Updated Release Archive

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.
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<title>Player Resource Consortium :: Manual :: Module Building :: Modifying Scripts</title>
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<br>
<div><h1>:: Module Building :: Modifying Scripts ::</h1></div>
<br>
<div class="div_paddedcontent">
Many builders will find it necissary to change some of the scripts in
the PRC to their liking. This is especially true for the spell
scripts,
including epic spells. Moreover, to make changes to certain parts of
the epic spell system (for example, to disable certain spells or make
them harder to cast,) the script "inc_epicspells" must be changed.
<br><br>
The Aurora toolset has problems with the sheer enormity of our scripts,
but there is an easy and ideal way to make changes outside of the
toolset.
<br><br>
First, you need to go to your NWN directory. There should be a
subfolder called utils. There are two programs which are useful here:
nwhak.exe and clcompile.exe.
<br><br>
First, create some folders anywhere on your computer, depending on what
you intend to change: one for epicspellscripts if you intend to change
epic spells, one for racescripts if you intend to change races, and one
for everything else. I'll refer to these as "epicspellscripts",
"racescripts", and "scripts" respectively. You'll want to copy
clcompile.exe from the utils directory into each working directory you
make.
<br><br>
Open nwhak.exe. Go to File, then Open... browse to the hak subfolder
under your NWN directory. Open up "prc_scripts", "prc_epicspells", or
"prc_race", depending on what you want to change.
<br><br>
When it opens, go to the Resource menu, and select Export All. Select
the appropriate folder you created, and click "OK". Wait awhile,
there's no progress bar, so you'll only know it's done if you wait for
awhile.
<br><br>
Go to that folder, and open up the script you want to edit with your
text editor. Make the changes you want. TextPad is good for this,
especially if you download the TextPad NWScript viewer from Bioware.
That way you'll have syntax highlighted properly.
<br><br>
Now, you'll need to compile the script. This can be tricky because it
requires the use of the command line. Go to the Start menu, and click
on "Run..." Windows 98/Me users, type "command" and hit OK. Windows
2000/XP users, type "cmd" and hit ok. You'll be at the DOS prompt.
Make sure you're on the drive your working folders reside on. If not,
type the letter of the drive followed by a colon (example: C: )
<br><br>
You need to navigate to your directory using the "cd" command. If your
folder was in c:\nwn\scripts, then you'd type "cd \nwn\scripts".
<br><br>
Once you're in the directory, type "clcompile.exe [name of the script
you edited]". If everything is right, your code will compile with no
errors (and it will tell you such.) If you have errors, you need to
debug them much like you would in the Aurora toolset.
<br><br>
Once you have the file compiled, open up nwhak.exe again, but this time
make sure you go to File/New. Go to "Resource", then "Add", and find
your working directory. Select the [name of script].ncs file then
click OK. Click File/Save As, and save it into your NWN hak directory
as whatever you choose. Don't overwrite anything!
<br><br>
Finally, in the Aurora toolset, you'll need to go to Edit/Module
Properties. Under the "Custom Content" tab, you can add your hak. Use
the "Move Up" button to make sure it's on top.
<br><br>
Click OK, and presto, your changes are in! You can safely abort the
rebuild process.
<br><br>
Keep in mind that future changes and additions can be made to your new
hak. Just "add" the resources to it instead of a fresh new hak. You
won't have to open the toolset again if you continue to use that hak.
<br><br>
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<head>
<title>Player Resource Consortium :: Manual :: Module Building :: Overriden Files</title>
<link type="text/css" href="../../../styles/manual_common.css" rel="stylesheet">
<link type="text/css" href="../../../styles/manual_content_common.css" rel="stylesheet">
</head>
<body scroll="auto">
<br>
<div><h1>:: Module Building :: Overriden Files ::</h1></div>
<br>
<div class="div_paddedcontent">
<div><h2>prc_2das.hak:</h2></div><br>
<ul>
<li>baseitems</li>
<li>classes</li>
<li>cls_feat_asasin</li>
<li>cls_feat_barb</li>
<li>cls_feat_bard</li>
<li>cls_feat_cler</li>
<li>cls_feat_druid</li>
<li>cls_feat_fight</li>
<li>cls_feat_monk</li>
<li>cls_feat_pal</li>
<li>cls_feat_rang</li>
<li>cls_feat_rog</li>
<li>cls_feat_shadow</li>
<li>cls_feat_sorc</li>
<li>cls_feat_wiz</li>
<li>cls_skill_archer</li>
<li>cls_skill_asasin</li>
<li>cls_skill_barb</li>
<li>cls_skill_bard</li>
<li>cls_skill_blkgrd</li>
<li>cls_skill_cler</li>
<li>cls_skill_divcha</li>
<li>cls_skill_dradis</li>
<li>cls_skill_dru</li>
<li>cls_skill_dwdef</li>
<li>cls_skill_fight</li>
<li>cls_skill_kensei (though bioware doesn't use this)</li>
<li>cls_skill_monk</li>
<li>cls_skill_pal</li>
<li>cls_skill_palema</li>
<li>cls_skill_rang</li>
<li>cls_skill_rog</li>
<li>cls_skill_shadow</li>
<li>cls_skill_shiftr</li>
<li>cls_skill_sorc</li>
<li>cls_skill_wiz</li>
<li>cls_skill_wm</li>
<li>feat</li>
<li>iprp_feats</li>
<li>iprp_monstocst</li>
<li>iprp_neg5cost</li>
<li>iprp_onhitcost</li>
<li>iprp_onhitdur</li>
<li>iprp_spellcost</li>
<li>iprp_spells</li>
<li>iprp_srcost</li>
<li>itemprops</li>
<li>masterfeats</li>
<li>polymorph</li>
<li>skills</li>
<li>spells</li>
<li>vfx_persistent</li>
<li>visualeffects</li>
</ul>
<br>
NOTE: The CEP also includes baseitems.2da and changes the same line as PRC. This is for the claws. I am not sure why CEP needs to change this item, but I suggest using our change as it is required by a few PRC's
<br><br>
<div><h2>prc_scripts.hak:</h2></div><br>
<ul>
<li>nw_i0_spells </li>
<li>x0_i0spells </li>
<li>x2_inc_spellhook </li>
<li>x2_inc_switches</li>
<li>x2_mod_def_equ</li>
<li>x2_mod_def_unequ</li>
</ul>
<br>
NOTE: Due to the custom system for dealing with PrC's literally every spell in the game has been modified.
<br><br>
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<title>Player Resource Consortium :: Manual :: Module Building :: PrC Enablers</title>
<link type="text/css" href="../../../styles/manual_common.css" rel="stylesheet">
<link type="text/css" href="../../../styles/manual_content_common.css" rel="stylesheet">
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<br>
<div><h1>:: Module Building :: PrC Enablers ::</h1></div>
<br>
<div class="div_paddedcontent">
In a future release these variables will be in an onload script for easy access to enabling and disabling.
<br><br>
Setting these variables to 1 on a PC will make it so they can't take any levels in that Prestige Class.
<br><br>
NOTE: Beware that as of 2.0c, the Champion of Torm and Champion of Bane share the same variable as do the Elemental Savant and Acolyte of the Skin classes.
<br><br>
<table cellpadding="0" cellspacing="0" align="center" border="0" class="table_contenttable">
<tr><th colspan="2">Shadows of Undrentide Variables</th></tr>
<tr><td>X1_AllowAsasin</td> <td>Assassin</td></tr>
<tr><td>X1_AllowArcher</td> <td>Arcane Archer</td></tr>
<tr><td>X1_AllowBlkGrd</td> <td>Black Guard</td></tr>
<tr><td>X1_AllowHarper</td> <td>Harper Scout</td></tr>
<tr><td>X1_AllowShadow</td> <td>Shadow Dancer</td></tr>
<tr><td>&nbsp;</td> <td>&nbsp;</td></tr>
<tr><th colspan="2">Hordes of the Underdark Variables</th></tr>
<tr><td>X1_AllowDrDis</td> <td>Dragon Disciple</td></tr>
<tr><td>X1_AllowDwDef</td> <td>Dwarven Defender</td></tr>
<tr><td>X2_AllowDivcha</td> <td>Champion of Torm</td></tr>
<tr><td>X2_AllowPalema</td> <td>Palemaster</td></tr>
<tr><td>X2_AllowShiftr</td> <td>Shifter</td></tr>
<tr><td>X2_AllowWM </td> <td>Weapon Master</td></tr>
<tr><td>&nbsp;</td> <td>&nbsp;</td></tr>
<tr><th colspan="2">Player Resource Consortium Pack Variables (v 2.2+)</th></tr>
<tr><td colspan="2">As of PrC 2.2 all class variables start with PRC_</td></tr>
<tr><th colspan="2">Player Resource Consortium Pack Variables (v 2.0c - 2.1d)</th></tr>
<tr><td>X2_AllowAcolyte</td> <td>Acolyte of the Skin</td></tr>
<tr><td>PNP_AllowArcTrick</td> <td>Arcane Trickster</td></tr>
<tr><td>PRC_AllowArchmage</td> <td>Archmage</td></tr>
<tr><td>X1_AllowTempus</td> <td>Battleguard Tempus</td></tr>
<tr><td>X1_AllowBRage</td> <td>Battlerager</td></tr>
<tr><td>X1_AllowBonded</td> <td>Bonded Summoner</td></tr>
<tr><td>X2_AllowDivcha</td> <td>Champion of Bane</td></tr>
<tr><td>X2_AllowBaal</td> <td>Disciple of Baalzebul</td></tr>
<tr><td>X2_AllowDiscmep</td> <td>Disciple of Mephistopheles</td></tr>
<tr><td>X2_AllowDuel</td> <td>Duelist</td></tr>
<tr><td>PRC_AllowEldknight</td> <td>Eldrich Knight</td></tr>
<tr><td>X2_AllowAcolyte</td> <td>Elemental Savant</td></tr>
<tr><td>X1_AllowFistRaz</td> <td>Fist of Raziel</td></tr>
<tr><td>X2_AllowFH</td> <td>Foe Hunter</td></tr>
<tr><td>X2_AllowFrebzk</td> <td>Frenzied Beserker</td></tr>
<tr><td>X1_AllowHarperM</td> <td>Harper Mage</td></tr>
<tr><td>X1_AllowHeartW</td> <td>Heartwarder</td></tr>
<tr><td>X2_AllowHiero</td> <td>Heirophant</td></tr>
<tr><td>X1_AllowHosp</td> <td>Hospitaler</td></tr>
<tr><td>X1_AllowIaij</td> <td>Iaijutsu Master</td></tr>
<tr><td>X1_AllowIniDra</td> <td>Initiate of Draconic Mysteries</td></tr>
<tr><td>X2_AllowKnghtCh</td> <td>Knight of the Chalice</td></tr>
<tr><td>X1_AllowLgDr</td> <td>Legendary Dreadnaught</td></tr>
<tr><td>PNP_AllowLich</td> <td>Lich</td></tr>
<tr><td>X2_AllowMageK</td> <td>Mage Killer</td></tr>
<tr><td>mh_AllowMaster</td> <td>Master Harper</td></tr>
<tr><td>X2_AllowShrouds</td> <td>Master of Shrouds</td></tr>
<tr><td>X2_AllowMystic</td> <td>Mystic Theurge</td></tr>
<tr><td>X1_AllowNinja</td> <td>Ninja Spy</td></tr>
<tr><td>X1_AllowOccAd</td> <td>Ocular Adept</td></tr>
<tr><td>PRC_AllowUzi</td> <td>Oozemaster</td></tr>
<tr><td>PNP_AllowPArcher</td> <td>Peerless Archer</td></tr>
<tr><td>X2_AllowRedavng</td> <td>Red Avenger</td></tr>
<tr><td>X2_AllowPNPSfr</td> <td>Shifter (PnP)</td></tr>
<tr><td>X2_AllowSpellS</td> <td>Spellsword</td></tr>
<tr><td>X1_AllowStormL</td> <td>Stormlord</td></tr>
<tr><td>X1_AllowShaLow</td> <td>Telflammar Shadowlord</td></tr>
<tr><td>X2_AllowTempest</td> <td>Tempest</td></tr>
<tr><td>X1_AllowVassal</td> <td>Vassal of Bahamut</td></tr>
<tr><td>codi_allow_warpr</td> <td>Warpriest</td></tr>
</table>
<br><br>
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