Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
115 lines
5.0 KiB
Plaintext
115 lines
5.0 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Name README
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//:: Script Name SMP_0_Readme
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//:://////////////////////////////////////////////
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Readme File. This can be deleted, for what little space it'll save.
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//:://////////////////////////////////////////////
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Spell file names (Alphabetical):
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SMP_ | Prefixes all the spells for the spellmans project. (*S*pell*M*ans *P*roject)
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SMP_0_ | Readme file or information file (like this one!)
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SMP_A_ | Ability "spell" (Including monster abilties)
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SMP_AI_ | AI file for summons/monsters
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SMP_AIL_ | Ailment script (Stun, Sleep, Fear ETC)
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SMP_C_ | Class "spell" or ability. Rage etc.
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SMP_INC_ | Include file
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SMP_M_ | Misc script - such as Holy Water, other stuff
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SMP_OT_ | Other file (For spell settings, Magical Trap disarming etc)
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SMP_S_ | Spell File
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| End can be A, B or C, for AOE spells:
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| A = OnEnter, B = OnExit, C = OnHeartbeat
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SMP_T_ | Trap script
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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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//:://////////////////////////////////////////////
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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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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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void main() { }
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