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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<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
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<title>Player Resource Consortium :: Manual :: Module Building :: Modifying Scripts</title>
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<link type="text/css" href="../../../styles/manual_common.css" rel="stylesheet">
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<link type="text/css" href="../../../styles/manual_content_common.css" rel="stylesheet">
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<br>
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<div><h1>:: Module Building :: Modifying Scripts ::</h1></div>
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<br>
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<div class="div_paddedcontent">
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Many builders will find it necissary to change some of the scripts in
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the PRC to their liking. This is especially true for the spell
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scripts,
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including epic spells. Moreover, to make changes to certain parts of
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the epic spell system (for example, to disable certain spells or make
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them harder to cast,) the script "inc_epicspells" must be changed.
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<br><br>
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The Aurora toolset has problems with the sheer enormity of our scripts,
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but there is an easy and ideal way to make changes outside of the
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toolset.
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<br><br>
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First, you need to go to your NWN directory. There should be a
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subfolder called utils. There are two programs which are useful here:
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nwhak.exe and clcompile.exe.
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<br><br>
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First, create some folders anywhere on your computer, depending on what
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you intend to change: one for epicspellscripts if you intend to change
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epic spells, one for racescripts if you intend to change races, and one
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for everything else. I'll refer to these as "epicspellscripts",
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"racescripts", and "scripts" respectively. You'll want to copy
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clcompile.exe from the utils directory into each working directory you
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make.
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<br><br>
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Open nwhak.exe. Go to File, then Open... browse to the hak subfolder
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under your NWN directory. Open up "prc_scripts", "prc_epicspells", or
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"prc_race", depending on what you want to change.
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<br><br>
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When it opens, go to the Resource menu, and select Export All. Select
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the appropriate folder you created, and click "OK". Wait awhile,
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there's no progress bar, so you'll only know it's done if you wait for
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awhile.
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<br><br>
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Go to that folder, and open up the script you want to edit with your
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text editor. Make the changes you want. TextPad is good for this,
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especially if you download the TextPad NWScript viewer from Bioware.
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That way you'll have syntax highlighted properly.
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<br><br>
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Now, you'll need to compile the script. This can be tricky because it
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requires the use of the command line. Go to the Start menu, and click
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on "Run..." Windows 98/Me users, type "command" and hit OK. Windows
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2000/XP users, type "cmd" and hit ok. You'll be at the DOS prompt.
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Make sure you're on the drive your working folders reside on. If not,
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type the letter of the drive followed by a colon (example: C: )
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<br><br>
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You need to navigate to your directory using the "cd" command. If your
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folder was in c:\nwn\scripts, then you'd type "cd \nwn\scripts".
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<br><br>
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Once you're in the directory, type "clcompile.exe [name of the script
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you edited]". If everything is right, your code will compile with no
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errors (and it will tell you such.) If you have errors, you need to
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debug them much like you would in the Aurora toolset.
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<br><br>
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Once you have the file compiled, open up nwhak.exe again, but this time
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make sure you go to File/New. Go to "Resource", then "Add", and find
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your working directory. Select the [name of script].ncs file then
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click OK. Click File/Save As, and save it into your NWN hak directory
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as whatever you choose. Don't overwrite anything!
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<br><br>
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Finally, in the Aurora toolset, you'll need to go to Edit/Module
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Properties. Under the "Custom Content" tab, you can add your hak. Use
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the "Move Up" button to make sure it's on top.
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<br><br>
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Click OK, and presto, your changes are in! You can safely abort the
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rebuild process.
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<br><br>
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Keep in mind that future changes and additions can be made to your new
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hak. Just "add" the resources to it instead of a fresh new hak. You
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won't have to open the toolset again if you continue to use that hak.
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<br><br>
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</div>
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<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
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<html>
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<head>
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<title>Player Resource Consortium :: Manual :: Module Building :: Overriden Files</title>
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<link type="text/css" href="../../../styles/manual_common.css" rel="stylesheet">
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<link type="text/css" href="../../../styles/manual_content_common.css" rel="stylesheet">
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</head>
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<body scroll="auto">
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<br>
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<div><h1>:: Module Building :: Overriden Files ::</h1></div>
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<br>
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<div class="div_paddedcontent">
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<div><h2>prc_2das.hak:</h2></div><br>
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<ul>
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<li>baseitems</li>
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<li>classes</li>
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<li>cls_feat_asasin</li>
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<li>cls_feat_barb</li>
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<li>cls_feat_bard</li>
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<li>cls_feat_cler</li>
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<li>cls_feat_druid</li>
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<li>cls_feat_fight</li>
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<li>cls_feat_monk</li>
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<li>cls_feat_pal</li>
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<li>cls_feat_rang</li>
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<li>cls_feat_rog</li>
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<li>cls_feat_shadow</li>
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<li>cls_feat_sorc</li>
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<li>cls_feat_wiz</li>
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<li>cls_skill_archer</li>
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<li>cls_skill_asasin</li>
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<li>cls_skill_barb</li>
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<li>cls_skill_bard</li>
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<li>cls_skill_blkgrd</li>
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<li>cls_skill_cler</li>
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<li>cls_skill_divcha</li>
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<li>cls_skill_dradis</li>
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<li>cls_skill_dru</li>
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<li>cls_skill_dwdef</li>
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<li>cls_skill_fight</li>
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<li>cls_skill_kensei (though bioware doesn't use this)</li>
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<li>cls_skill_monk</li>
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<li>cls_skill_pal</li>
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<li>cls_skill_palema</li>
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<li>cls_skill_rang</li>
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<li>cls_skill_rog</li>
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<li>cls_skill_shadow</li>
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<li>cls_skill_shiftr</li>
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<li>cls_skill_sorc</li>
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<li>cls_skill_wiz</li>
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<li>cls_skill_wm</li>
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<li>feat</li>
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<li>iprp_feats</li>
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<li>iprp_monstocst</li>
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<li>iprp_neg5cost</li>
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<li>iprp_onhitcost</li>
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<li>iprp_onhitdur</li>
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<li>iprp_spellcost</li>
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<li>iprp_spells</li>
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<li>iprp_srcost</li>
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<li>itemprops</li>
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<li>masterfeats</li>
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<li>polymorph</li>
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<li>skills</li>
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<li>spells</li>
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<li>vfx_persistent</li>
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<li>visualeffects</li>
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</ul>
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<br>
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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
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<br><br>
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<div><h2>prc_scripts.hak:</h2></div><br>
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<ul>
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<li>nw_i0_spells </li>
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<li>x0_i0spells </li>
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<li>x2_inc_spellhook </li>
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<li>x2_inc_switches</li>
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<li>x2_mod_def_equ</li>
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<li>x2_mod_def_unequ</li>
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</ul>
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<br>
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NOTE: Due to the custom system for dealing with PrC's literally every spell in the game has been modified.
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<br><br>
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</div>
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</body>
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</html>
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<head>
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<title>Player Resource Consortium :: Manual :: Module Building :: PrC Enablers</title>
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<link type="text/css" href="../../../styles/manual_common.css" rel="stylesheet">
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<link type="text/css" href="../../../styles/manual_content_common.css" rel="stylesheet">
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</head>
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<body scroll="auto">
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<br>
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<div><h1>:: Module Building :: PrC Enablers ::</h1></div>
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<br>
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<div class="div_paddedcontent">
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In a future release these variables will be in an onload script for easy access to enabling and disabling.
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<br><br>
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Setting these variables to 1 on a PC will make it so they can't take any levels in that Prestige Class.
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<br><br>
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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.
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<br><br>
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<table cellpadding="0" cellspacing="0" align="center" border="0" class="table_contenttable">
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<tr><th colspan="2">Shadows of Undrentide Variables</th></tr>
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<tr><td>X1_AllowAsasin</td> <td>Assassin</td></tr>
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<tr><td>X1_AllowArcher</td> <td>Arcane Archer</td></tr>
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<tr><td>X1_AllowBlkGrd</td> <td>Black Guard</td></tr>
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<tr><td>X1_AllowHarper</td> <td>Harper Scout</td></tr>
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<tr><td>X1_AllowShadow</td> <td>Shadow Dancer</td></tr>
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<tr><td> </td> <td> </td></tr>
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<tr><th colspan="2">Hordes of the Underdark Variables</th></tr>
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<tr><td>X1_AllowDrDis</td> <td>Dragon Disciple</td></tr>
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<tr><td>X1_AllowDwDef</td> <td>Dwarven Defender</td></tr>
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<tr><td>X2_AllowDivcha</td> <td>Champion of Torm</td></tr>
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<tr><td>X2_AllowPalema</td> <td>Palemaster</td></tr>
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<tr><td>X2_AllowShiftr</td> <td>Shifter</td></tr>
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<tr><td>X2_AllowWM </td> <td>Weapon Master</td></tr>
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<tr><td> </td> <td> </td></tr>
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<tr><th colspan="2">Player Resource Consortium Pack Variables (v 2.2+)</th></tr>
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<tr><td colspan="2">As of PrC 2.2 all class variables start with PRC_</td></tr>
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<tr><th colspan="2">Player Resource Consortium Pack Variables (v 2.0c - 2.1d)</th></tr>
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<tr><td>X2_AllowAcolyte</td> <td>Acolyte of the Skin</td></tr>
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<tr><td>PNP_AllowArcTrick</td> <td>Arcane Trickster</td></tr>
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<tr><td>PRC_AllowArchmage</td> <td>Archmage</td></tr>
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<tr><td>X1_AllowTempus</td> <td>Battleguard Tempus</td></tr>
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<tr><td>X1_AllowBRage</td> <td>Battlerager</td></tr>
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<tr><td>X1_AllowBonded</td> <td>Bonded Summoner</td></tr>
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<tr><td>X2_AllowDivcha</td> <td>Champion of Bane</td></tr>
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<tr><td>X2_AllowBaal</td> <td>Disciple of Baalzebul</td></tr>
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<tr><td>X2_AllowDiscmep</td> <td>Disciple of Mephistopheles</td></tr>
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<tr><td>X2_AllowDuel</td> <td>Duelist</td></tr>
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<tr><td>PRC_AllowEldknight</td> <td>Eldrich Knight</td></tr>
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<tr><td>X2_AllowAcolyte</td> <td>Elemental Savant</td></tr>
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<tr><td>X1_AllowFistRaz</td> <td>Fist of Raziel</td></tr>
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<tr><td>X2_AllowFH</td> <td>Foe Hunter</td></tr>
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<tr><td>X2_AllowFrebzk</td> <td>Frenzied Beserker</td></tr>
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<tr><td>X1_AllowHarperM</td> <td>Harper Mage</td></tr>
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<tr><td>X1_AllowHeartW</td> <td>Heartwarder</td></tr>
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<tr><td>X2_AllowHiero</td> <td>Heirophant</td></tr>
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<tr><td>X1_AllowHosp</td> <td>Hospitaler</td></tr>
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<tr><td>X1_AllowIaij</td> <td>Iaijutsu Master</td></tr>
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<tr><td>X1_AllowIniDra</td> <td>Initiate of Draconic Mysteries</td></tr>
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<tr><td>X2_AllowKnghtCh</td> <td>Knight of the Chalice</td></tr>
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<tr><td>X1_AllowLgDr</td> <td>Legendary Dreadnaught</td></tr>
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<tr><td>PNP_AllowLich</td> <td>Lich</td></tr>
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<tr><td>X2_AllowMageK</td> <td>Mage Killer</td></tr>
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<tr><td>mh_AllowMaster</td> <td>Master Harper</td></tr>
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<tr><td>X2_AllowShrouds</td> <td>Master of Shrouds</td></tr>
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<tr><td>X2_AllowMystic</td> <td>Mystic Theurge</td></tr>
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<tr><td>X1_AllowNinja</td> <td>Ninja Spy</td></tr>
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<tr><td>X1_AllowOccAd</td> <td>Ocular Adept</td></tr>
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<tr><td>PRC_AllowUzi</td> <td>Oozemaster</td></tr>
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<tr><td>PNP_AllowPArcher</td> <td>Peerless Archer</td></tr>
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<tr><td>X2_AllowRedavng</td> <td>Red Avenger</td></tr>
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<tr><td>X2_AllowPNPSfr</td> <td>Shifter (PnP)</td></tr>
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<tr><td>X2_AllowSpellS</td> <td>Spellsword</td></tr>
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<tr><td>X1_AllowStormL</td> <td>Stormlord</td></tr>
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<tr><td>X1_AllowShaLow</td> <td>Telflammar Shadowlord</td></tr>
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<tr><td>X2_AllowTempest</td> <td>Tempest</td></tr>
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<tr><td>X1_AllowVassal</td> <td>Vassal of Bahamut</td></tr>
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<tr><td>codi_allow_warpr</td> <td>Warpriest</td></tr>
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</table>
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<br><br>
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</div>
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</body>
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</html>
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