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