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//::///////////////////////////////////////////////
//:: Scarface's Socketed Items Documentation
//:: V2.5
//:: sf_sockets_doc
//:://////////////////////////////////////////////
/*
Written By Scarface
*/
//////////////////////////////////////////////////
/*
To create a socketed item, simply create an item and give it
the tag "sf_sockets" (without the quotes of course), go into the
properties tab and give the item the property:
"Cast Spell: Unique Power(self)"
give it unlimited uses/day and then go to the "Descriptions" tab and
select "Variables" and create a new one like this:
Name: SOCKET_SLOTS
Type: int
Value: 3
I have just given my socketed item 3 socket slots which will enable
3 gems to be socketed into it (dependant on how you have the config
constants set in the inc script.
To create gems you simply create a new item, use the "Misc Small" or
soemthing similar but not real gem base item types, because unfortunately,
real gem type items can not hold item properties i.e. unique power. Give
the item the property:
"Cast Spell: Unique Power"
and give it unlimited uses/day. Now you can set the variables which
tell the scripts which type of gem is being used, if I wanted for
example a gem to have the 'feat' called 'Dodge', I would set 2
variables like this:
Name: IP_TYPE Name: IP_SUBTYPE
Type: int Type: int
Value: 12 Value: 4
As you can see the IP_TYPE for 'feats' is the number '12' in
the list below, and the IP_SUBTYPE is the feat type which is
'Dodge' in this example and also the number 4 in the IP_SUBTYPE list.
No need to add a value for this type of item property, we will go
through that in the next example :)
Now lets show an example of when we would need a 'Value'...
For this example lets take 'Saving Throws', if I wanted for example
to have a gem that has +5 'Fortitude Saving Throws' on it I would
set these 3 variables:
Name: IP_TYPE Name: IP_SUBTYPE Name: IP_value
Type: int Type: int Type: int
Value: 40 Value: 1 Value: 5
As you can see the IP_TYPE for 'Saving Thows' is the number '40' in
the list below, and the IP_SUBTYPE is the 'Saving Throw' type which
is 'Fortitude' in this example and also the number 1 in the IP_SUBTYPE list.
The value is just the amount of the bonus we want the gem to have,
in this case it's 5 meaning +5.
To socket a gem into a socket item, use the gem's unique power and target
the socket item :) If you use the socket item's unique power, it will
display the amount of sockets available on that item.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
IMPORTANT NOTE - PLEASE READ!!
The following list of porperties stack but do not need a value:
Damage Bonus
Damage Resistance
Massive Criticals
Spell Resistance
These properies will stack each time one is used (If you want to allow
stacking), for example, if I used a Acid Damage Bonus gem on my weapon,
it would add 1d4 Acid, if I added another of the same type it would stack to
1d6 Acid, for spell resistance stacking it goes 10, 12, 14 up to 32,
damage resistance will go up 5/-, 10/-, 15/- and so on.
For 'Keen', 'Hast' and other types of item properties like that, we
obviously need not bother with IP_SUBTYPE or IP_VALUE as it has neither.
IMPORTANT NOTE END!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Item Property Type integers - IP_TYPE
0 - Ability Bonus
1 - AC Bonus
6 - Enhancement Bonus
12 - Bonus Feat
13 - Bonus Spell Slot
15 - Cast Spell
16 - Damage Bonus
23 - Damage Resistance
34 - Extra Ranged Damage
35 - Haste
36 - Holy Avenger
38 - Improved Evasion
39 - Spell Resistance
40 - Saving Throws
43 - Keen
45 - Mighty
51 - Regeneration
52 - Skill Bonus
56 - Attack Bonus
61 - Unlimited Ammo
67 - Vampiric Regeneration
71 - True Seeing
74 - Massive Criticals
75 - Freedom
82 - On-Hit Cast Spell
************************************************************
Item Property Sub Type integers - IP_SUBTYPE
Ability Type:
0 - Strength
1 - Dexterity
2 - Constitution
3 - Intelligence
4 - Wisdom
5 - Charisma
Damage Type:
0 - Bludgeoning
1 - Piercing
2 - Slashing
5 - Magical
6 - Acid
7 - Cold
8 - Divine
9 - Electrical
10 - Fire
11 - Negative
12 - Positive
13 - Sonic
Feats:
0 - Alertness
1 - Ambidextrous
2 - Cleave
3 - Combat Casting
4 - Dodge
5 - Extra Turning
6 - Knockdown
7 - Point Blank
8 - Spell Focus Abjuration
9 - Spell Focus Conjuration
10 - Spell Focus Divination
11 - Spell Focus Enchantment
12 - Spell Focus Evocation
13 - Spell Focus Illusion
14 - Spell Focus Necromancy
15 - Spell Penetration
16 - Power Attack
17 - Two Weapon Fighting
18 - Weapon Specialization Un-Armed
19 - Weapon Finesse
20 - Impproved Criticals Un-Armed
21 - Weapon proficiency Exotic
22 - Weapon proficiency Martial
23 - Weapon proficiency Simple
24 - Armour proficiency Heavy
25 - Armour proficiency Light
26 - Armour proficiency Medium
27 - Mobility
28 - Disarm
29 - Whirlwind Attack
30 - Rapid Shot
31 - Hide In Plain Sight
32 - Sneak Attack 1d6
33 - Sneak Attack 2d6
34 - Sneak Attack 3d6
35 - Shield proficiency
36 - Use Poison
37 - Disarm
38 - Weapon proficiency Creature
39 - SneakAttack 5d6
Saving Throws:
1 - Fortitude
2 - Will
3 - Reflex
Skill Bonus:
0 - Animal Empathy
1 - Concentration
2 - Disable Trap
3 - Discipline
4 - Heal
5 - Hide
6 - Listen
7 - Lore
8 - Move Silently
9 - Open Lock
10 - Parry
11 - Perform
12 - Persuade
13 - Pick Pocket
14 - Search
15 - Set Trap
16 - Spellcraft
17 - Spot
18 - Taunt
19 - Use Magic Device
20 - Appraise
21 - Tumble
22 - Craft Trap
23 - Bluff
24 - Intimidate
25 - Craft Armor
26 - Craft Weapon
Bonus Spell Slots:
1 - Bard
2 - Cleric
3 - Druid
6 - Paladin
7 - Ranger
9 - Sorcerer
10 - Wizard
Unlimited Ammo:
1 - Basic
2 - 1d6 Fire
3 - 1d6 Cold
4 - 1d6 Lightning
11 - Basic +1
12 - Basic +2
13 - Basic +3
14 - Basic +4
15 - Basic +5
Cast Spell:
Too many spells to list, check out the 'iprp_spells.2da'
files located in with this package for an extensive list.
The row number is what represents the item property sub
type (Which is the spell type in this case.)
On-Hit Cast Spell:
Too many spells to list, check out the 'iprp_onhitspell.2da'
files located in with this package for an extensive list.
The row number is what represents the item property sub type
(Which is the On-Hit spell type in this case.)
************************************************************
Item Property Value integers - IP_VALUE
Bonus Spell Slots:
0 - 9 = Spell Level
Cast Spell:
1 - 1 Use Per Day
2 - 2 Uses Per Day
3 - 3 Uses Per Day
4 - 4 Uses Per Day
5 - 5 Uses Per Day
6 - Unlimited Uses
Everything else is 1:1 for example spell level for On-Hit cast spells
value 1 would mean spell level 1, 5 would mean spell level 5 and so on, the
same goes for any properties that aren't listed here, Attack Bonus value 3
would mean +3 and so on.
*/
void main(){}