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		<title>Character Save Values</title>
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				<updated>2010-03-19T16:00:09Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: Reworte Background to be more accurate.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
This page details character save game values.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== File Locations ===&lt;br /&gt;
For savegame locations under Vista they are, by default under &amp;quot;&amp;lt;user's document directory&amp;gt;\\Bioware\\Dragon Age\\Characters\\&amp;lt;Name of the Character the save is for&amp;gt;\\&amp;lt;save slot&amp;gt;\\&amp;lt;savename&amp;gt;.das&amp;quot;. As the save name is part of the save file name (though not the folders) it should be pretty easy to find the proper folder name provided one named one's save something distinguishable.&lt;br /&gt;
&lt;br /&gt;
If you get an &amp;quot;Toolset out of memory&amp;quot;-error when trying to open your savegame there is a temporary unofficial workaround available [http://social.bioware.com/11689/blog/707/ here], if your system is equipped with 4+gb ram.&lt;br /&gt;
&lt;br /&gt;
=== Player Character Stats ===&lt;br /&gt;
Found under SAVEGAME_PLAYERCHAR-&amp;gt;SAVEGAME_PLAYERCHAR_CHAR-&amp;gt;SAVEGAME_CREATURE_STATS-&amp;gt;SAVEGAME_STATLIST&lt;br /&gt;
&lt;br /&gt;
For party members the same values should hold. Navigate to:&lt;br /&gt;
SAVEGAME_PARTYLIST-&amp;gt;SAVEGAME_PARTYPOOLMEMBERS-&amp;gt;&amp;lt;number&amp;gt;-&amp;gt;SAVEGAME_CREATURE_STATS-&amp;gt;SAVEGAME_STATLIST&lt;br /&gt;
&lt;br /&gt;
Note: The following values are recorded by the game in a FIFO order, meaning the moment the game needs to generate a specific key, it will do that.&lt;br /&gt;
This way you can have index X in position Y in one save, and in the other the same index X will be in position Z. While changing the keys, pay attention to the proper SAVEGAME_STATPROPERTY_INDEX and not the SAVEGAME_STATLIST index.[[File:STATPROPERTY INDEX.png|thumb|Correct Index]]&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-  &lt;br /&gt;
|'''STAT_PROPERTY_INDEX''' || '''Effect''' || '''Maximum Displayed Value'''&lt;br /&gt;
|-&lt;br /&gt;
| 1  || Strength || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 2  || Dexterity || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 3  || Willpower || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 4  || Magic || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 5  || Cunning || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 6  || Constitution || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 7  || Health || N/A, Clipping Above 1000&lt;br /&gt;
|-&lt;br /&gt;
| 8  || Mana || N/A, Clipping Above 1000&lt;br /&gt;
|-&lt;br /&gt;
| 9  || Attack || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 10  || Defense || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 11  || Armor || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 13  || Spellpower Bonus || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 14  || Health Regen || 50&lt;br /&gt;
|-&lt;br /&gt;
| 15  || Level || 25&lt;br /&gt;
|-&lt;br /&gt;
| 16  || Melee Dodge % || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 19  || Experience Points || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 20  || Flanking Angle || Degrees&lt;br /&gt;
|-&lt;br /&gt;
| 21  || Melee Crit % || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 22  || Deflect Missiles % || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 23  || Ranged Crit % (?) || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 24  || Ranged Aim Speed (?) || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 27  || Character Class || 1 - Warrior, 2 - Mage, 3 - Rogue, 17 - Dog&lt;br /&gt;
|-&lt;br /&gt;
| 28  || Combat Health Regen || 20&lt;br /&gt;
|-&lt;br /&gt;
| 29  || Mana Regen || 50&lt;br /&gt;
|-&lt;br /&gt;
| 30  || Combat Mana Regen || 20&lt;br /&gt;
|-&lt;br /&gt;
| 32  || Mental Resistance || 100&lt;br /&gt;
|-&lt;br /&gt;
| 33  || Physical Resistance || 100&lt;br /&gt;
|-&lt;br /&gt;
| 34 || Attribute Points || 100&lt;br /&gt;
|-&lt;br /&gt;
| 35 || Skill points || 100&lt;br /&gt;
|-&lt;br /&gt;
| 36 || Spell and Talent points || 100&lt;br /&gt;
|-&lt;br /&gt;
| 37 || Background (Magi, Noble, etc) || 1 - Dalish (Elf Only), 2 - Commoner (Dwarf only), 3 - City (Elf Only), 4 - Magi, 5 - Noble (Dwarf or Human), 6 - Grey Warden (IN AWAKENING)&lt;br /&gt;
|-&lt;br /&gt;
| 38 || Specialization points || 2&lt;br /&gt;
|-&lt;br /&gt;
| 39  || + Melee Damage || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 40  || Reduced Hostility || Higher numbers equals faster decay in threat&lt;br /&gt;
|-&lt;br /&gt;
| 41 || Fatigue || N/A, Negative values possible down to -25&lt;br /&gt;
|-&lt;br /&gt;
| 42  || Fire Damage Resistance || 75&lt;br /&gt;
|-&lt;br /&gt;
| 43  || Cold Damage Resistance || 75&lt;br /&gt;
|-&lt;br /&gt;
| 44  || Lightning Damage Resistance || 75&lt;br /&gt;
|-&lt;br /&gt;
| 45  || Nature Damage Resistance || 75&lt;br /&gt;
|-&lt;br /&gt;
| 46  || Spirit Damage Resistance || 75&lt;br /&gt;
|-&lt;br /&gt;
| 49  || Off Hand Damage || -99 or -97 for characters without Dual Weapon Talents. Seen as 7.85625 on Leliana.&lt;br /&gt;
|-&lt;br /&gt;
| 50  || Estimated Damage Done || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 51  || Healing Received % || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 52  || Resist Magic % || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 53  || Armor Penetration || 100&lt;br /&gt;
|-&lt;br /&gt;
| 54  || Backstab/Melee Critical Damage || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 55  || Fire Damage modifier % || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 56  || Spirit Damage modifier % || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 57  || Cold Damage modifier % || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 58  || Nature Damage modifier % || N/A&lt;br /&gt;
|-&lt;br /&gt;
| 59  || Lightning Damage modifier % || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Values here can go above their displayed values, they simply are just not shown. Editing specialization points allows one to have more than 2 specializations. Having all 4 specializations seems to work, one can get all the spells/talents and all the icons display properly, however it is unknown if there are long term game effects.&lt;br /&gt;
&lt;br /&gt;
Note a: Available stat points max out at 100. Once you've spent all of them you'll need to enter the level up screen again in order to spend any left over.&lt;br /&gt;
b: Index 35 (skill points) only shows up when the save file already has an extra skill point/s.&lt;br /&gt;
&lt;br /&gt;
Typically the structure of the stat properties are:&lt;br /&gt;
* STRUCT value of ATTR&lt;br /&gt;
* SAVEGAME_STATPROPERTY_BASE, FLOAT32, ''value''&lt;br /&gt;
* SAVEGAME_STATPROPERTY_MODIFIER, FLOAT32, ''value''&lt;br /&gt;
* SAVEGAME_STATPROPERTY_INDEX, UINT16, ''value''&lt;br /&gt;
&lt;br /&gt;
For health/mana has an additional properties of:&lt;br /&gt;
* SAVEGAME_STATPROPERTY_CURRENT, FLOAT32, ''value''&lt;br /&gt;
** Current health of the PC/NPC&lt;br /&gt;
* SAVEGAME_STATPROPERTY_COMREGEN, INT32, ''value''&lt;br /&gt;
** Pointer to Combat Regen rate. Do not edit.&lt;br /&gt;
* SAVEGAME_STATPROPERTY_REGEN, INT32, ''value''&lt;br /&gt;
** Pointer to Regen rate. Do not edit.&lt;br /&gt;
&lt;br /&gt;
Attribute, Skill, Spell/Talent, Specialization Points have a structure of:&lt;br /&gt;
* STRUCT value of SMPL&lt;br /&gt;
* SAVEGAME_STATPROPERTY_BASE, FLOAT32, ''value''&lt;br /&gt;
* SAVEGAME_STATPROPERTY_INDEX, UINT16, ''value''&lt;br /&gt;
&lt;br /&gt;
=== Player Character Skills and Talents ===&lt;br /&gt;
&lt;br /&gt;
The lists of skills, talents and spells are found under:&amp;lt;br&amp;gt;&lt;br /&gt;
SAVEGAME_PLAYERCHAR-&amp;gt;SAVEGAME_PLAYERCHAR_CHAR-&amp;gt;SAVEGAME_CREATURE_STATS-&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
And then:&lt;br /&gt;
:SAVEGAME_SPELLLIST for spells.&lt;br /&gt;
:SAVEGAME_TALENTLIST for talents.&lt;br /&gt;
:SAVEGAME_SKILLLIST for skills.&lt;br /&gt;
&lt;br /&gt;
Adding rogue or warrior talents to a mage is possible. However it is necessary to first add the proper class to gain access to the talent tree and talent wanted.&amp;lt;br&amp;gt;&lt;br /&gt;
E.g. to add ‘Dual-Weapon Mastery’ the rogue or warrior class will first have to be added. Talent-id 4020 (rogue) or 4022 (warrior). Then all the prerequisites: talent-id 6 (Dual-Weapon Training), 8 (Dual-Weapon Finesse) and 5 (Dual-Weapon Expert). Finally the Dual-Weapon Mastery’ talent can be added (talent-id 3036) and the mage can now dual wield main hand weapons.&lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Tier 1''' || '''Value''' || '''Tier 2''' || '''Value''' || '''Tier 3''' || '''Value''' || '''Tier 4''' || '''Value '''&lt;br /&gt;
|-  	            &lt;br /&gt;
| Coercion || 100011 || Improved Coercion || 100012 || Expert Coercion || 100013 || Master Coercion || 100014 	&lt;br /&gt;
|- &lt;br /&gt;
| Stealing || 100021 || Improved Stealing || 100022 || Expert Stealing || 100023 || Master Stealing || 100024	&lt;br /&gt;
|- &lt;br /&gt;
| Trap-Making || 100041 || Improved Trap-Making || 100042 || Expert Trap-Making || 100043 || Master Trap-Making || 100044 	 		 	&lt;br /&gt;
|- &lt;br /&gt;
| Survival || 100051 || Improved Survival || 100052 || Expert Survival || 100053 || Master Survival || 100054	 	 	&lt;br /&gt;
|- &lt;br /&gt;
| Herbalism || 100061 || Improved Herbalism || 100062 || Expert Herbalism || 100063 || Master Herbalism || 100064 	&lt;br /&gt;
|- &lt;br /&gt;
| Poison-Making || 100071 || Improved Poison-Making || 100072 || Expert Poison-Making || 100073 || Master Poison-Making || 100074 	&lt;br /&gt;
|- &lt;br /&gt;
| Combat Training || 100100 || Improved Combat Training || 100101 || Expert Combat Training || 100102 || Master Combat Training || 100103 	&lt;br /&gt;
|- &lt;br /&gt;
| Combat Tactics || 100110 || Improved Combat Tactics || 100111 || Expert Combat Tactics || 100112 || Master Combat Tactics || 100113 	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Mage====&lt;br /&gt;
&lt;br /&gt;
* Main: 4023&lt;br /&gt;
*'''Specializations'''&lt;br /&gt;
** Blood Mage: 4017&lt;br /&gt;
** Shapeshifter: 4018&lt;br /&gt;
** Arcane Warrior: 4012&lt;br /&gt;
** Spirit Healer: 4025&lt;br /&gt;
*'''Mage Normal'''&lt;br /&gt;
** Arcane Bolt: 200254&lt;br /&gt;
** Arcane Shield: 200255&lt;br /&gt;
** Staff Focus: 200256&lt;br /&gt;
** Arcane Mastery: 200257&lt;br /&gt;
*'''Blood Mage'''&lt;br /&gt;
** Blood Magic: 10700&lt;br /&gt;
** Blood Sacrifice: 10701&lt;br /&gt;
** Blood Wound: 10702&lt;br /&gt;
** Blood Control: 10703&lt;br /&gt;
*'''Arcane Warrior'''&lt;br /&gt;
** Combat Magic: 17023&lt;br /&gt;
** Aura of Might: 17020&lt;br /&gt;
** Shimmering Shield: 17022&lt;br /&gt;
** Fade Shroud: 17021&lt;br /&gt;
*'''Shapeshifter'''&lt;br /&gt;
** Spider Shape: 17008&lt;br /&gt;
** Bear Shape: 17010&lt;br /&gt;
** Flying Swarm: 17007&lt;br /&gt;
** Master Shapeshifter: 17009&lt;br /&gt;
*'''Spirit Healer'''&lt;br /&gt;
** Group Heal: 10509&lt;br /&gt;
** Revival: 10504&lt;br /&gt;
** Lifeward: 10506&lt;br /&gt;
** Cleansing Aura: 10507&lt;br /&gt;
*'''Primal'''&lt;br /&gt;
** Line I&lt;br /&gt;
*** Flame Blast: 10001&lt;br /&gt;
*** Flaming Weapons: 10204&lt;br /&gt;
*** Fireball: 10003&lt;br /&gt;
*** Inferno: 10002&lt;br /&gt;
** Line II&lt;br /&gt;
*** Rock Armor: 11002&lt;br /&gt;
*** Stonefist: 12004&lt;br /&gt;
*** Earthquake: 11116&lt;br /&gt;
*** Petrify: 11124&lt;br /&gt;
** Line III&lt;br /&gt;
*** Winter's Grasp: 13001&lt;br /&gt;
*** Frost Weapons: 11007&lt;br /&gt;
*** Cone of Cold: 13002&lt;br /&gt;
*** Blizzard: 13000&lt;br /&gt;
** Line IV&lt;br /&gt;
*** Lightning: 14001&lt;br /&gt;
*** Shock: 14000&lt;br /&gt;
*** Tempest: 14002&lt;br /&gt;
*** Chain Lightning: 10211&lt;br /&gt;
*'''Creation'''&lt;br /&gt;
** Line I&lt;br /&gt;
*** Heal: 10104&lt;br /&gt;
*** Rejuvenate: 10200&lt;br /&gt;
*** Regeneration: 10210&lt;br /&gt;
*** Mass Rejuvenation: 10207&lt;br /&gt;
** Line II&lt;br /&gt;
*** Heroic Offense: 10206&lt;br /&gt;
*** Heroic Aura: 10202&lt;br /&gt;
*** Heroic Defense: 10203&lt;br /&gt;
*** Haste: 10208&lt;br /&gt;
** Line III&lt;br /&gt;
*** Glyph of Paralysis: 11001&lt;br /&gt;
*** Glyph of Warding: 10601&lt;br /&gt;
*** Glyph of Repulsion: 17000&lt;br /&gt;
*** Glyph of Neutralization: 17028&lt;br /&gt;
** Line IV&lt;br /&gt;
*** Spell Wisp: 11006&lt;br /&gt;
*** Grease: 11113&lt;br /&gt;
*** Spellbloom: 11005&lt;br /&gt;
*** Stinging Swarm: 12008&lt;br /&gt;
*'''Spirit'''&lt;br /&gt;
** Line I&lt;br /&gt;
*** Spell Shield: 10400&lt;br /&gt;
*** Dispel Magic: 10401&lt;br /&gt;
*** Anti-Magic Ward: 10900&lt;br /&gt;
*** Anti-Magic Burst: 11003&lt;br /&gt;
** Line II&lt;br /&gt;
*** Mana Drain: 10704&lt;br /&gt;
*** Mana Cleanse: 11004&lt;br /&gt;
*** Spell Might: 17001&lt;br /&gt;
*** Mana Clash: 11000&lt;br /&gt;
** Line III&lt;br /&gt;
*** Walking Bomb: 12005&lt;br /&gt;
*** Death Syphon: 10500&lt;br /&gt;
*** Virulent Walking Bomb: 12011&lt;br /&gt;
*** Animate Dead: 10508&lt;br /&gt;
** Line IV&lt;br /&gt;
*** Mind Blast: 12006&lt;br /&gt;
*** Force Field: 17019&lt;br /&gt;
*** Telekinetic Weapons: 10209&lt;br /&gt;
*** Crushing Prison: 11123&lt;br /&gt;
*'''Entropy'''&lt;br /&gt;
** Line I&lt;br /&gt;
*** Weakness: 11106&lt;br /&gt;
*** Paralyze: 11107&lt;br /&gt;
*** Miasma: 11122&lt;br /&gt;
*** Mass Paralysis: 11110&lt;br /&gt;
** Line II&lt;br /&gt;
*** Vulnerability Hex: 11112&lt;br /&gt;
*** Affliction Hex: 11111&lt;br /&gt;
*** Misdirection Hex: 11114&lt;br /&gt;
*** Death Hex: 11100&lt;br /&gt;
** Line III&lt;br /&gt;
*** Disorient: 11115&lt;br /&gt;
*** Horror: 11108&lt;br /&gt;
*** Sleep: 11121&lt;br /&gt;
*** Walking Nightmare: 11109&lt;br /&gt;
** Line IV&lt;br /&gt;
*** Drain Life: 15002&lt;br /&gt;
*** Death Magic: 17002&lt;br /&gt;
*** Curse of Mortality: 11101&lt;br /&gt;
*** Death Cloud: 15003&lt;br /&gt;
&lt;br /&gt;
====Warrior====&lt;br /&gt;
* Main: 4022&lt;br /&gt;
* '''Specializations'''&lt;br /&gt;
** Champion: 4013&lt;br /&gt;
** Templar: 4021&lt;br /&gt;
** Berserker: 4016&lt;br /&gt;
** Reaver: 4019&lt;br /&gt;
* '''Champion'''&lt;br /&gt;
** War Cry: 3037&lt;br /&gt;
** Rally: 3038&lt;br /&gt;
** Motivate: 42&lt;br /&gt;
** Superiority: 3039&lt;br /&gt;
* '''Templar'''&lt;br /&gt;
** Righteous Strike: 23&lt;br /&gt;
** Cleanse Area: 3017&lt;br /&gt;
** Mental Fortress: 52&lt;br /&gt;
** Holy Smite: 25&lt;br /&gt;
* '''Berserker'''&lt;br /&gt;
** Berserk: 700&lt;br /&gt;
** Resilience: 48&lt;br /&gt;
** Constraint: 3006&lt;br /&gt;
** Final Blow: 3009&lt;br /&gt;
* '''Reaver'''&lt;br /&gt;
** Devour: 3065&lt;br /&gt;
** Frightening Appearance: 3066&lt;br /&gt;
** Aura of Pain: 3067&lt;br /&gt;
** Blood Frenzy: 713&lt;br /&gt;
* '''Warrior Base'''&lt;br /&gt;
** Line 1&lt;br /&gt;
*** Powerful: 14&lt;br /&gt;
*** Threaten: 808&lt;br /&gt;
*** Bravery: 17&lt;br /&gt;
*** Deathblow: 3021&lt;br /&gt;
** Line 2&lt;br /&gt;
*** Precise Striking: 19&lt;br /&gt;
*** Taunt: 3041&lt;br /&gt;
*** Disengage: 3016&lt;br /&gt;
*** Perfect Striking: 20&lt;br /&gt;
* '''Weapon &amp;amp; Shield'''&lt;br /&gt;
** Line 1&lt;br /&gt;
*** Shield Bash: 617&lt;br /&gt;
*** Shield Pummel: 1&lt;br /&gt;
*** Overpower: 3073&lt;br /&gt;
*** Assault: 38&lt;br /&gt;
** Line 2&lt;br /&gt;
*** Shield Defense: 704&lt;br /&gt;
*** Shield Balance: 37&lt;br /&gt;
*** Shield Wall: 12&lt;br /&gt;
*** Shield Expertise: 36&lt;br /&gt;
** Line 3&lt;br /&gt;
*** Shield Block: 3074&lt;br /&gt;
*** Shield Cover: 13&lt;br /&gt;
*** Shield Tactics: 3030&lt;br /&gt;
*** Shield Mastery: 2&lt;br /&gt;
* '''Two Handed'''&lt;br /&gt;
** Line 1&lt;br /&gt;
*** Pommel Strike: 3024&lt;br /&gt;
*** Indomitable: 28&lt;br /&gt;
*** Stunning Blows: 3000&lt;br /&gt;
*** Critical Strike: 3&lt;br /&gt;
** Line 2&lt;br /&gt;
*** Sunder Arms: 3025&lt;br /&gt;
*** Shattering Blows: 3001&lt;br /&gt;
*** Sunder Armor: 4&lt;br /&gt;
*** Destroyer: 3032&lt;br /&gt;
** Line 3&lt;br /&gt;
*** Mighty Blow: 3028&lt;br /&gt;
*** Powerful Swings: 718&lt;br /&gt;
*** Two-Handed Strength: 27&lt;br /&gt;
*** Two-Handed Sweep: 3031&lt;br /&gt;
&lt;br /&gt;
====Rogue====&lt;br /&gt;
* Main: 4020&lt;br /&gt;
* '''Specializations'''&lt;br /&gt;
** Assassin: 4014 &lt;br /&gt;
** Bard: 4015&lt;br /&gt;
** Ranger: 4029&lt;br /&gt;
** Duelist: 4030&lt;br /&gt;
* '''Duelist'''&lt;br /&gt;
** Dueling: 709&lt;br /&gt;
** Upset Balance: 3050&lt;br /&gt;
** Keen Defense: 3049&lt;br /&gt;
** Pinpoint Strike: 3051&lt;br /&gt;
* '''Bard'''&lt;br /&gt;
** Song of Valor: 3045&lt;br /&gt;
** Distraction: 701&lt;br /&gt;
** Song of Courage: 705&lt;br /&gt;
** Captivating Song:&lt;br /&gt;
* '''Ranger'''&lt;br /&gt;
**Summon Wolf: 1004&lt;br /&gt;
**Summon Bear: 91&lt;br /&gt;
**Summon Spider: 93&lt;br /&gt;
**Master Ranger:92&lt;br /&gt;
* '''Rogue Normal'''&lt;br /&gt;
** Line 1&lt;br /&gt;
*** Dirty Fighting: 603&lt;br /&gt;
*** Combat Movement: 21&lt;br /&gt;
*** Coup de Grace: 3002&lt;br /&gt;
*** Feign Death: 3023&lt;br /&gt;
** Line 2&lt;br /&gt;
*** Below the Belt: 3026&lt;br /&gt;
*** Deadly Strike: 708&lt;br /&gt;
*** Lethality: 777&lt;br /&gt;
*** Evasion: 3069&lt;br /&gt;
** Line 3&lt;br /&gt;
*** Deft Hands: 100001&lt;br /&gt;
*** Improved Tools: 100002&lt;br /&gt;
*** Mechanical Expertise: 100003&lt;br /&gt;
*** Device Mastery: 100004&lt;br /&gt;
** Line 4&lt;br /&gt;
*** Stealth: 100075&lt;br /&gt;
*** Stealthy Item Use: 100076&lt;br /&gt;
*** Combat Stealth: 100077&lt;br /&gt;
*** Master Stealth: 100078&lt;br /&gt;
* '''Dual Weapon'''&lt;br /&gt;
** Line 1&lt;br /&gt;
*** Dual-Weapon Training: 6&lt;br /&gt;
*** Dual-Weapon Finesse: 8&lt;br /&gt;
*** Dual-Weapon Expert: 5&lt;br /&gt;
*** Dual-Weapon Mastery: 3036&lt;br /&gt;
** Line 2&lt;br /&gt;
*** Dual Striking: 11&lt;br /&gt;
*** Riposte: 9&lt;br /&gt;
*** Cripple: 10&lt;br /&gt;
*** Punisher: 7&lt;br /&gt;
** Line 3&lt;br /&gt;
*** Dual-Weapon Sweep: 3044&lt;br /&gt;
*** Flurry: 3035&lt;br /&gt;
*** Momentum: 717&lt;br /&gt;
*** Whirlwind: 3043&lt;br /&gt;
* '''Archery'''&lt;br /&gt;
** Line 1&lt;br /&gt;
*** Melee Archer: 34&lt;br /&gt;
*** Aim: 500&lt;br /&gt;
*** Defensive Fire: 33&lt;br /&gt;
*** Master Archer: 35&lt;br /&gt;
** Line 2&lt;br /&gt;
*** Pinning Shot: 803&lt;br /&gt;
*** Crippling Shot: 805&lt;br /&gt;
*** Critical Shot: 804&lt;br /&gt;
*** Arrow of Slaying: 802&lt;br /&gt;
** Line 3&lt;br /&gt;
*** Rapid Shot: 3071&lt;br /&gt;
*** Shattering Shot: 3072&lt;br /&gt;
*** Suppressing Fire: 801&lt;br /&gt;
*** Scatter Shot: 800&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Feature_Request:_StringToResource&amp;diff=12489</id>
		<title>Feature Request: StringToResource</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Feature_Request:_StringToResource&amp;diff=12489"/>
				<updated>2010-03-07T22:40:26Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: Created page with 'StringToResource feature would be very helpful. Converting a string to resource.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;StringToResource feature would be very helpful. Converting a string to resource.&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Feature_Request:_SetItemStealable&amp;diff=12485</id>
		<title>Feature Request: SetItemStealable</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Feature_Request:_SetItemStealable&amp;diff=12485"/>
				<updated>2010-03-07T07:38:19Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: Created page with '==Description == Currently it is impossible to set items stealable via scripting but one can check IsItemStealable. Category:Feature requests'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description ==&lt;br /&gt;
Currently it is impossible to set items stealable via scripting but one can check IsItemStealable.&lt;br /&gt;
[[Category:Feature requests]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Feature_Request:_SetStockInfinite&amp;diff=12484</id>
		<title>Feature Request: SetStockInfinite</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Feature_Request:_SetStockInfinite&amp;diff=12484"/>
				<updated>2010-03-07T06:53:12Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description ==&lt;br /&gt;
Currently it is impossible to set items to infinite via scripting. Currently modders must rely on complicated coding methods to fake an infinite amount of items.&lt;br /&gt;
&lt;br /&gt;
[[Category:Feature requests]]&lt;br /&gt;
[[Category:Merchants]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Feature_Request:_SetStockInfinite&amp;diff=12483</id>
		<title>Feature Request: SetStockInfinite</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Feature_Request:_SetStockInfinite&amp;diff=12483"/>
				<updated>2010-03-07T06:53:01Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: Created page with '==Description == Currently it is impossible to set items to infinite via scripting. Currently modders must rely on complicated coding methods to fake an infinite amount of items....'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description ==&lt;br /&gt;
Currently it is impossible to set items to infinite via scripting. Currently modders must rely on complicated coding methods to fake an infinite amount of items.&lt;br /&gt;
&lt;br /&gt;
[[Category:Feature requests]]&lt;br /&gt;
[[Category:Merchant]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=DDS&amp;diff=9552</id>
		<title>DDS</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=DDS&amp;diff=9552"/>
				<updated>2010-01-13T18:52:33Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
The DirectDraw Surface graphics file format was established by Microsoft for use with the DirectX SDK. The format is specifically designed for use in real-time rendering applications, such as 3D games. It can be used to store textures, cubemaps, mipmap levels, and allows for compression. Due to the fact that most video cards natively support DXTn texture compression, use of this format can save memory on the video card.&lt;br /&gt;
&lt;br /&gt;
Drivers can perform this compression on the fly thanks to the GL_ARB_texture_compression extension. Thus, it would appear the only advantage of DDS is just reduced space (meaning faster loading) without &amp;quot;double degradation&amp;quot; caused by recompressing already-compressed formats like JPEG. However, DDS files expose this automated process to artists. This allows the image author to correct or prevent artifacts that might occur in a completely automated compression process, or even emphasize specific parts of an image's MIP maps.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  *&lt;br /&gt;
!  File Format Specifications&lt;br /&gt;
|-&lt;br /&gt;
|  '''Extension'''&lt;br /&gt;
|  *.DDS&lt;br /&gt;
|-&lt;br /&gt;
|  '''Compression'''&lt;br /&gt;
|  None, DXTn&lt;br /&gt;
|-&lt;br /&gt;
|  '''Color Depth'''&lt;br /&gt;
|  1- to 32-bits &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Credit goes to [http://www.modwiki.net/wiki/DDS_%28file_format%29 modwiki.com] for description information&lt;br /&gt;
&lt;br /&gt;
==Software Location ==&lt;br /&gt;
=== Plugins ===&lt;br /&gt;
* [http://developer.nvidia.com/object/photoshop_dds_plugins.html Nvidia Photoshop Pluggin] (This plugin only works for the 32-bit version of photoshop)&lt;br /&gt;
* [http://nifelheim.dyndns.org/~cocidius/dds/ GIMP DDS Plugin] &lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* [http://developer.nvidia.com/object/dds_thumbnail_viewer.html DDS Thumbnail Viewer] - Allows you to view .dds files in Thumbnail view in the Windows Explorer.&lt;br /&gt;
* [http://developer.nvidia.com/object/windows_texture_viewer.html Windows Texture Viewer] - WTV was developed by Tomas Blaho for simple DDS viewing, especially for those DDS files with an alpha channel.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[DDS Export Settings]]&lt;br /&gt;
&lt;br /&gt;
[[Category:File types|DDS]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=List_of_file_types&amp;diff=9551</id>
		<title>List of file types</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=List_of_file_types&amp;diff=9551"/>
				<updated>2010-01-13T18:51:24Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: /* Third-party file types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Filetypes serve many functions in Dragon Age and the Toolset.&lt;br /&gt;
&lt;br /&gt;
Files serve as [[Art Resources]], as a Resource to the Toolset and the Game. As well as any Gameresources, used by the Game.&lt;br /&gt;
&lt;br /&gt;
See also: [[Main Page]] &lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The following file types are in formats created by BioWare specifically for use within their games:&lt;br /&gt;
*.[[4PC]] — Custom 16-bit RGBA texture format &lt;br /&gt;
*.[[ANB]] —  Animation blend&lt;br /&gt;
*.[[ANI]] —  Animation sequence: holds single animation sequence&lt;br /&gt;
*.[[APL]] — Artist Placeable File &lt;br /&gt;
*.[[ARE]] —  Area information: holds designer data about an area&lt;br /&gt;
*.[[ARL]] —  Area Layout File&lt;br /&gt;
*.[[BIC]] — Creature File &lt;br /&gt;
*.[[BIF]] — BIFF file &lt;br /&gt;
*.[[BTC]] — BioWare Template for Creatures &lt;br /&gt;
*.[[BTD]] — BioWare Template for Doors &lt;br /&gt;
*.[[BTE]] — BioWare Template for Encounters &lt;br /&gt;
*.[[BTG]] — BioWare Template for Random Item Generator &lt;br /&gt;
*.[[BTM]] — BioWare Template for Market/Merchants (Stores) &lt;br /&gt;
*.[[BTP]] — BioWare Template for Placeable Objects &lt;br /&gt;
*.[[BTS]] — BioWare Template for Sounds &lt;br /&gt;
*.[[BTT]] — BioWare Template for Triggers &lt;br /&gt;
*.[[CCS]] — Conditional Compiled Script &lt;br /&gt;
*.[[CIF]] —  Campaign information&lt;br /&gt;
*.[[CNS]] —  Client scripting source&lt;br /&gt;
*.[[CSS]] — Conditional Source Script &lt;br /&gt;
*.[[CUB]] —  Cutscene blend tree&lt;br /&gt;
*.[[CUT]] —  Cutscene&lt;br /&gt;
*.[[DADBDATA]] —  Compressed file used by the [[Builder to builder]] process &lt;br /&gt;
*.[[DAS]] — Dragon Age Save game file&lt;br /&gt;
*.[[DAT]] —  Internal manifest data file&lt;br /&gt;
*.[[DAZIP]] —  Used to deliver new content to the game.  Created by the toolset and consumed by DAUpdater for use by the game&lt;br /&gt;
*.[[DFT]] — Used to define default values &lt;br /&gt;
*.[[DLB]] —  Dialog blend tree&lt;br /&gt;
*.[[DLG]] —  Dialog&lt;br /&gt;
*.[[DWK]] — Door walkable mesh &lt;br /&gt;
*.[[ERF]] —  Encapsulated Resource File for packaged resources&lt;br /&gt;
*.[[EVT]] —  Animation event file&lt;br /&gt;
*.[[FAC]] — Faction file &lt;br /&gt;
*.[[FFX]] —  Frame buffer effect&lt;br /&gt;
*.[[FNT]] —  Font file&lt;br /&gt;
*.[[FSM]] — Finite State Machine file &lt;br /&gt;
*.[[GAD]] —  GOB Animation Data&lt;br /&gt;
*.[[GDA]] —  Game Data Array, binarized two dimensional array data file&lt;br /&gt;
*.[[GFF]] —  Generic File Format:  Used for almost all data, has become much faster for binary data storage, but has lost flexibility of earlier implementations.&lt;br /&gt;
*.[[GIC]] — Game Instance Comments &lt;br /&gt;
*.[[GIT]] — Game Instance File &lt;br /&gt;
*.[[GUI]] — Graphical User Interface File. &lt;br /&gt;
*.[[HAK]] — HAK file &lt;br /&gt;
*.[[IFO]] — Module Info File &lt;br /&gt;
*.[[INI]] — Standard Windows options file &lt;br /&gt;
*.[[ITP]] — Item Template Palette &lt;br /&gt;
*.[[ITX]] —  Internal texture&lt;br /&gt;
*.[[JRL]] — Journal file &lt;br /&gt;
*.[[KEY]] — Key file &lt;br /&gt;
*.[[LDF]] —  Language definition file:  Used by the scripting engines&lt;br /&gt;
*.[[LST]] —  Area list&lt;br /&gt;
*.[[LTR]] — Letter combo probability info for name generation &lt;br /&gt;
*.[[LVL]] —  Level art source file&lt;br /&gt;
*.[[MAL]] —  Material Library file, stores a grouping of material object files&lt;br /&gt;
*.[[MAO]] —  Material Object file, stores which textures are passed to a material&lt;br /&gt;
*.[[MAT]] —  Material file, stores properties of a material&lt;br /&gt;
*.[[MDL]] — Aurora Model &lt;br /&gt;
*.[[META]]/[[MET]] —  Meta information:  Extra information about the associated resource&lt;br /&gt;
*.[[MMH]] —  Model Mesh Hierarchy&lt;br /&gt;
*.[[MOR]] —  Head Morph File (compiled)&lt;br /&gt;
*.[[MRH]] —  Head Morph File (working/xml)&lt;br /&gt;
*.[[MSH]] —  Mesh file: Contains all vertex, polygon and normal data&lt;br /&gt;
*.[[MVE]] —  &lt;br /&gt;
*.[[NCC]] — Compiled Client Script&lt;br /&gt;
*.[[NCS]] — Compiled Server Script&lt;br /&gt;
*.[[NCS]] — Neverwinter Compiled Script &lt;br /&gt;
*.[[NDB]] — Server Script Debug Information&lt;br /&gt;
*.[[NDB]] — NWScript Debug Format Files. &lt;br /&gt;
*.[[NDC]] — Client Script Debug Information&lt;br /&gt;
*.[[NSC]] — Client Side Script&lt;br /&gt;
*.[[NSS]] — Server Side Script&lt;br /&gt;
*.[[NSS]] — Neverwinter Source Script &lt;br /&gt;
*.[[PHY]] — Physics file, contains Novodex collision info&lt;br /&gt;
*.[[PLO]] — Plot Information File&lt;br /&gt;
*.[[PLT]] — Packed Layered Texture &lt;br /&gt;
*.[[PTM]] — Plot Manager file &lt;br /&gt;
*.[[PTT]] — Plot Template file &lt;br /&gt;
*.[[PWK]] —  Pathfinding Walkable,  Pathfinding data file&lt;br /&gt;
*.[[PWK]] — Placeable object walkable mesh &lt;br /&gt;
*.[[RES]] — Generic type &lt;br /&gt;
*.[[RIM]] —  Resource In Memory file: used by engine at runtime for fast data retrieval in native memory format&lt;br /&gt;
*.[[RML]] —  Room Layout File&lt;br /&gt;
*.[[SAV]] — Neverwinter savegame file &lt;br /&gt;
*.[[SSF]] — sound set file &lt;br /&gt;
*.[[STA]] —  Animation State File&lt;br /&gt;
*.[[STG]] —  Cutscene Stage File&lt;br /&gt;
*.[[SUB]] —  Graphics Submission&lt;br /&gt;
*.[[TEX]] — Aurora Texture &lt;br /&gt;
*.[[TLK]] — Dialog Tlk File &lt;br /&gt;
*.[[TNT]] —  Tint file&lt;br /&gt;
*.[[TOC]] —  Table of Contents:  Used to generate RIM files&lt;br /&gt;
*.[[TXI]] — Extra Texture Info &lt;br /&gt;
*.[[UTC]] — User Template for Creatures &lt;br /&gt;
*.[[UTD]] — User Template for Doors &lt;br /&gt;
*.[[UTE]] — User Template for Encounters &lt;br /&gt;
*.[[UTG]] — User Template for Random Item Generator &lt;br /&gt;
*.[[UTI]] — User Template for Items &lt;br /&gt;
*.[[UTM]] — User Template for Market/Merchants (Stores) &lt;br /&gt;
*.[[UTP]] — User Template for Placeable Objects &lt;br /&gt;
*.[[UTS]] — User Template for Sounds &lt;br /&gt;
*.[[UTT]] — User Template for Triggers &lt;br /&gt;
*.[[UTW]] — waypoint template &lt;br /&gt;
*.[[WFX]] — Wave extra info &lt;br /&gt;
*.[[WOK]] — Walk Mesh &lt;br /&gt;
&lt;br /&gt;
==Third-party file types==&lt;br /&gt;
&lt;br /&gt;
The following file types are in formats created by third parties that may see some usage:&lt;br /&gt;
&lt;br /&gt;
*.AS —  Action Script —  Used by the ScaleForm GUI package&lt;br /&gt;
*.BIK — BINK movie files &lt;br /&gt;
*.BMP — Bitmap file &lt;br /&gt;
*.CHM —  Windows Help File —  Used for toolset help, primarily scripting help&lt;br /&gt;
*.CUR —  Windows Cursor File&lt;br /&gt;
*[[DDS|.DDS]] —  Direct Draw Surface file —  This is a Direct X graphics file format, it can be compressed, hold mipmaps and Alpha&lt;br /&gt;
*.DLL —  Windows dynamic link library&lt;br /&gt;
*.EXE —  Windows Executable&lt;br /&gt;
*.FDP —  FMOD project file&lt;br /&gt;
*.FEV/.FEV.SEQ — FMOD file created by sound design tool&lt;br /&gt;
*.FLA —  Flash file&lt;br /&gt;
*.FSB/.FSB.CACHE/.FSB.SEQ —  Fmod Sound Bank file&lt;br /&gt;
*.FXA — FaceFX Actor file (eg. &amp;quot;Human.fxa&amp;quot;) containing bone definitions. Created using a Max plug-in. Used by the game.  &lt;br /&gt;
*.FXR — Metadata associated with FXA. Not used by the game.  &lt;br /&gt;
*.FXS — Metadata associated with FXA. Not used by the game.  &lt;br /&gt;
*.FXE — Facial animation file (eg. &amp;quot;46634_m.fxe&amp;quot;). Used by the game.  &lt;br /&gt;
*.FXM — Metadata associated with the FXE for use in Studio (audio, phoneme info). Not used by the game.  &lt;br /&gt;
*.FXO —  Pre-Compiled Shader file, can include support for fallback rendering modes&lt;br /&gt;
*.[[GFX]] —  Exported ScaleForm Movie —  Used for animated UI&lt;br /&gt;
*.HLSL —  High Level Shader Language Source file&lt;br /&gt;
*.INI —  Windows settings file&lt;br /&gt;
*.JPG —  Image file —  Used mostly for thumbnails for models.  Not used in game.&lt;br /&gt;
*.JSFL —  ScaleForm file&lt;br /&gt;
*.MP3 —  Sound file&lt;br /&gt;
*.MPG — MPG Video File &lt;br /&gt;
*.SPT —  SpeedTree File&lt;br /&gt;
*.SWF —  Flash File&lt;br /&gt;
*.TGA —  Primary game source texture file&lt;br /&gt;
*.TTF —  TrueType Font&lt;br /&gt;
*.TXT —  Text file —  Primarily used for voice over&lt;br /&gt;
*.WAV —  Wave File, generic windows sound file&lt;br /&gt;
*.XDS —  Compressed Direct X images file format&lt;br /&gt;
*.XLS —  Excel file&lt;br /&gt;
&lt;br /&gt;
[[Category:File types|*]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=DDS_Export_Settings&amp;diff=9550</id>
		<title>DDS Export Settings</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=DDS_Export_Settings&amp;diff=9550"/>
				<updated>2010-01-13T18:48:08Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;According to http://social.bioware.com/forum/1/topic/8/index/599061/1#604952 these are the DDS export settings one should use.&lt;br /&gt;
&lt;br /&gt;
== From Photoshop ==&lt;br /&gt;
&lt;br /&gt;
=== For Icons ===&lt;br /&gt;
According to [http://social.bioware.com/10507/ Ketaros]&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Format: &amp;quot;X.8.8.8 XRGB 32 bpp | unsigned&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: &amp;quot;2D Texture&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Choose: &amp;quot;No MIP maps&amp;quot;&amp;lt;br /&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to [http://social.bioware.com/112329/ tmp7704&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;The icons i've extracted from original files were saved in ARGB fromat with fully opaque Alpha channel. Saving the data in XRGB format theoretically skips the alpha channel data altogether and supplies one unused channel instead, no idea if that makes any difference for the game engine.&amp;quot; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to [http://social.bioware.com/737222/ theBigMuh]&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Format 8.8.8.8 ARGB&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: &amp;quot;2D Texture&amp;quot; (not qouted but assumed)&amp;lt;br /&amp;gt;&lt;br /&gt;
Choose: &amp;quot;No mip maps&amp;quot;&amp;lt;br /&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== For Textures ===&lt;br /&gt;
According to [http://social.bioware.com/737222/ theBigMuh]&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;For textures, use DXT1 for diffuse\\specular\\tint, and DXT3 (NOT DXT5) for normal maps. The interpolated alpha of DXT5 makes for horrible horrible bump mapping artifacts. Check generate mip maps, too. Put the high resolution variation into AddIns\\&amp;lt;youraddin&amp;gt;\\core\\textures\\high, and a 50% downscaled version into AddIns\\&amp;lt;youraddin&amp;gt;\\core\\textures\\medium.&amp;quot; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
According to [http://social.bioware.com/112329/ tmp7704]&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Do not use DXT1 for the diffuse maps at least, doing so can lead to Toolset render engine crash when attempting to load the model using such textures (can't remember offhand if other textures have the same effect on it) Not to mention the 1-bit alpha channel in DXT1 compression is often going to mess things up or be simply insufficient.&lt;br /&gt;
&lt;br /&gt;
The native tint maps seem to use unsigned 16-bit format (a4r4g4b4) which  works for them since they don't use any real gradients to speak of.&lt;br /&gt;
&lt;br /&gt;
The choice between DXT3 and DXT5 for the normal maps would depend on what sort of data is put in the alpha channel. If it has smooth gradients DXT5 is better suited for it. For sharp transitions DXT3 may be a better choice (the limitation of DXT3 compression is it can only record 16 brightness steps rather than 256. While DXT5 is similar to it in the worst possible case, it can offer better fidelity when your alpha channel doesn't cover full 0-255 brightness range)&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[DDS]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Export Settings|DDS Export Settings]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=DDS_Export_Settings&amp;diff=9549</id>
		<title>DDS Export Settings</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=DDS_Export_Settings&amp;diff=9549"/>
				<updated>2010-01-13T18:47:24Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;According to http://social.bioware.com/forum/1/topic/8/index/599061/1#604952 these are the DDS export settings one should use.&lt;br /&gt;
&lt;br /&gt;
== From Photoshop ==&lt;br /&gt;
&lt;br /&gt;
=== For Icons ===&lt;br /&gt;
According to [http://social.bioware.com/10507/ Ketaros]&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Format: &amp;quot;X.8.8.8 XRGB 32 bpp | unsigned&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: &amp;quot;2D Texture&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Choose: &amp;quot;No MIP maps&amp;quot;&amp;lt;br /&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to [http://social.bioware.com/112329/ tmp7704&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;The icons i've extracted from original files were saved in ARGB fromat with fully opaque Alpha channel. Saving the data in XRGB format theoretically skips the alpha channel data altogether and supplies one unused channel instead, no idea if that makes any difference for the game engine.&amp;quot; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to [http://social.bioware.com/737222/ theBigMuh]&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Format 8.8.8.8 ARGB&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: &amp;quot;2D Texture&amp;quot; (not qouted but assumed)&amp;lt;br /&amp;gt;&lt;br /&gt;
Choose: &amp;quot;No mip maps&amp;quot;&amp;lt;br /&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== For Textures ===&lt;br /&gt;
According to [http://social.bioware.com/737222/ theBigMuh]&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;For textures, use DXT1 for diffuse\\specular\\tint, and DXT3 (NOT DXT5) for normal maps. The interpolated alpha of DXT5 makes for horrible horrible bump mapping artifacts. Check generate mip maps, too. Put the high resolution variation into AddIns\\&amp;lt;youraddin&amp;gt;\\core\\textures\\high, and a 50% downscaled version into AddIns\\&amp;lt;youraddin&amp;gt;\\core\\textures\\medium.&amp;quot; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
According to [http://social.bioware.com/112329/ tmp7704]&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Do not use DXT1 for the diffuse maps at least, doing so can lead to Toolset render engine crash when attempting to load the model using such textures (can't remember offhand if other textures have the same effect on it) Not to mention the 1-bit alpha channel in DXT1 compression is often going to mess things up or be simply insufficient.&lt;br /&gt;
&lt;br /&gt;
The native tint maps seem to use unsigned 16-bit format (a4r4g4b4) which  works for them since they don't use any real gradients to speak of.&lt;br /&gt;
&lt;br /&gt;
The choice between DXT3 and DXT5 for the normal maps would depend on what sort of data is put in the alpha channel. If it has smooth gradients DXT5 is better suited for it. For sharp transitions DXT3 may be a better choice (the limitation of DXT3 compression is it can only record 16 brightness steps rather than 256. While DXT5 is similar to it in the worst possible case, it can offer better fidelity when your alpha channel doesn't cover full 0-255 brightness range)&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[DDS]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Design|DDS Export Settings]]&lt;br /&gt;
[[Category:Art|DDS Export Settings]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=DDS_Export_Settings&amp;diff=9548</id>
		<title>DDS Export Settings</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=DDS_Export_Settings&amp;diff=9548"/>
				<updated>2010-01-13T18:46:00Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: This page is for people to see the export settings for DA's DDS. Until we get word from Bioware, I'm just qouting people on the forums.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;According to http://social.bioware.com/forum/1/topic/8/index/599061/1#604952 these are the DDS export settings one should use.&lt;br /&gt;
&lt;br /&gt;
== From Photoshop ==&lt;br /&gt;
&lt;br /&gt;
=== For Icons ===&lt;br /&gt;
According to [http://social.bioware.com/10507/ Ketaros]&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Format: &amp;quot;X.8.8.8 XRGB 32 bpp | unsigned&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: &amp;quot;2D Texture&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Choose: &amp;quot;No MIP maps&amp;quot;&amp;lt;br /&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to [http://social.bioware.com/112329/ tmp7704&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;The icons i've extracted from original files were saved in ARGB fromat with fully opaque Alpha channel. Saving the data in XRGB format theoretically skips the alpha channel data altogether and supplies one unused channel instead, no idea if that makes any difference for the game engine.&amp;quot; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to [http://social.bioware.com/737222/ theBigMuh]&amp;lt;br /&amp;gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Format 8.8.8.8 ARGB&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: &amp;quot;2D Texture&amp;quot; (not qouted but assumed)&amp;lt;br /&amp;gt;&lt;br /&gt;
Choose: &amp;quot;No mip maps&amp;quot;&amp;lt;br /&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== For Textures ===&lt;br /&gt;
According to [http://social.bioware.com/737222/ theBigMuh]&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;For textures, use DXT1 for diffuse\\specular\\tint, and DXT3 (NOT DXT5) for normal maps. The interpolated alpha of DXT5 makes for horrible horrible bump mapping artifacts. Check generate mip maps, too. Put the high resolution variation into AddIns\\&amp;lt;youraddin&amp;gt;\\core\\textures\\high, and a 50% downscaled version into AddIns\\&amp;lt;youraddin&amp;gt;\\core\\textures\\medium.&amp;quot; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
According to [http://social.bioware.com/112329/ tmp7704]&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Do not use DXT1 for the diffuse maps at least, doing so can lead to Toolset render engine crash when attempting to load the model using such textures (can't remember offhand if other textures have the same effect on it) Not to mention the 1-bit alpha channel in DXT1 compression is often going to mess things up or be simply insufficient.&lt;br /&gt;
&lt;br /&gt;
The native tint maps seem to use unsigned 16-bit format (a4r4g4b4) which  works for them since they don't use any real gradients to speak of.&lt;br /&gt;
&lt;br /&gt;
The choice between DXT3 and DXT5 for the normal maps would depend on what sort of data is put in the alpha channel. If it has smooth gradients DXT5 is better suited for it. For sharp transitions DXT3 may be a better choice (the limitation of DXT3 compression is it can only record 16 brightness steps rather than 256. While DXT5 is similar to it in the worst possible case, it can offer better fidelity when your alpha channel doesn't cover full 0-255 brightness range)&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[DDS]]&lt;br /&gt;
&lt;br /&gt;
[[Category:File Formats|DDS]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=DDS&amp;diff=9547</id>
		<title>DDS</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=DDS&amp;diff=9547"/>
				<updated>2010-01-13T18:32:26Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
The DirectDraw Surface graphics file format was established by Microsoft for use with the DirectX SDK. The format is specifically designed for use in real-time rendering applications, such as 3D games. It can be used to store textures, cubemaps, mipmap levels, and allows for compression. Due to the fact that most video cards natively support DXTn texture compression, use of this format can save memory on the video card.&lt;br /&gt;
&lt;br /&gt;
Drivers can perform this compression on the fly thanks to the GL_ARB_texture_compression extension. Thus, it would appear the only advantage of DDS is just reduced space (meaning faster loading) without &amp;quot;double degradation&amp;quot; caused by recompressing already-compressed formats like JPEG. However, DDS files expose this automated process to artists. This allows the image author to correct or prevent artifacts that might occur in a completely automated compression process, or even emphasize specific parts of an image's MIP maps.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  *&lt;br /&gt;
!  File Format Specifications&lt;br /&gt;
|-&lt;br /&gt;
|  '''Extension'''&lt;br /&gt;
|  *.DDS&lt;br /&gt;
|-&lt;br /&gt;
|  '''Compression'''&lt;br /&gt;
|  None, DXTn&lt;br /&gt;
|-&lt;br /&gt;
|  '''Color Depth'''&lt;br /&gt;
|  1- to 32-bits &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Credit goes to [http://www.modwiki.net/wiki/DDS_%28file_format%29 modwiki.com] for description information&lt;br /&gt;
&lt;br /&gt;
==Software Location ==&lt;br /&gt;
=== Plugins ===&lt;br /&gt;
* [http://developer.nvidia.com/object/photoshop_dds_plugins.html Nvidia Photoshop Pluggin] (This plugin only works for the 32-bit version of photoshop)&lt;br /&gt;
* [http://nifelheim.dyndns.org/~cocidius/dds/ GIMP DDS Plugin] &lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* [http://developer.nvidia.com/object/dds_thumbnail_viewer.html DDS Thumbnail Viewer] - Allows you to view .dds files in Thumbnail view in the Windows Explorer.&lt;br /&gt;
* [http://developer.nvidia.com/object/windows_texture_viewer.html Windows Texture Viewer] - WTV was developed by Tomas Blaho for simple DDS viewing, especially for those DDS files with an alpha channel.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[DDS Export Settings]]&lt;br /&gt;
&lt;br /&gt;
[[Category:File Formats|DDS]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=DDS&amp;diff=9546</id>
		<title>DDS</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=DDS&amp;diff=9546"/>
				<updated>2010-01-13T18:25:15Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: All information related to DDS files. Includes software/plugin locations for editing and creation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
The DirectDraw Surface graphics file format was established by Microsoft for use with the DirectX SDK. The format is specifically designed for use in real-time rendering applications, such as 3D games. It can be used to store textures, cubemaps, mipmap levels, and allows for compression. Due to the fact that most video cards natively support DXTn texture compression, use of this format can save memory on the video card.&lt;br /&gt;
&lt;br /&gt;
Drivers can perform this compression on the fly thanks to the GL_ARB_texture_compression extension. Thus, it would appear the only advantage of DDS is just reduced space (meaning faster loading) without &amp;quot;double degradation&amp;quot; caused by recompressing already-compressed formats like JPEG. However, DDS files expose this automated process to artists. This allows the image author to correct or prevent artifacts that might occur in a completely automated compression process, or even emphasize specific parts of an image's MIP maps.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  *&lt;br /&gt;
!  File Format Specifications&lt;br /&gt;
|-&lt;br /&gt;
|  '''Extension'''&lt;br /&gt;
|  *.DDS&lt;br /&gt;
|-&lt;br /&gt;
|  '''Compression'''&lt;br /&gt;
|  None, DXTn&lt;br /&gt;
|-&lt;br /&gt;
|  '''Color Depth'''&lt;br /&gt;
|  1- to 32-bits &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Credit goes to [http://www.modwiki.net/wiki/DDS_%28file_format%29 modwiki.com] for description information&lt;br /&gt;
&lt;br /&gt;
==Software Location ==&lt;br /&gt;
=== Plugins ===&lt;br /&gt;
* [http://developer.nvidia.com/object/photoshop_dds_plugins.html Nvidia Photoshop Pluggin] (This plugin only works for the 32-bit version of photoshop)&lt;br /&gt;
* [http://nifelheim.dyndns.org/~cocidius/dds/ GIMP DDS Plugin] &lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* [http://developer.nvidia.com/object/dds_thumbnail_viewer.html DDS Thumbnail Viewer] - Allows you to view .dds files in Thumbnail view in the Windows Explorer.&lt;br /&gt;
* [http://developer.nvidia.com/object/windows_texture_viewer.html Windows Texture Viewer] - WTV was developed by Tomas Blaho for simple DDS viewing, especially for those DDS files with an alpha channel.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:File Formats|DDS]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Effect_Type_-_itemprps&amp;diff=9545</id>
		<title>Effect Type - itemprps</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Effect_Type_-_itemprps&amp;diff=9545"/>
				<updated>2010-01-13T18:15:41Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''EFFECT_TYPE_MODIFY_PROPERTY               = 1012'''&lt;br /&gt;
*PROPERTY_ATTRIBUTE_MISSILE_SHIELD = 22&lt;br /&gt;
&lt;br /&gt;
*PROPERTY_ATTRIBUTE_REGENERATION_HEALTH_COMBAT = 28&lt;br /&gt;
*PROPERTY_ATTRIBUTE_REGENERATION_STAMINA = 29 ''(Applies to Mana)''&lt;br /&gt;
*PROPERTY_ATTRIBUTE_REGENERATION_STAMINA_COMBAT = 30 ''(Applies to Mana)''&lt;br /&gt;
&lt;br /&gt;
*PROPERTY_ATTRIBUTE_RESISTANCE_MENTAL     = 32;&lt;br /&gt;
*PROPERTY_ATTRIBUTE_RESISTANCE_PHYSICAL   = 33;&lt;br /&gt;
&lt;br /&gt;
*PROPERTY_ATTRIBUTE_ATTACK_SPEED_MODIFIER = 31;&lt;br /&gt;
*PROPERTY_ATTRIBUTE_FLANKING_ANGLE = 20;&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DAMAGE_SCALE = 12;&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DAMAGE_BONUS = 39;&lt;br /&gt;
&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DAMAGE_RESISTANCE_FIRE = 42;&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DAMAGE_RESISTANCE_COLD = 43;&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DAMAGE_RESISTANCE_ELEC = 44;&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DAMAGE_RESISTANCE_NATURE = 45;&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DAMAGE_RESISTANCE_SPIRIT = 46;&lt;br /&gt;
&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DAMAGE_SHIELD_POINTS      = 47;&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DAMAGE_SHIELD_STRENGTH    = 48;&lt;br /&gt;
&lt;br /&gt;
*PROPERTY_ATTRIBUTE_FIRE_DAMAGE_BONUS = 55;&lt;br /&gt;
*PROPERTY_ATTRIBUTE_SPIRIT_DAMAGE_BONUS = 56;&lt;br /&gt;
*PROPERTY_ATTRIBUTE_COLD_DAMAGE_BONUS = 57;&lt;br /&gt;
*PROPERTY_ATTRIBUTE_NATURE_DAMAGE_BONUS = 58;&lt;br /&gt;
*PROPERTY_ATTRIBUTE_ELECTRICITY_DAMAGE_BONUS = 59;&lt;br /&gt;
&lt;br /&gt;
*PROPERTY_ATTRIBUTE_AP 	= 53;&lt;br /&gt;
*PROPERTY_ATTRIBUTE_ARMOR 	= 	11 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_ATTACK 	int 	9 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_CONSTITUTION 	int 	6 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DEFENSE 	int 	10 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DEXTERITY 	int 	2 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DISPLACEMENT 	int 	16 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_INTELLIGENCE 	int 	5 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_MAGIC 	int 	4 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_MAGIC_CRIT_MODIFIER 	int 	22 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_MELEE_CRIT_MODIFIER 	int 	21 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_MOVEMENT_SPEED_MODIFIER 	int 	20 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_RANGED_AIM_SPEED 	int 	24 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_RANGED_CRIT_MODIFIER 	int 	23 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_REGENERATION_HEALTH 	int 	14 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_SPELLPOWER 	int 	13 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_STRENGTH 	int 	1 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_WILLPOWER 	int 	3 	&lt;br /&gt;
*PROPERTY_DEPLETABLE_HEALTH 	int 	7 	&lt;br /&gt;
*PROPERTY_DEPLETABLE_MANA_STAMINA 	int 	8 	&lt;br /&gt;
*PROPERTY_INVALID 	int 	0 	&lt;br /&gt;
*PROPERTY_SIMPLE_AGE 	int 	18 	&lt;br /&gt;
*PROPERTY_SIMPLE_EXPERIENCE 	int 	19 	&lt;br /&gt;
*PROPERTY_SIMPLE_INVENTORY_SIZE 	int 	17 	&lt;br /&gt;
*PROPERTY_SIMPLE_LEVEL 	int 	15 	&lt;br /&gt;
*PROPERTY_SIMPLE_THREAT_DECREASE_RATE 	int 	40 	&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''EFFECT_TYPE_DAMAGE                        = 1013'''&lt;br /&gt;
*DAMAGE_TYPE_INVALID                       = 0;&lt;br /&gt;
*DAMAGE_TYPE_PHYSICAL                      = 1;&lt;br /&gt;
*DAMAGE_TYPE_FIRE                          = 2;&lt;br /&gt;
*DAMAGE_TYPE_COLD                          = 3;&lt;br /&gt;
*DAMAGE_TYPE_ELECTRICITY                   = 4;&lt;br /&gt;
*DAMAGE_TYPE_NATURE                        = 5;&lt;br /&gt;
*DAMAGE_TYPE_PLOT                          = 6;&lt;br /&gt;
*DAMAGE_TYPE_TBD                           = 7;  //debug&lt;br /&gt;
*DAMAGE_TYPE_SPIRIT                        = 8;  &lt;br /&gt;
*DAMAGE_TYPE_DOT                           = 9;  //DoT damage is 'pre resisted'&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=User:KigenBarzhad&amp;diff=9544</id>
		<title>User:KigenBarzhad</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=User:KigenBarzhad&amp;diff=9544"/>
				<updated>2010-01-13T18:10:55Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: Created page with 'Weee I like to mod stuff'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weee I like to mod stuff&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Effect_Type_-_itemprps&amp;diff=9392</id>
		<title>Effect Type - itemprps</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Effect_Type_-_itemprps&amp;diff=9392"/>
				<updated>2010-01-08T03:55:25Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''EFFECT_TYPE_MODIFY_PROPERTY               = 1012'''&lt;br /&gt;
*PROPERTY_ATTRIBUTE_MISSILE_SHIELD = 22&lt;br /&gt;
&lt;br /&gt;
*PROPERTY_ATTRIBUTE_REGENERATION_HEALTH_COMBAT = 28&lt;br /&gt;
*PROPERTY_ATTRIBUTE_REGENERATION_STAMINA = 29 ''(Applies to Mana)''&lt;br /&gt;
*PROPERTY_ATTRIBUTE_REGENERATION_STAMINA_COMBAT = 30 ''(Applies to Mana)''&lt;br /&gt;
&lt;br /&gt;
*PROPERTY_ATTRIBUTE_RESISTANCE_MENTAL     = 32;&lt;br /&gt;
*PROPERTY_ATTRIBUTE_RESISTANCE_PHYSICAL   = 33;&lt;br /&gt;
&lt;br /&gt;
*PROPERTY_ATTRIBUTE_ATTACK_SPEED_MODIFIER = 31;&lt;br /&gt;
*PROPERTY_ATTRIBUTE_FLANKING_ANGLE = 20;&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DAMAGE_SCALE = 12;&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DAMAGE_BONUS = 39;&lt;br /&gt;
&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DAMAGE_RESISTANCE_FIRE = 42;&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DAMAGE_RESISTANCE_COLD = 43;&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DAMAGE_RESISTANCE_ELEC = 44;&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DAMAGE_RESISTANCE_NATURE = 45;&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DAMAGE_RESISTANCE_SPIRIT = 46;&lt;br /&gt;
&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DAMAGE_SHIELD_POINTS      = 47;&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DAMAGE_SHIELD_STRENGTH    = 48;&lt;br /&gt;
&lt;br /&gt;
*PROPERTY_ATTRIBUTE_FIRE_DAMAGE_BONUS = 55;&lt;br /&gt;
*PROPERTY_ATTRIBUTE_SPIRIT_DAMAGE_BONUS = 56;&lt;br /&gt;
*ROPERTY_ATTRIBUTE_COLD_DAMAGE_BONUS = 57;&lt;br /&gt;
*PROPERTY_ATTRIBUTE_NATURE_DAMAGE_BONUS = 58;&lt;br /&gt;
*PROPERTY_ATTRIBUTE_ELECTRICITY_DAMAGE_BONUS = 59;&lt;br /&gt;
&lt;br /&gt;
*PROPERTY_ATTRIBUTE_AP 	= 53;&lt;br /&gt;
*PROPERTY_ATTRIBUTE_ARMOR 	= 	11 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_ATTACK 	int 	9 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_CONSTITUTION 	int 	6 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DEFENSE 	int 	10 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DEXTERITY 	int 	2 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DISPLACEMENT 	int 	16 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_INTELLIGENCE 	int 	5 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_MAGIC 	int 	4 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_MAGIC_CRIT_MODIFIER 	int 	22 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_MELEE_CRIT_MODIFIER 	int 	21 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_MOVEMENT_SPEED_MODIFIER 	int 	20 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_RANGED_AIM_SPEED 	int 	24 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_RANGED_CRIT_MODIFIER 	int 	23 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_REGENERATION_HEALTH 	int 	14 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_SPELLPOWER 	int 	13 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_STRENGTH 	int 	1 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_WILLPOWER 	int 	3 	&lt;br /&gt;
*PROPERTY_DEPLETABLE_HEALTH 	int 	7 	&lt;br /&gt;
*PROPERTY_DEPLETABLE_MANA_STAMINA 	int 	8 	&lt;br /&gt;
*PROPERTY_INVALID 	int 	0 	&lt;br /&gt;
*PROPERTY_SIMPLE_AGE 	int 	18 	&lt;br /&gt;
*PROPERTY_SIMPLE_EXPERIENCE 	int 	19 	&lt;br /&gt;
*PROPERTY_SIMPLE_INVENTORY_SIZE 	int 	17 	&lt;br /&gt;
*PROPERTY_SIMPLE_LEVEL 	int 	15 	&lt;br /&gt;
*PROPERTY_SIMPLE_THREAT_DECREASE_RATE 	int 	40 	&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''EFFECT_TYPE_DAMAGE                        = 1013'''&lt;br /&gt;
*DAMAGE_TYPE_INVALID                       = 0;&lt;br /&gt;
*DAMAGE_TYPE_PHYSICAL                      = 1;&lt;br /&gt;
*DAMAGE_TYPE_FIRE                          = 2;&lt;br /&gt;
*DAMAGE_TYPE_COLD                          = 3;&lt;br /&gt;
*DAMAGE_TYPE_ELECTRICITY                   = 4;&lt;br /&gt;
*DAMAGE_TYPE_NATURE                        = 5;&lt;br /&gt;
*DAMAGE_TYPE_PLOT                          = 6;&lt;br /&gt;
*DAMAGE_TYPE_TBD                           = 7;  //debug&lt;br /&gt;
*DAMAGE_TYPE_SPIRIT                        = 8;  &lt;br /&gt;
*DAMAGE_TYPE_DOT                           = 9;  //DoT damage is 'pre resisted'&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Effect_Type_-_itemprps&amp;diff=9391</id>
		<title>Effect Type - itemprps</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Effect_Type_-_itemprps&amp;diff=9391"/>
				<updated>2010-01-08T03:48:58Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''EFFECT_TYPE_MODIFY_PROPERTY               = 1012'''&lt;br /&gt;
*PROPERTY_ATTRIBUTE_AP 	= 	 53 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_ARMOR 	= 	11 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_ATTACK 	int 	9 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_CONSTITUTION 	int 	6 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DEFENSE 	int 	10 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DEXTERITY 	int 	2 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DISPLACEMENT 	int 	16 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_INTELLIGENCE 	int 	5 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_MAGIC 	int 	4 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_MAGIC_CRIT_MODIFIER 	int 	22 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_MELEE_CRIT_MODIFIER 	int 	21 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_MOVEMENT_SPEED_MODIFIER 	int 	20 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_RANGED_AIM_SPEED 	int 	24 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_RANGED_CRIT_MODIFIER 	int 	23 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_REGENERATION_HEALTH 	int 	14 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_SPELLPOWER 	int 	13 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_STRENGTH 	int 	1 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_WILLPOWER 	int 	3 	&lt;br /&gt;
*PROPERTY_DEPLETABLE_HEALTH 	int 	7 	&lt;br /&gt;
*PROPERTY_DEPLETABLE_MANA_STAMINA 	int 	8 	&lt;br /&gt;
*PROPERTY_INVALID 	int 	0 	&lt;br /&gt;
*PROPERTY_SIMPLE_AGE 	int 	18 	&lt;br /&gt;
*PROPERTY_SIMPLE_EXPERIENCE 	int 	19 	&lt;br /&gt;
*PROPERTY_SIMPLE_INVENTORY_SIZE 	int 	17 	&lt;br /&gt;
*PROPERTY_SIMPLE_LEVEL 	int 	15 	&lt;br /&gt;
*PROPERTY_SIMPLE_THREAT_DECREASE_RATE 	int 	40 	&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''EFFECT_TYPE_DAMAGE                        = 1013'''&lt;br /&gt;
*DAMAGE_TYPE_INVALID                       = 0;&lt;br /&gt;
*DAMAGE_TYPE_PHYSICAL                      = 1;&lt;br /&gt;
*DAMAGE_TYPE_FIRE                          = 2;&lt;br /&gt;
*DAMAGE_TYPE_COLD                          = 3;&lt;br /&gt;
*DAMAGE_TYPE_ELECTRICITY                   = 4;&lt;br /&gt;
*DAMAGE_TYPE_NATURE                        = 5;&lt;br /&gt;
*DAMAGE_TYPE_PLOT                          = 6;&lt;br /&gt;
*DAMAGE_TYPE_TBD                           = 7;  //debug&lt;br /&gt;
*DAMAGE_TYPE_SPIRIT                        = 8;  &lt;br /&gt;
*DAMAGE_TYPE_DOT                           = 9;  //DoT damage is 'pre resisted'&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Effect_Type_-_itemprps&amp;diff=9389</id>
		<title>Effect Type - itemprps</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Effect_Type_-_itemprps&amp;diff=9389"/>
				<updated>2010-01-08T03:43:59Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: moved Effect Type to Effect Type - itemprps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EFFECT_TYPE_MODIFY_PROPERTY               = 1012&lt;br /&gt;
*PROPERTY_ATTRIBUTE_AP 	= 	 53 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_ARMOR 	= 	11 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_ATTACK 	int 	9 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_CONSTITUTION 	int 	6 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DEFENSE 	int 	10 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DEXTERITY 	int 	2 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DISPLACEMENT 	int 	16 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_INTELLIGENCE 	int 	5 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_MAGIC 	int 	4 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_MAGIC_CRIT_MODIFIER 	int 	22 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_MELEE_CRIT_MODIFIER 	int 	21 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_MOVEMENT_SPEED_MODIFIER 	int 	20 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_RANGED_AIM_SPEED 	int 	24 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_RANGED_CRIT_MODIFIER 	int 	23 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_REGENERATION_HEALTH 	int 	14 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_SPELLPOWER 	int 	13 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_STRENGTH 	int 	1 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_WILLPOWER 	int 	3 	&lt;br /&gt;
*PROPERTY_DEPLETABLE_HEALTH 	int 	7 	&lt;br /&gt;
*PROPERTY_DEPLETABLE_MANA_STAMINA 	int 	8 	&lt;br /&gt;
*PROPERTY_INVALID 	int 	0 	&lt;br /&gt;
*PROPERTY_SIMPLE_AGE 	int 	18 	&lt;br /&gt;
*PROPERTY_SIMPLE_EXPERIENCE 	int 	19 	&lt;br /&gt;
*PROPERTY_SIMPLE_INVENTORY_SIZE 	int 	17 	&lt;br /&gt;
*PROPERTY_SIMPLE_LEVEL 	int 	15 	&lt;br /&gt;
*PROPERTY_SIMPLE_THREAT_DECREASE_RATE 	int 	40 	&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
EFFECT_TYPE_DAMAGE                        = 1013;&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Effect_Type&amp;diff=9390</id>
		<title>Effect Type</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Effect_Type&amp;diff=9390"/>
				<updated>2010-01-08T03:43:59Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: moved Effect Type to Effect Type - itemprps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Effect Type - itemprps]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Effect_Type_-_itemprps&amp;diff=9388</id>
		<title>Effect Type - itemprps</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Effect_Type_-_itemprps&amp;diff=9388"/>
				<updated>2010-01-08T03:40:56Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: This page is for looking up Effects and thier Constant Int numbers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EFFECT_TYPE_MODIFY_PROPERTY               = 1012&lt;br /&gt;
*PROPERTY_ATTRIBUTE_AP 	= 	 53 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_ARMOR 	= 	11 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_ATTACK 	int 	9 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_CONSTITUTION 	int 	6 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DEFENSE 	int 	10 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DEXTERITY 	int 	2 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_DISPLACEMENT 	int 	16 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_INTELLIGENCE 	int 	5 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_MAGIC 	int 	4 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_MAGIC_CRIT_MODIFIER 	int 	22 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_MELEE_CRIT_MODIFIER 	int 	21 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_MOVEMENT_SPEED_MODIFIER 	int 	20 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_RANGED_AIM_SPEED 	int 	24 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_RANGED_CRIT_MODIFIER 	int 	23 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_REGENERATION_HEALTH 	int 	14 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_SPELLPOWER 	int 	13 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_STRENGTH 	int 	1 	&lt;br /&gt;
*PROPERTY_ATTRIBUTE_WILLPOWER 	int 	3 	&lt;br /&gt;
*PROPERTY_DEPLETABLE_HEALTH 	int 	7 	&lt;br /&gt;
*PROPERTY_DEPLETABLE_MANA_STAMINA 	int 	8 	&lt;br /&gt;
*PROPERTY_INVALID 	int 	0 	&lt;br /&gt;
*PROPERTY_SIMPLE_AGE 	int 	18 	&lt;br /&gt;
*PROPERTY_SIMPLE_EXPERIENCE 	int 	19 	&lt;br /&gt;
*PROPERTY_SIMPLE_INVENTORY_SIZE 	int 	17 	&lt;br /&gt;
*PROPERTY_SIMPLE_LEVEL 	int 	15 	&lt;br /&gt;
*PROPERTY_SIMPLE_THREAT_DECREASE_RATE 	int 	40 	&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
EFFECT_TYPE_DAMAGE                        = 1013;&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_TEAM_DESTROYED&amp;diff=9290</id>
		<title>EVENT TYPE TEAM DESTROYED</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_TEAM_DESTROYED&amp;diff=9290"/>
				<updated>2010-01-04T03:14:38Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{event&lt;br /&gt;
|sourcefile=events_h&lt;br /&gt;
|when= Fires when an entire team of creatures is destroyed. &lt;br /&gt;
|from=&lt;br /&gt;
|to= Area the team is in&lt;br /&gt;
|tocategory1=area&lt;br /&gt;
|sortkey=TEAM_DESTROYED&lt;br /&gt;
|int0name=nTeam&lt;br /&gt;
|int0desc= the team number that was destroyed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The event is fired to the last living creature on the team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Event types|TEAM_DESTROYED]]&lt;br /&gt;
[[Category:Area events|TEAM_DESTROYED]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_TRAP_ARM&amp;diff=9289</id>
		<title>EVENT TYPE TRAP ARM</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_TRAP_ARM&amp;diff=9289"/>
				<updated>2010-01-04T03:12:13Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs review}}&lt;br /&gt;
{{Event&lt;br /&gt;
|sourcefile=events_h&lt;br /&gt;
|when= Sent by script to request that a trap arm itself. Will make the trap visible and play the 'trap placed' message.&lt;br /&gt;
|from= script&lt;br /&gt;
|to= trap trigger placeable&lt;br /&gt;
|tocategory1=trap&lt;br /&gt;
|tocategory2=placeable&lt;br /&gt;
|sortkey=TRAP_ARM&lt;br /&gt;
|object0name=oOwner&lt;br /&gt;
|object0desc={{undocumented}}&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Event types|TRAP_ARM]]&lt;br /&gt;
[[Category:Trap events|TRAP_ARM]]&lt;br /&gt;
[[Category:Placeable events|TRAP_ARM]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_TRAP_TRIGGERED&amp;diff=9288</id>
		<title>EVENT TYPE TRAP TRIGGERED</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_TRAP_TRIGGERED&amp;diff=9288"/>
				<updated>2010-01-04T03:11:48Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs review}}&lt;br /&gt;
{{event&lt;br /&gt;
|sourcefile=script.ldf&lt;br /&gt;
|when= sent by the engine when a placeable trap collides with something (eg. swinging log trap strikes a creature).&lt;br /&gt;
|from= [[engine]]&lt;br /&gt;
|to=&lt;br /&gt;
|tocategory1=trap&lt;br /&gt;
|sortkey=TRAP_TRIGGERED&lt;br /&gt;
|object0name=oTarget&lt;br /&gt;
|object0desc=Target hit by trap&lt;br /&gt;
|location0name=lImpact&lt;br /&gt;
|location0desc=Impact location&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Event types|TRAP_TRIGGERED]]&lt;br /&gt;
[[Category:Trap events|TRAP_TRIGGERED]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_TRAP_TRIGGER_ARMED&amp;diff=9287</id>
		<title>EVENT TYPE TRAP TRIGGER ARMED</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_TRAP_TRIGGER_ARMED&amp;diff=9287"/>
				<updated>2010-01-04T03:11:26Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs review}}&lt;br /&gt;
{{event&lt;br /&gt;
|sourcefile=events_h&lt;br /&gt;
|when=&lt;br /&gt;
|from=&lt;br /&gt;
|to=&lt;br /&gt;
|tocategory1=trap&lt;br /&gt;
|sortkey=TRAP_TRIGGER_ARMED&lt;br /&gt;
|object0name=oTrap&lt;br /&gt;
|object0desc={{undocumented}}&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Event types|TRAP_TRIGGER_ARMED]]&lt;br /&gt;
[[Category:Trap events|TRAP_TRIGGER_ARMED]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_TRAP_TRIGGER_DISARMED&amp;diff=9286</id>
		<title>EVENT TYPE TRAP TRIGGER DISARMED</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_TRAP_TRIGGER_DISARMED&amp;diff=9286"/>
				<updated>2010-01-04T03:10:55Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs review}}&lt;br /&gt;
{{event&lt;br /&gt;
|sourcefile=events_h&lt;br /&gt;
|when=Fired to trap's signal target(s) when the trap is disarmed.&lt;br /&gt;
|from=&lt;br /&gt;
|to=&lt;br /&gt;
|tocategory1=trap&lt;br /&gt;
|sortkey=TRAP_TRIGGER_DISARMED&lt;br /&gt;
|object0name=oDisarmedBy&lt;br /&gt;
|object0desc={{undocumented}}&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Event types|TRAP_TRIGGER_DISARMED]]&lt;br /&gt;
[[Category:Trap events|TRAP_TRIGGER_DISARMED]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_TRAP_RESET&amp;diff=9285</id>
		<title>EVENT TYPE TRAP RESET</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_TRAP_RESET&amp;diff=9285"/>
				<updated>2010-01-04T03:10:30Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs review}}&lt;br /&gt;
{{event&lt;br /&gt;
|sourcefile=events_h&lt;br /&gt;
|when=Fired to trap's signal target(s) so it releases/retracts/resets when trap is triggered.&lt;br /&gt;
|from=&lt;br /&gt;
|to=&lt;br /&gt;
|tocategory1=trap&lt;br /&gt;
|sortkey=TRAP_RESET&lt;br /&gt;
|creatorname=oTrap&lt;br /&gt;
|creatordesc={{undocumented}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Event types|TRAP_RESET]]&lt;br /&gt;
[[Category:Trap events|TRAP_RESET]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_TRAP_DISARMED&amp;diff=9284</id>
		<title>EVENT TYPE TRAP DISARMED</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_TRAP_DISARMED&amp;diff=9284"/>
				<updated>2010-01-04T03:10:15Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs review}}&lt;br /&gt;
{{event&lt;br /&gt;
|sourcefile=script.ldf&lt;br /&gt;
|when=&lt;br /&gt;
|from=&lt;br /&gt;
|to=&lt;br /&gt;
|tocategory1=trap&lt;br /&gt;
|sortkey=TRAP_DISARMED&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Event types|TRAP_DISARMED]]&lt;br /&gt;
[[Category:Trap events|TRAP_DISARMED]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_TRAP_DISARM&amp;diff=9283</id>
		<title>EVENT TYPE TRAP DISARM</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_TRAP_DISARM&amp;diff=9283"/>
				<updated>2010-01-04T03:10:02Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs review}}&lt;br /&gt;
{{event&lt;br /&gt;
|sourcefile=events_h&lt;br /&gt;
|when=Fired to a trap to cause itself to disarm.&lt;br /&gt;
|from=&lt;br /&gt;
|to=&lt;br /&gt;
|tocategory1=trap&lt;br /&gt;
|sortkey=TRAP_DISARM&lt;br /&gt;
|object0name=oDisarmedBy&lt;br /&gt;
|object0desc={{undocumented}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Event types|TRAP_DISARM]]&lt;br /&gt;
[[Category:Trap events|TRAP_DISARM]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_TRAP_TRIGGER_ENTER&amp;diff=9282</id>
		<title>EVENT TYPE TRAP TRIGGER ENTER</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_TRAP_TRIGGER_ENTER&amp;diff=9282"/>
				<updated>2010-01-04T03:09:11Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs review}}&lt;br /&gt;
{{event&lt;br /&gt;
|sourcefile=events_h&lt;br /&gt;
|when=&lt;br /&gt;
|from=area of effect 'trigger'&lt;br /&gt;
|to=trap's signal target(s).&lt;br /&gt;
|tocategory1=trap&lt;br /&gt;
|sortkey=TRAP_TRIGGER_ENTER&lt;br /&gt;
|targetname=oTarget&lt;br /&gt;
|targetdesc=Object that triggered the trap&lt;br /&gt;
|creatorname=oTrap&lt;br /&gt;
|creatordesc=Trap placeable&lt;br /&gt;
|string0name=sAOE&lt;br /&gt;
|string0desc=Lower case tage of AOE trigger associated with the trap&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Event types|TRAP_TRIGGER_ENTER]]&lt;br /&gt;
[[Category:Trap events|TRAP_TRIGGER_ENTER]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_TRAP_TRIGGER_EXIT&amp;diff=9281</id>
		<title>EVENT TYPE TRAP TRIGGER EXIT</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_TRAP_TRIGGER_EXIT&amp;diff=9281"/>
				<updated>2010-01-04T03:08:50Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs review}}&lt;br /&gt;
{{event&lt;br /&gt;
|sourcefile=events_h&lt;br /&gt;
|when=&lt;br /&gt;
|from=&lt;br /&gt;
|to=&lt;br /&gt;
|tocategory1=trap&lt;br /&gt;
|sortkey=TRAP_TRIGGER_EXIT&lt;br /&gt;
|int0name=iTrapType&lt;br /&gt;
|int0desc={{undocumented}}&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Event types|TRAP_TRIGGER_EXIT]]&lt;br /&gt;
[[Category:Trap events|TRAP_TRIGGER_EXIT]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_UNLOCK_FAILED&amp;diff=9280</id>
		<title>EVENT TYPE UNLOCK FAILED</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_UNLOCK_FAILED&amp;diff=9280"/>
				<updated>2010-01-04T03:08:01Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs review}}&lt;br /&gt;
{{event&lt;br /&gt;
|sourcefile=events_h&lt;br /&gt;
|when=Fired to placeable when unlock attempt fails.&lt;br /&gt;
|from=&lt;br /&gt;
|to=placeables&lt;br /&gt;
|tocategory1=placeable&lt;br /&gt;
|sortkey=UNLOCK_FAILED&lt;br /&gt;
|object0name=oUser&lt;br /&gt;
|object0desc=the entity attempting to unlock the placeable.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Event types|UNLOCK_FAILED]]&lt;br /&gt;
[[Category:Placeable events|UNLOCK_FAILED]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_UNLOCKED&amp;diff=9279</id>
		<title>EVENT TYPE UNLOCKED</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_UNLOCKED&amp;diff=9279"/>
				<updated>2010-01-04T03:07:32Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs review}}&lt;br /&gt;
{{event&lt;br /&gt;
|sourcefile=script.ldf&lt;br /&gt;
|when=sent by script when placeable is unlocked&lt;br /&gt;
|from=&lt;br /&gt;
|to=placeable&lt;br /&gt;
|object0name=oUser&lt;br /&gt;
|object0desc=the entity doing the unlocking&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Event types|UNLOCKED]]&lt;br /&gt;
[[Category:Placeable events|UNLOCKED]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_UNLOCKED&amp;diff=9278</id>
		<title>EVENT TYPE UNLOCKED</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_UNLOCKED&amp;diff=9278"/>
				<updated>2010-01-04T03:07:22Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs review}}&lt;br /&gt;
{{event&lt;br /&gt;
|sourcefile=script.ldf&lt;br /&gt;
|when=sent by script when placeable is unlocked&lt;br /&gt;
|from=&lt;br /&gt;
|to=placeable&lt;br /&gt;
|object0name=oUser&lt;br /&gt;
|object0desc=the entity doing the unlocking&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Event types|UNLOCKED]]&lt;br /&gt;
[[Category:Placeable events]UNLOCKED]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_SET_GAME_MODE&amp;diff=9277</id>
		<title>EVENT TYPE SET GAME MODE</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_SET_GAME_MODE&amp;diff=9277"/>
				<updated>2010-01-04T03:05:55Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{event&lt;br /&gt;
|sourcefile=events_h&lt;br /&gt;
|when= the game mode is set&lt;br /&gt;
|from=&lt;br /&gt;
|to= [[module]]&lt;br /&gt;
|tocategory1=module&lt;br /&gt;
|sortkey=SET_GAME_MODE&lt;br /&gt;
|int0name=nGameMode&lt;br /&gt;
|int0desc=the game mode being set&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Event types|SET_GAME_MODE]]&lt;br /&gt;
[[Category:Module events|SET_GAME_MODE]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_SET_INTERACTIVE&amp;diff=9276</id>
		<title>EVENT TYPE SET INTERACTIVE</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_SET_INTERACTIVE&amp;diff=9276"/>
				<updated>2010-01-04T03:05:28Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs review}}&lt;br /&gt;
{{event&lt;br /&gt;
|sourcefile=events_h&lt;br /&gt;
|when= Sent by script to change interactive state.&lt;br /&gt;
|from=&lt;br /&gt;
|to=placeables&lt;br /&gt;
|tocategory1=placeable&lt;br /&gt;
|int0name=bInteractive&lt;br /&gt;
|int0desc=Interactivity state to set the object to&lt;br /&gt;
|sortkey=SET_INTERACTIVE&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Event types|SET_INTERACTIVE]]&lt;br /&gt;
[[Category:Placeable events|SET_INTERACTIVE]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_SET_INTERACTIVE&amp;diff=9275</id>
		<title>EVENT TYPE SET INTERACTIVE</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_SET_INTERACTIVE&amp;diff=9275"/>
				<updated>2010-01-04T03:04:50Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs review}}&lt;br /&gt;
{{event&lt;br /&gt;
|sourcefile=events_h&lt;br /&gt;
|when= Sent by script to change interactive state.&lt;br /&gt;
|from=&lt;br /&gt;
|to=placeables&lt;br /&gt;
|tocategory1=placeable&lt;br /&gt;
|int0name=bInteractive&lt;br /&gt;
|int0desc=Interactivity state to set the object to&lt;br /&gt;
|sortkey=SET_INTERACTIVE&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Event types|SET_INTERACTIVE]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_SET_PLOT&amp;diff=9274</id>
		<title>EVENT TYPE SET PLOT</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_SET_PLOT&amp;diff=9274"/>
				<updated>2010-01-04T03:03:38Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Event&lt;br /&gt;
|sourcefile=script.ldf&lt;br /&gt;
|when= A plot is setting a plot flag&lt;br /&gt;
|from= [[engine]]&lt;br /&gt;
|to= plot script&lt;br /&gt;
|tocategory1=plot&lt;br /&gt;
|sortkey=SET_PLOT&lt;br /&gt;
|creatorname= oParty&lt;br /&gt;
|creatordesc= owner of the plot table, should be a player&lt;br /&gt;
|string0name= sPlot&lt;br /&gt;
|string0desc= plot GUID, defined as string constant&lt;br /&gt;
|int1name=nFlag&lt;br /&gt;
|int1desc= bit flag number being affected&lt;br /&gt;
|int2name=nValue&lt;br /&gt;
|int2desc= the value about to be written (on a normal SET that should be '1', and on a 'clear' it should be '0')&lt;br /&gt;
|int3name=nOldValue&lt;br /&gt;
|int3desc= On SET call, the current flag value (can be either 1 or 0 regardless if it's a set or clear event)&lt;br /&gt;
|int4name= nIsDefined&lt;br /&gt;
|int4desc= 1 if the current flag (Int 1) is defined, 0 for normal flag.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: The flag value on a SET event is set only AFTER this script finishes running!&lt;br /&gt;
&lt;br /&gt;
[[Category:Event types|SET_PLOT]]&lt;br /&gt;
[[Category:Plot events|SET_PLOT]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_SET_OBJECT_ACTIVE&amp;diff=9273</id>
		<title>EVENT TYPE SET OBJECT ACTIVE</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_SET_OBJECT_ACTIVE&amp;diff=9273"/>
				<updated>2010-01-04T03:02:45Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs review}}&lt;br /&gt;
{{event&lt;br /&gt;
|sourcefile=events_h&lt;br /&gt;
|when= Sent by script to change active state. Needed since CommandDoFunction was removed and we're using [[CommandDoEvent]]&lt;br /&gt;
|from=&lt;br /&gt;
|to=placeables&lt;br /&gt;
|tocategory1=placeable&lt;br /&gt;
|sortkey=SET_OBJECT_ACTIVE&lt;br /&gt;
|int0name=bActive&lt;br /&gt;
|int0desc=State to set the object to&lt;br /&gt;
|int1name=nPartyMember&lt;br /&gt;
|int1desc=Set to 1 to make this work on party members.&lt;br /&gt;
|int2name=nAnim&lt;br /&gt;
|int2desc=The animation to play&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Event types|SET_OBJECT_ACTIVE]]&lt;br /&gt;
[[Category:Placeable events|SET_OBJECT_ACTIVE]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_SET_OBJECT_ACTIVE&amp;diff=9272</id>
		<title>EVENT TYPE SET OBJECT ACTIVE</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_SET_OBJECT_ACTIVE&amp;diff=9272"/>
				<updated>2010-01-04T03:02:26Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs review}}&lt;br /&gt;
{{event&lt;br /&gt;
|sourcefile=events_h&lt;br /&gt;
|when= Sent by script to change active state. Needed since CommandDoFunction was removed and we're using [[CommandDoEvent]]&lt;br /&gt;
|from=&lt;br /&gt;
|to=placeables&lt;br /&gt;
|tocategory1=placeable&lt;br /&gt;
|sortkey=SET_OBJECT_ACTIVE&lt;br /&gt;
|int0name=bActive&lt;br /&gt;
|int0desc=State to set the object to&lt;br /&gt;
|int1name=nPartyMember&lt;br /&gt;
|int1desc=Set to 1 to make this work on party members.&lt;br /&gt;
|int2name=nAnim&lt;br /&gt;
|int2desc=The animation to play&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Event types|SET_OBJECT_ACTIVE]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_ROAM_DIST_EXCEEDED&amp;diff=9271</id>
		<title>EVENT TYPE ROAM DIST EXCEEDED</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_ROAM_DIST_EXCEEDED&amp;diff=9271"/>
				<updated>2010-01-04T03:00:06Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs review}}&lt;br /&gt;
{{event&lt;br /&gt;
|sourcefile=script.ldf&lt;br /&gt;
|when=&lt;br /&gt;
|from=&lt;br /&gt;
|to=creature&lt;br /&gt;
|tocategory1=creature&lt;br /&gt;
|sortkey=ROAM_DIST_EXCEEDED&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Event types|ROAM_DIST_EXCEEDED]]&lt;br /&gt;
[[Category:Creature events|ROAM_DIST_EXCEEDED]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_REMOVE_EFFECT&amp;diff=9270</id>
		<title>EVENT TYPE REMOVE EFFECT</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_REMOVE_EFFECT&amp;diff=9270"/>
				<updated>2010-01-04T02:59:11Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs review}}&lt;br /&gt;
{{Event&lt;br /&gt;
|sourcefile=script.ldf&lt;br /&gt;
|when= an effect is removed from the receiving object&lt;br /&gt;
|from= [[engine]]&lt;br /&gt;
|tocategory1= creature&lt;br /&gt;
|tocategory2= placeable&lt;br /&gt;
|sortkey=REMOVE_EFFECT&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
from SEffectHandler.cpp:&lt;br /&gt;
&lt;br /&gt;
:pEvent-&amp;gt;SetType( CSSCRIPTEVENT_EVENTTYPE_RULES_REMOVEEFFECT );&lt;br /&gt;
:pEvent-&amp;gt;SetData(0, pEffect);&lt;br /&gt;
&lt;br /&gt;
[[Category:Event types|REMOVE_EFFECT]]&lt;br /&gt;
[[Category:Creature events|REMOVE_EFFECT]]&lt;br /&gt;
[[Category:Placeable events|REMOVE_EFFECT]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_REACHED_WAYPOINT&amp;diff=9269</id>
		<title>EVENT TYPE REACHED WAYPOINT</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_REACHED_WAYPOINT&amp;diff=9269"/>
				<updated>2010-01-04T02:58:41Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs review}}&lt;br /&gt;
{{event&lt;br /&gt;
|sourcefile=script.ldf&lt;br /&gt;
|when=&lt;br /&gt;
|from=[[engine]]&lt;br /&gt;
|to=creatures&lt;br /&gt;
|tocategory1=creature&lt;br /&gt;
|sortkey=REACHED_WAYPOINT&lt;br /&gt;
|int0name=nCurrentTarget&lt;br /&gt;
|int1name=nLocationCount&lt;br /&gt;
|creatorname=oCreature&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Event types|REACHED_WAYPOINT]]&lt;br /&gt;
[[Category:Creature events|REACHED_WAYPOINT]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_POPUP_RESULT&amp;diff=9268</id>
		<title>EVENT TYPE POPUP RESULT</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_POPUP_RESULT&amp;diff=9268"/>
				<updated>2010-01-04T02:53:20Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{event&lt;br /&gt;
|sourcefile=script.ldf&lt;br /&gt;
|when= player responds to area transition prompt.&lt;br /&gt;
|from=&lt;br /&gt;
|to= module&lt;br /&gt;
|tocategory1=module&lt;br /&gt;
|sortkey=POPUP_RESULT&lt;br /&gt;
|object0name= oOwner&lt;br /&gt;
|object0desc= owner of popup&lt;br /&gt;
|int0name= nPopupID&lt;br /&gt;
|int0desc = popup ID (index into [[popups.xls]])&lt;br /&gt;
|int1name= nButton&lt;br /&gt;
|int1desc= button result (1 - 4)&lt;br /&gt;
|string0name= sInput&lt;br /&gt;
|string0desc= string entered into optional text field&lt;br /&gt;
|creatorname=oPlayer&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Calling the &amp;quot;[[ShowPopup]]&amp;quot; script function causes a popup window to be displayed to the user, with up to four buttons whose text is defined in the &amp;quot;popups&amp;quot; 2DA and up to one text input field (with a filter on the input the player can type there that's the same as the filter on player names - up to 20 characters, no spaces, limited punctuation, no empty strings). This event is generated and sent to the module script with the popup's result.&lt;br /&gt;
&lt;br /&gt;
[[Category:Event types|POPUP_RESULT]]&lt;br /&gt;
[[Category:Module events|POPUP_RESULT]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_PLAYER_LEVELUP&amp;diff=9267</id>
		<title>EVENT TYPE PLAYER LEVELUP</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_PLAYER_LEVELUP&amp;diff=9267"/>
				<updated>2010-01-04T02:51:41Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs review}}&lt;br /&gt;
{{event&lt;br /&gt;
|sourcefile=events_h&lt;br /&gt;
|when= Creature is spawned.&lt;br /&gt;
|from= Fired by [[sys_rewards_h]].[[RewardXP]] (the levelup system)&lt;br /&gt;
|to= [[player_core]]&lt;br /&gt;
|tocategory1=creature&lt;br /&gt;
|sortkey=PLAYER_LEVELUP&lt;br /&gt;
|int0name=nNewLevel&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Event types|PLAYER_LEVELUP]]&lt;br /&gt;
[[Category:Creature events|PLAYER_LEVEUP]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_PARTY_MEMBER_HIRED&amp;diff=9266</id>
		<title>EVENT TYPE PARTY MEMBER HIRED</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_PARTY_MEMBER_HIRED&amp;diff=9266"/>
				<updated>2010-01-04T02:50:20Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs review}}&lt;br /&gt;
{{event&lt;br /&gt;
|sourcefile=events_h&lt;br /&gt;
|when= Fires first time a party member is added to the party. For plot followers: follower recruited (added to pool). For other followers: UT_Hire called&lt;br /&gt;
|from=&lt;br /&gt;
|to= [[player_core]]&lt;br /&gt;
|tocategory1=creature&lt;br /&gt;
|sortkey=PARTY_MEMBER_HIRED&lt;br /&gt;
|int0name=nShowPartyPicker&lt;br /&gt;
|int0desc={{undocumented}}&lt;br /&gt;
|int1name=nMinLevel&lt;br /&gt;
|int1desc={{undocumented}}&lt;br /&gt;
|int2name=bPreventLevelup&lt;br /&gt;
|int2desc={{undocumented}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Event types|PARTY_MEMBER_HIRED]]&lt;br /&gt;
[[Category:Creature events|PARTY_MEMBER_HIRED]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_PERCEPTION_APPEAR&amp;diff=9265</id>
		<title>EVENT TYPE PERCEPTION APPEAR</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_PERCEPTION_APPEAR&amp;diff=9265"/>
				<updated>2010-01-04T02:49:22Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Event&lt;br /&gt;
|sourcefile=script.ldf&lt;br /&gt;
|when=A creature enters the perception area of creature receiving the event&lt;br /&gt;
|from=Engine&lt;br /&gt;
|to1=Creature&lt;br /&gt;
|targetdesc= Creature that entered the perception area&lt;br /&gt;
|object0name= oAppear&lt;br /&gt;
|object0desc = Creature that entered the perception area&lt;br /&gt;
|int0name=nHostile&lt;br /&gt;
|int0desc= If hostile or not (TRUE/FALSE)&lt;br /&gt;
|int1name=bStealthed&lt;br /&gt;
|int1desc= If stealthed or not (TRUE/FALSE)&lt;br /&gt;
|int2name= nHostilityChanged&lt;br /&gt;
|int2desc=  if the creature was already perceived but just changed hostility (TRUE/FALSE)&lt;br /&gt;
|int3name= bSurvivalSkillDetected&lt;br /&gt;
|sortkey=PERCEPTION_APPEAR&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Event types|PERCEPTION_APPEAR]]&lt;br /&gt;
[[Category:Creature events|PERCEPTION_APPEAR]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_PERCEPTION_APPEAR&amp;diff=9264</id>
		<title>EVENT TYPE PERCEPTION APPEAR</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_PERCEPTION_APPEAR&amp;diff=9264"/>
				<updated>2010-01-04T02:49:12Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Event&lt;br /&gt;
|sourcefile=script.ldf&lt;br /&gt;
|when=A creature enters the perception area of creature receiving the event&lt;br /&gt;
|from=Engine&lt;br /&gt;
|to1=Creature&lt;br /&gt;
|targetdesc= Creature that entered the perception area&lt;br /&gt;
|object0name= oAppear&lt;br /&gt;
|object0desc = Creature that entered the perception area&lt;br /&gt;
|int0name=nHostile&lt;br /&gt;
|int0desc= If hostile or not (TRUE/FALSE)&lt;br /&gt;
|int1name=bStealthed&lt;br /&gt;
|int1desc= If stealthed or not (TRUE/FALSE)&lt;br /&gt;
|int2name= nHostilityChanged&lt;br /&gt;
|int2desc=  if the creature was already perceived but just changed hostility (TRUE/FALSE)&lt;br /&gt;
|int3name= bSurvivalSkillDetected&lt;br /&gt;
|sortkey=PERCEPTION_APPEAR&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Event types|PERCEPTION_APPEAR]&lt;br /&gt;
[[Category:Creature events|PERCEPTION_APPEAR]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_PERCEPTION_DISAPPEAR&amp;diff=9263</id>
		<title>EVENT TYPE PERCEPTION DISAPPEAR</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_PERCEPTION_DISAPPEAR&amp;diff=9263"/>
				<updated>2010-01-04T02:48:32Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{event&lt;br /&gt;
|sourcefile=script.ldf&lt;br /&gt;
|when= A creature exits the perception area of creature receiving the event&lt;br /&gt;
|from= [[engine]]&lt;br /&gt;
|to=creatures&lt;br /&gt;
|tocategory1= creature&lt;br /&gt;
|sortkey=PERCEPTION_DISAPPEAR&lt;br /&gt;
|creatorname= oViewer&lt;br /&gt;
|creatordesc= The creature whose perception system detected a disappearing creature.&lt;br /&gt;
|object0name= oTarget&lt;br /&gt;
|object0desc= Disappearing creature&lt;br /&gt;
|sortkey=PERCEPTION_DISAPPEAR&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Bool 0:&amp;lt;/b&amp;gt; Owner is hostile towards disappearing creature &lt;br /&gt;
Is &amp;quot;bool 0&amp;quot; integer 0?{{undocumented}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Event types|PERCEPTION_DISAPPEAR]]&lt;br /&gt;
[[Category:Creature events|PERCEPTION_DISAPPEAR]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_PERCEPTION_DISAPPEAR&amp;diff=9262</id>
		<title>EVENT TYPE PERCEPTION DISAPPEAR</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_PERCEPTION_DISAPPEAR&amp;diff=9262"/>
				<updated>2010-01-04T02:47:43Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{event&lt;br /&gt;
|sourcefile=script.ldf&lt;br /&gt;
|when= A creature exits the perception area of creature receiving the event&lt;br /&gt;
|from= [[engine]]&lt;br /&gt;
|to=creatures&lt;br /&gt;
|tocategory1= [[creature]]&lt;br /&gt;
|sortkey=PERCEPTION_DISAPPEAR&lt;br /&gt;
|creatorname= oViewer&lt;br /&gt;
|creatordesc= The creature whose perception system detected a disappearing creature.&lt;br /&gt;
|object0name= oTarget&lt;br /&gt;
|object0desc= Disappearing creature&lt;br /&gt;
|sortkey=PERCEPTION_DISAPPEAR&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Bool 0:&amp;lt;/b&amp;gt; Owner is hostile towards disappearing creature &lt;br /&gt;
Is &amp;quot;bool 0&amp;quot; integer 0?{{undocumented}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Event types|PERCEPTION_DISAPPEAR]]&lt;br /&gt;
[[Category:Creature events|PERCEPTION_DISAPPEAR]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_PLACEABLE_COLLISION&amp;diff=9261</id>
		<title>EVENT TYPE PLACEABLE COLLISION</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_PLACEABLE_COLLISION&amp;diff=9261"/>
				<updated>2010-01-04T02:46:49Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs review}}&lt;br /&gt;
{{event&lt;br /&gt;
|sourcefile=script.ldf&lt;br /&gt;
|when= player collides with object (if EnableCollisionEvent column in [[placeables.xls]] is non-zero).&lt;br /&gt;
|from= [[engine]]&lt;br /&gt;
|to= [[placeable]]s&lt;br /&gt;
|tocategory1=placeable&lt;br /&gt;
|sortkey=PLACEABLE_COLLISION&lt;br /&gt;
|creatorname=oPlaceable&lt;br /&gt;
|object0name=oCreature&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Event types|PLACEABLE_COLLISION]]&lt;br /&gt;
[[Category:Placeable events|PLACEABLE_COLLISION]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_PLACEABLE_COLLISION&amp;diff=9260</id>
		<title>EVENT TYPE PLACEABLE COLLISION</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=EVENT_TYPE_PLACEABLE_COLLISION&amp;diff=9260"/>
				<updated>2010-01-04T02:46:17Z</updated>
		
		<summary type="html">&lt;p&gt;KigenBarzhad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs review}}&lt;br /&gt;
{{event&lt;br /&gt;
|sourcefile=script.ldf&lt;br /&gt;
|when= player collides with object (if EnableCollisionEvent column in [[placeables.xls]] is non-zero).&lt;br /&gt;
|from= [[engine]]&lt;br /&gt;
|to= [[placeable]]s&lt;br /&gt;
|tocategory1=placeable&lt;br /&gt;
|sortkey=PLACEABLE_COLLISION&lt;br /&gt;
|creatorname=oPlaceable&lt;br /&gt;
|object0name=oCreature&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Event types|PLACEABLE_COLLISION]&lt;br /&gt;
[[Category:Placeable events|PLACEABLE_COLLISION]]&lt;/div&gt;</summary>
		<author><name>KigenBarzhad</name></author>	</entry>

	</feed>