Author Topic: Happy Holidays  (Read 508 times)

Legacy_ShadowM

  • Hero Member
  • *****
  • Posts: 1373
  • Karma: +0/-0
Happy Holidays
« on: November 30, 2014, 11:04:00 pm »


               

With the thanksgiving break I finally got the next version of HR BASE done. Enjoy. '<img'>


Otyugh at Christmas break.


 


HR BASE LINK


 


9.50 Alpha & 9.51 Alpha

Updated PDF

Updated a lot of spells, all minor stuff like wrong time in descriptions etc.. and added spell by class with updated

information.

Added all Summon Ally spells, just do the same as summon monster right now.

Unlocked Familiars and sorted them into there own creature palette categories.

Added so small familiars can be worn as necklaces and graphically placed on shoulder.

You can now set the familiar an NPC can summon using NPC_Fam integer and will be the same level as the

NPC.

Unlocked Animal companions and sorted them into there own creature palette categories.

You can now set the Animal companions an NPC can summon using NPC_AnCom integer and will be the same

level as the NPC.

NPC familiars and animal companions will share spells with PC.

All explanation under System / Animal companions & familiars.

Made creature wizard palette category for DM to be able to make any creature in game.

Added a HR base specific item category and moved everything to it to save the others for module makers and

easier sorting each system.

Added in S.T. for undead against healing spells.

Added real 3.5 haste under additional property will explain it use under using haste items.

Made it so Dm / function can scale creatures who have been scaled using the tool-set instead of the integers.

They will default to medium size right now.

Overridden hard-coded examine system / UMD to custom examine feat / On acquire script. Now we can script

examine function and UMD. Right now it used the same values as the old system did except for items with

ARTIFACT additional property cannot be ID with either examine for quest purposes and cannot be overridden by

UMD skill. This does not override seeing the pop-up and description.

Note: To support this you need to add umd_open_store and umd_close_store scripts to your shops so that

Artifacts cannot be ID through store system.

Added Gold Piece HR base item, use this for all placed gold.

Updated the language system in many ways. Look under language system.

General things added:

Added all possible languages the pc can learn into skills so player can pick languages

at character creation / leveling using skill points.

Modified Jasperre AI AI_SetSpawnInSpeakArray function to incorporate the language system, so you can have

the npc speak in any of the languages.

Added so you can make items, placables, doors to have there descriptions in any of the languages and

translated to common by the viewer (and only the viewer) who can speak the language.

Added custom trigger that when pc enter and speak specific words can unlock door, do special events.

Separated PRESETAI from AI_SetSpawnInSpeakArray so that you do not have to repeat the AI set with what

they say now use SpeakSet to match up with the set of what the creature will say.

Added chat line command /pci and /pcs for player character integer and player character string. Useful for imput

of numbers and strings by the pc for example to rename weapons and armor, to selecting tattoo colors, hair etc...

These will show under the player information conversation.

Added creature's current Appearance number, current tail, and current size to DM short hand information.

Updated cooking so you can keep variables across cooking meats.

Condensed all the food / water functions to one function or two functions got rid of two scripts

Updated Canteens so they show current amount and max number of drinks they have.

Made magic fang and magic fang, greater not give DR to the animal companion. Make sure your animal

companions have creature object in there bite, left claw and right claw to support this spell.

Changed Sanctuary, Greater to Sanctuary, Mass.

Changed Ghostly Visage to Blur.

Added Share column to spell.2da to make what spells can be shared with familiars / Animal companions.

Removed spells_evEf.2da and incorporated into spell.2da

Updated visuals for water breathing spell.

Add damage item properties to additional.2da and into durability system so now as the durability goes down the

value goes down also.

Updated equip-able torches into durability system

Add Catch On Fire property and now torches have it.

Reorganized the hak is to a more logical way

Hak & order they go in. Description

HR_BASE2da All 2da, custom palettes, core pc animation models, overridden references

Cs_SpellFeat1.69 All resources for spells, feats and skills including icons, effects etc...

HR_Mon All overridden monsters and humanoid monsters that can mount horses etc..

HR_Placables All placeables, currently has stomach placeables.

HR_Items All overridden bag items and new items added

HR_Vfx All Custom visual effects that are not feat, spell related. Familiars on shoulders etc..

Override Thieves' Tools item model.

Added nwnx scripts inc: nwnx_funcs, nwnx_funcs_eff, nwnx_funcs_effst

(not used, but there for builders who want to move to the system easier)

Updated damage reduction to fix problem with Creature weapons bypassing damage reductions of other

creatures and the pc.

ART ASSETS ADDED:

Done first pass on all the animation on Baba yaga frog / toad model and added it.

Done First pass on black gecko from project Q

Added red tail hawk based off bioware seagull

Added white owl based off bioware seagull

Added icon for summon nature ally

Added all vfx of basic familiars that can go on the shoulder of pcs


 



               
               

               
            

Legacy_Hekatoncheires

  • Full Member
  • ***
  • Posts: 219
  • Karma: +0/-0
Happy Holidays
« Reply #1 on: December 01, 2014, 05:36:51 am »


               
The DR system is novel! I've been wanting something like this for a while.

 

A lot of these systems seem good in a modular sense; is there any chance that separate systems can be released separately? Example, the DR system, complete in and of itself.

 

Thanks again!


               
               

               
            

Legacy_ShadowM

  • Hero Member
  • *****
  • Posts: 1373
  • Karma: +0/-0
Happy Holidays
« Reply #2 on: December 03, 2014, 06:10:59 am »


               


 


The DR system is novel! I've been wanting something like this for a while.

 

A lot of these systems seem good in a modular sense; is there any chance that separate systems can be released separately? Example, the DR system, complete in and of itself.

 

Thanks again!

 




I glad you like it. Everyone asks me that, some are ripping out parts of my base and that fine with me. I just to busy getting all my systems in and working to break them back apart and release in parts at this time. After I get done with all my systems ( I estimate some time early next year) then I think about breaking them out. For example the DR system is not done yet, I just finished getting it to work with monsters attacking other monsters (example werewolf with silver on it claws can damage another werewolf) and work with spells on the pcs , henchmen, familiar, and animal companions that give DR . I testing it now. '<img'>