UW2_PRC8/_module/uti/dmcommands.uti.json

84 lines
10 KiB
JSON
Raw Permalink Normal View History

2023-09-25 20:24:01 -04:00
{
"__data_type": "UTI ",
"AddCost": {
"type": "dword",
"value": 0
},
"BaseItem": {
"type": "int",
"value": 29
},
"Charges": {
"type": "byte",
"value": 0
},
"Comment": {
"type": "cexostring",
"value": ""
},
"Cost": {
"type": "dword",
"value": 0
},
"Cursed": {
"type": "byte",
"value": 0
},
"DescIdentified": {
"type": "cexolocstring",
"value": {
"0": "<c þ >DM Commands</c>\n<c þ >These are the DM commands that DMs and DMs logged in as players can use via chat. Unlike most normal commands, they must be typed into tells. The person the tell is sent to will be the target of the command, in most cases, though several commands do not require targets. They are case insensitive.</c>\n<c þ >dm_bandm </c><cþþþ>= Bans the target of the tell from using DM channel until the next reset. May not be targeted at a DM.</c>\n<c þ >dm_banplayer_perm </c><cþþþ>= Bans the target player's cdkey permanently from your server. If the banned player attempts to reconnect they are autobooted. May not be targeted at a DM.</c>\n<c þ >dm_banplayer_temp </c><cþþþ>= Bans the target player's cdkey from your server until the next reset. If the banned player attempts to reconnect they are autobooted. May not be targeted at a DM.</c>\n<c þ >dm_banshout_temp </c><cþþþ>= Bans the target of the tell from using shout channel until the next reset. May not be targeted at a DM.</c>\n<c þ >dm_banshout_perm </c><cþþþ>= Bans the target of the tell from using shout channel permanently. May not be targeted at a DM.</c>\n<c þ >dm_change_appear</c><cþþþ> - Allows the DM to change the appearance of the targeted creature. The command format is <c´þd>dm_change_appear (appearance number)</c><cþþþ> . Example: to change the target of the tell's appearance to that of a badger: <c´þd>dm_change_appear 8</c><cþþþ> . There are too many appearance numbers to list, but experimentation will yeild results, as with the dm console command. Numbers range up to around 1500 or so if CEP is installed, fewer otherwise.</c>\n<c þ >dm_change_appear base</c><cþþþ> - Resets the appearance of the target of the tell to what it was before any <c´þd>dm_change_appear</c><cþþþ> commands were used on them. It is only available if you are using the NWNX database, or are using the Bioware database with languages enabled.</c>\n<c þ >dm_create (resref) </c><cþþþ>= Creates an item of the entered resref on the target of the tell.</c>\n<c þ >dm_freeze </c><cþþþ>= Makes the target player's character uncommandable by the targeted player. May not be target at a DM.</c>\n<c þ >dm_fx</c><cþþþ> - Allows the DM to create any vfx on the target of the tell. For COM, IMP, and FNF visuals, the format is simple, because the duration type and time are always 0: <c´þd>dm_fx (vfx#) 0 0</c><cþþþ> . Example: to apply a meteor swarm vfx effect on the target of the tell: <c´þd>dm_vfx 28 0 0</c><cþþþ> . For DUR, BEAM, and EYES visuals, a duration type and duration must be specified, and you may also choose to make the effect extraordinary (undispellable) or supernatural (not removed by rest), or both. The format: <c´þd>dm_fx (vfx#) (duration type#) (duration) (E/S/SE)</c><cþþþ> . Duration type is either 1 for temporary or 2 for permanent. Duration is the number of seconds to want the effect to last. Example: to apply a dominated vfx effect to the target of the tell for a duration of 5 minutes (300 seconds): <c´þd>dm_vfx 209 1 300</c><cþþþ> . To make that same effect Extraordinary: <c´þd>dm_vfx 209 1 300 E</c><cþþþ> . To make permanent vfx you use 2 for the type, and use 0 for the number of seconds: <c´þd>dm_vfx 209 2 0</c><cþþþ> . Because vfx numbers are far from intuitive, a <c´þd>dm_fx_list_*</c><cþþþ> command is available to show what vfx # creates what effect.</c>\n<c þ >dm_fx_list_*</c><cþþþ> - Lists the vfx numbers and names of each type of vfx, by replacing the asterisk with one of 6 three-letter fx type codes: <c´þd>dur, bea, eye, imp, com, fnf</c><cþþþ>. Example: <c´þd>dm_fx_list_fnf</c><cþþþ> lists all the vfx names and numbers for Fire-and-Forget type visual effects. <c´þd>dm_fx_list_dur</c><cþþþ> lists duration types, <c´þd>dm_fx_list_bea</c><cþþþ> lists beam types, and so on.</c>\n<c þ >dm_fx_loc</c><cþþþ> - This command is identical in function and format to the <c´þd>dm_fx command</c><cþþþ>, but will create the effect at the t
"id": 62546
}
},
"Description": {
"type": "cexolocstring",
"value": {
"0": ""
}
},
"Identified": {
"type": "byte",
"value": 1
},
"LocalizedName": {
"type": "cexolocstring",
"value": {
"0": "Not Used",
"id": 62545
}
},
"ModelPart1": {
"type": "byte",
"value": 15
},
"PaletteID": {
"type": "byte",
"value": 4
},
"Plot": {
"type": "byte",
"value": 1
},
"PropertiesList": {
"type": "list",
"value": []
},
"StackSize": {
"type": "word",
"value": 1
},
"Stolen": {
"type": "byte",
"value": 0
},
"Tag": {
"type": "cexostring",
"value": "dmcommands"
},
"TemplateResRef": {
"type": "resref",
"value": "dmcommands"
}
}