Map Update

Map Update
This commit is contained in:
Jaysyn904 2021-10-24 12:20:34 -04:00
parent 62109b4ac4
commit a8fb71b964
35 changed files with 94 additions and 0 deletions

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A few notes about compiling:
There are a bunch of batch files at the nwnprc/ module root. These are your interface to the build system.
The makefile depends on a machine-specific file called config.make. This file specifies the location of NWN
on the current system and the PRC version string.
#begin example config.make
NWN_DIR = E:\NeverWinterNights\NWN
PRC_VERSION = 23a
PRC_INSTALLVERSION = 2.3a
#end example config.make
The batch files:
clean.bat - Cleans all object files. Use after drastic changes to make sure no old cruft lies around. Also always to be used before building a release.
make.bat - Builds the makefile and then runs it
buildmake.bat - Builds the makefile
runmake.bat - Runs a pre-built makefile
By default, the build process compiles each of the scripts. The scripts are then packaged into haks that are placed
under CompiledResources. The erfs are similarly built and placed under CompiledResources.
The tlk.xml file is converted into a tlk file.
These generated files are also installed into their respective subdirectories under your NWN directory.

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Racial SLAs:
1) Add new line with to spells.2da, copy line from spell entry and update impact script to race_sla, change any class spell level entries to ****
2) Define new constant in prc_spell_const.nss with name pointing to newly added spells.2da line number
3) Add new case to race_sla.nss using constant defined in step 2
a. Set caster level using nCasterLvl = 1;
b. Set spell script to run using nSpell = SPELL_FAERIE_FIRE; (spell constant from prc_spell_const.nss)
4) Add line to feat.2da with name and description of racial SLA, make sure SPELLID column matches line number from spells.2da defined in #1. Set uses per day column
5) Update cls_feat_allBaseClasses.2da in \devnotes\, adding the feats under the **RacialFeats** line but before **BonusDomains**
6) Run update_all_base_classes_feats.bat before compile
7) Full compile

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Spont:
Make cls_spgn_*.2da
Make cls_spkn_*.2da
Make cls_spcr_*.2da
Make blank cls_spell_*.2da
Add cls_spkn_*.2da and cls_spgn_*.2da to classes.2da
Add class entry in prc_classes.2da
Add class to GetSpellbookTypeForClass() below
Add class to GetAbilityScoreForClass() below
Add class to bKnowsAllClassSpells() below if necessary
Add class to GetIsArcaneClass() or GetIsDivineClass() in prc_inc_castlvl as appropriate
Add class to GetCasterLevelModifier() in prc_inc_castlvl if necessary
Add class to SetupLookupStage() in inc_lookups
Add class to GetCasterLvl() in prc_inc_spells
Add Practiced Spellcaster feat to feat.2da and to PracticedSpellcasting() in prc_inc_castlvl
Add class to prc_amagsys_gain if(CheckMissingSpells(oPC, CLASS_TYPE_SORCERER, MinimumSpellLevel, MaximumSpellLevel))
Add class to ExecuteScript("prc_amagsys_gain", oPC) list in EvalPRCFeats in prc_inc_function
Run the assemble_spellbooks.bat file
Make the prc_* scripts in newspellbook
prc_classes.2da entry:
Label - name for the class
Name - tlk file strref
SpellCaster - does the class cast spells? 0 = No, 1 = Yes (used for bonus spellslot item properties)
SBType - S = spontaneous, P = prepared
AL - does the class use Advanced Learning of any type? 0 = No, 1 = Yes
*/

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_notes_/Problem_Areas Normal file
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`The Hill` - This maze-like cave system is accessible from the Western Dunes & currently leads to Underhill. This area will be easy enough to leave in place & turn into a humanoid lair or cave system to explore
`Underhill` - This small lava-filled dungeon area is/was the lair of a non-canon, non-pnp legal boss, `The Doomlord`. This area lead back to the `Western Dunes` or you can take the portal to the 'Ethereal Enclave - Emotional Abattior'. This ares is problematic as-is, in several different ways.
`Ethereal Enclave - Carnal Forge` - This is a lava filled non-canon epic area connects to the western door from 'Ethereal Enclave - Temple From Within`. Home to the made up epic boss Lizard person `Varun Marya`. A lot of non-canon fire based & demonic enemies.
'Ethereal Enclave - Emotional Abattior' - This epic area is supposed to be an illithid cell secreted away on the Ethereal plane. The only way to get here is from `Ethereal Enclave - Enigma Rift` & the only other area transition is a portal that leads back to `Underhill`. This are is full of epic illithid & a few non-canon beholders.
`Ethereal Enclave - Enigma Rift` - This epic area is much like 'Ethereal Enclave - Emotional Abattior' that proceeds it, except it's bigger, has more treasure & includes an `Elder Brain` boss that needs to be re-made to make PnP legal.
`Ethereal Enclave - Hell Hole` - This liminary area sits between `Abandoned Town - Abandoned Shop` & `Ethereal Enclave - Temple From Within`. A `nightmare beast` lairs here, but the area will need to be made larger (and more lair like) for the new `nightmare beast` model.
`Ethereal Enclave - Life Ending Path` - Another ill-fitting epic area reachable from `Ethereal Enclave - Temple From Within`. This small dungeon is full of traps and a lot of non-canon monsters, including a boss called the `Nightmare Lord`. This area leads to `Ethereal Enclave - Womb of Chaos`.
`Ethereal Enclave - Mortal Coil` - Another firey epic area, this one has mostly PnP legal elementals & other fire themed creatures spawning here. The phylactery doesn't nothing. The western door `Ethereal Enclave - Temple From Within` leads here.
`Ethereal Enclave - Temple From Within` - This tiny area is reachable from `Ethereal Enclave - Hell Hole` & is a hub between `Ethereal Enclave - Carnal Forge`, Ethereal Enclave - Mortal Coil` & `Ethereal Enclave - Womb of Chaos`. Nothing lives here, but beware of the randomized traps.
`Ethereal Enclave - Womb of Chaos` - This is the lair of `Tulmult the Soul Collector` who I guess is supposed to be some kind of undead true fire drake with defiler levels. `Greater Boneyards` spawn here as well as two very out of place `prismasauruses`.