====== Area Variables ====== ===== Magic ===== ==== AntiMagic ==== **(int)** Spell failure percentage for all spells in Area ==== MagicModifier ==== **(int)** Effective level modifier for all magic. ==== WildMagic ==== **(int)** Percentage change of wild magic surge. ===== Damages ===== Creatures of given element reduce the effective value by one.\\ Creatures of opposite type increase by one. Generic: (modified by the type)\\ 0-1=nothing\\ 2=cannot gain hp on rest\\ 3=damage d20\\ 4=damage 2d20\\ etc. Note1: normally there should not be change of more than 2 in single transition so for exapmple the fiery place has 4, therefore: the cottage 2 and the desert inside 2 Note2: these can also be set by DM with "SetAreaInt" but be carefull and please remove after. ==== Cold ==== 0 or not set = normal\\ 1 = fire creatures do not gain HP on rest (var "firecreature" set)\\ 2 = noone gains HP on rest unless within 5 m of a placeable with tag "campfire"\\ 3+ = damage creatures with damage equal to d20(value-2)/HB ==== Acid ==== 0 or not set = normal\\ 1 = hot: fire creatures do not gain HP on rest (var "firecreature" set)\\ 2 = Very hot: noone gains HP on rest\\ 3+ = damage creatures with damage equal to d20(value-2)/HB ==== Heat ==== 0 or not set = normal\\ 1 = hot: water/cold creatures do not gain HP on rest (var "coldcreature" or var "watercreature" set)\\ 2 = Very hot: noone gains HP on rest unless within 5 m of a placeable with tag "shade"\\ 3+ = damage creatures with damage equal to d20(value-2)/HB ==== Unlife ==== 0 or not set = normal\\ 1 = unlife: life creatures do not gain HP on rest (var "lifecreature" set)\\ 2 = much unlife: noone gains HP on rest\\ 3+ = damage creatures with damage equal to d20(value-2)/HB ==== Life ==== 1 = life: unlife creatures do not gain HP on rest (var "unlifecreature" set)\\ 2 = much life:\\ 3+ =Much life: damage creatures with damage equal to d20(value-2)/HB\\ ==== Lightning ==== 0 or not set = normal\\ 1 = Earth creatures do not gain HP on rest\\ 2 = noone gains HP on rest\\ 3+ = damage creatures with damage equal to d20(value-2)/HB\\ ==== Earth ==== 0 or not set = normal 1 = Air creatures do not gain HP on rest (var "aircreature" set)\\ 2 = noone gains HP on rest\\ 3+ = damage creatures with damage equal to d20(value-2)/HB ===== Misc ===== ==== markentry ==== **(int)** If set to true will place a integer on entering PC named as the areaname to true. ==== nojump ==== **(int)** Disables teleportation : scrolls, navigators, Staff of Travel ==== PrepClean ==== Setting variable int PrepClean to a high number in the given area will effectively stop the automatic cleaning of that area. ===== Doors ===== ==== door_keep_open ==== **(int)** Setting this on area will keep all doors open in the area. ==== door_radius ==== **(float)** Distance from door which is checked to see if there is someone, and if so then doors is not closed. Default is 20.0 meters. If it is < 0, then players near door are not checked at all. ==== door_delay ==== **(float)** Number of seconds to wait before checking whether the door should be closed. If not set then default is 180.0 seconds. If it is < 0, then doors will never be closed. ==== door_lock_delay ==== **(float)** Timeout after which the doors in the area are locked again again in seconds. Default is 240. If it is < 0 then doors are not locked again. ==== door_keep_unlocked ==== **(int)** Setting this on the are will keep door from locking. ==== door_notice_distance ==== **(float)** Number of meters how far the creatures will try to detect player if he is invisible. Default is 10.0 meters. ==== door_notice_multiplier ==== **(float)** Multipler for the distance in meters from the door to creature to get the DC of the SPOT check. Default is 2.0. If creature is 7 meters from door, and this is set to 2, then the DC for the creature to SPOT the door opening is 14. ==== door_keep_locked ==== **(int)** Door will automatically relock itself immediately when it is unlocked. ==== damage_limit ==== **(int)** Number of hits required to break the lock. Default is DC*DC. If < 0, then player cannot break the lock regardless of damage. ==== secret_delay ==== **(float)** Amount of seconds after the door is again hidden. If < 0, then it is not hidden again. If 0 then default of 30 seconds is used. ==== secret_keep ==== **(int)** If set then do not hide the door. ==== secret_radius ==== **(float)** If player is closer than this do not hide door. If 0.0 then use default of 5.0 meters. ===== PC Resting ===== ==== NoRest ==== Will disable resting in the given area\\ ==== WarnRest ==== Will send a message to the dms when anyone rests in the area If set on Module, will send a message to the dms when anyone rests anywhere ==== Summonrest ==== set integer "Summonrest" in the area to a number form 1 to 9, to cause the act of resting in that area to summon creatures from the DM area custom pit corresponding to the number.