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	<id>https://wiki.sinfar.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Elemuffin</id>
	<title>Sinfar - User contributions [en]</title>
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	<updated>2026-05-20T07:20:14Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.sinfar.net/index.php?title=User:Elemuffin/Elexa&amp;diff=1062</id>
		<title>User:Elemuffin/Elexa</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=User:Elemuffin/Elexa&amp;diff=1062"/>
		<updated>2025-09-16T20:16:13Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: Created page with &amp;quot;(This page is mostly an example of how to create pages under your profile)  Elexa used to fancy herself as a demure, gentle, goodie-two-shoes kind of girl, but a few years of Sinifer has shown her the delusions of that idea. She comes off as more withdrawn when not in the company of friends, but when she is, she exudes an apparent warmth and affection towards them.  While her build is still athletic, her figure and temperament would come over, somewhat more motherly, cov...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(This page is mostly an example of how to create pages under your profile)&lt;br /&gt;
&lt;br /&gt;
Elexa used to fancy herself as a demure, gentle, goodie-two-shoes kind of girl, but a few years of Sinifer has shown her the delusions of that idea. She comes off as more withdrawn when not in the company of friends, but when she is, she exudes an apparent warmth and affection towards them.&lt;br /&gt;
&lt;br /&gt;
While her build is still athletic, her figure and temperament would come over, somewhat more motherly, covering her sensual and darker desires. Those that are magically inclined; would likely feel something is amiss around Elexa.&lt;br /&gt;
&lt;br /&gt;
Recently she seems detached from the world around her, her eyes subconsciously flicking to the places where people were standing earlier.&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Character_Customisation&amp;diff=1059</id>
		<title>Character Customisation</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Character_Customisation&amp;diff=1059"/>
		<updated>2025-09-09T01:22:26Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On Sinfar, there&#039;s a vast variety of options for customizing your character even after you&#039;ve left character creation. Things that cannot be altered after creation are:&lt;br /&gt;
&lt;br /&gt;
* Level 1 class&lt;br /&gt;
* Level 1 ability scores&lt;br /&gt;
* Level 1 feats, skills, spells or anything else included in the &amp;quot;Packages&amp;quot; part of character creation.&lt;br /&gt;
&lt;br /&gt;
If, at any time you wish to alter any of those things, you will be forced to create a new character. However, all the rest of character creation - from alignment to gender and portrait to model appearance - can be changed at will in the game or on our websites.&lt;br /&gt;
&lt;br /&gt;
You can find a list of in-game characters, where you can also see their full-sized portraits and read their bios, here: https://nwn.sinfar.net/&lt;br /&gt;
&lt;br /&gt;
== Portrait ==&lt;br /&gt;
You can upload a new portrait at any time for your character and it will take effect immediately on the server, though other players will have to download it before they&#039;ll be able to see it in game. However, the webclient and websites will update automatically. You can upload a new portrait on the upload page here: https://nwn.sinfar.net/portraits_uploadform.php&lt;br /&gt;
&lt;br /&gt;
In order to upload your portrait, you must be logged in with the account associated with the character in question. For the portrait to be valid, it must follow the standards of NWN portraits which can be found here: https://nwn.fandom.com/wiki/Portrait&lt;br /&gt;
&lt;br /&gt;
You can use the in-game portrait converter, a third-party web tool like https://www.notra.fr/portrait/nwn, or if you wish more fine-grained control over the results, any image or photo editor able to work with .tga files can work. [https://www.gimp.org/ GIMP] is a recommended tool for its utility and the fact it&#039;s free and open source.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
You&#039;re not restricted to a specific alignment for your character, regardless of your classes. You can also pick any class regardless of your alignment, allowing you to play a Paladin/Blackguard if you so wish. Certain classes - ones that would normally have alignment restrictions - will push you towards specific alignments. This means that you may roleplay a good character who has taken Assassin or Blackguard levels, and they will mechanically be evil and thus susceptible to the Smite Evil feat of a Paladin. For information about which classes will adjust your alignment, and if you wish to know what alignment your build may get, see [https://nwn.sinfar.net/p_classesalign.php this page].&lt;br /&gt;
&lt;br /&gt;
To change your preferred alignment, you must go to the Vichan NPC accessible in all OOC rooms (accessible with the !OOC command).&lt;br /&gt;
&lt;br /&gt;
== Biography/Description ==&lt;br /&gt;
Your character biography, as seen when you examine a character, can be fully customised after character creation. You can do it from in game via the NPC Vichan accessible in the OOC room (accessible with the !OOC command) or from the website, [https://nwn.sinfar.net/ nwn.sinfar.net].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re online, your character will be visible on the main page. If you wish to edit a biography of a character while not in game, you can go to the &amp;quot;Characters&amp;quot; and &amp;quot;Search&amp;quot; menu. You must be logged in with the account associated with the character to be able to edit it.&lt;br /&gt;
&lt;br /&gt;
== Model Appearance ==&lt;br /&gt;
Model appearance, including gender, can be changed from any Body Model in the game. These can be found in the OOC rooms (accessible with the !OOC command) as well as through the &#039;&#039;Teleport&#039;&#039; menu in your player tool menu. They&#039;re also added to many private and public houses in game, where changes can be done at least semi in character. The body model will, additionally, allow adding or changing wings, tails, heads, body parts and colours, which can be done for all parts together or each individually, as well as custom shadows and shading for each part.&lt;br /&gt;
[[Category:Player Tools]]&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Main_Page&amp;diff=1058</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Main_Page&amp;diff=1058"/>
		<updated>2025-09-06T15:36:31Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: + pvp changes link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Welcome to the &#039;&#039;&#039;Sinfar Wiki&#039;&#039;&#039;==&lt;br /&gt;
Here you will find information about the server, its various areas and systems, guides and introductions. This Wiki is made up of user-submitted articles, and you can make your own contributions. You will require a functioning [[Sinfar account]] to log in and you can help us organize how to do our styling and formatting. Be sure to join our [https://discord.gg/sinfar Discord] and check the [https://forum.sinfar.net/ Forums].&lt;br /&gt;
&lt;br /&gt;
When making new or editing existing articles, please respect that any article on here should be written in as an objective manner as possible, focusing on facts and information. If you write info about areas of the server, please avoid spoiling surprises and focus instead on general things and/or the area history. Articles may include specific characters who may hold prominent positions, but should not be a substitute for the in-game descriptions available on nwn.sinfar.net and in game. Please see [[Contributing]] for further details.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--I&#039;d like to add a search box here but I want it to look nice (see Star Citizen wiki for examples). Will need to add extensions.--&amp;gt;&lt;br /&gt;
&amp;lt;!--&amp;lt;span style=&amp;quot;color:#955919&amp;gt; for the golden text colour&amp;lt;/span&amp;gt;--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot; margin: auto;text-align: center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|&#039;&#039;&#039;&amp;lt;big&amp;gt;&amp;lt;center&amp;gt;New to Sinfar or NWN? Look up the following guides to get started.&amp;lt;/center&amp;gt;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[About Sinfar]] || [[Getting Started]] || [[Recommended Settings]] || [[Solving Client or Connection Issues]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|&#039;&#039;&#039;&amp;lt;center&amp;gt;Returning or just need the necessary downloads?&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|Download for the Sinfar [[Hak Files]] ||colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|Download for the [[Sinfar Client Extender (SinfarX)]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align: center&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;&amp;lt;center&amp;gt;Also be sure to read up on our [[Rules]]!&amp;lt;/center&amp;gt;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
You can find information for players, supporters and builders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;For Players&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|[[Character Customisation]]&lt;br /&gt;
|[[Dungeon Running]]&lt;br /&gt;
|[[Chat Commands]]&lt;br /&gt;
|[[Magical Items]]&lt;br /&gt;
|[[House Scripts]]&lt;br /&gt;
|[[Player Housing]]&lt;br /&gt;
|[[PvP Changes]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Class Changes]]&lt;br /&gt;
|[[Feat Changes]]&lt;br /&gt;
|[[Spell Changes]]&lt;br /&gt;
|[[Chat Channels]]&lt;br /&gt;
|[[Custom Emotes]]&lt;br /&gt;
|[[Class Bonuses]]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;For Suporters&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|[[Custom Scripting]]&lt;br /&gt;
|[[Your Resources]]&lt;br /&gt;
|[[All Supporter Resources]]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;For Builders&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|[[Creature Event System]]&lt;br /&gt;
|[[Registered Events]]&lt;br /&gt;
|[[Variable Events]]&lt;br /&gt;
|[[Builder List]]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;For Scripters&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|[[Common Includes]]&lt;br /&gt;
|[[:Category:Systems|Scripting Systems]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |The following categories are set up and should be set on relevant new pages. More categories can be applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:Builder Contributions|Builder Contributions]]&lt;br /&gt;
|For guides and instructions on your ERFs and contributions. Generally only useful for other builders. &lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:Builders Tools|Builders Tools]]&lt;br /&gt;
|Guides and instructions of various Sinfar tools specifically for builders.&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:Sinfar Supporters|Sinfar Supporters]]&lt;br /&gt;
|Tools for Supporters to use primarily within their houses.&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:Player Businesses|Player Businesses]]&lt;br /&gt;
|Lore articles for in-game establishments.&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:Builder Businesses|Builder Businesses]]&lt;br /&gt;
|Instructions and details about businesses made by builders that exist outside player houses.&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:Player Tools|Player Tools]]&lt;br /&gt;
|Various useful tools and pages for all players.&lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=PvP_Changes&amp;diff=1057</id>
		<title>PvP Changes</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=PvP_Changes&amp;diff=1057"/>
		<updated>2025-09-06T15:36:19Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: Created page with &amp;quot;== PvP Changes (Automatically Enforced Rules) ==  === PVP Settings (Full PvP) === * Instant area of effect spells hurt everbody in range except the caster.  * Long lasting area of effect spells hurt everybody in range of the caster.  === Run and Shoot / Cast === It is not possible to perform a ranged attack/use an item/cast a spell immediately after running. It takes 1 second to do so.  === Taunt === It does not get cancelled by an attack of opportunity or when your targ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== PvP Changes (Automatically Enforced Rules) ==&lt;br /&gt;
&lt;br /&gt;
=== PVP Settings (Full PvP) ===&lt;br /&gt;
* Instant area of effect spells hurt everbody in range except the caster. &lt;br /&gt;
* Long lasting area of effect spells hurt everybody in range of the caster.&lt;br /&gt;
&lt;br /&gt;
=== Run and Shoot / Cast ===&lt;br /&gt;
It is not possible to perform a ranged attack/use an item/cast a spell immediately after running. It takes 1 second to do so.&lt;br /&gt;
&lt;br /&gt;
=== Taunt ===&lt;br /&gt;
It does not get cancelled by an attack of opportunity or when your target run away. Although, you must start your taunt action over when you cancel it.&lt;br /&gt;
&lt;br /&gt;
=== Spamming Abilities ===&lt;br /&gt;
For in the arena, a timer has been added to: Knockdown, Disarm, Called Shot and Stealth mode. &lt;br /&gt;
&lt;br /&gt;
=== Counterspell ===&lt;br /&gt;
Has been disabled due to many buggy reasons.&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Player_Housing&amp;diff=1056</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Player_Housing&amp;diff=1056"/>
		<updated>2025-09-06T15:27:50Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: /* Export the Area ERF(s) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Guidelines ==&lt;br /&gt;
&lt;br /&gt;
A player home must contain at least the following things: &lt;br /&gt;
&lt;br /&gt;
*	1 2x2 area made of one of the allowed tilesets. &lt;br /&gt;
*	A door with the tag &amp;quot;MAIN_DOOR&amp;quot; that will be used to leave the house. &lt;br /&gt;
*	Choose a specific loading screen. (The default the loading screen is set to random,  which is bad.)&lt;br /&gt;
&lt;br /&gt;
You can then choose the area lightning and ambient music that you want, add placeables, sounds, more doors, waypoints, triggers, visual effects and more! &lt;br /&gt;
&lt;br /&gt;
Each area can have up to 1500 objects and 250 of them can be dynamic, a dynamic object is either a non-static placeable, a door, a trigger or a visual effect. Sinfar Supporters limit is twice that amount (500 dynamic and 3000 static).&lt;br /&gt;
&lt;br /&gt;
(You may not put in your own items or creatures, or any merchants or scripts beyond those supported on Sinfar&#039;s houses script list page.)&lt;br /&gt;
=== Acquiring a House ===&lt;br /&gt;
&lt;br /&gt;
# Find a location: Player houses are characterized by a sign with a title such as &amp;quot;House #5&amp;quot;, next to a door and the sign should say &amp;quot;For sale!&amp;quot; with the details on how the interior can be designed, for example: [[File:housing_20190317-144222.png|thumb]] [[File:housing_20190317-144520.png|thumb]]&lt;br /&gt;
# Go the the realtor: There&#039;s one for most islands or you can cheat and use the one in the OOC which is for all islands:  https://www.youtube.com/watch?v=2q-MsU8YXZ0&lt;br /&gt;
&lt;br /&gt;
=== Building Your House ===&lt;br /&gt;
&lt;br /&gt;
==== Open the  Editor ====&lt;br /&gt;
&lt;br /&gt;
The interior of you house can be built using the [https://nwn.fandom.com/wiki/Toolset Neverwinter Nights Toolset]. &lt;br /&gt;
&lt;br /&gt;
You can start building with this module: [https://neverwintervault.org/sites/all/modules/pubdlcnt/pubdlcnt.php?fid=200115 Sinfar v30 home module]&lt;br /&gt;
# Extract the module to your NWN\modules folder.&lt;br /&gt;
# Extract the hak to your NWN\hak folder.&lt;br /&gt;
&lt;br /&gt;
==== Create the First Area ====&lt;br /&gt;
# Select one of the allowed tileset.&lt;br /&gt;
# Select a size within the allowed range (the format on the deed is: Width x Height).&lt;br /&gt;
# Add a door and set the tag to &amp;quot;MAIN_DOOR&amp;quot;. This is the door that will be used to enter and leave the house, you don&#039;t have anything else to do, its transition will be setup automatically. It can have a custom appearance and the exterior door will be updated to have the same appearance.&lt;br /&gt;
&lt;br /&gt;
==== Export the Area ERF(s) ====&lt;br /&gt;
If your home is a single area, you can simply right click on the area in the left hand menu and select &#039;&#039;&#039;&#039;Export Area&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;, this will prompt you to save the .erf file ready for uploading.&lt;br /&gt;
&lt;br /&gt;
For a multi-area home you will need to use the resource exporter to create the ERF file of your areas:&lt;br /&gt;
&lt;br /&gt;
# With the editor open, open the &#039;&#039;&#039;File menu&#039;&#039;&#039; and select &#039;&#039;&#039;Export&#039;&#039;&#039; this will open a new window will open to &#039;&#039;&#039;&#039;Export Resources&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;,&lt;br /&gt;
# In the new window click &#039;&#039;&#039;&#039;Add Resources&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; which then opens up a new resource selection window,&lt;br /&gt;
# If necessary at the bottom change the &#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;Resources of Type:&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; selector to &#039;&#039;&#039;&#039;Area File&#039;&#039;&#039;&#039;,&lt;br /&gt;
# Select the areas you wish to export, and click &#039;&#039;&#039;&#039;Export&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; which will close the selctor dialog,&lt;br /&gt;
# Once you have all the areas you wish to export listed, click &#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;OK&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; and you will be prompted to save the created &#039;&#039;&#039;&#039;.erf&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; file.&lt;br /&gt;
# After you have chosen the save filename and location you&#039;ll be prompted to add any comments to the ERF, you can click &#039;&#039;&#039;&#039;OK&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; again to leave the comments field empty.&lt;br /&gt;
&lt;br /&gt;
You should now have your .erf file ready to be uploaded to the server.&lt;br /&gt;
&lt;br /&gt;
==== Upload the ERF ====&lt;br /&gt;
&lt;br /&gt;
# Open the [https://nwn.sinfar.net/houses_uploadform.php House Upload Page].&lt;br /&gt;
# Enter your house ID and secret code, both can be found by examining your deed in game.&lt;br /&gt;
# Select your house erf, it should be in your NWN\erf folder. You can optionally compress it.&lt;br /&gt;
# Click the Upload button.&lt;br /&gt;
&lt;br /&gt;
The server will process your erf, validate all areas and strip everything that is not allowed and if everything goes well, you will get a message saying that your house is now in game.&lt;br /&gt;
&lt;br /&gt;
== Using Scripts ==&lt;br /&gt;
&lt;br /&gt;
===Default Scripts ===&lt;br /&gt;
Some objects will have a default scripts attached to them:&lt;br /&gt;
# Plot placeable with an inventory will have a script to make their inventory persistent&lt;br /&gt;
&lt;br /&gt;
===Approved Scripts ===&lt;br /&gt;
You can use any of the scripts that are listed here: [https://nwn.sinfar.net/houses_scriptlist.php Scripts for houses], with the following restrictions:&lt;br /&gt;
# You can only use one script per object&lt;br /&gt;
# When an object is using a script from this list, it will not have a default script, so for example, a plot placeable with an inventory won&#039;t be persistent... if it is using one of those scripts.&lt;br /&gt;
# Each script has a specific list of variable and any other variable name/type will be automatically removed&lt;br /&gt;
# Make sure to read the script description, some require that placeable by dynamic, some can only be use a certain number of time...&lt;br /&gt;
&lt;br /&gt;
You can find more details here: [[Custom Scripting]].&lt;br /&gt;
&lt;br /&gt;
==== How to Make Scripts, Dialogs, Creatures and Other Restricted Blueprints for inside Your House ====&lt;br /&gt;
&lt;br /&gt;
The housing system is made so that you can even make your own scripts for inside your house and they will have no effect outside of it when ran. This feature is although restricted to selected players and Sinfar Supporters.&lt;br /&gt;
&lt;br /&gt;
Read more here: https://sinfar.net/features/housing/custom_scripts&lt;br /&gt;
&lt;br /&gt;
== Sinfar Home Builders Guide ==&lt;br /&gt;
The Sinfar player home building guide may be found here: [https://neverwintervault.org/sites/all/modules/pubdlcnt/pubdlcnt.php?fid=33050 Sinfar Home Builder&#039;s Guide]&lt;br /&gt;
&lt;br /&gt;
== Avaliable Tilesets ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; gap: 1em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  border=1 style=&amp;quot;width: 250px;&amp;quot;&lt;br /&gt;
|+ Housing Interior&lt;br /&gt;
! Name !! Tileset&lt;br /&gt;
|-&lt;br /&gt;
| Castle Interior 1 [CEP] || tic01&lt;br /&gt;
|-&lt;br /&gt;
| Castle Interior 2 || tni02&lt;br /&gt;
|-&lt;br /&gt;
| City Interior 1 [CEP] || tin01&lt;br /&gt;
|-&lt;br /&gt;
| City Interior 2 || tni01&lt;br /&gt;
|-&lt;br /&gt;
| Drow Interior [CEP] || tid01&lt;br /&gt;
|-&lt;br /&gt;
| Elven Interiors, Marble || bvi80&lt;br /&gt;
|-&lt;br /&gt;
| Elven Interiors, Wooden || pie23&lt;br /&gt;
|-&lt;br /&gt;
| Fancy Castle || fla01&lt;br /&gt;
|-&lt;br /&gt;
| Fort Interior || twc03&lt;br /&gt;
|-&lt;br /&gt;
| Gothic Interior || gi&lt;br /&gt;
|-&lt;br /&gt;
| Illithid Interior || tii01&lt;br /&gt;
|-&lt;br /&gt;
| Medieval Keep Interior || tei02&lt;br /&gt;
|-&lt;br /&gt;
| Modern Office Interiors || udp2&lt;br /&gt;
|-&lt;br /&gt;
| NWN2 Houses || tms02&lt;br /&gt;
|-&lt;br /&gt;
| Oriental Interior || ori02&lt;br /&gt;
|-&lt;br /&gt;
| Sen&#039;s Rural Inn || sic11&lt;br /&gt;
|-&lt;br /&gt;
| Sigil, Stern Interior [CODI] || thv01&lt;br /&gt;
|-&lt;br /&gt;
| SJ Wood Interior || tis01&lt;br /&gt;
|-&lt;br /&gt;
| White Marble Castle || mbc30&lt;br /&gt;
|-&lt;br /&gt;
| Workshop || wks01&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  border=1 style=&amp;quot;width: 250px;&amp;quot;&lt;br /&gt;
|+ Exterior Wild/Rural&lt;br /&gt;
! Name !! Tileset&lt;br /&gt;
|-&lt;br /&gt;
| Barren Lands || isc03&lt;br /&gt;
|-&lt;br /&gt;
| Desert [CEP] || ttd01&lt;br /&gt;
|-&lt;br /&gt;
| Desert, Babylon [CTP] || tced0&lt;br /&gt;
|-&lt;br /&gt;
| Forest [CEP] || ttf01&lt;br /&gt;
|-&lt;br /&gt;
| Frozen Waste [CEP] || tti01&lt;br /&gt;
|-&lt;br /&gt;
| Medieval Forest || tfm01&lt;br /&gt;
|-&lt;br /&gt;
| Rural Grass [CEP] || ttr01&lt;br /&gt;
|-&lt;br /&gt;
| Rural Winter [CEP] || tts01&lt;br /&gt;
|-&lt;br /&gt;
| Swamps [CEP] || zkw01&lt;br /&gt;
|-&lt;br /&gt;
| Tropical || ttz01&lt;br /&gt;
|-&lt;br /&gt;
| Urban Wasteland || wlu01&lt;br /&gt;
|-&lt;br /&gt;
| Wild Woods || ttw01&lt;br /&gt;
|-&lt;br /&gt;
| Wildlands || twl01&lt;br /&gt;
|-&lt;br /&gt;
| Wildlands Winter || twl02&lt;br /&gt;
|-&lt;br /&gt;
| Worms Cypress Bayou || wcs10&lt;br /&gt;
|-&lt;br /&gt;
| Worms Dense Jungle || wdj01&lt;br /&gt;
|-&lt;br /&gt;
| Worms Desert Plains || wdp01&lt;br /&gt;
|-&lt;br /&gt;
| Worms Fantasy Interiors || wdd04&lt;br /&gt;
|-&lt;br /&gt;
| Worms Forest Summer || wsf10&lt;br /&gt;
|-&lt;br /&gt;
| Worms Jungle Mountains || tjj01&lt;br /&gt;
|-&lt;br /&gt;
| Worms Mirkwood Swamps || wms01&lt;br /&gt;
|-&lt;br /&gt;
| Worms Outer Limits || wcc01&lt;br /&gt;
|-&lt;br /&gt;
| Worms Scorched Earth || wlf01&lt;br /&gt;
|-&lt;br /&gt;
| Worms Undersea || wut01&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  border=1 style=&amp;quot;width: 250px;&amp;quot;&lt;br /&gt;
|+ Misc&lt;br /&gt;
! Name !! Tileset&lt;br /&gt;
|-&lt;br /&gt;
| Arena || tte30&lt;br /&gt;
|-&lt;br /&gt;
| Future, Secret Base || tcdh0&lt;br /&gt;
|-&lt;br /&gt;
| PHoD Bunker 1 || fifi1&lt;br /&gt;
|-&lt;br /&gt;
| PHoD Bunker 2 || fifi2&lt;br /&gt;
|-&lt;br /&gt;
| PHoD Bunker 3 || fifi3&lt;br /&gt;
|-&lt;br /&gt;
| PHoD Metal Vault Interior || mbc31&lt;br /&gt;
|-&lt;br /&gt;
| PHoD Metal Wasteland 1 || tsr02&lt;br /&gt;
|-&lt;br /&gt;
| PHoD Vault - Ancient || phodd&lt;br /&gt;
|-&lt;br /&gt;
| PHoD Vault - Exotic || phoda&lt;br /&gt;
|-&lt;br /&gt;
| PHoD Vault - Lumpy || phode&lt;br /&gt;
|-&lt;br /&gt;
| PHoD Vault - Murky || phodf&lt;br /&gt;
|-&lt;br /&gt;
| PHoD Vault - Strange || phodb&lt;br /&gt;
|-&lt;br /&gt;
| PHoD Vault - Tainted || phodc&lt;br /&gt;
|-&lt;br /&gt;
| Ship Interior || nex01&lt;br /&gt;
|-&lt;br /&gt;
| Starship Interiors || shp02&lt;br /&gt;
|-&lt;br /&gt;
| Worms Wagon Travel Interior || tms01&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  border=1 style=&amp;quot;width: 250px;&amp;quot;&lt;br /&gt;
|+ Exterior City/Town&lt;br /&gt;
! Name !! Tileset&lt;br /&gt;
|-&lt;br /&gt;
| Aztec Exterior || tze01&lt;br /&gt;
|-&lt;br /&gt;
| Castle Exterior, Rural || tno01&lt;br /&gt;
|-&lt;br /&gt;
| City Exterior [CEP] || tcn01&lt;br /&gt;
|-&lt;br /&gt;
| Complete Rural/City || tcr10&lt;br /&gt;
|-&lt;br /&gt;
| Elven Treetop City || thf02&lt;br /&gt;
|-&lt;br /&gt;
| Gothic Estates || gg&lt;br /&gt;
|-&lt;br /&gt;
| Medieval City || tcm01&lt;br /&gt;
|-&lt;br /&gt;
| Medieval Rural || trm01&lt;br /&gt;
|-&lt;br /&gt;
| Modern Suburbs || udp1&lt;br /&gt;
|-&lt;br /&gt;
| Oriental Rural || ori01&lt;br /&gt;
|-&lt;br /&gt;
| Sigil, Exterior [CODI] || tps01&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=1 style=&amp;quot;width: 250px;&amp;quot;&lt;br /&gt;
|+ Caves/Dungeons&lt;br /&gt;
! Name !! Tileset&lt;br /&gt;
|-&lt;br /&gt;
| Classic Dungeon || cdlif&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon [CEP] || tde01&lt;br /&gt;
|-&lt;br /&gt;
| Dwarven Chasms || isc04&lt;br /&gt;
|-&lt;br /&gt;
| Eye of the Beholder || tei01&lt;br /&gt;
|-&lt;br /&gt;
| Mines and Caverns [CEP] || tdm01&lt;br /&gt;
|-&lt;br /&gt;
| Sea Caves || tdt01&lt;br /&gt;
|-&lt;br /&gt;
| Sen&#039;s Icy Caverns || sic01&lt;br /&gt;
|-&lt;br /&gt;
| Sen&#039;s Mines and Caverns || scv01&lt;br /&gt;
|-&lt;br /&gt;
| Sen&#039;s Underdark || sdg01&lt;br /&gt;
|-&lt;br /&gt;
| Underdark [CEP] || ttu01&lt;br /&gt;
|-&lt;br /&gt;
| Versatile Dungeon || tvd&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=1 style=&amp;quot;width: 250px;&amp;quot;&lt;br /&gt;
|+ Catacombs/Sewers&lt;br /&gt;
! Name !! Tileset&lt;br /&gt;
|-&lt;br /&gt;
| Catacombs || twl04&lt;br /&gt;
|-&lt;br /&gt;
| Sewers || tds01&lt;br /&gt;
|-&lt;br /&gt;
| Steamworks || tsw01&lt;br /&gt;
|-&lt;br /&gt;
| Undercity Sewer || isc02&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  border=1 style=&amp;quot;width: 250px;&amp;quot;&lt;br /&gt;
|+ Barrows/Crypts/Ruins&lt;br /&gt;
! Name !! Tileset&lt;br /&gt;
|-&lt;br /&gt;
| Barrows Interior || tbw01&lt;br /&gt;
|-&lt;br /&gt;
| Beholder Interior [CEP] || tib01&lt;br /&gt;
|-&lt;br /&gt;
| Crypts [CEP] || tdc01&lt;br /&gt;
|-&lt;br /&gt;
| Deep Dungeon || isc01&lt;br /&gt;
|-&lt;br /&gt;
| Ruins || tdr01&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Player_Housing&amp;diff=1055</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Player_Housing&amp;diff=1055"/>
		<updated>2025-09-06T15:26:58Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: /* Avaliable Tilesets */ - Table and arrange pretty.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Guidelines ==&lt;br /&gt;
&lt;br /&gt;
A player home must contain at least the following things: &lt;br /&gt;
&lt;br /&gt;
*	1 2x2 area made of one of the allowed tilesets. &lt;br /&gt;
*	A door with the tag &amp;quot;MAIN_DOOR&amp;quot; that will be used to leave the house. &lt;br /&gt;
*	Choose a specific loading screen. (The default the loading screen is set to random,  which is bad.)&lt;br /&gt;
&lt;br /&gt;
You can then choose the area lightning and ambient music that you want, add placeables, sounds, more doors, waypoints, triggers, visual effects and more! &lt;br /&gt;
&lt;br /&gt;
Each area can have up to 1500 objects and 250 of them can be dynamic, a dynamic object is either a non-static placeable, a door, a trigger or a visual effect. Sinfar Supporters limit is twice that amount (500 dynamic and 3000 static).&lt;br /&gt;
&lt;br /&gt;
(You may not put in your own items or creatures, or any merchants or scripts beyond those supported on Sinfar&#039;s houses script list page.)&lt;br /&gt;
=== Acquiring a House ===&lt;br /&gt;
&lt;br /&gt;
# Find a location: Player houses are characterized by a sign with a title such as &amp;quot;House #5&amp;quot;, next to a door and the sign should say &amp;quot;For sale!&amp;quot; with the details on how the interior can be designed, for example: [[File:housing_20190317-144222.png|thumb]] [[File:housing_20190317-144520.png|thumb]]&lt;br /&gt;
# Go the the realtor: There&#039;s one for most islands or you can cheat and use the one in the OOC which is for all islands:  https://www.youtube.com/watch?v=2q-MsU8YXZ0&lt;br /&gt;
&lt;br /&gt;
=== Building Your House ===&lt;br /&gt;
&lt;br /&gt;
==== Open the  Editor ====&lt;br /&gt;
&lt;br /&gt;
The interior of you house can be built using the [https://nwn.fandom.com/wiki/Toolset Neverwinter Nights Toolset]. &lt;br /&gt;
&lt;br /&gt;
You can start building with this module: [https://neverwintervault.org/sites/all/modules/pubdlcnt/pubdlcnt.php?fid=200115 Sinfar v30 home module]&lt;br /&gt;
# Extract the module to your NWN\modules folder.&lt;br /&gt;
# Extract the hak to your NWN\hak folder.&lt;br /&gt;
&lt;br /&gt;
==== Create the First Area ====&lt;br /&gt;
# Select one of the allowed tileset.&lt;br /&gt;
# Select a size within the allowed range (the format on the deed is: Width x Height).&lt;br /&gt;
# Add a door and set the tag to &amp;quot;MAIN_DOOR&amp;quot;. This is the door that will be used to enter and leave the house, you don&#039;t have anything else to do, its transition will be setup automatically. It can have a custom appearance and the exterior door will be updated to have the same appearance.&lt;br /&gt;
&lt;br /&gt;
==== Export the Area ERF(s) ====&lt;br /&gt;
If your home is a single area, you can simply right click on the area in the left hand menu and select &#039;&#039;&#039;&#039;Export Area&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;, this will prompt you to save the .erf file ready for uploading.&lt;br /&gt;
&lt;br /&gt;
For a multi-area home you will need to use the resource exporter to create the ERF file of your areas.&lt;br /&gt;
&lt;br /&gt;
# With the editor open, open the &#039;&#039;&#039;File menu&#039;&#039;&#039; and select &#039;&#039;&#039;Export&#039;&#039;&#039; this will open a new window will open to &#039;&#039;&#039;&#039;Export Resources&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;,&lt;br /&gt;
# In the new window click &#039;&#039;&#039;&#039;Add Resources&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; which then opens up a new resource selection window,&lt;br /&gt;
# If necessary at the bottom change the &#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;Resources of Type:&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; selector to &#039;&#039;&#039;&#039;Area File&#039;&#039;&#039;&#039;,&lt;br /&gt;
# Select the areas you wish to export, and click &#039;&#039;&#039;&#039;Export&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; which will close the selctor dialog,&lt;br /&gt;
# Once you have all the areas you wish to export listed, click &#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;OK&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; and you will be prompted to save the created &#039;&#039;&#039;&#039;.erf&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; file.&lt;br /&gt;
# After you have chosen the save filename and location you&#039;ll be prompted to add any comments to the ERF, you can click &#039;&#039;&#039;&#039;OK&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; again to leave the comments field empty.&lt;br /&gt;
&lt;br /&gt;
You should now have your .erf file ready to be uploaded to the server.&lt;br /&gt;
&lt;br /&gt;
==== Upload the ERF ====&lt;br /&gt;
&lt;br /&gt;
# Open the [https://nwn.sinfar.net/houses_uploadform.php House Upload Page].&lt;br /&gt;
# Enter your house ID and secret code, both can be found by examining your deed in game.&lt;br /&gt;
# Select your house erf, it should be in your NWN\erf folder. You can optionally compress it.&lt;br /&gt;
# Click the Upload button.&lt;br /&gt;
&lt;br /&gt;
The server will process your erf, validate all areas and strip everything that is not allowed and if everything goes well, you will get a message saying that your house is now in game.&lt;br /&gt;
&lt;br /&gt;
== Using Scripts ==&lt;br /&gt;
&lt;br /&gt;
===Default Scripts ===&lt;br /&gt;
Some objects will have a default scripts attached to them:&lt;br /&gt;
# Plot placeable with an inventory will have a script to make their inventory persistent&lt;br /&gt;
&lt;br /&gt;
===Approved Scripts ===&lt;br /&gt;
You can use any of the scripts that are listed here: [https://nwn.sinfar.net/houses_scriptlist.php Scripts for houses], with the following restrictions:&lt;br /&gt;
# You can only use one script per object&lt;br /&gt;
# When an object is using a script from this list, it will not have a default script, so for example, a plot placeable with an inventory won&#039;t be persistent... if it is using one of those scripts.&lt;br /&gt;
# Each script has a specific list of variable and any other variable name/type will be automatically removed&lt;br /&gt;
# Make sure to read the script description, some require that placeable by dynamic, some can only be use a certain number of time...&lt;br /&gt;
&lt;br /&gt;
You can find more details here: [[Custom Scripting]].&lt;br /&gt;
&lt;br /&gt;
==== How to Make Scripts, Dialogs, Creatures and Other Restricted Blueprints for inside Your House ====&lt;br /&gt;
&lt;br /&gt;
The housing system is made so that you can even make your own scripts for inside your house and they will have no effect outside of it when ran. This feature is although restricted to selected players and Sinfar Supporters.&lt;br /&gt;
&lt;br /&gt;
Read more here: https://sinfar.net/features/housing/custom_scripts&lt;br /&gt;
&lt;br /&gt;
== Sinfar Home Builders Guide ==&lt;br /&gt;
The Sinfar player home building guide may be found here: [https://neverwintervault.org/sites/all/modules/pubdlcnt/pubdlcnt.php?fid=33050 Sinfar Home Builder&#039;s Guide]&lt;br /&gt;
&lt;br /&gt;
== Avaliable Tilesets ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; gap: 1em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  border=1 style=&amp;quot;width: 250px;&amp;quot;&lt;br /&gt;
|+ Housing Interior&lt;br /&gt;
! Name !! Tileset&lt;br /&gt;
|-&lt;br /&gt;
| Castle Interior 1 [CEP] || tic01&lt;br /&gt;
|-&lt;br /&gt;
| Castle Interior 2 || tni02&lt;br /&gt;
|-&lt;br /&gt;
| City Interior 1 [CEP] || tin01&lt;br /&gt;
|-&lt;br /&gt;
| City Interior 2 || tni01&lt;br /&gt;
|-&lt;br /&gt;
| Drow Interior [CEP] || tid01&lt;br /&gt;
|-&lt;br /&gt;
| Elven Interiors, Marble || bvi80&lt;br /&gt;
|-&lt;br /&gt;
| Elven Interiors, Wooden || pie23&lt;br /&gt;
|-&lt;br /&gt;
| Fancy Castle || fla01&lt;br /&gt;
|-&lt;br /&gt;
| Fort Interior || twc03&lt;br /&gt;
|-&lt;br /&gt;
| Gothic Interior || gi&lt;br /&gt;
|-&lt;br /&gt;
| Illithid Interior || tii01&lt;br /&gt;
|-&lt;br /&gt;
| Medieval Keep Interior || tei02&lt;br /&gt;
|-&lt;br /&gt;
| Modern Office Interiors || udp2&lt;br /&gt;
|-&lt;br /&gt;
| NWN2 Houses || tms02&lt;br /&gt;
|-&lt;br /&gt;
| Oriental Interior || ori02&lt;br /&gt;
|-&lt;br /&gt;
| Sen&#039;s Rural Inn || sic11&lt;br /&gt;
|-&lt;br /&gt;
| Sigil, Stern Interior [CODI] || thv01&lt;br /&gt;
|-&lt;br /&gt;
| SJ Wood Interior || tis01&lt;br /&gt;
|-&lt;br /&gt;
| White Marble Castle || mbc30&lt;br /&gt;
|-&lt;br /&gt;
| Workshop || wks01&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  border=1 style=&amp;quot;width: 250px;&amp;quot;&lt;br /&gt;
|+ Exterior Wild/Rural&lt;br /&gt;
! Name !! Tileset&lt;br /&gt;
|-&lt;br /&gt;
| Barren Lands || isc03&lt;br /&gt;
|-&lt;br /&gt;
| Desert [CEP] || ttd01&lt;br /&gt;
|-&lt;br /&gt;
| Desert, Babylon [CTP] || tced0&lt;br /&gt;
|-&lt;br /&gt;
| Forest [CEP] || ttf01&lt;br /&gt;
|-&lt;br /&gt;
| Frozen Waste [CEP] || tti01&lt;br /&gt;
|-&lt;br /&gt;
| Medieval Forest || tfm01&lt;br /&gt;
|-&lt;br /&gt;
| Rural Grass [CEP] || ttr01&lt;br /&gt;
|-&lt;br /&gt;
| Rural Winter [CEP] || tts01&lt;br /&gt;
|-&lt;br /&gt;
| Swamps [CEP] || zkw01&lt;br /&gt;
|-&lt;br /&gt;
| Tropical || ttz01&lt;br /&gt;
|-&lt;br /&gt;
| Urban Wasteland || wlu01&lt;br /&gt;
|-&lt;br /&gt;
| Wild Woods || ttw01&lt;br /&gt;
|-&lt;br /&gt;
| Wildlands || twl01&lt;br /&gt;
|-&lt;br /&gt;
| Wildlands Winter || twl02&lt;br /&gt;
|-&lt;br /&gt;
| Worms Cypress Bayou || wcs10&lt;br /&gt;
|-&lt;br /&gt;
| Worms Dense Jungle || wdj01&lt;br /&gt;
|-&lt;br /&gt;
| Worms Desert Plains || wdp01&lt;br /&gt;
|-&lt;br /&gt;
| Worms Fantasy Interiors || wdd04&lt;br /&gt;
|-&lt;br /&gt;
| Worms Forest Summer || wsf10&lt;br /&gt;
|-&lt;br /&gt;
| Worms Jungle Mountains || tjj01&lt;br /&gt;
|-&lt;br /&gt;
| Worms Mirkwood Swamps || wms01&lt;br /&gt;
|-&lt;br /&gt;
| Worms Outer Limits || wcc01&lt;br /&gt;
|-&lt;br /&gt;
| Worms Scorched Earth || wlf01&lt;br /&gt;
|-&lt;br /&gt;
| Worms Undersea || wut01&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  border=1 style=&amp;quot;width: 250px;&amp;quot;&lt;br /&gt;
|+ Misc&lt;br /&gt;
! Name !! Tileset&lt;br /&gt;
|-&lt;br /&gt;
| Arena || tte30&lt;br /&gt;
|-&lt;br /&gt;
| Future, Secret Base || tcdh0&lt;br /&gt;
|-&lt;br /&gt;
| PHoD Bunker 1 || fifi1&lt;br /&gt;
|-&lt;br /&gt;
| PHoD Bunker 2 || fifi2&lt;br /&gt;
|-&lt;br /&gt;
| PHoD Bunker 3 || fifi3&lt;br /&gt;
|-&lt;br /&gt;
| PHoD Metal Vault Interior || mbc31&lt;br /&gt;
|-&lt;br /&gt;
| PHoD Metal Wasteland 1 || tsr02&lt;br /&gt;
|-&lt;br /&gt;
| PHoD Vault - Ancient || phodd&lt;br /&gt;
|-&lt;br /&gt;
| PHoD Vault - Exotic || phoda&lt;br /&gt;
|-&lt;br /&gt;
| PHoD Vault - Lumpy || phode&lt;br /&gt;
|-&lt;br /&gt;
| PHoD Vault - Murky || phodf&lt;br /&gt;
|-&lt;br /&gt;
| PHoD Vault - Strange || phodb&lt;br /&gt;
|-&lt;br /&gt;
| PHoD Vault - Tainted || phodc&lt;br /&gt;
|-&lt;br /&gt;
| Ship Interior || nex01&lt;br /&gt;
|-&lt;br /&gt;
| Starship Interiors || shp02&lt;br /&gt;
|-&lt;br /&gt;
| Worms Wagon Travel Interior || tms01&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  border=1 style=&amp;quot;width: 250px;&amp;quot;&lt;br /&gt;
|+ Exterior City/Town&lt;br /&gt;
! Name !! Tileset&lt;br /&gt;
|-&lt;br /&gt;
| Aztec Exterior || tze01&lt;br /&gt;
|-&lt;br /&gt;
| Castle Exterior, Rural || tno01&lt;br /&gt;
|-&lt;br /&gt;
| City Exterior [CEP] || tcn01&lt;br /&gt;
|-&lt;br /&gt;
| Complete Rural/City || tcr10&lt;br /&gt;
|-&lt;br /&gt;
| Elven Treetop City || thf02&lt;br /&gt;
|-&lt;br /&gt;
| Gothic Estates || gg&lt;br /&gt;
|-&lt;br /&gt;
| Medieval City || tcm01&lt;br /&gt;
|-&lt;br /&gt;
| Medieval Rural || trm01&lt;br /&gt;
|-&lt;br /&gt;
| Modern Suburbs || udp1&lt;br /&gt;
|-&lt;br /&gt;
| Oriental Rural || ori01&lt;br /&gt;
|-&lt;br /&gt;
| Sigil, Exterior [CODI] || tps01&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=1 style=&amp;quot;width: 250px;&amp;quot;&lt;br /&gt;
|+ Caves/Dungeons&lt;br /&gt;
! Name !! Tileset&lt;br /&gt;
|-&lt;br /&gt;
| Classic Dungeon || cdlif&lt;br /&gt;
|-&lt;br /&gt;
| Dungeon [CEP] || tde01&lt;br /&gt;
|-&lt;br /&gt;
| Dwarven Chasms || isc04&lt;br /&gt;
|-&lt;br /&gt;
| Eye of the Beholder || tei01&lt;br /&gt;
|-&lt;br /&gt;
| Mines and Caverns [CEP] || tdm01&lt;br /&gt;
|-&lt;br /&gt;
| Sea Caves || tdt01&lt;br /&gt;
|-&lt;br /&gt;
| Sen&#039;s Icy Caverns || sic01&lt;br /&gt;
|-&lt;br /&gt;
| Sen&#039;s Mines and Caverns || scv01&lt;br /&gt;
|-&lt;br /&gt;
| Sen&#039;s Underdark || sdg01&lt;br /&gt;
|-&lt;br /&gt;
| Underdark [CEP] || ttu01&lt;br /&gt;
|-&lt;br /&gt;
| Versatile Dungeon || tvd&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=1 style=&amp;quot;width: 250px;&amp;quot;&lt;br /&gt;
|+ Catacombs/Sewers&lt;br /&gt;
! Name !! Tileset&lt;br /&gt;
|-&lt;br /&gt;
| Catacombs || twl04&lt;br /&gt;
|-&lt;br /&gt;
| Sewers || tds01&lt;br /&gt;
|-&lt;br /&gt;
| Steamworks || tsw01&lt;br /&gt;
|-&lt;br /&gt;
| Undercity Sewer || isc02&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  border=1 style=&amp;quot;width: 250px;&amp;quot;&lt;br /&gt;
|+ Barrows/Crypts/Ruins&lt;br /&gt;
! Name !! Tileset&lt;br /&gt;
|-&lt;br /&gt;
| Barrows Interior || tbw01&lt;br /&gt;
|-&lt;br /&gt;
| Beholder Interior [CEP] || tib01&lt;br /&gt;
|-&lt;br /&gt;
| Crypts [CEP] || tdc01&lt;br /&gt;
|-&lt;br /&gt;
| Deep Dungeon || isc01&lt;br /&gt;
|-&lt;br /&gt;
| Ruins || tdr01&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Player_Housing&amp;diff=1054</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Player_Housing&amp;diff=1054"/>
		<updated>2025-09-06T15:10:59Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Guidelines ==&lt;br /&gt;
&lt;br /&gt;
A player home must contain at least the following things: &lt;br /&gt;
&lt;br /&gt;
*	1 2x2 area made of one of the allowed tilesets. &lt;br /&gt;
*	A door with the tag &amp;quot;MAIN_DOOR&amp;quot; that will be used to leave the house. &lt;br /&gt;
*	Choose a specific loading screen. (The default the loading screen is set to random,  which is bad.)&lt;br /&gt;
&lt;br /&gt;
You can then choose the area lightning and ambient music that you want, add placeables, sounds, more doors, waypoints, triggers, visual effects and more! &lt;br /&gt;
&lt;br /&gt;
Each area can have up to 1500 objects and 250 of them can be dynamic, a dynamic object is either a non-static placeable, a door, a trigger or a visual effect. Sinfar Supporters limit is twice that amount (500 dynamic and 3000 static).&lt;br /&gt;
&lt;br /&gt;
(You may not put in your own items or creatures, or any merchants or scripts beyond those supported on Sinfar&#039;s houses script list page.)&lt;br /&gt;
=== Acquiring a House ===&lt;br /&gt;
&lt;br /&gt;
# Find a location: Player houses are characterized by a sign with a title such as &amp;quot;House #5&amp;quot;, next to a door and the sign should say &amp;quot;For sale!&amp;quot; with the details on how the interior can be designed, for example: [[File:housing_20190317-144222.png|thumb]] [[File:housing_20190317-144520.png|thumb]]&lt;br /&gt;
# Go the the realtor: There&#039;s one for most islands or you can cheat and use the one in the OOC which is for all islands:  https://www.youtube.com/watch?v=2q-MsU8YXZ0&lt;br /&gt;
&lt;br /&gt;
=== Building Your House ===&lt;br /&gt;
&lt;br /&gt;
==== Open the  Editor ====&lt;br /&gt;
&lt;br /&gt;
The interior of you house can be built using the [https://nwn.fandom.com/wiki/Toolset Neverwinter Nights Toolset]. &lt;br /&gt;
&lt;br /&gt;
You can start building with this module: [https://neverwintervault.org/sites/all/modules/pubdlcnt/pubdlcnt.php?fid=200115 Sinfar v30 home module]&lt;br /&gt;
# Extract the module to your NWN\modules folder.&lt;br /&gt;
# Extract the hak to your NWN\hak folder.&lt;br /&gt;
&lt;br /&gt;
==== Create the First Area ====&lt;br /&gt;
# Select one of the allowed tileset.&lt;br /&gt;
# Select a size within the allowed range (the format on the deed is: Width x Height).&lt;br /&gt;
# Add a door and set the tag to &amp;quot;MAIN_DOOR&amp;quot;. This is the door that will be used to enter and leave the house, you don&#039;t have anything else to do, its transition will be setup automatically. It can have a custom appearance and the exterior door will be updated to have the same appearance.&lt;br /&gt;
&lt;br /&gt;
==== Export the Area ERF(s) ====&lt;br /&gt;
If your home is a single area, you can simply right click on the area in the left hand menu and select &#039;&#039;&#039;&#039;Export Area&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;, this will prompt you to save the .erf file ready for uploading.&lt;br /&gt;
&lt;br /&gt;
For a multi-area home you will need to use the resource exporter to create the ERF file of your areas.&lt;br /&gt;
&lt;br /&gt;
# With the editor open, open the &#039;&#039;&#039;File menu&#039;&#039;&#039; and select &#039;&#039;&#039;Export&#039;&#039;&#039; this will open a new window will open to &#039;&#039;&#039;&#039;Export Resources&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;,&lt;br /&gt;
# In the new window click &#039;&#039;&#039;&#039;Add Resources&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; which then opens up a new resource selection window,&lt;br /&gt;
# If necessary at the bottom change the &#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;Resources of Type:&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; selector to &#039;&#039;&#039;&#039;Area File&#039;&#039;&#039;&#039;,&lt;br /&gt;
# Select the areas you wish to export, and click &#039;&#039;&#039;&#039;Export&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; which will close the selctor dialog,&lt;br /&gt;
# Once you have all the areas you wish to export listed, click &#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;OK&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; and you will be prompted to save the created &#039;&#039;&#039;&#039;.erf&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; file.&lt;br /&gt;
# After you have chosen the save filename and location you&#039;ll be prompted to add any comments to the ERF, you can click &#039;&#039;&#039;&#039;OK&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; again to leave the comments field empty.&lt;br /&gt;
&lt;br /&gt;
You should now have your .erf file ready to be uploaded to the server.&lt;br /&gt;
&lt;br /&gt;
==== Upload the ERF ====&lt;br /&gt;
&lt;br /&gt;
# Open the [https://nwn.sinfar.net/houses_uploadform.php House Upload Page].&lt;br /&gt;
# Enter your house ID and secret code, both can be found by examining your deed in game.&lt;br /&gt;
# Select your house erf, it should be in your NWN\erf folder. You can optionally compress it.&lt;br /&gt;
# Click the Upload button.&lt;br /&gt;
&lt;br /&gt;
The server will process your erf, validate all areas and strip everything that is not allowed and if everything goes well, you will get a message saying that your house is now in game.&lt;br /&gt;
&lt;br /&gt;
== Using Scripts ==&lt;br /&gt;
&lt;br /&gt;
===Default Scripts ===&lt;br /&gt;
Some objects will have a default scripts attached to them:&lt;br /&gt;
# Plot placeable with an inventory will have a script to make their inventory persistent&lt;br /&gt;
&lt;br /&gt;
===Approved Scripts ===&lt;br /&gt;
You can use any of the scripts that are listed here: [https://nwn.sinfar.net/houses_scriptlist.php Scripts for houses], with the following restrictions:&lt;br /&gt;
# You can only use one script per object&lt;br /&gt;
# When an object is using a script from this list, it will not have a default script, so for example, a plot placeable with an inventory won&#039;t be persistent... if it is using one of those scripts.&lt;br /&gt;
# Each script has a specific list of variable and any other variable name/type will be automatically removed&lt;br /&gt;
# Make sure to read the script description, some require that placeable by dynamic, some can only be use a certain number of time...&lt;br /&gt;
&lt;br /&gt;
You can find more details here: [[Custom Scripting]].&lt;br /&gt;
&lt;br /&gt;
==== How to Make Scripts, Dialogs, Creatures and Other Restricted Blueprints for inside Your House ====&lt;br /&gt;
&lt;br /&gt;
The housing system is made so that you can even make your own scripts for inside your house and they will have no effect outside of it when ran. This feature is although restricted to selected players and Sinfar Supporters.&lt;br /&gt;
&lt;br /&gt;
Read more here: https://sinfar.net/features/housing/custom_scripts&lt;br /&gt;
&lt;br /&gt;
== Sinfar Home Builders Guide ==&lt;br /&gt;
The Sinfar player home building guide may be found here: [https://neverwintervault.org/sites/all/modules/pubdlcnt/pubdlcnt.php?fid=33050 Sinfar Home Builder&#039;s Guide]&lt;br /&gt;
&lt;br /&gt;
== Avaliable Tilesets ==&lt;br /&gt;
&lt;br /&gt;
+ Caves/Dungeons&lt;br /&gt;
Classic Dungeon = cdlif;&lt;br /&gt;
Dungeon [CEP] = tde01;&lt;br /&gt;
Dwarven Chasms = isc04;&lt;br /&gt;
Eye of the Beholder = tei01;&lt;br /&gt;
Mines and Caverns [CEP] = tdm01;&lt;br /&gt;
Sea Caves = tdt01;&lt;br /&gt;
Sen&#039;s Icy Caverns = sic01;&lt;br /&gt;
Sen&#039;s Mines and Caverns = scv01;&lt;br /&gt;
Sen&#039;s Underdark = sdg01;&lt;br /&gt;
Underdark [CEP] = ttu01;&lt;br /&gt;
Versatile Dungeon = tvd;&lt;br /&gt;
&lt;br /&gt;
+ Catacombs/Sewers&lt;br /&gt;
Catacombs = twl04;&lt;br /&gt;
Sewers = tds01;&lt;br /&gt;
Steamworks = tsw01;&lt;br /&gt;
Undercity Sewer = isc02;&lt;br /&gt;
&lt;br /&gt;
+ Barrows/Crypts/Ruins&lt;br /&gt;
Barrows Interior = tbw01;&lt;br /&gt;
Beholder Interior [CEP] = tib01;&lt;br /&gt;
Crypts [CEP] = tdc01;&lt;br /&gt;
Deep Dungeon = isc01;&lt;br /&gt;
Ruins = tdr01;&lt;br /&gt;
&lt;br /&gt;
+ Exterior Wild/Rural&lt;br /&gt;
Barren Lands = isc03;&lt;br /&gt;
Desert [CEP] = ttd01;&lt;br /&gt;
Desert, Babylon [CTP] = tced0;&lt;br /&gt;
Forest [CEP] = ttf01;&lt;br /&gt;
Frozen Waste [CEP] = tti01;&lt;br /&gt;
Medieval Forest = tfm01;&lt;br /&gt;
Rural Grass [CEP] = ttr01;&lt;br /&gt;
Rural Winter [CEP] = tts01;&lt;br /&gt;
Swamps [CEP] = zkw01;&lt;br /&gt;
Tropical = ttz01;&lt;br /&gt;
Urban Wasteland = wlu01;&lt;br /&gt;
Wild Woods = ttw01;&lt;br /&gt;
Wildlands = twl01;&lt;br /&gt;
Wildlands Winter = twl02;&lt;br /&gt;
Worms Cypress Bayou = wcs10;&lt;br /&gt;
Worms Dense Jungle = wdj01;&lt;br /&gt;
Worms Desert Plains = wdp01;&lt;br /&gt;
Worms Fantasy Interiors = wdd04;&lt;br /&gt;
Worms Forest Summer = wsf10;&lt;br /&gt;
Worms Jungle Mountains = tjj01;&lt;br /&gt;
Worms Mirkwood Swamps = wms01;&lt;br /&gt;
Worms Outer Limits = wcc01;&lt;br /&gt;
Worms Scorched Earth = wlf01;&lt;br /&gt;
Worms Undersea = wut01;&lt;br /&gt;
&lt;br /&gt;
+ Exterior City/Town&lt;br /&gt;
Aztec Exterior = tze01;&lt;br /&gt;
Castle Exterior, Rural = tno01;&lt;br /&gt;
City Exterior [CEP] = tcn01;&lt;br /&gt;
Complete Rural/City = tcr10;&lt;br /&gt;
Elven Treetop City = thf02;&lt;br /&gt;
Gothic Estates = gg;&lt;br /&gt;
Medieval City = tcm01;&lt;br /&gt;
Medieval Rural = trm01;&lt;br /&gt;
Modern Suburbs = udp1;&lt;br /&gt;
Oriental Rural = ori01;&lt;br /&gt;
Sigil, Exterior [CODI] = tps01;&lt;br /&gt;
&lt;br /&gt;
+ Housing Interior&lt;br /&gt;
Castle Interior 1 [CEP] = tic01;&lt;br /&gt;
Castle Interior 2 = tni02;&lt;br /&gt;
City Interior 1 [CEP] = tin01;&lt;br /&gt;
City Interior 2 = tni01;&lt;br /&gt;
Drow Interior [CEP] = tid01;&lt;br /&gt;
Elven Interiors, Marble = bvi80;&lt;br /&gt;
Elven Interiors, Wooden = pie23;&lt;br /&gt;
Fancy Castle = fla01;&lt;br /&gt;
Fort Interior = twc03;&lt;br /&gt;
Gothic Interior = gi;&lt;br /&gt;
Illithid Interior = tii01;&lt;br /&gt;
Medieval Keep Interior = tei02;&lt;br /&gt;
Modern Office Interiors = udp2;&lt;br /&gt;
NWN2 Houses = tms02;&lt;br /&gt;
Oriental Interior = ori02;&lt;br /&gt;
Sen&#039;s Rural Inn = sic11;&lt;br /&gt;
Sigil, Stern Interior [CODI] = thv01;&lt;br /&gt;
SJ Wood Interior = tis01;&lt;br /&gt;
White Marble Castle = mbc30;&lt;br /&gt;
Workshop = wks01;&lt;br /&gt;
&lt;br /&gt;
+ Misc&lt;br /&gt;
Arena = tte30;&lt;br /&gt;
Future, Secret Base = tcdh0;&lt;br /&gt;
PHoD Bunker 1 = fifi1;&lt;br /&gt;
PHoD Bunker 2 = fifi2;&lt;br /&gt;
PHoD Bunker 3 = fifi3&lt;br /&gt;
PHoD Metal Vault Interior = mbc31;&lt;br /&gt;
PHoD Metal Wasteland 1 = tsr02;&lt;br /&gt;
PHoD Vault - Ancient = phodd;&lt;br /&gt;
PHoD Vault - Exotic = phoda;&lt;br /&gt;
PHoD Vault - Lumpy = phode;&lt;br /&gt;
PHoD Vault - Murky = phodf;&lt;br /&gt;
PHoD Vault - Strange = phodb;&lt;br /&gt;
PHoD Vault - Tainted = phodc;&lt;br /&gt;
Ship Interior = nex01;&lt;br /&gt;
Starship Interiors = shp02;&lt;br /&gt;
Worms Wagon Travel Interior = tms01;&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Player_Housing&amp;diff=1053</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Player_Housing&amp;diff=1053"/>
		<updated>2025-09-06T15:09:16Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: Remove misplaced &amp;#039;from&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== Housing System ======&lt;br /&gt;
&lt;br /&gt;
===== Basic Guidelines =====&lt;br /&gt;
&lt;br /&gt;
A player home must contain at least the following things: &lt;br /&gt;
&lt;br /&gt;
*	1 2x2 area made of one of the allowed tilesets. &lt;br /&gt;
*	A door with the tag &amp;quot;MAIN_DOOR&amp;quot; that will be used to leave the house. &lt;br /&gt;
*	Choose a specific loading screen. (The default the loading screen is set to random,  which is bad.)&lt;br /&gt;
&lt;br /&gt;
You can then choose the area lightning and ambient music that you want, add placeables, sounds, more doors, waypoints, triggers, visual effects and more! &lt;br /&gt;
&lt;br /&gt;
Each area can have up to 1500 objects and 250 of them can be dynamic, a dynamic object is either a non-static placeable, a door, a trigger or a visual effect. Sinfar Supporters limit is twice that amount (500 dynamic and 3000 static).&lt;br /&gt;
&lt;br /&gt;
(You may not put in your own items or creatures, or any merchants or scripts beyond those supported on Sinfar&#039;s houses script list page.)&lt;br /&gt;
===== Acquiring a House =====&lt;br /&gt;
&lt;br /&gt;
# Find a location: Player houses are characterized by a sign with a title such as &amp;quot;House #5&amp;quot;, next to a door and the sign should say &amp;quot;For sale!&amp;quot; with the details on how the interior can be designed, for example: [[File:housing_20190317-144222.png|thumb]] [[File:housing_20190317-144520.png|thumb]]&lt;br /&gt;
# Go the the realtor: There&#039;s one for most islands or you can cheat and use the one in the OOC which is for all islands:  https://www.youtube.com/watch?v=2q-MsU8YXZ0&lt;br /&gt;
&lt;br /&gt;
===== Building Your House =====&lt;br /&gt;
&lt;br /&gt;
==== Open the  Editor ====&lt;br /&gt;
&lt;br /&gt;
The interior of you house can be built using the [https://nwn.fandom.com/wiki/Toolset Neverwinter Nights Toolset]. &lt;br /&gt;
&lt;br /&gt;
You can start building with this module: [https://neverwintervault.org/sites/all/modules/pubdlcnt/pubdlcnt.php?fid=200115 Sinfar v30 home module]&lt;br /&gt;
# Extract the module to your NWN\modules folder.&lt;br /&gt;
# Extract the hak to your NWN\hak folder.&lt;br /&gt;
&lt;br /&gt;
==== Create the First Area ====&lt;br /&gt;
# Select one of the allowed tileset.&lt;br /&gt;
# Select a size within the allowed range (the format on the deed is: Width x Height).&lt;br /&gt;
# Add a door and set the tag to &amp;quot;MAIN_DOOR&amp;quot;. This is the door that will be used to enter and leave the house, you don&#039;t have anything else to do, its transition will be setup automatically. It can have a custom appearance and the exterior door will be updated to have the same appearance.&lt;br /&gt;
&lt;br /&gt;
==== Export the Area ERF(s) ====&lt;br /&gt;
If your home is a single area, you can simply right click on the area in the left hand menu and select &#039;&#039;&#039;&#039;Export Area&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;, this will prompt you to save the .erf file ready for uploading.&lt;br /&gt;
&lt;br /&gt;
For a multi-area home you will need to use the resource exporter to create the ERF file of your areas.&lt;br /&gt;
&lt;br /&gt;
# With the editor open, open the &#039;&#039;&#039;File menu&#039;&#039;&#039; and select &#039;&#039;&#039;Export&#039;&#039;&#039; this will open a new window will open to &#039;&#039;&#039;&#039;Export Resources&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;,&lt;br /&gt;
# In the new window click &#039;&#039;&#039;&#039;Add Resources&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; which then opens up a new resource selection window,&lt;br /&gt;
# If necessary at the bottom change the &#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;Resources of Type:&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; selector to &#039;&#039;&#039;&#039;Area File&#039;&#039;&#039;&#039;,&lt;br /&gt;
# Select the areas you wish to export, and click &#039;&#039;&#039;&#039;Export&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; which will close the selctor dialog,&lt;br /&gt;
# Once you have all the areas you wish to export listed, click &#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;OK&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; and you will be prompted to save the created &#039;&#039;&#039;&#039;.erf&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; file.&lt;br /&gt;
# After you have chosen the save filename and location you&#039;ll be prompted to add any comments to the ERF, you can click &#039;&#039;&#039;&#039;OK&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; again to leave the comments field empty.&lt;br /&gt;
&lt;br /&gt;
You should now have your .erf file ready to be uploaded to the server.&lt;br /&gt;
&lt;br /&gt;
==== Upload the ERF ====&lt;br /&gt;
&lt;br /&gt;
# Open the [https://nwn.sinfar.net/houses_uploadform.php House Upload Page].&lt;br /&gt;
# Enter your house ID and secret code, both can be found by examining your deed in game.&lt;br /&gt;
# Select your house erf, it should be in your NWN\erf folder. You can optionally compress it.&lt;br /&gt;
# Click the Upload button.&lt;br /&gt;
&lt;br /&gt;
The server will process your erf, validate all areas and strip everything that is not allowed and if everything goes well, you will get a message saying that your house is now in game.&lt;br /&gt;
&lt;br /&gt;
===== Using Scripts =====&lt;br /&gt;
&lt;br /&gt;
===Default Scripts ===&lt;br /&gt;
Some objects will have a default scripts attached to them:&lt;br /&gt;
# Plot placeable with an inventory will have a script to make their inventory persistent&lt;br /&gt;
&lt;br /&gt;
===Approved Scripts ===&lt;br /&gt;
You can use any of the scripts that are listed here: [https://nwn.sinfar.net/houses_scriptlist.php Scripts for houses], with the following restrictions:&lt;br /&gt;
# You can only use one script per object&lt;br /&gt;
# When an object is using a script from this list, it will not have a default script, so for example, a plot placeable with an inventory won&#039;t be persistent... if it is using one of those scripts.&lt;br /&gt;
# Each script has a specific list of variable and any other variable name/type will be automatically removed&lt;br /&gt;
# Make sure to read the script description, some require that placeable by dynamic, some can only be use a certain number of time...&lt;br /&gt;
&lt;br /&gt;
You can find more details here: [[Custom Scripting]].&lt;br /&gt;
&lt;br /&gt;
===== How to Make Scripts, Dialogs, Creatures and Other Restricted Blueprints for inside Your House =====&lt;br /&gt;
&lt;br /&gt;
The housing system is made so that you can even make your own scripts for inside your house and they will have no effect outside of it when ran. This feature is although restricted to selected players and Sinfar Supporters.&lt;br /&gt;
&lt;br /&gt;
Read more here: https://sinfar.net/features/housing/custom_scripts&lt;br /&gt;
&lt;br /&gt;
== Sinfar Home Builders Guide ==&lt;br /&gt;
The Sinfar player home building guide may be found here: [https://neverwintervault.org/sites/all/modules/pubdlcnt/pubdlcnt.php?fid=33050 Sinfar Home Builder&#039;s Guide]&lt;br /&gt;
&lt;br /&gt;
== Avaliable Tilesets ==&lt;br /&gt;
&lt;br /&gt;
+ Caves/Dungeons&lt;br /&gt;
Classic Dungeon = cdlif;&lt;br /&gt;
Dungeon [CEP] = tde01;&lt;br /&gt;
Dwarven Chasms = isc04;&lt;br /&gt;
Eye of the Beholder = tei01;&lt;br /&gt;
Mines and Caverns [CEP] = tdm01;&lt;br /&gt;
Sea Caves = tdt01;&lt;br /&gt;
Sen&#039;s Icy Caverns = sic01;&lt;br /&gt;
Sen&#039;s Mines and Caverns = scv01;&lt;br /&gt;
Sen&#039;s Underdark = sdg01;&lt;br /&gt;
Underdark [CEP] = ttu01;&lt;br /&gt;
Versatile Dungeon = tvd;&lt;br /&gt;
&lt;br /&gt;
+ Catacombs/Sewers&lt;br /&gt;
Catacombs = twl04;&lt;br /&gt;
Sewers = tds01;&lt;br /&gt;
Steamworks = tsw01;&lt;br /&gt;
Undercity Sewer = isc02;&lt;br /&gt;
&lt;br /&gt;
+ Barrows/Crypts/Ruins&lt;br /&gt;
Barrows Interior = tbw01;&lt;br /&gt;
Beholder Interior [CEP] = tib01;&lt;br /&gt;
Crypts [CEP] = tdc01;&lt;br /&gt;
Deep Dungeon = isc01;&lt;br /&gt;
Ruins = tdr01;&lt;br /&gt;
&lt;br /&gt;
+ Exterior Wild/Rural&lt;br /&gt;
Barren Lands = isc03;&lt;br /&gt;
Desert [CEP] = ttd01;&lt;br /&gt;
Desert, Babylon [CTP] = tced0;&lt;br /&gt;
Forest [CEP] = ttf01;&lt;br /&gt;
Frozen Waste [CEP] = tti01;&lt;br /&gt;
Medieval Forest = tfm01;&lt;br /&gt;
Rural Grass [CEP] = ttr01;&lt;br /&gt;
Rural Winter [CEP] = tts01;&lt;br /&gt;
Swamps [CEP] = zkw01;&lt;br /&gt;
Tropical = ttz01;&lt;br /&gt;
Urban Wasteland = wlu01;&lt;br /&gt;
Wild Woods = ttw01;&lt;br /&gt;
Wildlands = twl01;&lt;br /&gt;
Wildlands Winter = twl02;&lt;br /&gt;
Worms Cypress Bayou = wcs10;&lt;br /&gt;
Worms Dense Jungle = wdj01;&lt;br /&gt;
Worms Desert Plains = wdp01;&lt;br /&gt;
Worms Fantasy Interiors = wdd04;&lt;br /&gt;
Worms Forest Summer = wsf10;&lt;br /&gt;
Worms Jungle Mountains = tjj01;&lt;br /&gt;
Worms Mirkwood Swamps = wms01;&lt;br /&gt;
Worms Outer Limits = wcc01;&lt;br /&gt;
Worms Scorched Earth = wlf01;&lt;br /&gt;
Worms Undersea = wut01;&lt;br /&gt;
&lt;br /&gt;
+ Exterior City/Town&lt;br /&gt;
Aztec Exterior = tze01;&lt;br /&gt;
Castle Exterior, Rural = tno01;&lt;br /&gt;
City Exterior [CEP] = tcn01;&lt;br /&gt;
Complete Rural/City = tcr10;&lt;br /&gt;
Elven Treetop City = thf02;&lt;br /&gt;
Gothic Estates = gg;&lt;br /&gt;
Medieval City = tcm01;&lt;br /&gt;
Medieval Rural = trm01;&lt;br /&gt;
Modern Suburbs = udp1;&lt;br /&gt;
Oriental Rural = ori01;&lt;br /&gt;
Sigil, Exterior [CODI] = tps01;&lt;br /&gt;
&lt;br /&gt;
+ Housing Interior&lt;br /&gt;
Castle Interior 1 [CEP] = tic01;&lt;br /&gt;
Castle Interior 2 = tni02;&lt;br /&gt;
City Interior 1 [CEP] = tin01;&lt;br /&gt;
City Interior 2 = tni01;&lt;br /&gt;
Drow Interior [CEP] = tid01;&lt;br /&gt;
Elven Interiors, Marble = bvi80;&lt;br /&gt;
Elven Interiors, Wooden = pie23;&lt;br /&gt;
Fancy Castle = fla01;&lt;br /&gt;
Fort Interior = twc03;&lt;br /&gt;
Gothic Interior = gi;&lt;br /&gt;
Illithid Interior = tii01;&lt;br /&gt;
Medieval Keep Interior = tei02;&lt;br /&gt;
Modern Office Interiors = udp2;&lt;br /&gt;
NWN2 Houses = tms02;&lt;br /&gt;
Oriental Interior = ori02;&lt;br /&gt;
Sen&#039;s Rural Inn = sic11;&lt;br /&gt;
Sigil, Stern Interior [CODI] = thv01;&lt;br /&gt;
SJ Wood Interior = tis01;&lt;br /&gt;
White Marble Castle = mbc30;&lt;br /&gt;
Workshop = wks01;&lt;br /&gt;
&lt;br /&gt;
+ Misc&lt;br /&gt;
Arena = tte30;&lt;br /&gt;
Future, Secret Base = tcdh0;&lt;br /&gt;
PHoD Bunker 1 = fifi1;&lt;br /&gt;
PHoD Bunker 2 = fifi2;&lt;br /&gt;
PHoD Bunker 3 = fifi3&lt;br /&gt;
PHoD Metal Vault Interior = mbc31;&lt;br /&gt;
PHoD Metal Wasteland 1 = tsr02;&lt;br /&gt;
PHoD Vault - Ancient = phodd;&lt;br /&gt;
PHoD Vault - Exotic = phoda;&lt;br /&gt;
PHoD Vault - Lumpy = phode;&lt;br /&gt;
PHoD Vault - Murky = phodf;&lt;br /&gt;
PHoD Vault - Strange = phodb;&lt;br /&gt;
PHoD Vault - Tainted = phodc;&lt;br /&gt;
Ship Interior = nex01;&lt;br /&gt;
Starship Interiors = shp02;&lt;br /&gt;
Worms Wagon Travel Interior = tms01;&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Player_Housing&amp;diff=1052</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Player_Housing&amp;diff=1052"/>
		<updated>2025-09-06T15:07:16Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: Remove old .mod upload instructions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== Housing System ======&lt;br /&gt;
&lt;br /&gt;
===== Basic Guidelines =====&lt;br /&gt;
&lt;br /&gt;
A player home must contain at least the following things: &lt;br /&gt;
&lt;br /&gt;
*	1 2x2 area made of one of the allowed tilesets. &lt;br /&gt;
*	A door with the tag &amp;quot;MAIN_DOOR&amp;quot; that will be used to leave the house. &lt;br /&gt;
*	Choose a specific loading screen. (The default the loading screen is set to random,  which is bad.)&lt;br /&gt;
&lt;br /&gt;
You can then choose the area lightning and ambient music that you want, add placeables, sounds, more doors, waypoints, triggers, visual effects and more! &lt;br /&gt;
&lt;br /&gt;
Each area can have up to 1500 objects and 250 of them can be dynamic, a dynamic object is either a non-static placeable, a door, a trigger or a visual effect. Sinfar Supporters limit is twice that amount (500 dynamic and 3000 static).&lt;br /&gt;
&lt;br /&gt;
(You may not put in your own items or creatures, or any merchants or scripts beyond those supported on Sinfar&#039;s houses script list page.)&lt;br /&gt;
===== Acquiring a House =====&lt;br /&gt;
&lt;br /&gt;
# Find a location: Player houses are characterized by a sign with a title such as &amp;quot;House #5&amp;quot;, next to a door and the sign should say &amp;quot;For sale!&amp;quot; with the details on how the interior can be designed, for example: [[File:housing_20190317-144222.png|thumb]] [[File:housing_20190317-144520.png|thumb]]&lt;br /&gt;
# Go the the realtor: There&#039;s one for most islands or you can cheat and use the one in the OOC which is for all islands:  https://www.youtube.com/watch?v=2q-MsU8YXZ0&lt;br /&gt;
&lt;br /&gt;
===== Building Your House =====&lt;br /&gt;
&lt;br /&gt;
==== Open the  Editor ====&lt;br /&gt;
&lt;br /&gt;
The interior of you house can be built using the [https://nwn.fandom.com/wiki/Toolset Neverwinter Nights Toolset]. &lt;br /&gt;
&lt;br /&gt;
You can start building with this module: [https://neverwintervault.org/sites/all/modules/pubdlcnt/pubdlcnt.php?fid=200115 Sinfar v30 home module]&lt;br /&gt;
# Extract the module to your NWN\modules folder.&lt;br /&gt;
# Extract the hak to your NWN\hak folder.&lt;br /&gt;
&lt;br /&gt;
==== Create the First Area ====&lt;br /&gt;
# Select one of the allowed tileset.&lt;br /&gt;
# Select a size within the allowed range (the format on the deed is: Width x Height).&lt;br /&gt;
# Add a door and set the tag to &amp;quot;MAIN_DOOR&amp;quot;. This is the door that will be used to enter and leave the house, you don&#039;t have anything else to do, its transition will be setup automatically. It can have a custom appearance and the exterior door will be updated to have the same appearance.&lt;br /&gt;
&lt;br /&gt;
==== Export the Area ERF(s) ====&lt;br /&gt;
If your home is a single area, you can simply right click on the area in the left hand menu and select &#039;&#039;&#039;&#039;Export Area&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;, this will prompt you to save the .erf file ready for uploading.&lt;br /&gt;
&lt;br /&gt;
For a multi-area home you will need to use the resource exporter to create the ERF file of your areas.&lt;br /&gt;
&lt;br /&gt;
# With the editor open, open the &#039;&#039;&#039;File menu&#039;&#039;&#039; and select &#039;&#039;&#039;Export&#039;&#039;&#039; this will open a new window will open to &#039;&#039;&#039;&#039;Export Resources&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;,&lt;br /&gt;
# In the new window click &#039;&#039;&#039;&#039;Add Resources&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; which then opens up a new resource selection window,&lt;br /&gt;
# If necessary at the bottom change the &#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;Resources of Type:&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; selector from to &#039;&#039;&#039;&#039;Area File&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;, &lt;br /&gt;
# Select the areas you wish to export, and click &#039;&#039;&#039;&#039;Export&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; which will close the selctor dialog,&lt;br /&gt;
# Once you have all the areas you wish to export listed, click &#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;OK&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; and you will be prompted to save the created &#039;&#039;&#039;&#039;.erf&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; file.&lt;br /&gt;
# After you have chosen the save filename and location you&#039;ll be prompted to add any comments to the ERF, you can click &#039;&#039;&#039;&#039;OK&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; again to leave the comments field empty.&lt;br /&gt;
&lt;br /&gt;
You should now have your .erf file ready to be uploaded to the server.&lt;br /&gt;
&lt;br /&gt;
==== Upload the ERF ====&lt;br /&gt;
&lt;br /&gt;
# Open the [https://nwn.sinfar.net/houses_uploadform.php House Upload Page].&lt;br /&gt;
# Enter your house ID and secret code, both can be found by examining your deed in game.&lt;br /&gt;
# Select your house erf, it should be in your NWN\erf folder. You can optionally compress it.&lt;br /&gt;
# Click the Upload button.&lt;br /&gt;
&lt;br /&gt;
The server will process your erf, validate all areas and strip everything that is not allowed and if everything goes well, you will get a message saying that your house is now in game.&lt;br /&gt;
&lt;br /&gt;
===== Using Scripts =====&lt;br /&gt;
&lt;br /&gt;
===Default Scripts ===&lt;br /&gt;
Some objects will have a default scripts attached to them:&lt;br /&gt;
# Plot placeable with an inventory will have a script to make their inventory persistent&lt;br /&gt;
&lt;br /&gt;
===Approved Scripts ===&lt;br /&gt;
You can use any of the scripts that are listed here: [https://nwn.sinfar.net/houses_scriptlist.php Scripts for houses], with the following restrictions:&lt;br /&gt;
# You can only use one script per object&lt;br /&gt;
# When an object is using a script from this list, it will not have a default script, so for example, a plot placeable with an inventory won&#039;t be persistent... if it is using one of those scripts.&lt;br /&gt;
# Each script has a specific list of variable and any other variable name/type will be automatically removed&lt;br /&gt;
# Make sure to read the script description, some require that placeable by dynamic, some can only be use a certain number of time...&lt;br /&gt;
&lt;br /&gt;
You can find more details here: [[Custom Scripting]].&lt;br /&gt;
&lt;br /&gt;
===== How to Make Scripts, Dialogs, Creatures and Other Restricted Blueprints for inside Your House =====&lt;br /&gt;
&lt;br /&gt;
The housing system is made so that you can even make your own scripts for inside your house and they will have no effect outside of it when ran. This feature is although restricted to selected players and Sinfar Supporters.&lt;br /&gt;
&lt;br /&gt;
Read more here: https://sinfar.net/features/housing/custom_scripts&lt;br /&gt;
&lt;br /&gt;
== Sinfar Home Builders Guide ==&lt;br /&gt;
The Sinfar player home building guide may be found here: [https://neverwintervault.org/sites/all/modules/pubdlcnt/pubdlcnt.php?fid=33050 Sinfar Home Builder&#039;s Guide]&lt;br /&gt;
&lt;br /&gt;
== Avaliable Tilesets ==&lt;br /&gt;
&lt;br /&gt;
+ Caves/Dungeons&lt;br /&gt;
Classic Dungeon = cdlif;&lt;br /&gt;
Dungeon [CEP] = tde01;&lt;br /&gt;
Dwarven Chasms = isc04;&lt;br /&gt;
Eye of the Beholder = tei01;&lt;br /&gt;
Mines and Caverns [CEP] = tdm01;&lt;br /&gt;
Sea Caves = tdt01;&lt;br /&gt;
Sen&#039;s Icy Caverns = sic01;&lt;br /&gt;
Sen&#039;s Mines and Caverns = scv01;&lt;br /&gt;
Sen&#039;s Underdark = sdg01;&lt;br /&gt;
Underdark [CEP] = ttu01;&lt;br /&gt;
Versatile Dungeon = tvd;&lt;br /&gt;
&lt;br /&gt;
+ Catacombs/Sewers&lt;br /&gt;
Catacombs = twl04;&lt;br /&gt;
Sewers = tds01;&lt;br /&gt;
Steamworks = tsw01;&lt;br /&gt;
Undercity Sewer = isc02;&lt;br /&gt;
&lt;br /&gt;
+ Barrows/Crypts/Ruins&lt;br /&gt;
Barrows Interior = tbw01;&lt;br /&gt;
Beholder Interior [CEP] = tib01;&lt;br /&gt;
Crypts [CEP] = tdc01;&lt;br /&gt;
Deep Dungeon = isc01;&lt;br /&gt;
Ruins = tdr01;&lt;br /&gt;
&lt;br /&gt;
+ Exterior Wild/Rural&lt;br /&gt;
Barren Lands = isc03;&lt;br /&gt;
Desert [CEP] = ttd01;&lt;br /&gt;
Desert, Babylon [CTP] = tced0;&lt;br /&gt;
Forest [CEP] = ttf01;&lt;br /&gt;
Frozen Waste [CEP] = tti01;&lt;br /&gt;
Medieval Forest = tfm01;&lt;br /&gt;
Rural Grass [CEP] = ttr01;&lt;br /&gt;
Rural Winter [CEP] = tts01;&lt;br /&gt;
Swamps [CEP] = zkw01;&lt;br /&gt;
Tropical = ttz01;&lt;br /&gt;
Urban Wasteland = wlu01;&lt;br /&gt;
Wild Woods = ttw01;&lt;br /&gt;
Wildlands = twl01;&lt;br /&gt;
Wildlands Winter = twl02;&lt;br /&gt;
Worms Cypress Bayou = wcs10;&lt;br /&gt;
Worms Dense Jungle = wdj01;&lt;br /&gt;
Worms Desert Plains = wdp01;&lt;br /&gt;
Worms Fantasy Interiors = wdd04;&lt;br /&gt;
Worms Forest Summer = wsf10;&lt;br /&gt;
Worms Jungle Mountains = tjj01;&lt;br /&gt;
Worms Mirkwood Swamps = wms01;&lt;br /&gt;
Worms Outer Limits = wcc01;&lt;br /&gt;
Worms Scorched Earth = wlf01;&lt;br /&gt;
Worms Undersea = wut01;&lt;br /&gt;
&lt;br /&gt;
+ Exterior City/Town&lt;br /&gt;
Aztec Exterior = tze01;&lt;br /&gt;
Castle Exterior, Rural = tno01;&lt;br /&gt;
City Exterior [CEP] = tcn01;&lt;br /&gt;
Complete Rural/City = tcr10;&lt;br /&gt;
Elven Treetop City = thf02;&lt;br /&gt;
Gothic Estates = gg;&lt;br /&gt;
Medieval City = tcm01;&lt;br /&gt;
Medieval Rural = trm01;&lt;br /&gt;
Modern Suburbs = udp1;&lt;br /&gt;
Oriental Rural = ori01;&lt;br /&gt;
Sigil, Exterior [CODI] = tps01;&lt;br /&gt;
&lt;br /&gt;
+ Housing Interior&lt;br /&gt;
Castle Interior 1 [CEP] = tic01;&lt;br /&gt;
Castle Interior 2 = tni02;&lt;br /&gt;
City Interior 1 [CEP] = tin01;&lt;br /&gt;
City Interior 2 = tni01;&lt;br /&gt;
Drow Interior [CEP] = tid01;&lt;br /&gt;
Elven Interiors, Marble = bvi80;&lt;br /&gt;
Elven Interiors, Wooden = pie23;&lt;br /&gt;
Fancy Castle = fla01;&lt;br /&gt;
Fort Interior = twc03;&lt;br /&gt;
Gothic Interior = gi;&lt;br /&gt;
Illithid Interior = tii01;&lt;br /&gt;
Medieval Keep Interior = tei02;&lt;br /&gt;
Modern Office Interiors = udp2;&lt;br /&gt;
NWN2 Houses = tms02;&lt;br /&gt;
Oriental Interior = ori02;&lt;br /&gt;
Sen&#039;s Rural Inn = sic11;&lt;br /&gt;
Sigil, Stern Interior [CODI] = thv01;&lt;br /&gt;
SJ Wood Interior = tis01;&lt;br /&gt;
White Marble Castle = mbc30;&lt;br /&gt;
Workshop = wks01;&lt;br /&gt;
&lt;br /&gt;
+ Misc&lt;br /&gt;
Arena = tte30;&lt;br /&gt;
Future, Secret Base = tcdh0;&lt;br /&gt;
PHoD Bunker 1 = fifi1;&lt;br /&gt;
PHoD Bunker 2 = fifi2;&lt;br /&gt;
PHoD Bunker 3 = fifi3&lt;br /&gt;
PHoD Metal Vault Interior = mbc31;&lt;br /&gt;
PHoD Metal Wasteland 1 = tsr02;&lt;br /&gt;
PHoD Vault - Ancient = phodd;&lt;br /&gt;
PHoD Vault - Exotic = phoda;&lt;br /&gt;
PHoD Vault - Lumpy = phode;&lt;br /&gt;
PHoD Vault - Murky = phodf;&lt;br /&gt;
PHoD Vault - Strange = phodb;&lt;br /&gt;
PHoD Vault - Tainted = phodc;&lt;br /&gt;
Ship Interior = nex01;&lt;br /&gt;
Starship Interiors = shp02;&lt;br /&gt;
Worms Wagon Travel Interior = tms01;&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Player_Housing&amp;diff=1051</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Player_Housing&amp;diff=1051"/>
		<updated>2025-09-03T21:14:55Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: /* Upload the Module */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== Housing System ======&lt;br /&gt;
&lt;br /&gt;
===== Basic Guidelines =====&lt;br /&gt;
&lt;br /&gt;
A player home must contain at least the following things: &lt;br /&gt;
&lt;br /&gt;
*	1 2x2 area made of one of the allowed tilesets. &lt;br /&gt;
*	A door with the tag &amp;quot;MAIN_DOOR&amp;quot; that will be used to leave the house. &lt;br /&gt;
*	Choose a specific loading screen. (The default the loading screen is set to random,  which is bad.)&lt;br /&gt;
&lt;br /&gt;
You can then choose the area lightning and ambient music that you want, add placeables, sounds, more doors, waypoints, triggers, visual effects and more! &lt;br /&gt;
&lt;br /&gt;
Each area can have up to 1500 objects and 250 of them can be dynamic, a dynamic object is either a non-static placeable, a door, a trigger or a visual effect. Sinfar Supporters limit is twice that amount (500 dynamic and 3000 static).&lt;br /&gt;
&lt;br /&gt;
(You may not put in your own items or creatures, or any merchants or scripts beyond those supported on Sinfar&#039;s houses script list page.)&lt;br /&gt;
===== Acquiring a House =====&lt;br /&gt;
&lt;br /&gt;
# Find a location: Player houses are characterized by a sign with a title such as &amp;quot;House #5&amp;quot;, next to a door and the sign should say &amp;quot;For sale!&amp;quot; with the details on how the interior can be designed, for example: [[File:housing_20190317-144222.png|thumb]] [[File:housing_20190317-144520.png|thumb]]&lt;br /&gt;
# Go the the realtor: There&#039;s one for most islands or you can cheat and use the one in the OOC which is for all islands:  https://www.youtube.com/watch?v=2q-MsU8YXZ0&lt;br /&gt;
&lt;br /&gt;
===== Building Your House =====&lt;br /&gt;
&lt;br /&gt;
==== Open the  Editor ====&lt;br /&gt;
&lt;br /&gt;
The interior of you house can be built using the [https://nwn.fandom.com/wiki/Toolset Neverwinter Nights Toolset]. &lt;br /&gt;
&lt;br /&gt;
You can start building with this module: [https://neverwintervault.org/sites/all/modules/pubdlcnt/pubdlcnt.php?fid=200115 Sinfar v30 home module]&lt;br /&gt;
# Extract the module to your NWN\modules folder.&lt;br /&gt;
# Extract the hak to your NWN\hak folder.&lt;br /&gt;
&lt;br /&gt;
==== Create the First Area ====&lt;br /&gt;
# Select one of the allowed tileset.&lt;br /&gt;
# Select a size within the allowed range (the format on the deed is: Width x Height).&lt;br /&gt;
# Add a door and set the tag to &amp;quot;MAIN_DOOR&amp;quot;. This is the door that will be used to enter and leave the house, you don&#039;t have anything else to do, its transition will be setup automatically. It can have a custom appearance and the exterior door will be updated to have the same appearance.&lt;br /&gt;
&lt;br /&gt;
==== Upload the Module ====&lt;br /&gt;
Save the module, upload it:&lt;br /&gt;
# Open the [https://nwn.sinfar.net/houses_uploadform.php House Upload Page].&lt;br /&gt;
# Enter your house ID and secret code, both can be found by examining your deed in game.&lt;br /&gt;
# Select your house module, it should be in your NWN\modules folder. You can optionally compress it.&lt;br /&gt;
# Click the Upload button.&lt;br /&gt;
&lt;br /&gt;
The server will process your module, validate all areas and strip everything that is not allowed and if everything goes well, you will get a message saying that your house is now in game.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s what the process looks like: https://www.youtube.com/watch?v=2xAte-Rm7Bg&lt;br /&gt;
&lt;br /&gt;
==== Alternative Upload an ERF ====&lt;br /&gt;
You can also upload an ERF rather than the whole module, this has advantages in that the upload is smaller (only includes the specific area resources you exported), and you can carry on editing with less interruption.&lt;br /&gt;
&lt;br /&gt;
The process is largely the same when it comes to the upload of your home to the server using the instructions above, but instead of uploading the .mod file you&#039;ll be uploading a .erf file.&lt;br /&gt;
&lt;br /&gt;
To create an ERF file of your areas with the editor open; open the &#039;&#039;&#039;File menu&#039;&#039;&#039;, and select &#039;&#039;&#039;Export&#039;&#039;&#039;, a new window will open to &#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;Export Resources&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;, click &#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;Add Resources&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; which then opens up a resource selection window, if necessary at the bottom change the &#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;Resources of Type:&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; selector from to &#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;Area File&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;, and then select the areas you wish to export, and click &#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;Export&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; which will close the selctor dialog, once you have all the areas you wish to export listed, click &#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;OK&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; and you will be prompted to save the created &#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;.erf&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; file. After you have chosen the save filename and location you&#039;ll be prompted to add any comments to the ERF, you can click &#039;&#039;&#039;&#039;OK&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039; again to leave the comments field empty.&lt;br /&gt;
&lt;br /&gt;
===== Using Scripts =====&lt;br /&gt;
&lt;br /&gt;
===Default Scripts ===&lt;br /&gt;
Some objects will have a default scripts attached to them:&lt;br /&gt;
# Plot placeable with an inventory will have a script to make their inventory persistent&lt;br /&gt;
&lt;br /&gt;
===Approved Scripts ===&lt;br /&gt;
You can use any of the scripts that are listed here: [https://nwn.sinfar.net/houses_scriptlist.php Scripts for houses], with the following restrictions:&lt;br /&gt;
# You can only use one script per object&lt;br /&gt;
# When an object is using a script from this list, it will not have a default script, so for example, a plot placeable with an inventory won&#039;t be persistent... if it is using one of those scripts.&lt;br /&gt;
# Each script has a specific list of variable and any other variable name/type will be automatically removed&lt;br /&gt;
# Make sure to read the script description, some require that placeable by dynamic, some can only be use a certain number of time...&lt;br /&gt;
&lt;br /&gt;
You can find more details here: [[Custom Scripting]].&lt;br /&gt;
&lt;br /&gt;
===== How to Make Scripts, Dialogs, Creatures and Other Restricted Blueprints for inside Your House =====&lt;br /&gt;
&lt;br /&gt;
The housing system is made so that you can even make your own scripts for inside your house and they will have no effect outside of it when ran. This feature is although restricted to selected players and Sinfar Supporters.&lt;br /&gt;
&lt;br /&gt;
Read more here: https://sinfar.net/features/housing/custom_scripts&lt;br /&gt;
&lt;br /&gt;
== Sinfar Home Builders Guide ==&lt;br /&gt;
The Sinfar player home building guide may be found here: [https://neverwintervault.org/sites/all/modules/pubdlcnt/pubdlcnt.php?fid=33050 Sinfar Home Builder&#039;s Guide]&lt;br /&gt;
&lt;br /&gt;
== Avaliable Tilesets ==&lt;br /&gt;
&lt;br /&gt;
+ Caves/Dungeons&lt;br /&gt;
Classic Dungeon = cdlif;&lt;br /&gt;
Dungeon [CEP] = tde01;&lt;br /&gt;
Dwarven Chasms = isc04;&lt;br /&gt;
Eye of the Beholder = tei01;&lt;br /&gt;
Mines and Caverns [CEP] = tdm01;&lt;br /&gt;
Sea Caves = tdt01;&lt;br /&gt;
Sen&#039;s Icy Caverns = sic01;&lt;br /&gt;
Sen&#039;s Mines and Caverns = scv01;&lt;br /&gt;
Sen&#039;s Underdark = sdg01;&lt;br /&gt;
Underdark [CEP] = ttu01;&lt;br /&gt;
Versatile Dungeon = tvd;&lt;br /&gt;
&lt;br /&gt;
+ Catacombs/Sewers&lt;br /&gt;
Catacombs = twl04;&lt;br /&gt;
Sewers = tds01;&lt;br /&gt;
Steamworks = tsw01;&lt;br /&gt;
Undercity Sewer = isc02;&lt;br /&gt;
&lt;br /&gt;
+ Barrows/Crypts/Ruins&lt;br /&gt;
Barrows Interior = tbw01;&lt;br /&gt;
Beholder Interior [CEP] = tib01;&lt;br /&gt;
Crypts [CEP] = tdc01;&lt;br /&gt;
Deep Dungeon = isc01;&lt;br /&gt;
Ruins = tdr01;&lt;br /&gt;
&lt;br /&gt;
+ Exterior Wild/Rural&lt;br /&gt;
Barren Lands = isc03;&lt;br /&gt;
Desert [CEP] = ttd01;&lt;br /&gt;
Desert, Babylon [CTP] = tced0;&lt;br /&gt;
Forest [CEP] = ttf01;&lt;br /&gt;
Frozen Waste [CEP] = tti01;&lt;br /&gt;
Medieval Forest = tfm01;&lt;br /&gt;
Rural Grass [CEP] = ttr01;&lt;br /&gt;
Rural Winter [CEP] = tts01;&lt;br /&gt;
Swamps [CEP] = zkw01;&lt;br /&gt;
Tropical = ttz01;&lt;br /&gt;
Urban Wasteland = wlu01;&lt;br /&gt;
Wild Woods = ttw01;&lt;br /&gt;
Wildlands = twl01;&lt;br /&gt;
Wildlands Winter = twl02;&lt;br /&gt;
Worms Cypress Bayou = wcs10;&lt;br /&gt;
Worms Dense Jungle = wdj01;&lt;br /&gt;
Worms Desert Plains = wdp01;&lt;br /&gt;
Worms Fantasy Interiors = wdd04;&lt;br /&gt;
Worms Forest Summer = wsf10;&lt;br /&gt;
Worms Jungle Mountains = tjj01;&lt;br /&gt;
Worms Mirkwood Swamps = wms01;&lt;br /&gt;
Worms Outer Limits = wcc01;&lt;br /&gt;
Worms Scorched Earth = wlf01;&lt;br /&gt;
Worms Undersea = wut01;&lt;br /&gt;
&lt;br /&gt;
+ Exterior City/Town&lt;br /&gt;
Aztec Exterior = tze01;&lt;br /&gt;
Castle Exterior, Rural = tno01;&lt;br /&gt;
City Exterior [CEP] = tcn01;&lt;br /&gt;
Complete Rural/City = tcr10;&lt;br /&gt;
Elven Treetop City = thf02;&lt;br /&gt;
Gothic Estates = gg;&lt;br /&gt;
Medieval City = tcm01;&lt;br /&gt;
Medieval Rural = trm01;&lt;br /&gt;
Modern Suburbs = udp1;&lt;br /&gt;
Oriental Rural = ori01;&lt;br /&gt;
Sigil, Exterior [CODI] = tps01;&lt;br /&gt;
&lt;br /&gt;
+ Housing Interior&lt;br /&gt;
Castle Interior 1 [CEP] = tic01;&lt;br /&gt;
Castle Interior 2 = tni02;&lt;br /&gt;
City Interior 1 [CEP] = tin01;&lt;br /&gt;
City Interior 2 = tni01;&lt;br /&gt;
Drow Interior [CEP] = tid01;&lt;br /&gt;
Elven Interiors, Marble = bvi80;&lt;br /&gt;
Elven Interiors, Wooden = pie23;&lt;br /&gt;
Fancy Castle = fla01;&lt;br /&gt;
Fort Interior = twc03;&lt;br /&gt;
Gothic Interior = gi;&lt;br /&gt;
Illithid Interior = tii01;&lt;br /&gt;
Medieval Keep Interior = tei02;&lt;br /&gt;
Modern Office Interiors = udp2;&lt;br /&gt;
NWN2 Houses = tms02;&lt;br /&gt;
Oriental Interior = ori02;&lt;br /&gt;
Sen&#039;s Rural Inn = sic11;&lt;br /&gt;
Sigil, Stern Interior [CODI] = thv01;&lt;br /&gt;
SJ Wood Interior = tis01;&lt;br /&gt;
White Marble Castle = mbc30;&lt;br /&gt;
Workshop = wks01;&lt;br /&gt;
&lt;br /&gt;
+ Misc&lt;br /&gt;
Arena = tte30;&lt;br /&gt;
Future, Secret Base = tcdh0;&lt;br /&gt;
PHoD Bunker 1 = fifi1;&lt;br /&gt;
PHoD Bunker 2 = fifi2;&lt;br /&gt;
PHoD Bunker 3 = fifi3&lt;br /&gt;
PHoD Metal Vault Interior = mbc31;&lt;br /&gt;
PHoD Metal Wasteland 1 = tsr02;&lt;br /&gt;
PHoD Vault - Ancient = phodd;&lt;br /&gt;
PHoD Vault - Exotic = phoda;&lt;br /&gt;
PHoD Vault - Lumpy = phode;&lt;br /&gt;
PHoD Vault - Murky = phodf;&lt;br /&gt;
PHoD Vault - Strange = phodb;&lt;br /&gt;
PHoD Vault - Tainted = phodc;&lt;br /&gt;
Ship Interior = nex01;&lt;br /&gt;
Starship Interiors = shp02;&lt;br /&gt;
Worms Wagon Travel Interior = tms01;&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Category:Scripting_Systems&amp;diff=486</id>
		<title>Category:Scripting Systems</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Category:Scripting_Systems&amp;diff=486"/>
		<updated>2024-10-12T01:36:19Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: Created page with &amp;quot;Subcategory page for tools for builders, covering scripting elements. Category:Builders Tools&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Subcategory page for tools for builders, covering scripting elements.&lt;br /&gt;
[[Category:Builders Tools]]&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Category:Core_Functions_and_Constants&amp;diff=485</id>
		<title>Category:Core Functions and Constants</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Category:Core_Functions_and_Constants&amp;diff=485"/>
		<updated>2024-10-12T01:34:36Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: Created page with &amp;quot;Category page for tools for builders, covering core scripting functions that are modified on Sinfar.  Category:Builders Tools Category:Scripting Systems&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Category page for tools for builders, covering core scripting functions that are modified on Sinfar.&lt;br /&gt;
&lt;br /&gt;
[[Category:Builders Tools]]&lt;br /&gt;
[[Category:Scripting Systems]]&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=GetSubString&amp;diff=484</id>
		<title>GetSubString</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=GetSubString&amp;diff=484"/>
		<updated>2024-10-12T01:33:07Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: Created page with &amp;quot;====== GetSubString ======  &amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;string GetSubString(string sString, int nStart, int nCount=2147483647);&amp;lt;/syntaxhighlight&amp;gt;  The original documentation can be found here: https://nwnlexicon.com/index.php?title=GetSubString  On Sinfar This function has been extended work like PHP&amp;#039;s substr function: https://php.net/substr so: * nCount is optional * nCount and nStart can be negative  Category:Builders Tools Category:Scripting Systems Category:C...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== GetSubString ======&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;string GetSubString(string sString, int nStart, int nCount=2147483647);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The original documentation can be found here: https://nwnlexicon.com/index.php?title=GetSubString&lt;br /&gt;
&lt;br /&gt;
On Sinfar This function has been extended work like PHP&#039;s substr function: https://php.net/substr so:&lt;br /&gt;
* nCount is optional&lt;br /&gt;
* nCount and nStart can be negative&lt;br /&gt;
&lt;br /&gt;
[[Category:Builders Tools]]&lt;br /&gt;
[[Category:Scripting Systems]]&lt;br /&gt;
[[Category:Core Functions and Constants]]&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Server_Custom_Tokens&amp;diff=483</id>
		<title>Server Custom Tokens</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Server_Custom_Tokens&amp;diff=483"/>
		<updated>2024-10-12T01:29:25Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: /* Server Custom Tokens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Server Custom Tokens=&lt;br /&gt;
&lt;br /&gt;
This system is a mandatory alternative to the default CustomToken system, where all &#039;&#039;&#039;&amp;lt;CUSTOMXXX&amp;gt;&#039;&#039;&#039; occurrence get replaced by a value set by the &amp;lt;code&amp;gt;SetServerCustomToken(XXX, &amp;quot;value&amp;quot;);&amp;lt;/code&amp;gt; function.&lt;br /&gt;
&lt;br /&gt;
It works the same way except that these tokens use the format:&lt;br /&gt;
 %%%%XXXX&lt;br /&gt;
&lt;br /&gt;
where XXXX is the ID of the token, for example:&lt;br /&gt;
&lt;br /&gt;
 My name is %%%%2010&lt;br /&gt;
&lt;br /&gt;
Its value is set by using the Get/SetServerCustomToken functions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;SetServerCustomToken(2010, &amp;quot;Name&amp;quot;);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The listen token will always be &lt;br /&gt;
 %%%%1000&lt;br /&gt;
&lt;br /&gt;
The node print token will always be equal or superior to 2000&lt;br /&gt;
 %%%%2XXX&lt;br /&gt;
&lt;br /&gt;
The difference with the default system is that these tokens are replaced in the text before that the text is sent to the client. This system should fix the issue where players sometime don&#039;t see the right token value. Also, those tokens can be used in more places: any name, description, chat message and more...&lt;br /&gt;
&lt;br /&gt;
Furthermore the default system custom tokens are sent to everyone and every time when they are set or edited. So it is a potential cause of latency, server and client side.&lt;br /&gt;
&lt;br /&gt;
Therefor any scripted conversation HAS TO USE this system !&lt;br /&gt;
&lt;br /&gt;
If you want to add colors to your dialog, you still need to use a default custom token, but it is not really a problem since color tokens only need to be set once and then never change. There is a shared ERF for everyone to add the color tags that they need: https://nwn.sinfar.net/res_nss_edit.php?name=cstmtok_ev_load.&lt;br /&gt;
&lt;br /&gt;
[[Category:Builders Tools]]&lt;br /&gt;
[[Category:Scripting Systems]]&lt;br /&gt;
[[Category:Core Functions and Constants]]&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Server_Custom_Tokens&amp;diff=482</id>
		<title>Server Custom Tokens</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Server_Custom_Tokens&amp;diff=482"/>
		<updated>2024-10-12T01:27:19Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Server Custom Tokens=&lt;br /&gt;
&lt;br /&gt;
This system is a mandatory alternative to the default CustomToken system, where all &#039;&#039;&#039;&amp;lt;CUSTOMXXX&amp;gt;&#039;&#039;&#039; occurrence get replaced by a value set by the &amp;lt;code&amp;gt;SetServerCustomToken(XXX, &amp;quot;value&amp;quot;);&amp;lt;/code&amp;gt; function.&lt;br /&gt;
&lt;br /&gt;
It works the same way except that these tokens use the format:&lt;br /&gt;
 %%%%XXXX&lt;br /&gt;
&lt;br /&gt;
where XXXX is the ID of the token, for example:&lt;br /&gt;
&lt;br /&gt;
 My name is %%%%2010&lt;br /&gt;
&lt;br /&gt;
Its value is set by using the Get/SetServerCustomToken functions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;SetServerCustomToken(2010, &amp;quot;Name&amp;quot;);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The listen token will always be &lt;br /&gt;
 %%%%1000&lt;br /&gt;
&lt;br /&gt;
The node print token will always be equal or superior to 2000&lt;br /&gt;
 %%%%2XXX&lt;br /&gt;
&lt;br /&gt;
The difference with the default system is that these tokens are replaced in the text before that the text is sent to the client. This system should fix the issue where players sometime don&#039;t see the right token value. Also, those tokens can be used in more places: any name, description, chat message and more...&lt;br /&gt;
&lt;br /&gt;
Furthermore the default system custom tokens are sent to everyone and every time when they are set or edited. So it is a potential cause of latency, server and client side.&lt;br /&gt;
&lt;br /&gt;
Therefor any scripted conversation HAS TO USE this system !&lt;br /&gt;
&lt;br /&gt;
If you want to add colors to your dialog, you still need to use a default custom token, but it is not really a problem since color tokens only need to be set once and then never change. There is a shared ERF for everyone to add the color tags that they need: https://nwn.sinfar.net/res_nss_edit.php?name=cstmtok_ev_load.&lt;br /&gt;
&lt;br /&gt;
[[Category:Builders Tools]]&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Server_Custom_Tokens&amp;diff=481</id>
		<title>Server Custom Tokens</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Server_Custom_Tokens&amp;diff=481"/>
		<updated>2024-10-12T01:26:09Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: Original by Mavrixio, cloned from old wiki.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Server Custom Tokens=&lt;br /&gt;
&lt;br /&gt;
This system is a mandatory alternative to the default CustomToken system, where all &#039;&#039;&#039;&amp;lt;CUSTOMXXX&amp;gt;&#039;&#039;&#039; occurrence get replaced by a value set by the &amp;lt;code&amp;gt;SetServerCustomToken(XXX, &amp;quot;value&amp;quot;);&amp;lt;/code&amp;gt; function.&lt;br /&gt;
&lt;br /&gt;
It works the same way except that these tokens use the format:&lt;br /&gt;
 %%%%XXXX&lt;br /&gt;
&lt;br /&gt;
where XXXX is the ID of the token, for example:&lt;br /&gt;
&lt;br /&gt;
 My name is %%%%2010&lt;br /&gt;
&lt;br /&gt;
Its value is set by using the Get/SetServerCustomToken functions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;SetServerCustomToken(2010, &amp;quot;Name&amp;quot;);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The listen token will always be &lt;br /&gt;
 %%%%1000&lt;br /&gt;
&lt;br /&gt;
The node print token will always be equal or superior to 2000&lt;br /&gt;
 %%%%2XXX&lt;br /&gt;
&lt;br /&gt;
The difference with the default system is that these tokens are replaced in the text before that the text is sent to the client. This system should fix the issue where players sometime don&#039;t see the right token value. Also, those tokens can be used in more places: any name, description, chat message and more...&lt;br /&gt;
&lt;br /&gt;
Furthermore the default system custom tokens are sent to everyone and every time when they are set or edited. So it is a potential cause of latency, server and client side.&lt;br /&gt;
&lt;br /&gt;
Therefor any scripted conversation HAS TO USE this system !&lt;br /&gt;
&lt;br /&gt;
If you want to add colors to your dialog, you still need to use a default custom token, but it is not really a problem since color tokens only need to be set once and then never change. There is a shared ERF for everyone to add the color tags that they need: https://nwn.sinfar.net/res_nss_edit.php?name=cstmtok_ev_load.&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Spell_Changes&amp;diff=365</id>
		<title>Spell Changes</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Spell_Changes&amp;diff=365"/>
		<updated>2024-08-20T21:15:18Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: /* Durations */ remove stray backtick.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On Sinfar, numerous spells have had balance changes applied to them, ranging from minor to major. There are global spell adjustments as well as adjustments to individual spells.&lt;br /&gt;
&lt;br /&gt;
== Global Changes ==&lt;br /&gt;
&lt;br /&gt;
=== Durations ===&lt;br /&gt;
The durations from Negative effects, Hold effects and Area of Effect have been capped. Area of Effect as well as Negative Effect durations are capped at 8 rounds while Hold Effects are capped at 4 rounds. Extend spell only increases the duration by 50%. Associates durations are halved. {{#info-tooltip: Needs confirmation.}}&lt;br /&gt;
&lt;br /&gt;
=== Long-Lasting Areas of Effects ===&lt;br /&gt;
&lt;br /&gt;
Area of Effect spells with fixed, 8-round duration cannot be resisted with Spell Resistance, Spell Mantles or Spell Immunities.&lt;br /&gt;
&lt;br /&gt;
=== Counterspelling ===&lt;br /&gt;
&lt;br /&gt;
Counterspelling is entirely disabled on Sinfar due to its buggy nature.&lt;br /&gt;
&lt;br /&gt;
=== Durable AoE Spells ===&lt;br /&gt;
(Acid Fog, Storm of Vengeance, etc.){{#info-tooltip: Full list required.}}&lt;br /&gt;
&lt;br /&gt;
These spells hurt everyone in the area, including the caster, depending on PvP settings.&lt;br /&gt;
&lt;br /&gt;
=== Spells that DO NOT stack ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |The follow spells do not stack with each other&lt;br /&gt;
|-&lt;br /&gt;
|Death Armor&lt;br /&gt;
|Elemental Shield&lt;br /&gt;
|Mestil&#039;s Acid Sheath&lt;br /&gt;
|-&lt;br /&gt;
|Camouflage&lt;br /&gt;
|Mass Camouflage&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Using any kind of Spell Breach can dispel the following spells:&lt;br /&gt;
&lt;br /&gt;
* Greater Spell Mantle&lt;br /&gt;
* Spell Mantle&lt;br /&gt;
* Lesser Spell Mantle&lt;br /&gt;
* Premonition&lt;br /&gt;
* Greater Stoneskin&lt;br /&gt;
* Globe of Invulnerability&lt;br /&gt;
* Minor Globe of Invulnerability&lt;br /&gt;
* Greater Shadow Conjuration: Minor Globe&lt;br /&gt;
* Ethreal Visage&lt;br /&gt;
* Ghostly Visage&lt;br /&gt;
* Protection from Spells&lt;br /&gt;
* Mind Blank&lt;br /&gt;
* Spell Resistance&lt;br /&gt;
* Energy Resistance&lt;br /&gt;
* Protection From Elements&lt;br /&gt;
* Resist Elements&lt;br /&gt;
* Endure Elements&lt;br /&gt;
* Undeath&#039;s Eternal Foe&lt;br /&gt;
* Shadow Shield&lt;br /&gt;
* Negative Energy Protection&lt;br /&gt;
* Elemental Shield&lt;br /&gt;
&lt;br /&gt;
=== Dispel Magic Spells ===&lt;br /&gt;
Dispel DC continues to increase at epic levels, the same way as in pre-epic levels.&lt;br /&gt;
&lt;br /&gt;
== Specific Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
* Amplify: Grants +10 listen.&lt;br /&gt;
* Aura vs Alignment: Damage reduced to 1d4 + 1.&lt;br /&gt;
* Battle tide: Allows a will save to avoid the negative effects of stepping into the aura.&lt;br /&gt;
* Blackstaff: Gives +6 enhancement bonus to the quarterstaff and makes it cast Lesser spell breach on a successful hit.&lt;br /&gt;
* Blade Thirst: Grants +6 enhancement bonus to a slashing weapon.&lt;br /&gt;
* Clairaudience/Clairvoyance: Grants +5 to spot AND listen.&lt;br /&gt;
* Creeping Doom: Lasts 8 rounds. 20 Damage on initial entry, and d6*number of rounds remaining in the cloud. Cumulative damage total over all targets in the cloud is still 1000.&lt;br /&gt;
* Death Armor: The damage shield damage is equal to 1d4.&lt;br /&gt;
* Displacement: Grants 30% concealment.&lt;br /&gt;
* Divine Favor: Grants +1 AB and damage per 5 levels to a maximum of +3.&lt;br /&gt;
* Divine Power: Grants +6 strength, and +1 temporary HP/caster level. Does not stack beyond +12 strength from item bonuses.&lt;br /&gt;
* Drown: Damage is equal to 60% of the targets current HP.&lt;br /&gt;
* Elemental Shield: The damage shield damage is equal to 1d4 + 1 per 3 caster level.&lt;br /&gt;
* Flame Arrow: The number of arrows is capped at 5.&lt;br /&gt;
* Gate: There is no longer a need to cast Protection versus Evil as the summoned Balor will always be at the summoner&#039;s command for the duration of the spell.&lt;br /&gt;
* Greater Stoneskin: Grants +5 soak 10 damage reduction. It ends after absorbing 5 damage per caster level, to a maximum of 100 damage.&lt;br /&gt;
* Isaac&#039;s Lesser Missile storm: Each missile does 2d6 damage. Each missile has a 40% chance of hitting each target within the area of effect.&lt;br /&gt;
* Isaac&#039;s Greater Missle Storm: Each missile has 40% of chance of hitting each target in the area of effect.&lt;br /&gt;
* Ice Storm: The cold damage is capped at 10d6.&lt;br /&gt;
* Implosion: The DC bonus has been removed and has been lowered by 5.&lt;br /&gt;
* Keen Edge: The duration is changed to 2 round per caster level. It works with all types of melee weapons, not just Slashing weapons.&lt;br /&gt;
* Mestil&#039;s Acid Sheath: The damage shield damage is equal to 1d4 + 2 per 3 caster levels.&lt;br /&gt;
* Nature&#039;s Balance: Breaches 2 spells from all enemies in the area of effect.&lt;br /&gt;
* Negative Energy burst: The strength penalty is capped at -4.&lt;br /&gt;
* Premonition: Grants +5 soak 15 damage reduction. It ends after absorbing 5 damage per caster level, to a maximum of 150 damage.&lt;br /&gt;
* Santuary, Greater Sanctuary: The duration is set to 18 seconds, and it is absolutely impossible to detect the user; save for by party. There is a 15 second cool-down timer to be able to cast the spell again.&lt;br /&gt;
* See Invisibility: Lasts 2 turns/level/&lt;br /&gt;
* Stoneskin: Grants +5 soak 5 damage reduction. It ends after absorbing 5 damage per caster level, to a maximum of 50 damage.&lt;br /&gt;
* Storm of Vengeance: Lasts 8 rounds. 3d6 acid + 50% chance of 6d6 electrical damage. 3d6 acid + 6d6 electrical damage, and stun for two rounds on a failed reflex save.&lt;br /&gt;
* Tenser&#039;s Transformation: The transformation is still a polymorph, but the original appearance of the character is preserved. Due to the polymorph effect; you will not be able to cast spells, or use items for the spell&#039;s duration.&lt;br /&gt;
** Sets strength to 20, dexterity to 22, and constitution to 18.&lt;br /&gt;
** Grants 1 Attack per round per 15 levels. You can&#039;t have more than 4 base attacks per round.&lt;br /&gt;
** Grants 1 AB per two caster levels.&lt;br /&gt;
** Grants +5 to fortitude.&lt;br /&gt;
** Maximize, Empower &amp;amp; Extend are disactivated for this spell. (Even if they relocate the spell to sup spell slots, it won&#039;t have any effect)&lt;br /&gt;
* Time Stop: Creates an area of effect where only the caster can control things. Archers can not shoot someone in the zone, only the caster can cast spells in the this zone. If you enter this zone, your time gets stopped. Duration is 4.5 seconds. There is a 9 seconds cool down before the spell can be casted again.&lt;br /&gt;
* True Seeing: The duration is set to 3 rounds.&lt;br /&gt;
* True Strike: The duration is set to 6 seconds.&lt;br /&gt;
* Searing Light: d6 instead of d8 and d4 instead of d6.&lt;br /&gt;
* Word of Faith: A will save has been added.&lt;br /&gt;
* Wounding whispers: The damage shield damage is equal to 1d4 + 1 per 2 caster level.&lt;br /&gt;
* AC Spells: Magic Vestment, Barkskin, Shield, Shield of Faith, Shadow Shield: The AC bonus is capped at 1/6 of your character level.&lt;br /&gt;
** Magic Vestment applies to the character, and not the armor/shield. Can not be applied to armor/shields.&lt;br /&gt;
* Invisibility Spells: Invisibility, Invisibility Sphere, Improved Invisibility: Duration is changed to 1 round per caster level.&lt;br /&gt;
** Invisibility Sphere: also holds to those that were present at the time of casting, even if they exit the aura.&lt;br /&gt;
* Improved Invisibility: Grants an invisibility effect that fades when attacking. This effect returns at the beginning of every round. No concealment.&lt;br /&gt;
* Lesser Spell Breach, Greater Spell Breach, Mordenkainen&#039;s Disjunction: The number of spells that can be breached has been halved.&lt;br /&gt;
* Heal, Harm, Mass Heal, Greater restoration, Resurrection: Heal, Harm, and Mass Heal restore HP equal to half of what the target is missing up to 250.&lt;br /&gt;
** Greater Restoration removes negative status effects as well as replenishes half of the HP missing up to 250.&lt;br /&gt;
** Resurrection revives a dead target, and restores 50% of it&#039;s HP.&lt;br /&gt;
* Evard&#039;s Black Tentacles, Bigby&#039;s Grasping Hand, Bigby&#039;s Crushing Hand: The grapple check is equal to the caster ability modifier (4 for Evard&#039;s black tentacles) + the caster level + the size modifier of the hand or the tentacle (4) + 1d20 versus the target strength modifier x 2 + the target BAB + the targets size modifier + 1d20.&lt;br /&gt;
* Bigby&#039;s Interposing hand, Bigby&#039;s forceful Hand, Bigby&#039;s Grasping Hand, Bigby&#039;s Clenched Fist, Bigby&#039;s Crushing Hand: All bigbys now have a to-hit check. The to-hit check is a reflex save.&lt;br /&gt;
* Bigby&#039;s Interposing hand: The AB penality is changed to -4.&lt;br /&gt;
&lt;br /&gt;
== Epic Spell Changes ==&lt;br /&gt;
&lt;br /&gt;
=== Epic Mage Armor ===&lt;br /&gt;
&lt;br /&gt;
* Grants a total of +16 AC.&lt;br /&gt;
* The bonus is the sum of +4 dodge, +4 deflection, +4 armor, and +4 natural AC.&lt;br /&gt;
* Only the dodge bonus stacks with the AC granted from items.&lt;br /&gt;
&lt;br /&gt;
=== Epic Warding ===&lt;br /&gt;
&lt;br /&gt;
* Grants 20 damage resistance per caster level.&lt;br /&gt;
* The power of the damage resistance is 30 / +10.&lt;br /&gt;
* The duration is 1 turn.&lt;br /&gt;
&lt;br /&gt;
=== Epic Dragon Knight ===&lt;br /&gt;
Dragon depends on alignment and class in the case of palemaster.&lt;br /&gt;
&lt;br /&gt;
* Spell Focus Conjuration: +2 con, dex, str, duration x2.&lt;br /&gt;
* Greater Spell Focus Conjuraton: +4 con, dex, str, duration x3.&lt;br /&gt;
* Epic Spell Focus Conjuration: +6 con, dex, str, duration x4.&lt;br /&gt;
* Dragon is hasted.&lt;br /&gt;
* Dragon is immune to Word of Faith.&lt;br /&gt;
* Spellcraft: The modified spellcraft check will be added to the dragon&#039;s total HP as temporary hit points.&lt;br /&gt;
&lt;br /&gt;
Basic Dragons: A level 25 dragon will join the caster.&lt;br /&gt;
&lt;br /&gt;
* Good Alignment = Silver Dragon.&lt;br /&gt;
* Neutral Alignment = Amethyst Dragon.&lt;br /&gt;
* Evil Alignment = Black Dragon.&lt;br /&gt;
* Palemaster +10 = Dracolich.&lt;br /&gt;
&lt;br /&gt;
Epic Dragons: A level 40 dragon will join the caster.&lt;br /&gt;
&lt;br /&gt;
* Cleric = Lvl 40, at least 30 wis.&lt;br /&gt;
* Druid = lvl 40, at least 30 wis.&lt;br /&gt;
* Palemaster = lvl 30, at least 30 either cha/int/wis.&lt;br /&gt;
* Sorcerer = lvl 40, at least 30 cha.&lt;br /&gt;
* Wizard = lvl 40, at least 30 int.&lt;br /&gt;
&lt;br /&gt;
=== Epic Mummy Dust ===&lt;br /&gt;
Instead of summoning a mummy (the only exception being a palemaster), the caster gains a construct to fight alongside them.&lt;br /&gt;
&lt;br /&gt;
* Spell Focus Conjuration: +2 con, +2 dex, +1 reg.&lt;br /&gt;
* Greater Spell Focus Conjuration: +4 con, +4 dex, +2 reg.&lt;br /&gt;
* Epic Spell Focus Conjuration: +8 con, +4 dex, +4 reg.&lt;br /&gt;
* The construct/mummy is immune to Word of Faith.&lt;br /&gt;
* Spellcraft: The modified spellcraft check will be added to the dragon&#039;s total HP as temporary hit points.&lt;br /&gt;
&lt;br /&gt;
Basic: lvl 21 Construct/Mummy:&lt;br /&gt;
&lt;br /&gt;
* Cleric = Clay Golem.&lt;br /&gt;
* Druid = Topiary Guardian.&lt;br /&gt;
* Palemaster = Mummy.&lt;br /&gt;
* Wizard/Sorcerer = Iron Golem.&lt;br /&gt;
&lt;br /&gt;
Epic: lvl 40 Construct/Mummy:&lt;br /&gt;
&lt;br /&gt;
* Cleric, lvl 40 &amp;amp; at least 25 wis = Stone Golem.&lt;br /&gt;
* Druid, lvl 40 &amp;amp; at least 25 wis = Epic Topiary Guardian.&lt;br /&gt;
* Palemaster, lvl 30 &amp;amp; at least 25 int/cha/wis = Mummy Lord.&lt;br /&gt;
* Wizard/Sorcerer, lvl 40 &amp;amp; at least 25 int/cha = Mithril Golem. &lt;br /&gt;
&lt;br /&gt;
== Custom Spells ==&lt;br /&gt;
There is a variety of custom spells made for Sinfar, withe possibility to add more. The current list expands upon all classes that have access to spells. You can see the full list of added, considered or intended spells [https://nwn.sinfar.net/custom_spells_list.php here]. {{#info-tooltip: Full custom spell list to be transferred to the Wiki as well.}}&lt;br /&gt;
[[Category:Player Tools]]&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Player_Housing&amp;diff=364</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Player_Housing&amp;diff=364"/>
		<updated>2024-08-20T21:13:09Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: /* Upload the Module */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== Housing System ======&lt;br /&gt;
&lt;br /&gt;
===== Basic Guidelines =====&lt;br /&gt;
&lt;br /&gt;
A player home must contain at least the following things: &lt;br /&gt;
&lt;br /&gt;
*	1 2x2 area made of one of the allowed tilesets. &lt;br /&gt;
*	A door with the tag &amp;quot;MAIN_DOOR&amp;quot; that will be used to leave the house. &lt;br /&gt;
*	Choose a specific loading screen. (The default the loading screen is set to random,  which is bad.)&lt;br /&gt;
&lt;br /&gt;
You can then choose the area lightning and ambient music that you want, add placeables, sounds, more doors, waypoints, triggers, visual effects and more! &lt;br /&gt;
&lt;br /&gt;
Each area can have up to 1500 objects and 250 of them can be dynamic, a dynamic object is either a non-static placeable, a door, a trigger or a visual effect. Sinfar Supporters limit is twice that amount (500 dynamic and 3000 static).&lt;br /&gt;
&lt;br /&gt;
(You may not put in your own items or creatures, or any merchants or scripts beyond those supported on Sinfar&#039;s houses script list page.)&lt;br /&gt;
===== Acquiring a House =====&lt;br /&gt;
&lt;br /&gt;
# Find a location: Player houses are characterized by a sign with a title such as &amp;quot;House #5&amp;quot;, next to a door and the sign should say &amp;quot;For sale!&amp;quot; with the details on how the interior can be designed, for example: [[File:housing_20190317-144222.png|thumb]] [[File:housing_20190317-144520.png|thumb]]&lt;br /&gt;
# Go the the realtor: There&#039;s one for most islands or you can cheat and use the one in the OOC which is for all islands:  https://www.youtube.com/watch?v=2q-MsU8YXZ0&lt;br /&gt;
&lt;br /&gt;
===== Building Your House =====&lt;br /&gt;
&lt;br /&gt;
==== Open the  Editor ====&lt;br /&gt;
&lt;br /&gt;
The interior of you house can be built using the [https://nwn.fandom.com/wiki/Toolset Neverwinter Nights Toolset]. &lt;br /&gt;
&lt;br /&gt;
You can start building with this module: [https://neverwintervault.org/sites/all/modules/pubdlcnt/pubdlcnt.php?fid=200115 Sinfar v30 home module]&lt;br /&gt;
# Extract the module to your NWN\modules folder.&lt;br /&gt;
# Extract the hak to your NWN\hak folder.&lt;br /&gt;
&lt;br /&gt;
==== Create the First Area ====&lt;br /&gt;
# Select one of the allowed tileset.&lt;br /&gt;
# Select a size within the allowed range (the format on the deed is: Width x Height).&lt;br /&gt;
# Add a door and set the tag to &amp;quot;MAIN_DOOR&amp;quot;. This is the door that will be used to enter and leave the house, you don&#039;t have anything else to do, its transition will be setup automatically. It can have a custom appearance and the exterior door will be updated to have the same appearance.&lt;br /&gt;
&lt;br /&gt;
==== Upload the Module ====&lt;br /&gt;
Save the module, upload it:&lt;br /&gt;
# Open the [https://nwn.sinfar.net/houses_uploadform.php House Upload Page].&lt;br /&gt;
# Enter your house ID and secret code, both can be found by examining your deed in game.&lt;br /&gt;
# Select your house module, it should be in your NWN\modules folder. You can optionally compress it.&lt;br /&gt;
# Click the Upload button.&lt;br /&gt;
&lt;br /&gt;
The server will process your module, validate all areas and strip everything that is not allowed and if everything goes well, you will get a message saying that your house is now in game.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s what the process looks like: https://www.youtube.com/watch?v=2xAte-Rm7Bg&lt;br /&gt;
&lt;br /&gt;
===== Using Scripts =====&lt;br /&gt;
&lt;br /&gt;
===Default Scripts ===&lt;br /&gt;
Some objects will have a default scripts attached to them:&lt;br /&gt;
# Plot placeable with an inventory will have a script to make their inventory persistent&lt;br /&gt;
&lt;br /&gt;
===Approved Scripts ===&lt;br /&gt;
You can use any of the scripts that are listed here: [https://nwn.sinfar.net/houses_scriptlist.php Scripts for houses], with the following restrictions:&lt;br /&gt;
# You can only use one script per object&lt;br /&gt;
# When an object is using a script from this list, it will not have a default script, so for example, a plot placeable with an inventory won&#039;t be persistent... if it is using one of those scripts.&lt;br /&gt;
# Each script has a specific list of variable and any other variable name/type will be automatically removed&lt;br /&gt;
# Make sure to read the script description, some require that placeable by dynamic, some can only be use a certain number of time...&lt;br /&gt;
&lt;br /&gt;
You can find more details here: [[Custom Scripting]].&lt;br /&gt;
&lt;br /&gt;
===== How to Make Scripts, Dialogs, Creatures and Other Restricted Blueprints for inside Your House =====&lt;br /&gt;
&lt;br /&gt;
The housing system is made so that you can even make your own scripts for inside your house and they will have no effect outside of it when ran. This feature is although restricted to selected players and Sinfar Supporters.&lt;br /&gt;
&lt;br /&gt;
Read more here: https://sinfar.net/features/housing/custom_scripts&lt;br /&gt;
&lt;br /&gt;
== Sinfar Home Builders Guide ==&lt;br /&gt;
The Sinfar player home building guide may be found here: [https://neverwintervault.org/sites/all/modules/pubdlcnt/pubdlcnt.php?fid=33050 Sinfar Home Builder&#039;s Guide]&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Player_Housing&amp;diff=363</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Player_Housing&amp;diff=363"/>
		<updated>2024-08-20T21:12:20Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: /* Acquiring a House */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== Housing System ======&lt;br /&gt;
&lt;br /&gt;
===== Basic Guidelines =====&lt;br /&gt;
&lt;br /&gt;
A player home must contain at least the following things: &lt;br /&gt;
&lt;br /&gt;
*	1 2x2 area made of one of the allowed tilesets. &lt;br /&gt;
*	A door with the tag &amp;quot;MAIN_DOOR&amp;quot; that will be used to leave the house. &lt;br /&gt;
*	Choose a specific loading screen. (The default the loading screen is set to random,  which is bad.)&lt;br /&gt;
&lt;br /&gt;
You can then choose the area lightning and ambient music that you want, add placeables, sounds, more doors, waypoints, triggers, visual effects and more! &lt;br /&gt;
&lt;br /&gt;
Each area can have up to 1500 objects and 250 of them can be dynamic, a dynamic object is either a non-static placeable, a door, a trigger or a visual effect. Sinfar Supporters limit is twice that amount (500 dynamic and 3000 static).&lt;br /&gt;
&lt;br /&gt;
(You may not put in your own items or creatures, or any merchants or scripts beyond those supported on Sinfar&#039;s houses script list page.)&lt;br /&gt;
===== Acquiring a House =====&lt;br /&gt;
&lt;br /&gt;
# Find a location: Player houses are characterized by a sign with a title such as &amp;quot;House #5&amp;quot;, next to a door and the sign should say &amp;quot;For sale!&amp;quot; with the details on how the interior can be designed, for example: [[File:housing_20190317-144222.png|thumb]] [[File:housing_20190317-144520.png|thumb]]&lt;br /&gt;
# Go the the realtor: There&#039;s one for most islands or you can cheat and use the one in the OOC which is for all islands:  https://www.youtube.com/watch?v=2q-MsU8YXZ0&lt;br /&gt;
&lt;br /&gt;
===== Building Your House =====&lt;br /&gt;
&lt;br /&gt;
==== Open the  Editor ====&lt;br /&gt;
&lt;br /&gt;
The interior of you house can be built using the [https://nwn.fandom.com/wiki/Toolset Neverwinter Nights Toolset]. &lt;br /&gt;
&lt;br /&gt;
You can start building with this module: [https://neverwintervault.org/sites/all/modules/pubdlcnt/pubdlcnt.php?fid=200115 Sinfar v30 home module]&lt;br /&gt;
# Extract the module to your NWN\modules folder.&lt;br /&gt;
# Extract the hak to your NWN\hak folder.&lt;br /&gt;
&lt;br /&gt;
==== Create the First Area ====&lt;br /&gt;
# Select one of the allowed tileset.&lt;br /&gt;
# Select a size within the allowed range (the format on the deed is: Width x Height).&lt;br /&gt;
# Add a door and set the tag to &amp;quot;MAIN_DOOR&amp;quot;. This is the door that will be used to enter and leave the house, you don&#039;t have anything else to do, its transition will be setup automatically. It can have a custom appearance and the exterior door will be updated to have the same appearance.&lt;br /&gt;
&lt;br /&gt;
==== Upload the Module ====&lt;br /&gt;
Save the module, upload it:&lt;br /&gt;
# Open the [https://nwn.sinfar.net/houses_uploadform.php House Upload Page].&lt;br /&gt;
# Enter your house ID and secret code, both can be found by examining your deed in game.&lt;br /&gt;
# Select your house module, it should be in your NWN\modules folder. You can optionally compress it.&lt;br /&gt;
# Click the Upload button.&lt;br /&gt;
&lt;br /&gt;
The server will process your module, validate all areas and strip everything that is not allowed and if everything goes well, you will get a message saying that your house is now in game.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s what the process looks like: https://www.youtube.com/watch?v=2q-MsU8YXZ0&lt;br /&gt;
&lt;br /&gt;
===== Using Scripts =====&lt;br /&gt;
&lt;br /&gt;
===Default Scripts ===&lt;br /&gt;
Some objects will have a default scripts attached to them:&lt;br /&gt;
# Plot placeable with an inventory will have a script to make their inventory persistent&lt;br /&gt;
&lt;br /&gt;
===Approved Scripts ===&lt;br /&gt;
You can use any of the scripts that are listed here: [https://nwn.sinfar.net/houses_scriptlist.php Scripts for houses], with the following restrictions:&lt;br /&gt;
# You can only use one script per object&lt;br /&gt;
# When an object is using a script from this list, it will not have a default script, so for example, a plot placeable with an inventory won&#039;t be persistent... if it is using one of those scripts.&lt;br /&gt;
# Each script has a specific list of variable and any other variable name/type will be automatically removed&lt;br /&gt;
# Make sure to read the script description, some require that placeable by dynamic, some can only be use a certain number of time...&lt;br /&gt;
&lt;br /&gt;
You can find more details here: [[Custom Scripting]].&lt;br /&gt;
&lt;br /&gt;
===== How to Make Scripts, Dialogs, Creatures and Other Restricted Blueprints for inside Your House =====&lt;br /&gt;
&lt;br /&gt;
The housing system is made so that you can even make your own scripts for inside your house and they will have no effect outside of it when ran. This feature is although restricted to selected players and Sinfar Supporters.&lt;br /&gt;
&lt;br /&gt;
Read more here: https://sinfar.net/features/housing/custom_scripts&lt;br /&gt;
&lt;br /&gt;
== Sinfar Home Builders Guide ==&lt;br /&gt;
The Sinfar player home building guide may be found here: [https://neverwintervault.org/sites/all/modules/pubdlcnt/pubdlcnt.php?fid=33050 Sinfar Home Builder&#039;s Guide]&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=File:Housing_20190317-144520.png&amp;diff=362</id>
		<title>File:Housing 20190317-144520.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=File:Housing_20190317-144520.png&amp;diff=362"/>
		<updated>2024-08-20T21:11:01Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: From old wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
From old wiki&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=File:Housing_20190317-144222.png&amp;diff=361</id>
		<title>File:Housing 20190317-144222.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=File:Housing_20190317-144222.png&amp;diff=361"/>
		<updated>2024-08-20T21:09:20Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Player_Housing&amp;diff=360</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Player_Housing&amp;diff=360"/>
		<updated>2024-08-20T21:08:45Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== Housing System ======&lt;br /&gt;
&lt;br /&gt;
===== Basic Guidelines =====&lt;br /&gt;
&lt;br /&gt;
A player home must contain at least the following things: &lt;br /&gt;
&lt;br /&gt;
*	1 2x2 area made of one of the allowed tilesets. &lt;br /&gt;
*	A door with the tag &amp;quot;MAIN_DOOR&amp;quot; that will be used to leave the house. &lt;br /&gt;
*	Choose a specific loading screen. (The default the loading screen is set to random,  which is bad.)&lt;br /&gt;
&lt;br /&gt;
You can then choose the area lightning and ambient music that you want, add placeables, sounds, more doors, waypoints, triggers, visual effects and more! &lt;br /&gt;
&lt;br /&gt;
Each area can have up to 1500 objects and 250 of them can be dynamic, a dynamic object is either a non-static placeable, a door, a trigger or a visual effect. Sinfar Supporters limit is twice that amount (500 dynamic and 3000 static).&lt;br /&gt;
&lt;br /&gt;
(You may not put in your own items or creatures, or any merchants or scripts beyond those supported on Sinfar&#039;s houses script list page.)&lt;br /&gt;
===== Acquiring a House =====&lt;br /&gt;
&lt;br /&gt;
# Find a location: Player houses are characterized by a sign with a title such as &amp;quot;House #5&amp;quot;, next to a door and the sign should say &amp;quot;For sale!&amp;quot; with the details on how the interior can be designed, for example: [[File:housing_20190317-144222.png|thumb]] [[File:housing_20190317-144520.png|thumb]]&lt;br /&gt;
# Go the the realtor: There&#039;s one for most islands or you can cheat and use the one in the OOC which is for all islands: {{youtube&amp;gt;2q-MsU8YXZ0?medium}}&lt;br /&gt;
&lt;br /&gt;
===== Building Your House =====&lt;br /&gt;
&lt;br /&gt;
==== Open the  Editor ====&lt;br /&gt;
&lt;br /&gt;
The interior of you house can be built using the [https://nwn.fandom.com/wiki/Toolset Neverwinter Nights Toolset]. &lt;br /&gt;
&lt;br /&gt;
You can start building with this module: [https://neverwintervault.org/sites/all/modules/pubdlcnt/pubdlcnt.php?fid=200115 Sinfar v30 home module]&lt;br /&gt;
# Extract the module to your NWN\modules folder.&lt;br /&gt;
# Extract the hak to your NWN\hak folder.&lt;br /&gt;
&lt;br /&gt;
==== Create the First Area ====&lt;br /&gt;
# Select one of the allowed tileset.&lt;br /&gt;
# Select a size within the allowed range (the format on the deed is: Width x Height).&lt;br /&gt;
# Add a door and set the tag to &amp;quot;MAIN_DOOR&amp;quot;. This is the door that will be used to enter and leave the house, you don&#039;t have anything else to do, its transition will be setup automatically. It can have a custom appearance and the exterior door will be updated to have the same appearance.&lt;br /&gt;
&lt;br /&gt;
==== Upload the Module ====&lt;br /&gt;
Save the module, upload it:&lt;br /&gt;
# Open the [https://nwn.sinfar.net/houses_uploadform.php House Upload Page].&lt;br /&gt;
# Enter your house ID and secret code, both can be found by examining your deed in game.&lt;br /&gt;
# Select your house module, it should be in your NWN\modules folder. You can optionally compress it.&lt;br /&gt;
# Click the Upload button.&lt;br /&gt;
&lt;br /&gt;
The server will process your module, validate all areas and strip everything that is not allowed and if everything goes well, you will get a message saying that your house is now in game.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s what the process looks like: https://www.youtube.com/watch?v=2q-MsU8YXZ0&lt;br /&gt;
&lt;br /&gt;
===== Using Scripts =====&lt;br /&gt;
&lt;br /&gt;
===Default Scripts ===&lt;br /&gt;
Some objects will have a default scripts attached to them:&lt;br /&gt;
# Plot placeable with an inventory will have a script to make their inventory persistent&lt;br /&gt;
&lt;br /&gt;
===Approved Scripts ===&lt;br /&gt;
You can use any of the scripts that are listed here: [https://nwn.sinfar.net/houses_scriptlist.php Scripts for houses], with the following restrictions:&lt;br /&gt;
# You can only use one script per object&lt;br /&gt;
# When an object is using a script from this list, it will not have a default script, so for example, a plot placeable with an inventory won&#039;t be persistent... if it is using one of those scripts.&lt;br /&gt;
# Each script has a specific list of variable and any other variable name/type will be automatically removed&lt;br /&gt;
# Make sure to read the script description, some require that placeable by dynamic, some can only be use a certain number of time...&lt;br /&gt;
&lt;br /&gt;
You can find more details here: [[Custom Scripting]].&lt;br /&gt;
&lt;br /&gt;
===== How to Make Scripts, Dialogs, Creatures and Other Restricted Blueprints for inside Your House =====&lt;br /&gt;
&lt;br /&gt;
The housing system is made so that you can even make your own scripts for inside your house and they will have no effect outside of it when ran. This feature is although restricted to selected players and Sinfar Supporters.&lt;br /&gt;
&lt;br /&gt;
Read more here: https://sinfar.net/features/housing/custom_scripts&lt;br /&gt;
&lt;br /&gt;
== Sinfar Home Builders Guide ==&lt;br /&gt;
The Sinfar player home building guide may be found here: [https://neverwintervault.org/sites/all/modules/pubdlcnt/pubdlcnt.php?fid=33050 Sinfar Home Builder&#039;s Guide]&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Player_Housing&amp;diff=359</id>
		<title>Player Housing</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Player_Housing&amp;diff=359"/>
		<updated>2024-08-20T21:01:57Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: /* Upload the Module */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====== Housing System ======&lt;br /&gt;
&lt;br /&gt;
===== Basic Guidelines =====&lt;br /&gt;
&lt;br /&gt;
A player home must contain at least the following things: &lt;br /&gt;
&lt;br /&gt;
   *	1 2x2 area made of one of the allowed tilesets. &lt;br /&gt;
&lt;br /&gt;
   *	A door with the tag &amp;quot;MAIN_DOOR&amp;quot; that will be used to leave the house. &lt;br /&gt;
&lt;br /&gt;
   *	Choose a specific loading screen. (The default the loading screen is set to random,  which is bad.)&lt;br /&gt;
&lt;br /&gt;
You can then choose the area lightning and ambient music that you want, add placeables, sounds, more doors, waypoints, triggers, visual effects and more! &lt;br /&gt;
&lt;br /&gt;
Each area can have up to 1500 objects and 250 of them can be dynamic, a dynamic object is either a non-static placeable, a door, a trigger or a visual effect. Sinfar Supporters limit is twice that amount (500 dynamic and 3000 static)&lt;br /&gt;
&lt;br /&gt;
(You may not put in your own items or creatures, or any merchants or scripts beyond those supported on Sinfar&#039;s houses script list page.)&lt;br /&gt;
===== Acquiring a House =====&lt;br /&gt;
&lt;br /&gt;
  - Find a location: Player houses are characterized by a sign with a title such as &amp;quot;House #5&amp;quot;, next to a door and the sign should say &amp;quot;For sale!&amp;quot; with the details on how the interior can be designed, for example: \\ {{:features:housing_20190317-144222.png?400}} {{:features:housing_20190317-144520.png?400}} \\ \\&lt;br /&gt;
  - Go the the realtor: There&#039;s one for most islands or you can cheat and use the one in the OOC which is for all islands: {{youtube&amp;gt;2q-MsU8YXZ0?medium}}&lt;br /&gt;
&lt;br /&gt;
===== Building Your House =====&lt;br /&gt;
&lt;br /&gt;
==== Open the  Editor ====&lt;br /&gt;
&lt;br /&gt;
The interior of you house can be built using the [[https://nwn.fandom.com/wiki/Toolset|Neverwinter Nights Toolset]]. &lt;br /&gt;
&lt;br /&gt;
You can start building with this module:  [https://neverwintervault.org/sites/all/modules/pubdlcnt/pubdlcnt.php?fid=200115 Sinfar v30 home module]&lt;br /&gt;
  - Extract the module to your NWN\modules folder.&lt;br /&gt;
  - Extract the hak to your NWN\hak folder.&lt;br /&gt;
&lt;br /&gt;
==== Create the First Area ====&lt;br /&gt;
  - Select one of the allowed tileset.&lt;br /&gt;
  - Select a size within the allowed range (the format on the deed is: Width x Height).&lt;br /&gt;
  - Add a door and set the tag to &amp;quot;MAIN_DOOR&amp;quot;. This is the door that will be used to enter and leave the house, you don&#039;t have anything else to do, its transition will be setup automatically. It can have a custom appearance and the exterior door will be updated to have the same appearance.&lt;br /&gt;
&lt;br /&gt;
==== Upload the Module ====&lt;br /&gt;
Save the module, upload it:&lt;br /&gt;
* Open the [https://nwn.sinfar.net/houses_uploadform.php House Upload Page].&lt;br /&gt;
* Enter your house ID and secret code, both can be found by examining your deed in game.&lt;br /&gt;
* Select your house module, it should be in your NWN\modules folder. You can optionally compress it.&lt;br /&gt;
* Click the Upload button.&lt;br /&gt;
&lt;br /&gt;
The server will process your module, validate all areas and strip everything that is not allowed and if everything goes well, you will get a message saying that your house is now in game.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s what the process looks like: https://www.youtube.com/watch?v=2q-MsU8YXZ0&lt;br /&gt;
&lt;br /&gt;
===== Using Scripts =====&lt;br /&gt;
&lt;br /&gt;
===Default Scripts ===&lt;br /&gt;
Some objects will have a default scripts attached to them:&lt;br /&gt;
  - Plot placeable with an inventory will have a script to make their inventory persistent&lt;br /&gt;
&lt;br /&gt;
===Approved Scripts ===&lt;br /&gt;
You can use any of the scripts that are listed here: [[https://nwn.sinfar.net/houses_scriptlist.php Scripts for houses]], with the following restrictions:&lt;br /&gt;
  - You can only use one script per object&lt;br /&gt;
  - When an object is using a script from this list, it will not have a default script, so for example, a plot placeable with an inventory won&#039;t be persistent... if it is using one of those scripts.&lt;br /&gt;
  - Each script has a specific list of variable and any other variable name/type will be automatically removed&lt;br /&gt;
  - Make sure to read the script description, some require that placeable by dynamic, some can only be use a certain number of time...&lt;br /&gt;
&lt;br /&gt;
You can find more details here: [[Custom Scripting|.:housing:approved_scripts]]&lt;br /&gt;
&lt;br /&gt;
===== How to Make Scripts, Dialogs, Creatures and Other Restricted Blueprints for inside Your House =====&lt;br /&gt;
&lt;br /&gt;
The housing system is made so that you can even make your own scripts for inside your house and they will have no effect outside of it when ran. This feature is although restricted to selected players and Sinfar Supporters.&lt;br /&gt;
&lt;br /&gt;
Read more here: https://sinfar.net/features/housing/custom_scripts&lt;br /&gt;
&lt;br /&gt;
== Sinfar Home Builders Guide ==&lt;br /&gt;
The Sinfar player home building guide may be found here: [https://neverwintervault.org/sites/all/modules/pubdlcnt/pubdlcnt.php?fid=33050 Sinfar Home Builder&#039;s Guide]&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Main_Page&amp;diff=298</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Main_Page&amp;diff=298"/>
		<updated>2024-01-17T22:11:12Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Welcome to the &#039;&#039;&#039;Sinfar Wiki&#039;&#039;&#039;==&lt;br /&gt;
Here you will find information about the server, its various areas and systems, guides and introductions. This Wiki is made up of user-submitted articles, and you can make your own contributions. You will require a functioning Sinfar account to log in and you can help us organise how to do our styling and formatting. Be sure to join our [https://https//discord.gg/jVaNBmj Discord] and check the [https://forum.sinfar.net/ Forums].&lt;br /&gt;
&lt;br /&gt;
When making new or editing existing articles, please respect that any article on here should be written in as an objective manner as possible, focusing on facts and information. If you write info about areas of the server, please avoid spoiling surprises and focus instead on general things and/or the area history. Articles may include specific characters who may hold prominent positions, but should not be a substitute for the in-game descriptions available on nwn.sinfar.net and in game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--I&#039;d like to add a search box here but I want it to look nice (see Star Citizen wiki for examples). Will need to add extensions.--&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|&#039;&#039;&#039;New to Sinfar or NWN? Look up the following guides to get started.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[About Sinfar]] || [[Getting Started - Diamond Edition]] || [[Getting Started - Diamond Edition on Linux]] || [[Getting Started - Enhanced Edition]] || [[Recommended Settings]] || [[Solving Client or Connection Issues]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|&#039;&#039;&#039;Returning or just need the necessary downloads?&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|Download for the Sinfar [[Hak Files]] ||colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|Download for the [[Sinfar Client Extender (SinfarX)]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align: center&amp;quot;|&#039;&#039;&#039;&amp;lt;big&amp;gt;Also be sure to read up on our [[Rules]]!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
You can find information for players, supporters and builders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;For Players&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|[[Character Customisation]]&lt;br /&gt;
|[[Approval Points]]&lt;br /&gt;
|[[Chat Commands]]&lt;br /&gt;
|[[Magical Items]]&lt;br /&gt;
|[[House Scripts]]&lt;br /&gt;
|[[Player Housing]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Class Changes]]&lt;br /&gt;
|[[Feat Changes]]&lt;br /&gt;
|[[Spell Changes]]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;For Suporters&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|[[Custom Scripting]]&lt;br /&gt;
|[[Your Resources]]&lt;br /&gt;
|[[All Supporter Resources]]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;For Builders&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
{|&lt;br /&gt;
|[[Creature Event System]]&lt;br /&gt;
|[[Registered Events]]&lt;br /&gt;
|[[Variable Events]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |The following categories are set up and should be set on relevant new pages. More categories can be applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:Builder Contributions|Builder Contributions]]&lt;br /&gt;
|For guides and instructions on your ERFs and contributions. Generally only useful for other builders. &lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:Builders Tools|Builders Tools]]&lt;br /&gt;
|Guides and instructions of various Sinfar tools specifically for builders.&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:Sinfar Supporters|Sinfar Supporters]]&lt;br /&gt;
|Tools for Supporters to use primarily within their houses.&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:Player Businesses|Player Businesses]]&lt;br /&gt;
|Lore articles for in-game establishments.&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:Builder Businesses|Builder Businesses]]&lt;br /&gt;
|Instructions and details about businesses made by builders that exist outside player houses.&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:Player Tools|Player Tools]]&lt;br /&gt;
|Various useful tools and pages for all players.&lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Creature_Event_System&amp;diff=297</id>
		<title>Creature Event System</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Creature_Event_System&amp;diff=297"/>
		<updated>2024-01-17T22:10:20Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: Category, Tableification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sinfar uses a custom system by which you can assign default scripts to a monster then use variables to inject a script and its behavior onto the monster based on the event.&lt;br /&gt;
&lt;br /&gt;
[[File:Scripts Onto Monsters.png|thumb|Screenshot of what the script and save scriptset/load script set buttons look like in the toolset underneath the &#039;scripts&#039; tab on creature editors.]]&lt;br /&gt;
&lt;br /&gt;
The default scripts are as following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=1&lt;br /&gt;
!Field!!Default Script&lt;br /&gt;
|-&lt;br /&gt;
|OnBlocked||nw_c2_defaulte&lt;br /&gt;
|-&lt;br /&gt;
|OnDamaged||nw_c2_default6&lt;br /&gt;
|-&lt;br /&gt;
|OnDeath||nw_c2_default7&lt;br /&gt;
|-&lt;br /&gt;
|OnConversation||nw_c2_default4&lt;br /&gt;
|-&lt;br /&gt;
|OnDisturbed||nw_c2_default8&lt;br /&gt;
|-&lt;br /&gt;
|OnCombatRoundEnd||nw_c2_default3&lt;br /&gt;
|-&lt;br /&gt;
|OnHeartbeat||nw_c2_default1&lt;br /&gt;
|-&lt;br /&gt;
|OnPhysicalAttacked||nw_c2_default5&lt;br /&gt;
|-&lt;br /&gt;
|OnPerception||nw_c2_default2&lt;br /&gt;
|-&lt;br /&gt;
|OnRested||x2_def_rested&lt;br /&gt;
|-&lt;br /&gt;
|OnSpawn||nw_c2_default9&lt;br /&gt;
|-&lt;br /&gt;
|OnSpellCast||nw_c2_defaultb&lt;br /&gt;
|-&lt;br /&gt;
|OnUserDefined||x2_def_userdef&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
- The only script that isn&#039;t defined by Sinfar edits is OnUserDefined (as far as I know). &lt;br /&gt;
&lt;br /&gt;
- It is recommended you create a monster and assign the default scripts to it in the toolset, and &#039;save the script set&#039; and inject it to all monsters hereon. This way you can use &#039;load script&#039; to inject all the code at once.&lt;br /&gt;
&lt;br /&gt;
=== The variables ===&lt;br /&gt;
[[File:Image.png|thumb|Example of the EVENT_AI_DEATH use]]&lt;br /&gt;
The variables in bold are what you would use to put on your monster.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=1&lt;br /&gt;
!Script!!Script description!!Event Name String!!Pre-event description&lt;br /&gt;
|-&lt;br /&gt;
|nw_c2_default1||On Heartbeat event||&#039;&#039;&#039;EVENT_AI_HEARTBEAT&#039;&#039;&#039; (string)||Script name for pre-event use.&lt;br /&gt;
|-&lt;br /&gt;
|nw_c2_default2||On Perception event||&#039;&#039;&#039;EVENT_AI_PERCEPTION&#039;&#039;&#039; (string)||Script name for pre-event use.&lt;br /&gt;
|-&lt;br /&gt;
|nw_c2_default3||On Combat Round End event||&#039;&#039;&#039;EVENT_AI_ENDCOMBATROUND&#039;&#039;&#039; (string)||Script name for pre-event use.&lt;br /&gt;
|-&lt;br /&gt;
|nw_c2_default4||On Conversation event||&#039;&#039;&#039;EVENT_AI_CONVERSATION&#039;&#039;&#039; (string)||Script name for pre-event use.&lt;br /&gt;
|-&lt;br /&gt;
|nw_c2_default5||On Attacked event||&#039;&#039;&#039;EVENT_AI_ATTACKED&#039;&#039;&#039; (string)||Script name for pre-event use.&lt;br /&gt;
|-&lt;br /&gt;
|nw_c2_default6||On Damaged event||&#039;&#039;&#039;EVENT_AI_DAMAGED&#039;&#039;&#039; (string)||Script name for pre-event use.&lt;br /&gt;
|-&lt;br /&gt;
|nw_c2_default7||On Death event||&#039;&#039;&#039;EVENT_AI_DEATH&#039;&#039;&#039; (string)||Script name for pre-event use.&lt;br /&gt;
|-&lt;br /&gt;
|nw_c2_default8||On Disturbed event||&#039;&#039;&#039;EVENT_AI_DISTURBED&#039;&#039;&#039; (string)||Script name for pre-event use.&lt;br /&gt;
|-&lt;br /&gt;
|nw_c2_default9||On Spawned event||&#039;&#039;&#039;EVENT_AI_SPAWN&#039;&#039;&#039; (string)||Script name for pre-event use.&lt;br /&gt;
|-&lt;br /&gt;
|nw_c2_defaultb||On Spell Cast At event||&#039;&#039;&#039;EVENT_AI_CASTAT&#039;&#039;&#039; (string)||Script name for pre-event use.&lt;br /&gt;
|-&lt;br /&gt;
|nw_c2_defaulte||On Blocked event||&#039;&#039;&#039;EVENT_AI_BLOCKED&#039;&#039;&#039; (string)||Script name for pre-event use.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OnUserDefinedScreenshot.png|thumb|At the very bottom, you would hardcode and directly use the script name on the OnUserDefined event.]]For OnUserDefined functions, you would apply the script &#039;&#039;&#039;directly&#039;&#039;&#039; onto the monster.&lt;br /&gt;
Note : nw_c2_default9 uses the variable ENTIRE_APPEARANCE2 already&lt;br /&gt;
&lt;br /&gt;
You can also register these events dynamically using [[Variable Based Events]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Builders Tools]]&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=MediaWiki:Citizen-footer-tagline&amp;diff=291</id>
		<title>MediaWiki:Citizen-footer-tagline</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=MediaWiki:Citizen-footer-tagline&amp;diff=291"/>
		<updated>2024-01-13T03:07:24Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: Created page with &amp;quot;A unique multi-themed dynamic world.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A unique multi-themed dynamic world.&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=MediaWiki:Citizen-footer-desc&amp;diff=290</id>
		<title>MediaWiki:Citizen-footer-desc</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=MediaWiki:Citizen-footer-desc&amp;diff=290"/>
		<updated>2024-01-13T03:06:32Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: Created page with &amp;quot;Fantasy Playground&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fantasy Playground&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Template:Ic&amp;diff=205</id>
		<title>Template:Ic</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Template:Ic&amp;diff=205"/>
		<updated>2023-12-02T20:15:10Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote style=&amp;quot;font-style: italic; padding: 0em 2em 0em 1em; margin: 1em 0em 1em 3em; border-left: 1px solid var(--border-color-base); color: var(--color-base);&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position: absolute; margin-top: -0.2em; margin-left: -1.6em; font: bold 2em var(--font-family-serif); color: var(--color-base--subtle);&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position: absolute; margin-left: -0.2em;&amp;quot; title=&amp;quot;In Character&amp;quot;&amp;gt;ic&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{{1|In-character text.}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{ic|&amp;lt;text&amp;gt;}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This template is used to mark text passages as in-character text.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;description&amp;quot;: &amp;quot;Adds in-character text.&amp;quot;,&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
		&amp;quot;1&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;text&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The in-character text to display.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;content&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Cry \&amp;quot;Havoc\&amp;quot; and let slip the dogs of war.&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Template:Ic&amp;diff=204</id>
		<title>Template:Ic</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Template:Ic&amp;diff=204"/>
		<updated>2023-12-02T19:56:30Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote style=&amp;quot;font-style: italic; padding: 0em 2em 0em 1em; margin: 1em 0em 1em 3em; border-left: 1px solid var(--border-color-base); color: var(--color-base);&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position: absolute; margin-top: -0.2em; margin-left: -1.6em; font: bold 2em var(--font-family-serif); color: var(--color-base--subtle);&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position: absolute; margin-left: -0.2em;&amp;quot; title=&amp;quot;In Character&amp;quot;&amp;gt;ic&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{{1|In-character text.}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{ic|&amp;lt;text&amp;gt;}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This template is used to mark text passages as in-character text.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
;&#039;&#039;unnamed parameter&#039;&#039; 1&lt;br /&gt;
:In-Character text.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Template:Ic&amp;diff=203</id>
		<title>Template:Ic</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Template:Ic&amp;diff=203"/>
		<updated>2023-12-02T19:50:07Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote style=&amp;quot;font-style: italic; padding: 0em 2em 0em 1em; margin: 1em 0em 1em 3em; border-left: 1px solid var(--border-color-base);&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position: absolute; margin-top: -0.2em; margin-left: -1.6em; font: bold 2em var(--font-family-serif); color: var(--color-base--subtle);&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position: absolute; margin-left: -0.2em;&amp;quot; title=&amp;quot;In Character&amp;quot;&amp;gt;ic&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{{1|In-character text.}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{ic|&amp;lt;text&amp;gt;}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This template is used to mark text passages as in-character text.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
;&#039;&#039;unnamed parameter&#039;&#039; 1&lt;br /&gt;
:In-Character text.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=The_Eagle%27s_Landing&amp;diff=202</id>
		<title>The Eagle&#039;s Landing</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=The_Eagle%27s_Landing&amp;diff=202"/>
		<updated>2023-12-02T19:46:18Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Location: Sinifer City, Sinfar Island&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{ic|A bit about the place&#039;s history, starting with the origins. Its relationship with [[The Whispering Raven]] in [[Iracia]], Lupe, ownership changes. This should read as a text that could be found in-game.}}&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
* All rules within the &#039;&#039;&#039;The Eagle&#039;s Landing&#039;&#039;&#039; are to make certain patrons and staff are both safe and comfortable. Interpretation of any rule is at the discretion of staff.&lt;br /&gt;
* Please keep most of your clothes on, and your &amp;quot;nethers&amp;quot; off display.  Not everyone wants to see each-other&#039;s &amp;quot;bits&amp;quot;&lt;br /&gt;
* Treat everyone with respect, both verbally and physically.&lt;br /&gt;
* Private rooms are available upstairs, free for use.&lt;br /&gt;
* An arena is available downstairs, also free for use. Please restrict any violence to that area.&lt;br /&gt;
* The staff have the final say in any matters regarding rules and business.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
OOC information: Info about its staff and business model, as well as other stuff like games and bedrooms.&lt;br /&gt;
&lt;br /&gt;
== Special Traits ==&lt;br /&gt;
OOC information: Special systems, like scripts beyond what&#039;s used for the games listed in structure.&lt;br /&gt;
[[Category:Player Businesses]]&lt;br /&gt;
[[Category:Sinifer Businesses]]&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Template:Ic&amp;diff=201</id>
		<title>Template:Ic</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Template:Ic&amp;diff=201"/>
		<updated>2023-12-02T19:44:25Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: Created page with &amp;quot;&amp;lt;blockquote style=&amp;quot;font-style: italic; padding: 0em 2em 0em 1em; margin: 1em 0em 1em 3em; border-left: 1px solid var(--border-color-base);&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position: absolute; margin-top: -0.2em; margin-left: -1.6em; font: bold 2em var(--font-family-serif); color: var(--color-base--subtle);&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position: absolute; margin-left: -0.2em;&amp;quot;&amp;gt;ic&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; {{{1|In-character text.}}}  &amp;lt;/blockquote&amp;gt;&amp;lt;noinclude&amp;gt; ==Description== &amp;lt;pre&amp;gt; {{ic|&amp;lt;text&amp;gt;}} &amp;lt;/pre&amp;gt; This template is used...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote style=&amp;quot;font-style: italic; padding: 0em 2em 0em 1em; margin: 1em 0em 1em 3em; border-left: 1px solid var(--border-color-base);&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position: absolute; margin-top: -0.2em; margin-left: -1.6em; font: bold 2em var(--font-family-serif); color: var(--color-base--subtle);&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position: absolute; margin-left: -0.2em;&amp;quot;&amp;gt;ic&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{{1|In-character text.}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{ic|&amp;lt;text&amp;gt;}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This template is used to mark text passages as in-character text.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
;&#039;&#039;unnamed parameter&#039;&#039; 1&lt;br /&gt;
:In-Character text.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=The_Eagle%27s_Landing&amp;diff=196</id>
		<title>The Eagle&#039;s Landing</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=The_Eagle%27s_Landing&amp;diff=196"/>
		<updated>2023-12-02T18:30:05Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: /* Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Location: Sinifer City, Sinfar Island&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
IC information: A bit about the place&#039;s history, starting with the origins. Its relationship with [[The Whispering Raven]] in [[Iracia]], Lupe, ownership changes. This should read as a text that could be found in-game.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
* All rules within the &#039;&#039;&#039;The Eagle&#039;s Landing&#039;&#039;&#039; are to make certain patrons and staff are both safe and comfortable. Interpretation of any rule is at the discretion of staff.&lt;br /&gt;
* Please keep most of your clothes on, and your &amp;quot;nethers&amp;quot; off display.  Not everyone wants to see each-other&#039;s &amp;quot;bits&amp;quot;&lt;br /&gt;
* Treat everyone with respect, both verbally and physically.&lt;br /&gt;
* Private rooms are available upstairs, free for use.&lt;br /&gt;
* An arena is available downstairs, also free for use. Please restrict any violence to that area.&lt;br /&gt;
* The staff have the final say in any matters regarding rules and business.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
OOC information: Info about its staff and business model, as well as other stuff like games and bedrooms.&lt;br /&gt;
&lt;br /&gt;
== Special Traits ==&lt;br /&gt;
OOC information: Special systems, like scripts beyond what&#039;s used for the games listed in structure.&lt;br /&gt;
[[Category:Player Businesses]]&lt;br /&gt;
[[Category:Sinifer Businesses]]&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=The_Eagle%27s_Landing&amp;diff=195</id>
		<title>The Eagle&#039;s Landing</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=The_Eagle%27s_Landing&amp;diff=195"/>
		<updated>2023-12-02T18:29:27Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Location: Sinifer City, Sinfar Island&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
IC information: A bit about the place&#039;s history, starting with the origins. Its relationship with [[The Whispering Raven]] in [[Iracia]], Lupe, ownership changes. This should read as a text that could be found in-game.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
* All rules within the Landing are to make certain patrons and staff are both safe and comfortable. Interpretation of any rule is at the discretion of staff.&lt;br /&gt;
* Please keep most of your clothes on, and your &amp;quot;nethers&amp;quot; off display.  Not everyone wants to see each-other&#039;s &amp;quot;bits&amp;quot;&lt;br /&gt;
* Treat everyone with respect, both verbally and physically.&lt;br /&gt;
* Private rooms are available upstairs, free for use.&lt;br /&gt;
* An arena is available downstairs, also free for use. Please restrict any violence to that area.&lt;br /&gt;
* The staff have the final say in any matters regarding rules and business.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
OOC information: Info about its staff and business model, as well as other stuff like games and bedrooms.&lt;br /&gt;
&lt;br /&gt;
== Special Traits ==&lt;br /&gt;
OOC information: Special systems, like scripts beyond what&#039;s used for the games listed in structure.&lt;br /&gt;
[[Category:Player Businesses]]&lt;br /&gt;
[[Category:Sinifer Businesses]]&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=The_Eagle%27s_Landing&amp;diff=192</id>
		<title>The Eagle&#039;s Landing</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=The_Eagle%27s_Landing&amp;diff=192"/>
		<updated>2023-12-02T18:24:35Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: Elemuffin moved page Eagle&amp;#039;s Landing to The Eagle&amp;#039;s Landing over redirect: Misspelled title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Location: Sinifer City, Sinfar Island&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
IC information: A bit about the place&#039;s history, starting with the origins. Its relationship with the [[Whispering Raven]] in Iracia, Lupe, ownership changes. This should read as a text that could be found in-game.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
* All rules within the Landing are to make certain patrons and staff are both safe and comfortable. Interpretation of any rule is at the discretion of staff.&lt;br /&gt;
* Please keep most of your clothes on, and your &amp;quot;nethers&amp;quot; off display.  Not everyone wants to see each-other&#039;s &amp;quot;bits&amp;quot;&lt;br /&gt;
* Treat everyone with respect, both verbally and physically.&lt;br /&gt;
* Private rooms are available upstairs, free for use.&lt;br /&gt;
* An arena is available downstairs, also free for use. Please restrict any violence to that area.&lt;br /&gt;
* The staff have the final say in any matters regarding rules and business.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
OOC information: Info about its staff and business model, as well as other stuff like games and bedrooms.&lt;br /&gt;
&lt;br /&gt;
== Special Traits ==&lt;br /&gt;
OOC information: Special systems, like scripts beyond what&#039;s used for the games listed in structure.&lt;br /&gt;
[[Category:Player Businesses]]&lt;br /&gt;
[[Category:Sinifer Businesses]]&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Magical_Items&amp;diff=167</id>
		<title>Magical Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Magical_Items&amp;diff=167"/>
		<updated>2023-12-01T23:36:49Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: /* The Enchanting Forge */ Item PP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sinfar has very specific rules when it comes to what magical power can be found on items. You will never find items with a magical power beyond what is allowed.&lt;br /&gt;
&lt;br /&gt;
== The Enchanting Forge ==&lt;br /&gt;
The enchanting forge, located in Sinifer and other main cities, let you add magical property to crafted items. Crafted items can be bought from the travelling merchant in the emporium of Sinifer and also in other main cities.&lt;br /&gt;
&lt;br /&gt;
To enchant a crafted item, you need to put a non-enchanted, crafted items in an enchanting forge and close it. A dialog will let you select the properties that you want to add, but it is restricted.&lt;br /&gt;
&lt;br /&gt;
Each items can accept a certain number of PP (Property Points) and each property cost a certain number of PP. So when you will choose a property, the forge will tell you how much PP it cost and it must be equal or bellow the number of PP left that you can put on the item.&lt;br /&gt;
This is for balance reasons.&lt;br /&gt;
&lt;br /&gt;
After selecting the properties that you want, you will need to find the required components. The forge tells you what components you will need and how many of them. Components can be looted, but currently not all of them, so there&#039;s a merchant next to the forge that sells them.&lt;br /&gt;
&lt;br /&gt;
Once you get the components, put them in the forge, with your crafted items and retry to add the properties. The forge should let you process and after some magical operations, your crafted item will be enchanted.&lt;br /&gt;
&lt;br /&gt;
==Power Points==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; flex-wrap: wrap; gap: 2em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
===Armor Power Points===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Armor Type!!Armor Class (AC)!!Max Dexterity Bonus!!PP&lt;br /&gt;
|-&lt;br /&gt;
|Cloth||Light||0||-||6&lt;br /&gt;
|-&lt;br /&gt;
|Padded||Light||1||8||6&lt;br /&gt;
|-&lt;br /&gt;
|Hide||Light||3||4||7&lt;br /&gt;
|-&lt;br /&gt;
|Leather||Light||2||6||8&lt;br /&gt;
|-&lt;br /&gt;
|Breastplate||Medium||5||2||8&lt;br /&gt;
|-&lt;br /&gt;
|Scale Mail||Medium||4||4||8&lt;br /&gt;
|-&lt;br /&gt;
|Banded Mail||Heavy||6||1||8&lt;br /&gt;
|-&lt;br /&gt;
|Half Plate||Heavy||7||1||7&lt;br /&gt;
|-&lt;br /&gt;
|Full Plate||Heavy||8||1||6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
=== Accessory Power Points===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!PP     &lt;br /&gt;
|-&lt;br /&gt;
|Amulet||3&lt;br /&gt;
|-&lt;br /&gt;
|Belt||3     &lt;br /&gt;
|-&lt;br /&gt;
|Boot||3     &lt;br /&gt;
|-&lt;br /&gt;
|Bracer||1         &lt;br /&gt;
|-&lt;br /&gt;
|Cloak||3 &lt;br /&gt;
|-&lt;br /&gt;
|Helm||3         &lt;br /&gt;
|-&lt;br /&gt;
|Ring||2&lt;br /&gt;
|-&lt;br /&gt;
|Shield||1        &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
===Simple Melee Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Simple Weapons!!PP&lt;br /&gt;
|-&lt;br /&gt;
|Assassin&#039;s Dagger||4&lt;br /&gt;
|-&lt;br /&gt;
|Club||6&lt;br /&gt;
|-&lt;br /&gt;
|Dagger||4&lt;br /&gt;
|-&lt;br /&gt;
|Chirgical Tool||4&lt;br /&gt;
|-&lt;br /&gt;
|Goad||6&lt;br /&gt;
|-&lt;br /&gt;
|Prehistoric Dagger ||4&lt;br /&gt;
|-&lt;br /&gt;
|Prehistoric Spear||5&lt;br /&gt;
|-&lt;br /&gt;
|Quarterstaff||7&lt;br /&gt;
|-&lt;br /&gt;
|Sickle||5&lt;br /&gt;
|-&lt;br /&gt;
|Spear||5&lt;br /&gt;
|-&lt;br /&gt;
|Staff (Magic)||10&lt;br /&gt;
|-&lt;br /&gt;
|Gauntlet (unarmed)||6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
===Martial Melee Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Martial Weapons!!PP&lt;br /&gt;
|-&lt;br /&gt;
|Ankus||2&lt;br /&gt;
|-&lt;br /&gt;
|Battleaxe||4&lt;br /&gt;
|-&lt;br /&gt;
|Great Axe||5&lt;br /&gt;
|-&lt;br /&gt;
|Great Sword||5&lt;br /&gt;
|-&lt;br /&gt;
|Halberd||5&lt;br /&gt;
|-&lt;br /&gt;
|Handaxe||4&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Flail||5&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Mace||5&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Pick||2&lt;br /&gt;
|-&lt;br /&gt;
|Light Flail||6&lt;br /&gt;
|-&lt;br /&gt;
|Light Hammer||6&lt;br /&gt;
|-&lt;br /&gt;
|Light Mace||5&lt;br /&gt;
|-&lt;br /&gt;
|Light Pick||2&lt;br /&gt;
|-&lt;br /&gt;
|Longsword||4&lt;br /&gt;
|-&lt;br /&gt;
|Maug Doublesword||4&lt;br /&gt;
|-&lt;br /&gt;
|Maul||5&lt;br /&gt;
|-&lt;br /&gt;
|Morningstar||5&lt;br /&gt;
|-&lt;br /&gt;
|Rapier||2&lt;br /&gt;
|-&lt;br /&gt;
|Sap||6&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar||2&lt;br /&gt;
|-&lt;br /&gt;
|Short Spear||4&lt;br /&gt;
|-&lt;br /&gt;
|Short Sword||4&lt;br /&gt;
|-&lt;br /&gt;
|Trident||6&lt;br /&gt;
|-&lt;br /&gt;
|Warhammer||4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
===Exotic Melee Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Exotic Weapons!!PP&lt;br /&gt;
|-&lt;br /&gt;
|Bagh Nak||2&lt;br /&gt;
|-&lt;br /&gt;
|Bastard Sword||4&lt;br /&gt;
|-&lt;br /&gt;
|Combat Fan||2&lt;br /&gt;
|-&lt;br /&gt;
|Dire Mace||7&lt;br /&gt;
|-&lt;br /&gt;
|Double Axe||4&lt;br /&gt;
|-&lt;br /&gt;
|Double Scimitar||2&lt;br /&gt;
|-&lt;br /&gt;
|Dwarven Waraxe||4&lt;br /&gt;
|-&lt;br /&gt;
|Falcion||2&lt;br /&gt;
|-&lt;br /&gt;
|Kama||2&lt;br /&gt;
|-&lt;br /&gt;
|Katana||4&lt;br /&gt;
|-&lt;br /&gt;
|Katar||2&lt;br /&gt;
|-&lt;br /&gt;
|Kukri ||3&lt;br /&gt;
|-&lt;br /&gt;
|Nunchaku||6&lt;br /&gt;
|-&lt;br /&gt;
|Sai||7&lt;br /&gt;
|-&lt;br /&gt;
|Scythe||3&lt;br /&gt;
|-&lt;br /&gt;
|Tome (Magic)||10&lt;br /&gt;
|-&lt;br /&gt;
|Two-Bladed Sword||5&lt;br /&gt;
|-&lt;br /&gt;
|Whip||6&lt;br /&gt;
|-&lt;br /&gt;
|Wind Fire Wheel||6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
===Ranged Weapons &amp;amp; Ammunition===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Ranged Weapons!!PP&lt;br /&gt;
|-&lt;br /&gt;
|Flintlock||2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Crossbow||3&lt;br /&gt;
|-&lt;br /&gt;
|Light Crossbow||3&lt;br /&gt;
|-&lt;br /&gt;
|Longbow||2&lt;br /&gt;
|-&lt;br /&gt;
|Shortbow||2&lt;br /&gt;
|-&lt;br /&gt;
|Sling||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Ammo/Thrown!!PP&lt;br /&gt;
|-&lt;br /&gt;
|Arrow Maker||5&lt;br /&gt;
|-&lt;br /&gt;
|Bolt Maker||5&lt;br /&gt;
|-&lt;br /&gt;
|Bullet Maker||6&lt;br /&gt;
|-&lt;br /&gt;
|Dart Maker||4&lt;br /&gt;
|-&lt;br /&gt;
|Flintlock Maker||5&lt;br /&gt;
|-&lt;br /&gt;
|Shuriken Maker||5&lt;br /&gt;
|-&lt;br /&gt;
|Throwing Axes||4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pre-Enchanted Items ==&lt;br /&gt;
&lt;br /&gt;
There&#039;s many store across the world that sells various items including already enchanted ones.&lt;br /&gt;
&lt;br /&gt;
Those store should although never provide items as good as what the enchanting forge can produce. If you find an items that are comparable to what the forge can make, you should report it.&lt;br /&gt;
For example, if you see an item that cast a spell that is not available for free (see below) like ice storm, then this item is not legal... a builder did not respect the restrictions.&lt;br /&gt;
&lt;br /&gt;
Those items can although have unique appearance and can be obtained in a lot of ways like during an event.&lt;br /&gt;
&lt;br /&gt;
== Rods ==&lt;br /&gt;
The spells currently available are the following:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|[[File:Is_catgrace.png]]||Cat&#039;s Grace&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Is bullstr.png]]||Bull&#039;s Strength&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Is_owlwis.png]]||Owl&#039;s Wisdom&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Is_foxcunng.png]]||Fox&#039;s Cunning&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Is_endurce.png]]||Endurance&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Is_eaglespl.png]]||Eagle Splendor&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Is_clarity.png]]||Clarity&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Is_darkvis.png]]||Ultravision&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Is_seeinvis.png]]||See Invisibility&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Is magearm.png]]||Mage Armor&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Is_deaward.png]]||Death Ward&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The dispel DC of rods is equal to 70% of your character level.&lt;br /&gt;
&lt;br /&gt;
== Potions ==&lt;br /&gt;
The &#039;Brew Potions&#039; feat let you create potions from a limited number of spells: spells that are available on rods (see above) and the following ones:&lt;br /&gt;
* Cure and Inflict Wounds Spells&lt;br /&gt;
* Light&lt;br /&gt;
* Dispel Magic&lt;br /&gt;
&lt;br /&gt;
The caster level of enchanted potions is fixed, depending on the spell. It is higher than the caster level on rods. &lt;br /&gt;
The dispel DC of potions is equal to 75% of your character level.&lt;br /&gt;
&lt;br /&gt;
== Wands ==&lt;br /&gt;
The craft wand feat lets you enchant bone wands, with all spells that can be use to brew potions plus the following ones:&lt;br /&gt;
* True Seeing&lt;br /&gt;
* Lesser Spell Breach&lt;br /&gt;
* Endure Elements&lt;br /&gt;
* Resist Elements&lt;br /&gt;
* Protection From Elements&lt;br /&gt;
* Timestop&lt;br /&gt;
* Stoneskin&lt;br /&gt;
* Mordenkainen&#039;s Magnificent Mansion&lt;br /&gt;
* Invisibility&lt;br /&gt;
* Negative Energy Protection&lt;br /&gt;
&lt;br /&gt;
Wand have a caster level equal to the caster level from which they have been enchanted.&lt;br /&gt;
Their dispel DC is also equal to this same caster level.&lt;br /&gt;
You can only use enchanted wands when you have the ability to cast the spell at the specific level or if you have a Use Magic Device skill of at least (3 x Spell Level + Caster Level)&lt;br /&gt;
&lt;br /&gt;
== Scrolls ==&lt;br /&gt;
Scrolls are like an extension to your spell book. They let you cast a spell exactly as if you were casting it from your spell book but without the need to memorize it. You must be able to cast the spell naturally to use a scroll version of the same spell.&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Magical_Items&amp;diff=166</id>
		<title>Magical Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Magical_Items&amp;diff=166"/>
		<updated>2023-12-01T22:55:18Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: /* Pre-Enchanted Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sinfar has very specific rules when it comes to what magical power can be found on items. You will never find items with a magical power beyond what is allowed.&lt;br /&gt;
&lt;br /&gt;
== The Enchanting Forge ==&lt;br /&gt;
The enchanting forge, located in Sinifer and other main cities, let you add magical property to crafted items. Crafted items can be bought from the travelling merchant in the emporium of Sinifer and also in other main cities.&lt;br /&gt;
&lt;br /&gt;
To enchant a crafted item, you need to put a non-enchanted, crafted items in an enchanting forge and close it. A dialog will let you select the properties that you want to add, but it is restricted.&lt;br /&gt;
&lt;br /&gt;
Each items can accept a certain number of PP (Property Points) and each property cost a certain number of PP. So when you will choose a property, the forge will tell you how much PP it cost and it must be equal or bellow the number of PP left that you can put on the item.&lt;br /&gt;
This is for balance reasons.&lt;br /&gt;
&lt;br /&gt;
After selecting the properties that you want, you will need to find the required components. The forge tells you what components you will need and how many of them. Components can be looted, but currently not all of them, so there&#039;s a merchant next to the forge that sells them.&lt;br /&gt;
&lt;br /&gt;
Once you get the components, put them in the forge, with your crafted items and retry to add the properties. The forge should let you process and after some magical operations, your crafted item will be enchanted.&lt;br /&gt;
&lt;br /&gt;
== Pre-Enchanted Items ==&lt;br /&gt;
&lt;br /&gt;
There&#039;s many store across the world that sells various items including already enchanted ones.&lt;br /&gt;
&lt;br /&gt;
Those store should although never provide items as good as what the enchanting forge can produce. If you find an items that are comparable to what the forge can make, you should report it.&lt;br /&gt;
For example, if you see an item that cast a spell that is not available for free (see below) like ice storm, then this item is not legal... a builder did not respect the restrictions.&lt;br /&gt;
&lt;br /&gt;
Those items can although have unique appearance and can be obtained in a lot of ways like during an event.&lt;br /&gt;
&lt;br /&gt;
== Rods ==&lt;br /&gt;
The spells currently available are the following:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|[[File:Is_catgrace.png]]||Cat&#039;s Grace&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Is bullstr.png]]||Bull&#039;s Strength&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Is_owlwis.png]]||Owl&#039;s Wisdom&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Is_foxcunng.png]]||Fox&#039;s Cunning&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Is_endurce.png]]||Endurance&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Is_eaglespl.png]]||Eagle Splendor&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Is_clarity.png]]||Clarity&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Is_darkvis.png]]||Ultravision&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Is_seeinvis.png]]||See Invisibility&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Is magearm.png]]||Mage Armor&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Is_deaward.png]]||Death Ward&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The dispel DC of rods is equal to 70% of your character level.&lt;br /&gt;
&lt;br /&gt;
== Potions ==&lt;br /&gt;
The &#039;Brew Potions&#039; feat let you create potions from a limited number of spells: spells that are available on rods (see above) and the following ones:&lt;br /&gt;
* Cure and Inflict Wounds Spells&lt;br /&gt;
* Light&lt;br /&gt;
* Dispel Magic&lt;br /&gt;
&lt;br /&gt;
The caster level of enchanted potions is fixed, depending on the spell. It is higher than the caster level on rods. &lt;br /&gt;
The dispel DC of potions is equal to 75% of your character level.&lt;br /&gt;
&lt;br /&gt;
== Wands ==&lt;br /&gt;
The craft wand feat lets you enchant bone wands, with all spells that can be use to brew potions plus the following ones:&lt;br /&gt;
* True Seeing&lt;br /&gt;
* Lesser Spell Breach&lt;br /&gt;
* Endure Elements&lt;br /&gt;
* Resist Elements&lt;br /&gt;
* Protection From Elements&lt;br /&gt;
* Timestop&lt;br /&gt;
* Stoneskin&lt;br /&gt;
* Mordenkainen&#039;s Magnificent Mansion&lt;br /&gt;
* Invisibility&lt;br /&gt;
* Negative Energy Protection&lt;br /&gt;
&lt;br /&gt;
Wand have a caster level equal to the caster level from which they have been enchanted.&lt;br /&gt;
Their dispel DC is also equal to this same caster level.&lt;br /&gt;
You can only use enchanted wands when you have the ability to cast the spell at the specific level or if you have a Use Magic Device skill of at least (3 x Spell Level + Caster Level)&lt;br /&gt;
&lt;br /&gt;
== Scrolls ==&lt;br /&gt;
Scrolls are like an extension to your spell book. They let you cast a spell exactly as if you were casting it from your spell book but without the need to memorize it. You must be able to cast the spell naturally to use a scroll version of the same spell.&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Magical_Items&amp;diff=165</id>
		<title>Magical Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Magical_Items&amp;diff=165"/>
		<updated>2023-12-01T22:50:54Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: Created page with &amp;quot;Sinfar has very specific rules when it comes to what magical power can be found on items. You will never find items with a magical power beyond what is allowed.  == The Enchanting Forge == The enchanting forge, located in Sinifer and other main cities, let you add magical property to crafted items. Crafted items can be bought from the travelling merchant in the emporium of Sinifer and also in other main cities.  To enchant a crafted item, you need to put a non-enchanted,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sinfar has very specific rules when it comes to what magical power can be found on items. You will never find items with a magical power beyond what is allowed.&lt;br /&gt;
&lt;br /&gt;
== The Enchanting Forge ==&lt;br /&gt;
The enchanting forge, located in Sinifer and other main cities, let you add magical property to crafted items. Crafted items can be bought from the travelling merchant in the emporium of Sinifer and also in other main cities.&lt;br /&gt;
&lt;br /&gt;
To enchant a crafted item, you need to put a non-enchanted, crafted items in an enchanting forge and close it. A dialog will let you select the properties that you want to add, but it is restricted.&lt;br /&gt;
&lt;br /&gt;
Each items can accept a certain number of PP (Property Points) and each property cost a certain number of PP. So when you will choose a property, the forge will tell you how much PP it cost and it must be equal or bellow the number of PP left that you can put on the item.&lt;br /&gt;
This is for balance reasons.&lt;br /&gt;
&lt;br /&gt;
After selecting the properties that you want, you will need to find the required components. The forge tells you what components you will need and how many of them. Components can be looted, but currently not all of them, so there&#039;s a merchant next to the forge that sells them.&lt;br /&gt;
&lt;br /&gt;
Once you get the components, put them in the forge, with your crafted items and retry to add the properties. The forge should let you process and after some magical operations, your crafted item will be enchanted.&lt;br /&gt;
&lt;br /&gt;
== Pre-Enchanted Items ==&lt;br /&gt;
&lt;br /&gt;
There&#039;s many store across the world that sells various items including already enchanted ones.&lt;br /&gt;
&lt;br /&gt;
Those store should although never provide items as good as what the enchanting forge can produce. If you find an items that is comparable to what the forge can make, you should report it... you may be rewarded&lt;br /&gt;
For example, if you see an item that cast a spell that is not available for free (see below) like ice storm, then this item is not legal... a builder did not respect the restrictions.&lt;br /&gt;
&lt;br /&gt;
Those items can although have unique appearance and can be obtained in a lot of ways like during an event.&lt;br /&gt;
&lt;br /&gt;
== Rods ==&lt;br /&gt;
The spells currently available are the following:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|[[File:Is_catgrace.png]]||Cat&#039;s Grace&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Is bullstr.png]]||Bull&#039;s Strength&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Is_owlwis.png]]||Owl&#039;s Wisdom&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Is_foxcunng.png]]||Fox&#039;s Cunning&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Is_endurce.png]]||Endurance&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Is_eaglespl.png]]||Eagle Splendor&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Is_clarity.png]]||Clarity&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Is_darkvis.png]]||Ultravision&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Is_seeinvis.png]]||See Invisibility&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Is magearm.png]]||Mage Armor&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Is_deaward.png]]||Death Ward&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The dispel DC of rods is equal to 70% of your character level.&lt;br /&gt;
&lt;br /&gt;
== Potions ==&lt;br /&gt;
The &#039;Brew Potions&#039; feat let you create potions from a limited number of spells: spells that are available on rods (see above) and the following ones:&lt;br /&gt;
* Cure and Inflict Wounds Spells&lt;br /&gt;
* Light&lt;br /&gt;
* Dispel Magic&lt;br /&gt;
&lt;br /&gt;
The caster level of enchanted potions is fixed, depending on the spell. It is higher than the caster level on rods. &lt;br /&gt;
The dispel DC of potions is equal to 75% of your character level.&lt;br /&gt;
&lt;br /&gt;
== Wands ==&lt;br /&gt;
The craft wand feat lets you enchant bone wands, with all spells that can be use to brew potions plus the following ones:&lt;br /&gt;
* True Seeing&lt;br /&gt;
* Lesser Spell Breach&lt;br /&gt;
* Endure Elements&lt;br /&gt;
* Resist Elements&lt;br /&gt;
* Protection From Elements&lt;br /&gt;
* Timestop&lt;br /&gt;
* Stoneskin&lt;br /&gt;
* Mordenkainen&#039;s Magnificent Mansion&lt;br /&gt;
* Invisibility&lt;br /&gt;
* Negative Energy Protection&lt;br /&gt;
&lt;br /&gt;
Wand have a caster level equal to the caster level from which they have been enchanted.&lt;br /&gt;
Their dispel DC is also equal to this same caster level.&lt;br /&gt;
You can only use enchanted wands when you have the ability to cast the spell at the specific level or if you have a Use Magic Device skill of at least (3 x Spell Level + Caster Level)&lt;br /&gt;
&lt;br /&gt;
== Scrolls ==&lt;br /&gt;
Scrolls are like an extension to your spell book. They let you cast a spell exactly as if you were casting it from your spell book but without the need to memorize it. You must be able to cast the spell naturally to use a scroll version of the same spell.&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=File:Is_foxcunng.png&amp;diff=164</id>
		<title>File:Is foxcunng.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=File:Is_foxcunng.png&amp;diff=164"/>
		<updated>2023-12-01T22:50:07Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=File:Is_clarity.png&amp;diff=163</id>
		<title>File:Is clarity.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=File:Is_clarity.png&amp;diff=163"/>
		<updated>2023-12-01T22:49:49Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=File:Is_eaglespl.png&amp;diff=162</id>
		<title>File:Is eaglespl.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=File:Is_eaglespl.png&amp;diff=162"/>
		<updated>2023-12-01T22:49:35Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=File:Is_darkvis.png&amp;diff=161</id>
		<title>File:Is darkvis.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=File:Is_darkvis.png&amp;diff=161"/>
		<updated>2023-12-01T22:49:15Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=File:Is_owlwis.png&amp;diff=160</id>
		<title>File:Is owlwis.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=File:Is_owlwis.png&amp;diff=160"/>
		<updated>2023-12-01T22:48:57Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=File:Is_endurce.png&amp;diff=159</id>
		<title>File:Is endurce.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=File:Is_endurce.png&amp;diff=159"/>
		<updated>2023-12-01T22:40:23Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=File:Is_seeinvis.png&amp;diff=158</id>
		<title>File:Is seeinvis.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=File:Is_seeinvis.png&amp;diff=158"/>
		<updated>2023-12-01T22:39:55Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=File:Is_deaward.png&amp;diff=157</id>
		<title>File:Is deaward.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=File:Is_deaward.png&amp;diff=157"/>
		<updated>2023-12-01T22:38:05Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=File:Is_bullstr.png&amp;diff=156</id>
		<title>File:Is bullstr.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=File:Is_bullstr.png&amp;diff=156"/>
		<updated>2023-12-01T22:37:58Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=File:Is_magearm.png&amp;diff=155</id>
		<title>File:Is magearm.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=File:Is_magearm.png&amp;diff=155"/>
		<updated>2023-12-01T22:34:25Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=File:Is_catgrace.png&amp;diff=154</id>
		<title>File:Is catgrace.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=File:Is_catgrace.png&amp;diff=154"/>
		<updated>2023-12-01T22:24:16Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinfar.net/index.php?title=Chat_Commands&amp;diff=153</id>
		<title>Chat Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinfar.net/index.php?title=Chat_Commands&amp;diff=153"/>
		<updated>2023-12-01T17:37:57Z</updated>

		<summary type="html">&lt;p&gt;Elemuffin: Imported&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chat commands are a shortcut for one of the many tools on Sinfar.&lt;br /&gt;
&#039;&#039;&#039;They are rarely the only way to do something&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== How to Use Them ==&lt;br /&gt;
You just have to make your character speak the chat command. It must always start by an exclamation point (!).&lt;br /&gt;
&lt;br /&gt;
More precisely, their format is as follow: &amp;lt;code&amp;gt;!&amp;lt;COMMAND NAME&amp;gt;[:PARAM[ PARAM2]...][,COMMAND2]...&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Ok, this may look like a weird syntax and it is but it is well known by shell users: http://docopt.org/)&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
* !D2&lt;br /&gt;
* !d2&lt;br /&gt;
* !d 2 : 3&lt;br /&gt;
* !MYCOMMAND:yes no my_name, ANOTHER COMMAND: this command takes everything that remains as parameter, yes even this.&lt;br /&gt;
Note that:&lt;br /&gt;
# The command name is not case sensitive&lt;br /&gt;
# Spaces are ignored in the command name part (but not parameters)&lt;br /&gt;
# A &amp;quot;:&amp;quot; will end a command name and what follows are parameters&lt;br /&gt;
# A &amp;quot;,&amp;quot; (comma) will end a command (if the command can be chained, a few can&#039;t) and what follows is a new command (or many commands)&lt;br /&gt;
# When a command takes many parameters, they are separated by a space&lt;br /&gt;
# You can chain multiple parameters with a comma, but some commands can&#039;t be chained&lt;br /&gt;
&lt;br /&gt;
= Brief List =&lt;br /&gt;
&lt;br /&gt;
Most chat commands can be used from a menu or are documented on the page about the system that they are related to. This is just a &amp;quot;cheat list&amp;quot; and it is far from all commands.&lt;br /&gt;
&lt;br /&gt;
=== Dice Rolls ===&lt;br /&gt;
;!D2 : rolls a d2.&lt;br /&gt;
;!D4 : rolls a d4.&lt;br /&gt;
;!D6 : rolls a d6.&lt;br /&gt;
;!D8 : rolls a d8.&lt;br /&gt;
;!D10 : rolls a d10.&lt;br /&gt;
;!D12 : rolls a d12.&lt;br /&gt;
;!D20 : rolls a d20.&lt;br /&gt;
;!D100 : rolls a d100/percentage dice.&lt;br /&gt;
&lt;br /&gt;
Multiple dice can be rolled with !D#:X, where # is the type of die and X is the number of dice to be rolled.&lt;br /&gt;
&lt;br /&gt;
;!ROLLSTR : rolls a strength check.&lt;br /&gt;
;!ROLLDEX : rolls a dexterity check.&lt;br /&gt;
;!ROLLCON : rolls a constitution check.&lt;br /&gt;
;!ROLLINT : rolls an intelligence check.&lt;br /&gt;
;!ROLLWIS : rolls a wisdom check.&lt;br /&gt;
;!ROLLCHA : rolls a charisma check.&lt;br /&gt;
&lt;br /&gt;
;!ROLLFORT : rolls a fortitude save check.&lt;br /&gt;
;!ROLLREFLEX : rolls a reflex save check.&lt;br /&gt;
;!ROLLWILL : rolls a will save check.&lt;br /&gt;
&lt;br /&gt;
== Teleport Tools ==&lt;br /&gt;
;!OOC/!IC : To instantly teleport to and from the OOC room.&lt;br /&gt;
;!STUCK : Moves you if you are stuck.&lt;br /&gt;
&lt;br /&gt;
== PC General Tools ==&lt;br /&gt;
;!UNBUFF : Remove all your spell effects.&lt;br /&gt;
;!SAVE : Saves your character on the server.&lt;br /&gt;
;!WHERE AM I : Shows your area and location.&lt;br /&gt;
;!LISTPLAYERS : Shows you a list of all players and their locations.&lt;br /&gt;
;!LIKE ALL : Like everyone.&lt;br /&gt;
;!DISLIKE ALL : Dislike everyone.&lt;br /&gt;
;!WHOSPY : A list of players who can hear you speak.&lt;br /&gt;
;!MAIN PARTY : Join the main server party.&lt;br /&gt;
;!FIXPARTY : Fixes your party.&lt;br /&gt;
;!RELOG : Relog automatically&lt;br /&gt;
&lt;br /&gt;
== Quick Appearance Change ==&lt;br /&gt;
&lt;br /&gt;
;!HIDE HELM/!SHOW HELM : Toggles visibility of your helmet.&lt;br /&gt;
;!AFK : makes you appear AFK.&lt;br /&gt;
&lt;br /&gt;
=== Back Equipment ===&lt;br /&gt;
;!M BACKEQUIP : Opens the back equipment conversation.&lt;br /&gt;
;!BE BACKPACK : A backpack.&lt;br /&gt;
;!BE BACKPACK COLOR : A coloured backpack.&lt;br /&gt;
;!BE BEDROLL : A bedroll.&lt;br /&gt;
;!BE QUIVER : Arrowquiver.&lt;br /&gt;
;!BE QUIVER 0 : Arrowquiver, empty.&lt;br /&gt;
;!BE SCABBARD : Scabbard A.&lt;br /&gt;
;!BE SCABBARD 0 : Scabbard A, empty.&lt;br /&gt;
;!BE SCABBARD B : Scabbard B.&lt;br /&gt;
;!BE SCABBARD B 0 : Scabbard B, empty.&lt;br /&gt;
;!BE SCABBARD C : Scabbard C.&lt;br /&gt;
;!BE SCABBARD C 0 : Scabbard C, empty.&lt;br /&gt;
;!BE GREATSWORD : A greatsword.&lt;br /&gt;
;!BE NONE : Removes all back equipment.&lt;br /&gt;
;!SHOW WINGS : Shows your wings.&lt;br /&gt;
&lt;br /&gt;
=== Eye Effects ===&lt;br /&gt;
;!EYES BLUE : Gives you blue shining eyes.&lt;br /&gt;
;!EYES FIRE : Gives your firey eyes.&lt;br /&gt;
;!EYES ORANGE : Gives you orange shining eyes.&lt;br /&gt;
;!EYES PINK : Gives you pink shining eyes.&lt;br /&gt;
;!EYES WHITE : Gives you white shining eyes.&lt;br /&gt;
;!EYES NONE : Remove all eye effects.&lt;br /&gt;
&lt;br /&gt;
=== Horns ===&lt;br /&gt;
;!HORNS MEPH : Mephisto horns.&lt;br /&gt;
;!HORNS OX : Ox horns.&lt;br /&gt;
;!HORNS ROTHE : Rothe horns.&lt;br /&gt;
;!HORNS RAM : Ram horns.&lt;br /&gt;
;!HORNS DRAGON : Dragon horns.&lt;br /&gt;
;!HORNS BALOR : Balor horns.&lt;br /&gt;
;!HORNS DEER : Deer horns.&lt;br /&gt;
;!HORNS DEMON : Demon horns.&lt;br /&gt;
;!HORNS NONE : Removes horns.&lt;br /&gt;
&lt;br /&gt;
=== Ears ===&lt;br /&gt;
;!EARS BUNNY : Gives brown bunny ears.&lt;br /&gt;
;!EARS BUNNY W : Gives white bunny ears.&lt;br /&gt;
;!EARS CAT : Gives brown cat ears.&lt;br /&gt;
;!EARS CAT B : Gives black cat ears.&lt;br /&gt;
;!EARS CAT T : Gives tiger ears.&lt;br /&gt;
;!EARS MOUSE : Gives mouse ears.&lt;br /&gt;
;!EARS NONE : Removes ears.&lt;br /&gt;
&lt;br /&gt;
=== Head Accesories ===&lt;br /&gt;
;!TOGGLE CIGAR : Toggles a cigar between your lips.&lt;br /&gt;
;!TOGGLE FIRE HAIR : Toggles burning fire hair.&lt;br /&gt;
&lt;br /&gt;
;!WIZ HAT : A wizard&#039;s hat.&lt;br /&gt;
;!CAVALIER HAT : A cavalier&#039;s hat.&lt;br /&gt;
;!PIRATE HAT : A pirate hat.&lt;br /&gt;
;!MONK COWL : A monk&#039;s cowl.&lt;br /&gt;
;!NO HAT : Removes your hat or helmet.&lt;br /&gt;
&lt;br /&gt;
;!HORSE HELM : Horsehair helmet.&lt;br /&gt;
;!DRAGON HELM : Dragon helmet.&lt;br /&gt;
;!WING HELM : Winged helmet.&lt;br /&gt;
;!PLAY HELM : Platinum helmet.&lt;br /&gt;
;!TEMPLAR HELM : Templar helmet.&lt;br /&gt;
;!WATCH HELM : Watchman helmet.&lt;br /&gt;
;!BARB HELM : Barbarian helmet 1.&lt;br /&gt;
;!BARB HELM 2 : Barbarian helmet 2.&lt;br /&gt;
;!FIGHT HELM : Fighter helmet, yellow.&lt;br /&gt;
;!FIGHT HELM RED : Fighter helmet, red.&lt;br /&gt;
;!ORC HELM : Orc helmet, purple.&lt;br /&gt;
;!ORC HELM BROWN : Orc helmet, brown.&lt;br /&gt;
;!DROW HELMET : Drow helmet, copper.&lt;br /&gt;
;!DROW HELMET GRAY : Drow helmet, grey.&lt;br /&gt;
;!EWAR HELM : Elven warrior helmet.&lt;br /&gt;
;!EARCH HELM : Elven archer helmet.&lt;br /&gt;
;!COT HELM : Crown of Thorns, red.&lt;br /&gt;
;!COT HELM GRAY : Crown of Thorns, grey.&lt;br /&gt;
;!DWARF HELM : Duergar helm.&lt;br /&gt;
;!NO HAT : Removes your hat or helmet.&lt;br /&gt;
&lt;br /&gt;
;!GLASSES : Gives you a pair of glasses.&lt;br /&gt;
;!SHADES : Gives you a pair of shaded glasses.&lt;br /&gt;
;!NO GLASSES : Removes your glasses.&lt;br /&gt;
&lt;br /&gt;
;!BLUE VEIL : Creates a blue veil infront of your mouth.&lt;br /&gt;
;!RED VEIL : Creates a red veil infront of your mouth.&lt;br /&gt;
;!NO VEIL : Removes your veil.&lt;br /&gt;
&lt;br /&gt;
== Strip Menu ==&lt;br /&gt;
;!M STRIP : Opens up the strip menu conversation.&lt;br /&gt;
&lt;br /&gt;
== Voice Chats ==&lt;br /&gt;
;!M VOICECHATS : Opens the voice chat menu conversation.&lt;br /&gt;
&lt;br /&gt;
== Emotes ==&lt;br /&gt;
;!M EMOTES : Opens the emote menu conversation.&lt;br /&gt;
&lt;br /&gt;
== Pets ==&lt;br /&gt;
;/pet &amp;lt;message&amp;gt; : Make your pet say &amp;lt;message&amp;gt;&lt;br /&gt;
;/pet:&amp;lt;name&amp;gt; : Make your pet with &amp;lt;name&amp;gt; in their name say &amp;lt;message&amp;gt;. &amp;lt;name&amp;gt; must not contains space, but anyway, it only need to be one work from your pet name.&lt;/div&gt;</summary>
		<author><name>Elemuffin</name></author>
	</entry>
</feed>