Further file organization
Further file organization
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nwn/nwnprc/trunk/smp/smp_0_readme2.nss
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nwn/nwnprc/trunk/smp/smp_0_readme2.nss
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/*:://////////////////////////////////////////////
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//:: Name Readme
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//:: FileName SMP_0_readme2
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//:://////////////////////////////////////////////
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Readme. You have a list of...
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- Local integers to set things
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- Informaiton about spells
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- A list of DM spells (DM run ones)
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- Spell formats
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- Explaining :-P
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This can be deleted if needed.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//:: Created On: July Onwards
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//::////////////////////////////////////////////*/
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/*
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There are many, MANY new spell, all 3E, and some odd ones (mostly cantrips)
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for menal use (there is one, for example, to remove invisiblity off them-selves)
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Most spells are exactly to D&D specific. Because they all are, it may
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unbalance some things. I don't impliment the 3.5 rules - Ie I don't have them,
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and have been using the source code on the net anyway.
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Layout of files:
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////////////////////////////////
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- Title (Name)
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- File Name
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////////////////////////////////
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- "Description" - The actual dialog.tlk entry.
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- "3E Description" - Exact 3E description, for reference
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- More information and changes from 3.5E and limitations and notes.
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////////////////////////////////
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- Creator/Modifier
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- Creation/Update date
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////////////////////////////////
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- Include files
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- Unique File Function Headers (EG acid arrow applying)
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- Spell Effect applying (void main)
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- Unique File Functions (EG acid arrow applying)
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End.
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Notes on Unique Fire Functions
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------------------------------
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Some of these actually make the caster csat the spell again. Special AI
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supports NPC's casting these, and PC's must not cancle thier spell
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cycle. Things like "call lightning" is an example, where the caster
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must concentrate for extra rounds.
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Note, in these spells, there are toggles :-) you can turn of specific ones
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(module wide, single person), or all of them (Evil!).
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Note: I have not supported Null Magic areas. There is an effect,
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EffectSpellFailure, which is better.
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List of constants, variables and markers for areas:
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- Sample Name - - Type - - Description -
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J_S_1 Local Integer If there is a local integer, on the module
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or player, of "J_S_" + Spell Number, it
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will stop it working.
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J_PLA_INDOORS Placeable object These toggle settings. They are, if used,
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DM run things. If they are placed, they
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make the area X, or Y.
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DM's can talk to them, to remove them.
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They are otherwise plot. Best kept out of sight of PC's.
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J_PLA_INDOORS " " - Makes the area outdoors.
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J_PLA_OUTDOORS " " - Makes the area outdoors.
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SPELL FORMAT (3rd Edtion snippit. Its the same in NwN)
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Each spell description follows the same format. This section discusses that
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format and some of the fine points of how spells work.
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Name: This is the name by which the spell is generally known.
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School, Subschool, and Descriptors: This is the school to which the spell
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belongs. "Universal" refers to a spell that belongs to no school. If the spell
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is a subtype within a school, the subschool is given here (in parentheses).
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Any descriptors that apply are given here [in brackets].
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Schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion,
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Necromancy, and Transmutation.
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Subschools: Conjuration: creation, healing, and summoning; Enchantment: charm
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and compulsion; Illusion: figment, glamer, pattern, phantasm, and shadow.
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Descriptors: Acid, chaotic, cold, darkness, death, electricity, evil, fear,
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fire, force, good, language-dependent, lawful, light, mind-affecting,
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sonic, and teleportation.
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Level: This is the relative power level of the spell. This entry includes an
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abbreviation for each class that can cast this spell. The "Level" entry
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also indicates if a spell is a domain spell and, if so, what its level is.
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Class Abbreviations: Brd (bard), Clr (cleric), Drd (druid), Pal (paladin), Rgr
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(ranger), Sor (sorcerer), Wiz (wizard).
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Domains: Air, Animal, Chaos, Death, Destruction, Earth, Evil, Fire, Good,
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Healing, Knowledge, Law, Luck, Magic, Plant, Protection, Strength, Sun,
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Travel, Trickery, War, and Water.
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Components: This entry indicates what the character must have or do to cast the
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spell. If the necessary components are not present, the casting fails.
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Spells can have verbal (V), somatic (S), material (M), focus (F),
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divine focus (DF), or experience point cost (XP) components, or any
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combination thereof.
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If the material component, focus or define focus has an GP cost, the cost is
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listed; otherwise the character can assume that the actual materials
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involved are at the discretion of the caster and have no significant
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monetary value.
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Material components are always consumed during the casting of a spell; a focus
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or divine focus is not. If a special focus or divine focus is required,
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it will be unique to the spell and cannot be used as the focus for other
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spells.
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Casting Time: The time required to cast a spell.
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Range: The maximum distance from the character at which the spell can affect a target.
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Target or Targets/Effect/Area: This entry lists the number of creatures,
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dimensions, volume, weight, and so on, that the spell affects. The entry
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starts with one of three headings: "Target," "Effect," or "Area." If the
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target of a spell is "the character," the character does not receive a
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saving throw, and spell resistance does not apply. The saving throw and
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spell resistance headings are omitted from such spells.
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Duration: How long the spell lasts.
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Saving Throw: Whether a spell allows a saving throw, what type of saving throw
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it is, and the effect of a successful save.
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Spell Resistance: Whether spell resistance (SR), a special defensive ability,
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resists this spell.
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Descriptive Text: This portion of the spell description details what the spell
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does and how it works.
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*/
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// Used to stop "No file found" import errors.
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void main(){}
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