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#1
ShadowM

ShadowM
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10.00 Alpha

Dropped the monk fist item, too many issues with FOB. Redid ki strike bonus like magic property, lawful-aligned and adamantine to hidden chest, rework monk strike through the skins(creature) he/she hits now. So still works with custom DR system.

Redid FOB Feat through scripted controller feat, which does not let you do FOB with armor or shield equipped (clothes or nothing).

 

Fixed issue for when equipping custom haste and freedom of movement items not apply the effect.

 

Redid Resist Energy, Protection from Energy, Energy Buffer so now you must pick one of the energy types instead of giving resistance to all energy forms.

Set these integers on npc for the type they will choose when casting the spell.

0 or nothing Random.

1 = Acid

2 = Cold

3 = Electrical

4 = Fire

5 = Sonic

 

Resist Energy

Sp_R_En

 

Protection from energy

Sp_En_Pr

 

Energy Buffer

Sp_En_B

 

Finished first pass of all Cleric domains so they more like 3.5 D&D and incorporated them into deity favor points system. Still not doing spells, until I get more custom spells made. Domain spells will also use up deity favor points. 1 point for each spell level (example level 1 domain will cost 1 point.)

These are all called in hr_inc_spellab and hr_spell_routab if you want to make any of your own changes.

 

Deity favor points:Every time you use certain domain feats you will lose favor points of your deity. You must pray at a shrine of your deity or complete quest / tasks to recover these points. You can also do quest to increase your max favor points. If you do not have favor points then you cannot use these feats.

 

Air Domain Powers

Type of Feat: Domain

Prerequisite: Access to the Air domain.

Specifics:

Elemental Turning: Able to turn earth elementals as if they were undead.

Use: Automatic.

 

Animal Domain Powers

Type of Feat: Domain

Prerequisite: Access to the Animal domain.

Specifics:

You gain +3 bonus on creature lore checks and creatures from Summon Monster spell are stronger.

Use: Automatic.

 

Chaos Domain Powers

Type of Feat: Domain

Prerequisite: Access to Chaos domain.

Deity Favor Points Used: 5

Specifics: You may attempt a melee touch attack against a creature. Saving throw vs will DC 13+Your wisdom modifier. If the creature fails the saving throw then it will be confused 1 round for every level of cleric you have.

 

Death Domain Powers

Type of Feat: Domain

Prerequisite: Access to the Death domain.

Deity Favor Points Used: 10

Specifics:

Negative Plane Avatar: Able to summon a shadow that scales according to the cleric's level for 1 hour.

 

Destruction Domain Powers

Type of Feat: Domain

Prerequisite: Access to the Destruction domain.

Deity Favor Points: 5

Specifics:Cleric can target a single foe and lower their saving throws. If a Melee touch attack is successful then the target must make a will saving DC 10+plus wisdom modifier. The target will lose 1 point to all saving throws for every wisdom bonus/2 capped at a maximum of 5 for 1 round plus wisdom modifier.

 

Earth Domain Powers

Type of Feat: Domain

Prerequisite: Access to the Earth domain.

Specifics:

Turn Elementals: Able to turn air elementals as if they were undead.

Use: Automatic.

 

Evil Domain Powers

Type of Feat: Domain

Prerequisite: Access to the Evil domain.

Specifics:

Turn Outsiders: Able to turn Good outsiders as if they were undead.

Use: Automatic.

 

Fire Domain Powers

Type of Feat: Domain

Prerequisite: Access to the Fire domain.

Specifics:

Turn Elementals: Able to turn water elementals as if they were undead.

Use: Automatic.

 

Good Domain Powers

Type of Feat: Domain

Prerequisite: Access to the Good domain.

Specifics:

Turn Outsider: Able to turn evil outsiders as if they were undead.

Use: Automatic.

 

Healing Domain Powers

Type of Feat: Domain

Prerequisite: Access to the Healing domain.

Specifics:

Healing: You cast healing spell at +1 level.

Use: Automatic.

 

Knowledge Domain Powers

Type of Feat: Domain

Prerequisite: Access to the Knowledge domain.

Specifics:

+3 lore checks.

+1 level Divination spells Automatic.

 

Law Domain Powers

Type of Feat: Domain

Prerequisite: Access to Law domain.

Deity Favor Points Used: 5

Specifics:

You can target one creature and remove any confusion effects. You cannot remove confusion from creatures with the following alignments Chaotic Neutral, Lawful Evil, Neutral Evil, Chaotic Evil.

 

Luck Domain Powers

Type of Feat: Domain

Prerequisite: Access to Luck domain.

Deity Favor Points Used: 4

Specifics:

Cleric must use this power while in combat has a 50/50 chance to gain to +1 to +3 all abilities or -1 to -3 penalty to all ability score for five rounds. You can use multiple attempts to get different results.

 

Magic Domain Powers

Type of Feat: Domain

Prerequisite: Access to the Magic domain.

Specifics:

Use: Automatic.

+3 to Use magic device.

 

Plant Domain Powers

Type of Feat: Domain

Prerequisite: Access to the Plant domain.

Specifics:

Turn Plant: Able to turn plants as if they were undead.

Use: Automatic.

 

Protection Domain Powers

Type of Feat: Domain

Prerequisite: Access to the Protection domain.

Deity Favor Points Used: 5

Divine Protection: The cleric can touch a creature and grant a saving throw bonus equal to the cleric's Wisdom modifier/2, capped at 5 bonus for 1 hour. Removes effects from destruction domain and effects from doom spell.

Use: Automatic.

 

Strength Domain Powers

Type of Feat: Domain

Prerequisite: Access to the Strength domain.

Deity Favor Points Used: 5

Specifics:

Divine Strength: The cleric gains a bonus to Strength equal to 1 +1 per 4 cleric levels (Capped at 6 total). The effect lasts for 5 rounds + Charisma modifier.

 

Sun Domain Powers

Type of Feat: Domain

Prerequisite: Access to the Sun domain.

Deity Favor Points Used: 5

Specifics:

Exceptional Turning: You can turn, but the undead who would of been turned are destroyed. Uses up one turn undead attempt.

 

Travel Domain Powers

Type of Feat: Domain

Prerequisite: Access to the Travel domain.

Deity Favor Points Used: 5

Specifics: You gain freedom of movement, like the spell. This last for 5 rounds + Wisdom modifier. Freedom of movement does not override environmental effects like underwater etc..

 

Trickery Domain Powers

Type of Feat: Domain

Prerequisite: Access to the Trickery domain.

Deity Favor Points Used: 5

Specifics:

Divine Trickery: Bonus to Hide, Diplomacy, Move Silently checks equal to 1 + 1 per 4 cleric levels. Capped at +5. This effect lasts for 1 turns + the cleric's Charisma modifier.

Use: Automatic.

 

War Domain Powers

Type of Feat: Domain

Prerequisite: Access to War domain.

Deity Favor Points Used: 4

Specifics:

The cleric can wield martial weapons and when you use your special power and are wielding your deity's weapon then the weapon will gain a +1 to attack for 5 rounds

 

Water Domain Powers

Type of Feat: Domain

Prerequisite: Access to the Water domain.

Specifics:

Turn Elementals: Able to turn fire elementals as if they were undead.

Use: Automatic.

 

Changed custom target to be required action feat, this allow sub radial functions to act more real. Like heal now walks you the proper distance to target and highlights target.

Fixed Heal saving throw check showing when creature is not even on fire.

 

Took out cast out(when using items) animation while mounted and add back in missing pc mdl (was doing some testing with them)

 

Added 1000 point to damage resistance. Example the shadow.

 

Redid the altar conversation and scripts to prep for this system. (look at the three altars in outside area).

 

Added in speak with animal feat.

Added in speak with plants feat.

Added speak with animal spell.

Added speak with plants spell.

Added scrolls for all of them also so you can craft them.

The feats are not given to ranger and/or druid by default, but you could add them to skin if you want your druids, rangers able to speak with animal / plants without casting. You can also put them on treasure like a ring of speak with animals etc..

Add 2da string so now you can have animals speak, what ever words for the animal type. Example a cat will go meow meow meow and a dog will go woof woof or bark bark. See Parrot and the rings next to it.

 

Updated text for tongues/comprehend language to explain them better.

Comprehend and tongues no longer give you druidic, animal, plant languages.

Made a decipher script system so now you have to have a set amount of skill to read

ancient ruins etc.. See book by the door.

Added Detect magic spell: You can see objects that are magically hidden (see waypoint by arrows in start area)

Added Read Magic spell: Add to your decipher script skill.

Added scrolls for all of them also so you can craft them.

 

Gave bards skill focus lore because I took away the point per bard level with the custom examine system. NWN has so few skills and the bard has tons of skill points. This way they still get a boost but still have to put some points into lore later if they want to go down that road. You can easily change this back with editing CLS_FEAT_BARD.2da and the custom examine function.

 

Add room / area description placable for a description of the area / room by the pc when they search.

Still need to add Dm support for placing and altering in game.

 

Added custom pre-death call that let you do all sorts of things.

Added a gib system, control when the creatures explode and what visuals fire.

Custom Death based on Sp_PDeathEvent variable number.

Increment the goblin's variable number and then kill it to see the examples.

Added custom death do area damage, example like lighting or fireball. (balor and others)

Added Custom death spawn more creatures. I explain more under systems.

 

Redid Monster drop down list by type to make it easy to find any creature.

Dynamic = Any full animation, body parts.

Abe: Aberration

Ani: Animal

Const: Construct

Dire: Dire creatures

Dragon: Dragons

Elem: Elementals

Fey: Fey

Giant: Giant

H: Humanoid (orc, bugbears, kobold etc..)

Horses: Keep them, because there so many. Probably change to mounts later.

Lyc: Lycanthropes

MB: Magical Beast

MH: Monstrous Humanoid

NPC: Unique model or for ambiance ( waitress, generic male and females)

Object: No creature model or does not look like a creature

Ooze: Oozes

Out: Outsiders

Plant: Plants

Undead: Undead

Vermin: Vermin

Vis: Visual effects

WIP: Work in progress

Race Name: Example Elf: Racial Sub-Race (drow)

 

Added 30 more books to the base item books, from MerricksDad textures

Link

http://forum.bioware...ds-tower/page-3

 

Added integer DisplayCorpse if set to 1 will leave the corpse.


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#2
ShadowM

ShadowM
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Some monster updates

varied.jpg


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#3
Hekatoncheires

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Hows the hunger/thirst system? 9.75 left with a sort of placeholder effect if you failed to eat/drink.

Here's a great modification of the hcr system: http://neverwinterva...-fatigue-system



#4
ShadowM

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I'm confused, just tested it and it did the one damage for each type(Hunger / Thirst) Did you wait 1 game hour after you got the hunger thirst message? It fully functional and can do everything the link version can and more. If you have the ENDURANCE Feat the effects of starvation / dehydration damage changes to a -2 Dexterity -2 strength effect each round you go without food. I took out the fatigue system. If you have some specific question just message me and I see if I can help you out.



#5
Hekatoncheires

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Nono, I mean, the system works, its just the effect, 1 pt of damage per round, is kinda clunky. In the script comments you said it was sort of a placeholder, and that you'd rather have a fatigue effect.



#6
ShadowM

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I think that was a old comment, I did add the fatigue effect if the person had endurance feat. I like that as a good medium since a lot of people thought the damage was harsh. So if they take the feat they are good, plus I add some magic feat / properties from D&D

Added three more Feats / Effect / Item property (under bonus feats)
Hydration: Continually provides life-sustaining hydration, but not instantly. The wearer does not need to drink, but
still need to eat.
Nourishment: Continually provides life-sustaining nourishment, but not instantly. The wearer does not need to
eat, but still need to drink water.
Sustenance: Continually provides life-sustaining nourishment and hydration, but not instantly. The wearer does
not need to eat or drink.

 

You could put in whatever effect you want :)



#7
Hekatoncheires

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I may change it yet, but I am a poor scripter at best. Thats why I posted it here, thought I could beguile you into it!



#8
ShadowM

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ok the first pass of the otyugh animation is done, except taunt and spasm. I add though in 10.50 update. I be releasing this next weekend, just need to update portraits, 2da editing and wing nodes to the new humanoid monsters so can give them wings and arrow cases etc..

GroupShot.jpg


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#9
Tonden_Ockay

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Nice work



#10
Hekatoncheires

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I put the goblins to use immediately. Kudos! : D



#11
cervantes35

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Any news on the 10.5 update ShadowM?



#12
ShadowM

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10.00 has the otyugh with most animations and the other creatures.

Link

Yes, moving right along with 10.50 witch includes the rest of the animations on the otyugh. I adding in henchmen system that will work with the other systems (bleeding system, have them try and stabilize you etc..) and doing some bug smashing and adding more variations of creatures / adding some other creatures in.