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Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
169 lines
5.5 KiB
Plaintext
169 lines
5.5 KiB
Plaintext
void main(){}
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/* NOTES ON THINGS:
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RANGES:
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1.67 | 5 Feet
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3.33 | 10 Feet
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5.0 | 15 Feet
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6.67 | 20 feet
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8.33 | 25 Feet - Roughly "Close" range
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10.0 | 30 Feet
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11.67 | 35 Feet
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13.33 | 40 Feet
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15.0 | 45 Feet
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16.67 | 50 Feet
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18.33 | 55 Feet
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20.0 | 60 Feet - Roughly "Medium" range
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21.67 | 65 Feet
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23.33 | 70 Feet
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25.0 | 75 Feet
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26.67 | 80 Feet
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28.33 | 85 Feet
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30.0 | 90 Feet
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31.67 | 95 Feet
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33.33 | 100 Feet
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35.0 | 105 Feet
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36.67 | 110 Feet
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38.33 | 115 Feet
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40.0 | 120 Feet - Roughly "Long" range.
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Please make sure, for all new spells, stuff in this thread is looked at
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http://boards1.wizards.com/showthread.php?s=&threadid=63970
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> Main changes:
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- Conjuration (Not teleporting ones) do not have SR checks (they actually conjure energy)
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- Ice storm can be extended (Second round does 5d6 damage again)
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There is no such thing as /magic, /good, /evil and so on. These were introduced
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as new rules for damage resistance. They will be transfered into NwN's 3E
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ruleset as best as possible.
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Oh, added Eldernurin's Buffeting code, and modified for use, for use in
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many spells where people are "pushed back".
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--------------
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Tatics:
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- Polymorph an enemy creature (polymorph any object) then attempt to kill
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them, disable them with dominate monster, or so on. Thier races and special
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attacks change!
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- As a sorceror, take advantage of the spells whicha allow the emulation of
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other spells, or a variety of effects - Telekinesis, Polymorph Any Object,
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Shadow conjuration, Limited Wish...
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- Make summon monsters...do special stuff, like walk onto trapped areas,
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-------------
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Add for spell turning:
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//:://////////////////////////////////////////////
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//:: Spell Turning Notes
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//:://////////////////////////////////////////////
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//////////// SCROLLS AND WANDS /////////////////////////////////////////////////
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Scrolls and wands are, of course, going to have to be created.
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Scrolls are usually the lowest caster level possible for them, so sometimes
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a variable amount.
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Bioware also added some other levels, like every 5 or 10 or so.
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Item tag == item resref.
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Tags: PHS_X_0000_11,
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X = S (Scroll), W (Wand), R (Rod/Stave, same thing), etc
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0000 = 4 digit number for the spells.2da reference for the spell. Note that
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anything under 1000 will be, for example, 0021, not just 21.
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11 = Caster level. 01-40
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//////////// SCROLLS AND WANDS /////////////////////////////////////////////////
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Use to hit anyone (except special Party PvP cases), and no one in No PvP
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-- GetIsReactionTypeFriendly() --
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This means:
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- Will hit anyone normally (Full PvP)
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- Will not hit "Friendly" people in Party PvP, or No PvP (in Player list)
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- Neutrality is ignored, and is as if they were hostile.
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- Will not hit anyone in No PvP, everyone is considered friendly
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Use to hit only enemies, and no one in No PvP
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-- GetIsReactionTypeHostile() --
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- Will only hit enemies
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- Will not hit anyone in No PvP
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- Will not hit neutrals (That is party members, and anyone not
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in a party in full PvP)
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You can apply multiple effects of the same spell - they do both get applied.
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Some effects do not stack, however!
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Also, you can apply 2 effects seperatly, and they will wear out seperatly,
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so as for Colour Spray, the Blindness and the Sleep can be applied seperatly
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and thus be resisted seperatly, and also run out seperatly.
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VFX_IMP_ACID_L doesn't exsist!
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VFX_IMP_POISON_L is the same as VFX_IMP_POISON_S
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Each spell needs (Checklist):
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- Correct Spell Hook
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- Signal Spell Cast At Event against the creature
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- At *least* !PHS_TotalSpellImmunity(oTarget) in there somewhere. It is
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not needed if PHS_SpellResistanceCheck() is there instead.
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Remember, for the lines in the .2da, add 16777216 + (tlk entry number) for
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the name and descriptions.
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88,000 - 97,999 -- Spellmans Project
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88,000+ are special things (such as text strings on heads).
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89,000+ are spell names and descriptions.
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94K?+ might be item descriptions, names etc.
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Oh, and it goes:
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- Name (even) Description (odd) most of the time.
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- SRD spells will be first (minus removed ones).
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- 89000 - 89101 so far
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- Other spells will come after in any good order (noted here)
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*/
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//Color used by saving throws.
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const string COLOR_BLUE = "<cfÌþ>";
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//Color used for electric damage.
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const string COLOR_DARK_BLUE = "<c fþ>";
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//Color used for negative damage.
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const string COLOR_GRAY = "<c™™™>";
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//Color used for acid damage.
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const string COLOR_GREEN = "<c þ >";
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//Color used for the player's name, and cold damage.
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const string COLOR_LIGHT_BLUE = "<c™þþ>";
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//Color used for system messages.
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const string COLOR_LIGHT_GRAY = "<c°°°>";
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//Color used for sonic damage.
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const string COLOR_LIGHT_ORANGE = "<cþ™ >";
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//Color used for a target's name.
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const string COLOR_LIGHT_PURPLE = "<cÌ™Ì>";
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//Color used for attack rolls and physical damage.
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const string COLOR_ORANGE = "<cþf >";
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//Color used for spell casts, as well as magic damage.
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const string COLOR_PURPLE = "<cÌwþ>";
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//Color used for fire damage.
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const string COLOR_RED = "<cþ >";
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//Color used for positive damage.
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const string COLOR_WHITE = "<cþþþ>";
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//Color used for healing, and sent messages.
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const string COLOR_YELLOW = "<cþþ >";
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