2300000 - 2300100&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation] (M2DA prefix: COC)&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680050&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 6000000 - 6000050&lt;br /&gt;
| TreDawn - [http://social.bioware.com/project/1750/ Nesiara Companion]&lt;br /&gt;
|-&lt;br /&gt;
| 7000000 - 7000050&lt;br /&gt;
| FtG - [http://social.bioware.com/project/1688/ UI Mod] &lt;br /&gt;
|-&lt;br /&gt;
| 7570000-7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 7777770 - 7777799&lt;br /&gt;
| Magic - [http://social.bioware.com/project/1429/ Void Walker] (M2DA prefix: VWK)&lt;br /&gt;
|-&lt;br /&gt;
| 9000000 - 9000050&lt;br /&gt;
| Ambaryerno - [http://social.bioware.com/project/415/ Arms and Armor] &lt;br /&gt;
|-&lt;br /&gt;
| 1140150041 - 1140150091&lt;br /&gt;
| DLAN_Immortality - [http://social.bioware.com/project/789/ Ser Gilmore NPC]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 1100000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 2560000 - 2560050&lt;br /&gt;
| Timelord's [http://social.bioware.com/project/1845/ Blood and Lyrium]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== materialrules ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 536873321 - 536873323&lt;br /&gt;
| Elys' [http://social.bioware.com/project/522/ Mysterious Gifts]&lt;br /&gt;
|-&lt;br /&gt;
| 1405261000 - 1405261999&lt;br /&gt;
| nezroy - [http://social.bioware.com/project/1834/ Warden Shields], [http://www.dragonagenexus.com/downloads/file.php?id=793 Leliana Item Set]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== materialtypes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 88'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680199&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 536873321 - 536873340&lt;br /&gt;
| Elys' [http://social.bioware.com/project/522/ Mysterious Gifts]&lt;br /&gt;
|-&lt;br /&gt;
| 1405261000 - 1405261999&lt;br /&gt;
| nezroy - [http://social.bioware.com/project/1834/ Warden Shields], [http://www.dragonagenexus.com/downloads/file.php?id=793 Leliana Item Set]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PartyPicker ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 11'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''????'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 101-199&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation]&lt;br /&gt;
|-&lt;br /&gt;
| 200 - 299&lt;br /&gt;
| DA Workshop / Author: frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 300 - 350&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PRCSCR ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 10100000&lt;br /&gt;
| Camp [http://social.bioware.com/project/463/ storage chest]&lt;br /&gt;
|-&lt;br /&gt;
| 10100011&lt;br /&gt;
| Didymos' [http://social.bioware.com/project/2620/ Camp Merchant Chest]&lt;br /&gt;
|-&lt;br /&gt;
| 10100100-10100110&lt;br /&gt;
| Eshme's [http://social.bioware.com/project/1929/ Sleeping Tent]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680020&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 6000000 - 6000050&lt;br /&gt;
| TreDawn - [http://social.bioware.com/project/1750/ Nesiara Companion]&lt;br /&gt;
|-&lt;br /&gt;
| 7570000-7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 1140150041 - 1140150091&lt;br /&gt;
| DLAN_Immortality - [http://social.bioware.com/project/789/ Ser Gilmore NPC]&lt;br /&gt;
|-&lt;br /&gt;
| 1405261000 - 1405261999&lt;br /&gt;
| nezroy - [http://social.bioware.com/project/1834/ Warden Shields], [http://www.dragonagenexus.com/downloads/file.php?id=793 Leliana Item Set]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 1100000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 2000000-2000050&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=942 Oracle,mutantspicy's magic vault, and other custom armors]&lt;br /&gt;
|-&lt;br /&gt;
| 42006090 - 42006100&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=1120 Morrigan Restoration Patch]&lt;br /&gt;
|-&lt;br /&gt;
| 1109197751 - 1109197799&lt;br /&gt;
| Schwinni - [http://dragonagenexus.com/downloads/file.php?id=1020 Awakening Runes Fixes], [http://dragonagenexus.com/downloads/file.php?id=1112 Awakening Blackblade Armor Dragon Drop Fix]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== placeable_types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 43050-43061&lt;br /&gt;
| Eshme's [http://social.bioware.com/project/1929/ Sleeping Tent]  (Greater 65535 is showing bugs so this is until it is fixed)&lt;br /&gt;
|-&lt;br /&gt;
| 43062-43065&lt;br /&gt;
| BioSpirit's [http://social.bioware.com/project/1647/ Hilltop Under Siege]&lt;br /&gt;
|-&lt;br /&gt;
| 56000-56200&lt;br /&gt;
| [http://social.bioware.com/project/2472/#details Mikes Invisible Boxes]&lt;br /&gt;
|-&lt;br /&gt;
| 2696549 - 2696700&lt;br /&gt;
| PavelNovotny - [http://social.bioware.com/project/517/ Gay Bars of Ferelden] (NOTE: I'm using the 6000-6200 range until Bioware fixes the bug which prevents m2da ID ranges above 900000 from showing up in game.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 7570000-7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 1100000&lt;br /&gt;
| DA Workshop / Author: frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== tint_override ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 500 - 520&lt;br /&gt;
| PavelNovotny - [http://social.bioware.com/project/517/ Gay Bars of Ferelden]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 1109197701 - 1109197750&lt;br /&gt;
| Schwinni - [http://dragonagenexus.com/downloads/file.php?id=1064 Helmets without wings and retints]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== ts_material ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 1405261000 - 1405261999&lt;br /&gt;
| nezroy - [http://social.bioware.com/project/1834/ Warden Shields], [http://www.dragonagenexus.com/downloads/file.php?id=793 Leliana Item Set]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== TS_Category ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680005&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 1100000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 7570000-7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== vfx_base ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680010&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 5680011 - 5680019&lt;br /&gt;
| BioSpirit's [http://social.bioware.com/project/1647/ Hilltop Under Siege]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>TimelordDC</name></author>	</entry>

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