Latest Update
9.75 Alpha
Updated DR system so creature weapons can be used in the DR system and any creatures and players can have the custom DR on them. Included get monster damage and getting die and die rolls functions for finding any type of damage of a weapon or creature items even custom ones added later.
Added monk fist hidden item for monks, now I can set there unarmed strike damage (set it to 3.5 D&D damage) and incorporated 3.5 D&D rules for ki strike like magic property, lawful-aligned and adamantine to their unarmed strike. This allow me to also incorporate magic fang/greater spell to affect monk unarmed strike. This causes gloves to not fire on-hit though, but I have scripted around this with equip and un-equip events with gloves by transferring what item properties I want to the fist, right now bonus damage and enhancement bonus. Both system still work, their fist still act as +1,+2,+3 against damage reduction. Only issue is character sheet will not display the proper damage at certain levels, but this information is added to class feat information. This make the DR system fully functional now. '>
Incorporated Biowares X2PreSpellCastCode function / crafting scrolls, potions and wands into the custom spell router. You can craft all custom spells into scrolls, wands etc..
Broke down ReportImmunities into smaller more manageable functions that loop back into it. Updated ReportImmunities with the new DR system.
Made it so now if you win by higher enough margin with creature lore you will get the DR information on a creature.
Added Aquatic Native feat (with this feat you are not slowed in water and will not have the attack penalty) .
Added Aquatic Movement feat (with this feat you are not slowed in water).
Added Aquatic Weapon feat (with this feat you will not have the attack penalty)
Mainly for spells and magic items.
Added freedom of movement (HR) feat that does not block movement decreases.
Fixed haste(HR) and Freedom of Movement(HR) items from causing combat / initiative starting when equipped.
They were commented out in 9.50 while I looked at this problem. I made them not show effect icons. You will know they are still firing when you take off the last one by a visual special effect.
Added custom placable palette with HR base and moved all system placeable there.
Redid HR skill check function HR_SkillCheckSuccessful so that it adjust for swim, has option to fail on natural one / win on natural 20 and option to hide results from target / PC and add option to float success or failure above target.
Added HR_SkillCheckDif function that does skill check but returns the amount of success / failure so you can use it to scale results.
Redid HR_AbilityCheck function to include all the options on custom skillcheck.
Added HR_SavingThrowCheck with all the same options as the skill check, this is an incomplete function at the moment, need to account for all feats and other factors before it complete.
Added HR_GetAlignmentInt return alignment as a Integer from 1-9
Added HR_GetAlignmentString return alignment in short hand example LG =Lawful good
Added short hand alignment to DM short hand information.
Added HR_GetAbilityModifier function with added option to get ability modifier to not included items effects.
Created climbing / Jumping system, check outside area for sample and under systems for details.
Added feather fall spell and spider climb spell to support this. Will add rope also.
Added hr_spells_routab and hr_inc_spellab and move over feats, monsters abilities etc.. to it.
Got tired of the External exception C0000420 error and this fixed it and added headroom for more custom spell.
Add a section in custom tlk 19967 for you to fill in your campaign / PW gods-deities these are the character's starting descriptions so characters can see them at creation and fill in their deity easily. Can overwrite it with you own character description. Match these to the ones you put into hr_deities.2da
Added deities to playerguide / Dm guide and sorted them by alignment. I'm using the generic deities from the player handbook and Torm.
Added Alignment descriptions to player guide / Dm guide
Changed SetGods function to SetDeities() and fixed a error that was adding a extra space.
Added DoesHaveValidDeity function that check if target has one of the module deities.
Took out standard Domains and updated the hr_deities.2da to match what domains they give, like real D&D.
Now we can script the domains in game. Lost the bonus spells but put in domain spell placeholder at each level and channel them through the router, so you can have them fire any spell. I have not picked the spells for the domains yet or scripted all the domain powers. I still deciding what to give each. I also uncommented all except 1,3,5,7 domains spells(you can unlocked them all if you want in the spell.2da). I did this because nwn does not do domains the way PNP does. In PNP you last spell slot must be a domain spell and the spell was at the same level as your normal spells,not at a higher level. Nwn let you combine any combination, this is a little overpower and one of the reason they did not have spells for every level and every domain. I setting them to 1,3,5,7 so there is less spell to apply and open up higher level spells but not at every level. All these action bring the power levels down a little more and give me a little more control over what is given. In PNP you can choose no deity and pick from all the domains(based on alignment) we can do that with a conversation/chat line commands in game, but I not doing that right now. I like the idea of a forcing pc to pick a deity for more role-playing and limiting domain choices and if a cleric want a tougher game they can choose no deity and play without domains powers and spells. That just my thoughts you can easily script giving domains and taking away them now with this system. '>
Made all domains feats that were usable before so they are still usable.
Added back in luck, chaos and law domains.
Added search mode radius setting to hr_default so now you can easily set the search radius when out of detect mode and when in detect mode.
Added search function for toggling usable placeable with set variables on them. Example you have non usable statue and the search check is successful then it become usable or you place you hidden placeable secret doors(that look exactly like a wall).
Paladins lay on hands is now a healing pool like 3.5 D&D not a one shot spell-ability. '>
amount each cast set by player character integer. /pci
Setting it to not include effect from items with charisma bonus for right now.
Separated exotic from common languages. Exotic languages need 2 ranks and common 1 rank.
Exotic
Abyssal
Aquan
Auran
Celestial
Draconic
Ignan
Infernal
Sylvan
Terran
Undercommon
Fighters now have balance as a class skill
Fighters now have intimidate as a class skill.
Barbarians now have balance as a class skill
Fixed baba frog head bone location and fixed it direction look.
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