Golarion Chronicles Wiki

Areas

All areas are recorded with a git issue (all areas get added to the “Areas” Project). Any area you are contributing to add yourself as an assignee.

Encounters and EXP

The random encounter system on rest checks for the level of an area, if a level is set it counts as a hostile level and will roll for a random encounter. Additionally it will use this level in order to calculate the DC of the survival check.

Creatures are rewared EXP based on the CR_LEVEL of the area.

Local Variable INT CR_LEVEL 1

Resting

The by default all areas have resting disabled, exceptions are made by local variable on the area. Setting it to 1 makes the area allow resting. Resting will require the player to be near a resting placeable (bed,bedroll, tent, ect).

Local Variable INT REST_AREA 1

World Map System

In order to make a trigger go to the world map, set the transition destination to “none” and set the on-click script to mapabsalom. This will send anyone who uses the trigger to the world map of Absalom.

This will also prevent use of the trigger if the user is in combat.

Flavor Text Trigger

Ground trigger that when stepped in prints flavor text to the player. It already exists on the palette generic triggers "flavor text' and can be used accordingly.

Local Variable STRING TEXT textgoeshere

Water Slow Trigger

Custom Trigger palette, generic trigger, water slow trigger. Paint where you want them to be slowed by 50% it's okay if it overlaps they may get slowed double while in overlap though but not really a big deal.

Terrain Type

All areas must have their terrain type specified in a local string. This is referenced by ranger favored terrain.

This is optional if none is specified it will pull a default based on the tileset. If specified it will override the default.

Example: STRING TERRAIN_TYPE COLD

  • COLD (ice, glaciers, snow, and tundra)
  • DESERT (sand and wastelands)
  • FOREST (coniferous and deciduous)
  • JUNGLE (Not yet implemented, no such areas exist yet)
  • MOUNTAIN (including hills)
  • PLANES (Not yet implemented, no such areas exist yet)
  • SWAMP
  • UNDERGROUND (caves and dungeons)
  • URBAN (buildings, streets, and sewers)
  • WATER (above and below the surface)

Example of Area Properties - > Advanced -> Variable -> Press Add and save

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Sound Properties

When placing a sound in the area, add the following prefix to the tag before placement. Labeling area soundset tags, after being placed for easier bug fixes.

  • Day (soundset) - for sounds playing in the daytime only.
  • Night (Soundset) - for soundsets playing in the night only.
  • Always(Soundset) - for soundsets always active, despite time of day.

Underwater

Marks the area as underwater and checks accordingly when a player enters it.

Local Variable INT UNDERWATER 1

Horses

Area trasitions check to see if a player is mounted, to prevent a player from transitioning to an area that doesn't allow mounts add this local variable to the destination area. (the player will dismount first before transitioning)

Local Variable INT X3_NO_MOUNTING 1

To prevent horses from following (if still in the party) use this variable on the destination area to prevent party horses from coming along for the transition. (also kicks them from the party)

Local Variable INT X3_NO_HORSES 1

Objects

Placeable Properties

Function to optionally disable usability entirely of an object. Players will be unable to click on this object to interact with it – works on anything (even npcs) not just placeables. This also removes all highlights

Local variable int DISABLEUSEABLE 1

Function to optionally disable mouseover and/or TAB highlight per-object, has muliple options each one is exclusive. By choosing one it disables all the others. Will currently only work on Creatures, Doors (Hilite only), Items and Useable Placeables.

Local variable string UIDISCOVERY NONE

NONE Shows no highlight or text bubble (but the object can still be clicked on and used).

HIGHLIGHTMOUSEOVER Shows only a highlight when moused over

HIGHLIGHTTAB Shows only a highlight when tab is pressed

BUBBLEMOUSEOVER Shows only a text bubble when moused over

BUBBLETAB Shows only a text bubble tab is pressed

Function to manually set the distance in which a placeable will disappear in the background. The default is 90 for all placeables, or the fog if less than 90.If you want a plceable in the background to be shown you can set the distance further.

Local variable int VISIBLEDISTANCE 1000

Resting

Objects marked with the “REST" local int mark them as resting objects (beds) allowing players to rest when next to them.

Local variable int REST 1

Knowledge Check on Placeable

Placeables will have bonus information added to their examine window if a player succeeds a skill check. Works with any skill number.

Arcana 30, Dungeoneering 31, Geography 32, History 33, Local 34, Nature 35, Planes 36, Religion 37, Linguistics 41, Spellcraft 16.

Local variable string KNOWLEDGE_DESCRIPTION text

Local variable int KNOWLEDGE_DC 10

Local variable int KNOWLEDGE_SKILL 1

Skill Check Transition Placeable

Placeable when used is a skill check, on success it teleports to the target waypoint. Can be used for any skill. Failure destination and fall distance is optional. Fall distance is in feet, damage dealt is equal to 1d6/10 feet, negated automatically by monk slow fall.

Acrobatics 21, Climb 38, Swim 39.

If no DC variable is set, it will auto succeed

On Used Script: plc_skilltrans 

Local variable  string SUCCESS wp_x2_plc(tag of destination waypoint)

Local variable int SKILL 10

Local variable int DC 15

Optional:

Local variable string FAILURE wp_x2_plc(tag of destination waypoint)

Local variable int FALL_DISTANCE 350

Item Value

Item values need to be set manually, the value in the toolset is unreliable this completely replaces the base value as seen in the toolset.

Local variable int VALUE 100

Influence Reward

New itemproperty for influence rewards. Assignable to any item.

Items with this property cannot be bought, sold, traded, dropped. Exceptions are if the target is a trashcan or if the player is inside of their vault.

Traps

Modular Traps

Any Dungeon (The area is on the dungeon reset Database, and is local variable set with the CR_LEVEL) can have a chance to spawn traps at any interactable door or placeable.

The type of the trap is random, and the Detec/Disarm/Effect DC is based on the CR_LEVEL of the area.

Additionally ground traps can be designated with a Trap Trigger (Trigger Palette > Custom1 > Modular Trap)

Additionally, an object (or area) can be set to never have a trap with the following:

Local Variable int DONT_TRAP 1

Magic Traps

Traps that cast spells when triggered are magic traps. These traps are special in pathfinder. Only a class with the trapfidning class ability can disarm a magic trap regardless of their skill. The trigger for magic traps must be labeled with a local variable.

Local Variable int MAGIC_TRAP 1

Merchant Dialogue

Reference a merchant's dialogue using the cv_*openstore* script in the “actions taken” tab of the dialogue. Referencing the resref of the target shop as a local variable string on the npc. 
The merchant object is pulled directly from the palette and does not need to be placed in the world.

Local Variable string *MERCHANT_RESREF arlostore123*