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 :: Installation :: Instructions</title>
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<div><h1>:: Installation :: Instructions ::</h1></div>
<br>
<div class="div_paddedcontent">
<div><h2>Installation Notes</h2></div>
<br>
The PRC pack <b>requires</b> both expansions (Shadows of Undrentide and Hordes of the Underdark) be installed. They must be installed using Bioware<72>s normal installation procedure, they <b>cannot</b> be installed by just copying the files to your hard drive. If you have not installed both expansions then the setup program and the module updater will not run. Before trying to install the PRC pack, you should install both expansions. If the setup program complains that expansions are missing and you have actually installed both expansions using Bioware's setup programs, then most likely your registry entries have become corrupted and you will need to reinstall the expansions.
<br><br>
<div><h2>Automatic Installation (EXE)</h2></div>
<br>
To install:
<br><br>
<ol>
<li>Run setup to install the PRC pack on your PC. It will automatically be installed in the correct location. <br><br></li>
<li>Run PRC Module Updater, selecting those modules you wish to add the pack to. The installer REQUIRES the .NET Framework 1.1 available either through Windows Update or <a href="http://www.microsoft.com/downloads/details.aspx?familyid=262d25e3-f589-4842-8157-034d1e7cf3a3&displaylang=en" target="_top">Here</a>.<br><br></li>
<li>Enjoy </li>
</ol>
<br>
<div><h2>Manual Installation (RAR)</h2></div>
<br>
For those that need/want to do a manual install of the prc pack into a module here are the steps:
<br><br>
<ol>
<li>If downloading the rar version, place the hak and hif files in the hak folder, place prc_consortium.erf in the erf folder, prc_consortium.tlk in the tlk folder, and the module updater wherever you want (or delete it if you are not running windows).<br><br></li>
<li>Import prc_consortium.erf into the module using the toolset or neveredit.<br><br></li>
<li>Add the haks to the module using the toolset or neveredit. The haks should be listed in the following order (top to bottom):
<br>
<br>prc_include.hak
<br>prc_2das.hak
<br>prc_scripts.hak
<br>prc_spells.hak
<br>prc_epicspells.hak
<br>prc_race.hak
<br>prc_textures.hak
<br>prc_misc.hak
<br>prc_craft2das.hak
<br><br></li>
<li>If the module already contains haks then you will need to check to see if the haks change any of the 2da's in prc_2da's.hak, and if so, merge the changes into a 3rd hak, placing that hak above the prc haks in the hak list. If you skip this step then the module may not play correctly.</li>
<li>Add the following scripts to the module events using the toolset or neveredit:
<br>
<br>OnAcquireItem : prc_onaquire
<br>OnActivateItem : prc_onactivate
<br>OnClientEnter : prc_onenter
<br>OnClientLeave : prc_onleave
<br>OnCutsceneAbort : prc_oncutabort
<br>OnHeartbeat : prc_onheartbeat
<br>OnModuleLoad : prc_onmodload
<br>OnPlayerDeath : prc_ondeath
<br>OnPlayerDying : prc_ondying
<br>OnPlayerEquipItem : prc_equip
<br>OnPlayerLevelUp : prc_levelup
<br>OnPlayerRest : prc_rest
<br>OnPlayerRespawn : prc_onrespawn
<br>OnUnaquireItem : prc_onunaquire
<br>OnPlayerUnequipItem : prc_unequip
<br>OnUserDefined : prc_onuserdef
<br><br></li>
<li>If the module already has scripts attached to events (and it probably does) then you will either need to edit those scripts and add ExecuteScript("prc_xxx"); at the top of each one or make a new script that calls ExecuteScript() for both the prc script and the old event script.<br><br></li>
<li>Now you need to add prc_consortium.tlk to the module, in the toolset this is easy, just set the custom tlk to it. If the module already contains a custom tlk then you will have to merge the entries from both tlk files together using your favorite tlk editor into a new tlk and use that instead. If you are running on the Mac or Linux this step is more difficult, neveredit currently does not have any functionality to set the custom tlk for a module. I recommend using ewald's erf/mod/gff/tlk/2da editor, available on the vault. It's java based and will run on the mac (not sure about Linux). To set the custom tlk, open the module, then open the "module.ifo" file and set the "Mod_CustomTlk" property to "prc_consortium" (no .tlk at the end).
At this point if you have done everything correctly you should be all set to play the module.</li>
</ol>
<br>
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<title>Player Resource Consortium :: Manual :: Item Crafting :: System</title>
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<br>
<div><h1>:: Item Crafting :: System ::</h1></div>
<br>
<div class="div_paddedcontent">
<div><h2>Item Creation</h2></div>
<br>
Special thanks goes too RabbitHail for making and coding this wonderful system.
<br><br>
<div><h2>Usage</h2></div>
<br>
Item crafting gives the caster classes the ability to create magic items from recipe scrolls, books, or any item with the proper TAG. It also allows the user to create recipes from already existing magic items. This allows PWs, and modules to have full control over what magic items the users can have and create. If you want to introduce a near dynamic economy, don<6F>t let magic items <20>drop<6F> from monster kills. Only allow kills to drop money and spell scrolls. Have merchants only sell recipe scrolls and then your magic users will have to spend gold and exp to create magic items. This creates a money and exp sink, which will help your PW from having an inflationary economy. The fighters will have to pay the mages to make items. The mages will use spells, feats, money and exp to make items. This will push the mages to work with the fighters in order to get the exp and spells they need to make the items they need to advance to higher levels. This also helps separate the reward system from your areas (in many cases I have seen new areas always giving away better stuff, just to attract players to that area).
<br><br>
Use the read magic cantrip on a magic item. If a magic item is listed in the item_to_ireq.2da file a recipe scroll will be created. Use the proper craft feat on the scroll to start the magic item creation process. Read magic can be used on a recipe scroll to display what item will be created and the required feats need to make that item. Some recipes for very powerful items may require a level 20 mage / level 20 cleric!
<br><br>
<div><h2>Module variables</h2></div>
<br>Int nICHoursInDayCycle // sets the number of hours in a day (default is 1)
<br>Float</font> fICMinDays // sets the minimum number of days an item creation will take (default is .1)
<br>Float</font> fICMaxDays // sets the maximum number of days an item creation will take (default is .2)
<br>
<br>NOTE: To all PWs, the above settings are done so for the single player that has no clue how to set module variables, has no reason to wait around while the item is being crafted, and probably won<6F>t even read this file. To have a truly PnP <20>experience<63> with item crafting use these settings:
<br>
<br>nICHoursInDayCycle = 24;
<br>fICMinDays = 1.0;
<br>fICMaxDays = 1000.0;
<br><br>
<div><h2>Item recipes</h2></div>
Recipes are contained within the prc_craft2da.hak file. Each recipe is its own 2da file. The 2da files are setup just like prestige class prerequisite files. This is the recipe for making the helm of brilliance:
<br><br>
FileName: ireq_helmbril.2da
<br><br>
<table cellpadding="0" cellspacing="0" align="center" border="1" bordercolor="#6c6c6c" class="table_contenttable">
<tr><th>&nbsp;</th> <th>LABEL</th> <th>ReqType</th> <th>ReqParam1</th> <th>ReqParam2</th></tr>
<tr><td>0</td> <td>Helm_of_Brilliance </td> <td>RESULT</td> <td>x0_armhe012</td> <td>****</td></tr>
<tr><td>1</td> <td>CasterLevel13th</td> <td>CASTERLVL </td> <td>13</td> <td>****</td></tr>
<tr><td>2</td> <td>Craft_Wondrous_Item_Feat </td> <td>FEAT</td> <td>2925</td> <td>****</td></tr>
<tr><td>3</td> <td>Light</td> <td>SPELL</td> <td>62</td> <td>****</td></tr>
<tr><td>4</td> <td>Fire Ball</td> <td>SPELL</td> <td>100</td> <td>****</td></tr>
<tr><td>5</td> <td>Prismatic_Spray</td> <td>SPELL</td> <td>135</td> <td>****</td></tr>
<tr><td>6</td> <td>Wall_of_Fire</td> <td>SPELL</td> <td>191</td> <td>****</td></tr>
<tr><td>7</td> <td>Flame_Lash </td> <td>SPELL</td> <td>60</td> <td>****</td></tr>
<tr><td>8</td> <td>Protection_from_Elements</td> <td>SPELL</td> <td>137</td> <td>****</td></tr>
</table>
<br>
NOTE: The numbers in the ReqParam1 field are the line numbers that those things exist on in their respective 2da files. The filename is important because that<61>s what you must set an items TAG to in order to have it be used by the craft feats to make an item.
<br><br>
<table cellpadding="0" cellspacing="0" align="center" border="0" class="table_contenttable">
<tr><th colspan="3">ReqType list: const string</th> </tr>
<tr><td> sReqTypeResult </td><td>= "RESULT"; </td><td>// min</td></tr>
<tr><td> sReqTypeCasterLevel</td><td>= "CASTERLVL";</td><td>// min</td></tr>
<tr><td> sReqTypeExtraXP </td><td>= "EXTRAXP"; </td><td>// min</td></tr>
<tr><td> sReqTypeExtraGold </td><td>= "EXTRAGOLD";</td><td>// min <br>Increases XP cost as well</td></tr>
<tr><td>&nbsp;</td> <td></td> <td></td> <td></td> <td></td></tr>
<tr><td> sReqTypeFeat </td><td>= "FEAT"; </td><td>// and</td></tr>
<tr><td> sReqTypeSpell</td><td>= "SPELL";</td><td>// and</td></tr>
<tr><td> sReqTypeItem </td><td>= "ITEM"; </td><td>// and</td></tr>
<tr><td> sReqTypeSkill</td><td>= "SKILL";</td><td>// and</td></tr>
<tr><td> sReqTypeLevel</td><td>= "LEVEL";</td><td>// and</td></tr>
<tr><td>&nbsp;</td> <td></td> <td></td> <td></td> <td></td></tr>
<tr><td> sReqTypeRace </td><td>= "RACE"; </td><td>// or</td></tr>
<tr><td> sReqTypeAlign</td><td>= "ALIGN";</td><td>// or</td></tr>
<tr><td> sReqTypeArea </td><td>= "AREA"; </td><td>// or</td></tr>
<tr><td> sReqTypeDeity</td><td>= "DEITY";</td><td>// or</td></tr>
<tr><td>&nbsp;</td> <td></td> <td></td> <td></td> <td></td></tr>
<tr><td> sReqTypeFeatOR </td><td>= "FEATOR"; </td><td>// or</td></tr>
<tr><td> sReqTypeSpellOR</td><td>= "SPELLOR";</td><td>// or</td></tr>
<tr><td> sReqTypeItemOR </td><td>= "ITEMOR"; </td><td>// or</td></tr>
<tr><td> sReqTypeSkillOR</td><td>= "SKILLOR";</td><td>// or</td></tr>
<tr><td> sReqTypeLevelOR</td><td>= "LEVELOR";</td><td>// or</td></tr>
</table>
<br><br>
The item_to_ireq.2da file <20>The glue that binds<64>. This file is used to do a reverse binding between a magic item and a recipe. If the recipe and the magic item exist you can place both anywhere into this file so the users of the craft system can use read magic on a magic it to be able to make a recipe. This allows users in single player modules to make recipes for items they come across. This can also be used by a dynamic machine that could create a dialog with all the items in the file and the user would get a recipe from the selection.
<br></br>
<table cellpadding="0" cellspacing="0" align="center" border="1" bordercolor="#6c6c6c" class="table_contenttable">
<tr><th>&nbsp</th> <th>LABEL</th> <th>L_RESREF</th> <th>RECIPE_TAG</th></tr>
<tr><td>0</td> <td>Arvoreens_Amulet_of_Aid</td> <td>x0_it_mneck005</td> <td>IREQ_AMULARVR</td></tr>
</table>
<br><br>
NOTE: This file is NOT required for the system to run, and may not make sense for PWs to have.
<br><br>
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<title>Player Resource Consortium :: Manual :: Content :: Main</title>
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<br>
<center> <img src="../../images/manual_prclogo.jpg"> </center>
<br>
<br>
<div><h1>:: PRC v 2.2c ::</h1></div>
<br>
<div class="div_paddedcontent">
Welcome to the Player Resource Consortium manual!
Inside you'll find all the current information about the custom PrC's, feats, races,
spells, epic spells, and modified spells that this release of the PRC includes.
If you find anything amiss in any of the documentation, please head over to the bug reports
section of the forums and post it in the manual thread.
Otherwise, we hope that these pages can satisfy any questions you may have about
the PRC or any of the content we have produced.
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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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<title>Player Resource Consortium :: Manual :: Module Building :: Overriden Files</title>
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<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.
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<title>Player Resource Consortium :: Manual :: Module Building :: PrC Enablers</title>
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<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>
</div>
</body>
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<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
<html>
<head>
<title>Player Resource Consortium :: Manual :: PrC Making :: Basics</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>:: PrC Making :: Basics ::</h1></div>
<br>
<div class="div_paddedcontent">
We have recived several questions on the forums about the 2da's and basic scripting.
I felt I would try and help those new to custom content by providing links to the information.
<br><br>
For information on 2da's, harcoded limitations, etc. Check the
<a href="http://ccg.dladventures.com/index.php/Main_Page" target="_blank">Neverwinter Nights Custom Content Guide</a>.
<br><br>
For questions concerning scripting check out the
<a href="http://www.nwnlexicon.com/" target="_blank">NWN Lexicon</a>.
<br><br>
If you can not find what you are looking for there,
feel free to ask questions on the BioWare forums,
or of course our own forums.
<br><br>
</div>
</body>
</html>

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<html>
<head>
<title>Player Resource Consortium :: Manual :: PrC Making :: Reserve 2da/tlk Slots </title>
<link type="text/css" href="../../../styles/manual_common.css" rel="stylesheet">
<link type="text/css" href="../../../styles/manual_content_common.css" rel="stylesheet">
<script language="JavaScript">
<!-- Hide from old Browsers
function is_form_valid( )
{
valid = true;
if ( document.reserve_slots.StartSlot.value == "" && valid)
{
valid = false;
alert ( "Please fill in starting slot." );
document.reserve_slots.StartSlot.focus();
}
if(isNaN(document.reserve_slots.StartSlot.value) && valid)
{
valid = false;
alert ( "Please fill in starting slot with a numeric value.");
document.reserve_slots.StartSlot.value="";
document.reserve_slots.StartSlot.focus();
}
if ( document.reserve_slots.EndSlot.value == "" && valid)
{
valid = false;
alert ( "Please fill in ending slot." );
document.reserve_slots.EndSlot.focus();
}
if(isNaN(document.reserve_slots.EndSlot.value) && valid)
{
valid = false;
alert ( "Please fill in ending slot with a numeric value." );
document.reserve_slots.EndSlot.value="";
document.reserve_slots.EndSlot.focus();
}
if ( document.reserve_slots.Name.value == "" && valid)
{
valid = false;
alert ( "Please fill in your name or project name." );
document.reserve_slots.Name.focus();
}
if ( document.reserve_slots.Reason.value == "" && valid)
{
valid = false;
alert ( "Please fill in your reason for reserving these slots." );
document.reserve_slots.Reason.focus();
}
return valid;
}
//-->
</script>
</head>
<body bgcolor="#000000" text="#C0C0C0" vlink="#006A9D" link="#0082BF" alink="#009CE8" scroll="auto">
<!-- <body scroll="auto"> //-->
<br>
<div><h1>:: PrC Making :: Reserve 2da/tlk Slots ::</h1></div>
<br>
<div class="div_paddedcontent">
<form name="reserve_slots" action="http://www.nwnprc.com/cgi-bin/tlk_2da_update_database.cgi" method="POST" onSubmit="return is_form_valid( );">
<table cellpadding="0" cellspacing="0" align="center" border="1" bordercolor="#6c6c6c" class="table_contenttable">
<tr>
<td class="padded">File to reserve slots in: </td>
<td class="padded">
<select name="File">
<option value="classes"> classes.2da </option>
<option value="feat"> feat.2da </option>
<option value="spells"> spells.2da </option>
<option value="tlk"> prc_consortium.tlk </option>
<option value="sub_radials"> sub-radials </option>
</select>
</td>
</tr>
<tr>
<td class="padded">Reserve slots: </td>
<td class="padded">
<input type="text" name="StartSlot" size="10" maxlength="10"> to
<input type="text" name="EndSlot" size="10" maxlength="10">
</td>
</tr>
<tr>
<td class="padded">Name: </td>
<td class="padded">
<input type="text" name="Name" size="27" maxlength="35">
</td>
</tr>
<tr>
<td class="padded">Reason: </td>
<td class="padded">
<input type="text" name="Reason" size="27" maxlength="100">
</td>
</tr>
<tr>
<td colspan="2" align="center" class="padded">
<input type="submit" value="Reserve Slots">
</td>
</tr>
</table>
</form>
<br><br>
</div>
</body>
</html>