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Gondor vs Mordor  |  Gondor vs Mordor 1  |  GvM1 Players Forum  |  is everything broken?
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Author Topic: is everything broken?  (Read 1719 times)
bad_karma
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« on: 08 August 2020, 14:00 »

Hi all,

Just sharing some frustrations, because I've now been wasting a ton of time thinking up builds and then when trying to test, it seems everything has gone to shit..

Some stuff that is broken:
- all the changes to the shapes (as shared in another post). Example: iron golem has no warhammer and stat improvements. No warcry.
- alignment restrictions are back in place. For example barbarian cannot be chosen alongside paladin/monk/etc.

At first I thought it was related to me picking wemic and brownie races (because those are "new" and therefore interesting from a build perspective), but I just tried the same with human and it is all still broken.

Did I miss some announcements on the forum and is this all expected behavior now (quite sure I didn't)? Or has something changed recently that could explain all those scripts to stop working?

For now, I'm moving to another game. Will check back here for responses in a couple of days.

Update: in another topic that was started by CleverOne it was discussed that ab progression for shapes seemed to work differently now. And I've been trying out some stuff and indeed it seems changed. For starters, I don't think I would ever create a build that would only attack once at max ab. Also, the remark about monk making the difference is inaccurate: my shifter has no monk levels and still ab progresses down and down, never gaining a second attack at max ab in a round.

My hunch: this all changed with the move to nwn ee. If possible, I could sit with firecracker to test this hypothesis.. we should be able to verify by starting the mod in good old nwn (non-ee).
« Last Edit: 08 August 2020, 15:00 by bad_karma » Logged
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« Reply #1 on: 09 August 2020, 17:29 »

Hey!

All the things you are mentioning have worked before, even in nwn ee. Shapechanges used to work fine (except for metamagic on shapes spells, that is hardcoded in nwn ee and cant be fixed), and I cant remember having any problems with the AB progression either.
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bad_karma
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« Reply #2 on: 09 August 2020, 22:28 »

Then it may have changed in some of the newer nwn ee patches or some tinkering to the server/mod. Always tricky, changing things to old systems.. I was actually surprised by the amount (and depth) of fixes that were mentioned in the last 2 stable patches made by nwn ee devs. (Didn't read older patches) They really add/alter all kind of scripting stuff and I could perfectly imagine that some of those fixes don't play nice with the gvm scripts/modifications.

The downside is of course that now you really don't have anything to go on, when you try to think up new builds. Some mechanics have been reset to almost "vanilla" nwn, some stuff still works as posted on the forum and some stuff is... In between.. Not trying to sound too dramatic here, but for me this is the biggest threat of leaving this game for good, ever.

Let's see where this thread goes, I'd like to not give up just yet!
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bad_karma
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« Reply #3 on: 10 August 2020, 13:02 »

ok, just to keep thinking out loud:

I've been reading up on specifically the topic of alignment restriction (thinking that the other topics are harder to google for) and from what I can tell, this should have been accomplished in the past by editing the classes.2da file and putting it in the server's override directory. Without going into all the details, maybe some things that can be checked by Grey or Firecracker:

- did the classes.2da file get overwritten recently by some nwn:ee version (maybe they use the same mechanism to apply patches as we did to apply custom rules)?
- did the location of the override directory change in nwn:ee (maybe in a recent patch?)
- I also see mention of an updated layout of the classes.2da file, so maybe our "override" classes.2da is no longer compatible with nwn:ee?

I could check all of this out myself, but I would need a copy of the module to do it. I will connect with Grey/Fire on options there. (I had a copy in the past, when _df was still dm/scripter, but that version is by now so outdated, it makes no sense anymore to use it, even if I could find it)
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GreyDeth
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« Reply #4 on: 10 August 2020, 13:43 »

Wow ... I think this is it!
Way to go Sherlock!  Grin

classes.2da or all other needed "GvM specials" doesnt/dont seem to be in the ovr map ....
shall look for those in older backups ... and put it in the ovr map ...
hold on .... keep you all posted when done and after server restart (think that will be needed)

OK done ... maybe this is THE solution.
b_k can you check this?

Hmmmm there are 2 places to potentially put .2da-files in override map ...
1 in C:\<username>\My Documents\Neverwinter Nights\override
and
1 in G:\Games\Steam\steamapps\common\Neverwinter Nights\ovr

The later one I just filled ... but the former already had those classes.2da / feat.2da / polymorph/2da / skillvsitemcost.2da ... and some .dda and .tga files ... none from the new ee-version
(think this override folder was originally empty)
however in the G:\Games\Steam\steamapps\common\Neverwinter Nights\ovr
a new 2da exists "ruleset.2da" .. came with the ee install ...
also nwscript.nss exists here .... clearly also from the new ee install
same with some new .shd (shader files)
I shall put the info about this ruleset.2da and nwscript in new reply
maybe this info triggers some new insights and inputs.
« Last Edit: 10 August 2020, 14:34 by GreyDeth » Logged

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« Reply #5 on: 10 August 2020, 14:10 »

ruleset.2da file:

2DA V2.0

     Label                                            Value
0    ****                                             "Note that these constants are exposed for advanced users and no warranties as to behaviour are given."
1    ****                                             "We reserve the right to change or remove them without warning."
2    ****                                             "Also, we provide no guarantees that the semantics of values defined here remain unchanged between patches."
3    ****                                             "If you change this file as part of your custom content, please read the patch notes for each release"
4    ****                                             "to know about potentially required migrations/changes."
5    ****                                             ****
6    ****                                             "Everything below here can be changed on the server only. Clientside changes are further down."
7    CALLED_SHOT_TO_HIT_MODIFIER                      -4
8    CALLED_SHOT_EFFECT_DURATION                      24.0f
9    CALLED_SHOT_ARM_ATTACK_PENALTY                   2
10   CALLED_SHOT_LEG_ABILITY_PENALTY                  2
11   CALLED_SHOT_LEG_MOVEMENT_PENALTY                 20
12   SAP_TO_HIT_MODIFIER                              -4
13   SAP_EFFECT_DURATION                              12.0f
14   DISARM_TO_HIT_MODIFIER                           -6
15   IMPROVED_DISARM_TO_HIT_MODIFIER                  -4
16   DISARM_WEAPON_SIZE_MODIFIER                      4
17   KNOCKDOWN_TO_HIT_MODIFIER                        -4
18   KNOCKDOWN_EFFECT_DURATION                        4.5f
19   KNOCKDOWN_CREATURE_SIZE_MODIFIER                 4
20   IMPROVED_PARRY_MODIFIER                          4
21   GOOD_AIM_MODIFIER                                1
22   STUNNING_FIST_TO_HIT_MODIFIER                    -4
23   STUNNING_FIST_DAMAGE_MODIFIER                    -4
24   STUNNING_FIST_EFFECT_DURATION                    6.0
25   STUNNING_FIST_BASE_SAVE_DC                       10
26   CRIPPLING_STRIKE_STRENGTH_MODIFIER               2
27   ****                                             ****
28   PARRY_RIPOSTE_DIFFERENCE                         10
29   TAUNT_EFFECT_DURATION                            30.0f
30   TAUNT_ARCANE_SPELL_FAILURE                       30
31   TAUNT_MAX_MODIFIER                               6
32   ALERTNESS_SKILL_BONUS                            2
33   STONECUNNING_SEARCH_SKILL_BONUS                  2
34   TRACKLESS_STEP_SKILL_BONUS                       4
35   RESIST_NATURES_LURE_SAVE_BONUS                   2
36   BLIND_PENALTY_TO_SKILL_CHECK                     4
37   PICKPOCKET_HOSTILE_CREATURE_DC                   30
38   PICKPOCKET_NEUTRAL_CREATURE_DC                   20
39   PICKPOCKET_CREATURE_DEAD                         0
40   MAX_NON_ROGUE_DISARM_LEVEL                       35
41   MAX_NON_ROGUE_DETECT_LEVEL                       35
42   ASSESSTRAP_EFORTLESS_MODIFIER                    15
43   ASSESSTRAP_EASY_MODIFIER                         10
44   ASSESSTRAP_CHALLENGING_MODIFIER                  5
45   ASSESSTRAP_DIFFICULT_MODIFIER                    0
46   SKILL_DISABLETRAP_SYNERGY_LEVEL                  5
47   SKILL_DISABLE_TRAP_SYNERGY_BONUS                 2
48   SKILL_SETTRAP_SYNERGY_LEVEL                      5
49   SKILL_SETTRAP_SYNERGY_BONUS                      2
50   SKILL_PICKPOCKET_HOSTILE_SPOT_BONUS              10
51   CONCENTRATION_CHECK_RANGE                        4.0f
52   CONCENTRATION_CHECK_MELEE_PENALTY                4
53   CONCENTRATION_BASE_DC                            10
54   ANIMAL_EMPATHY_ANIMAL_DC                         15
55   ANIMAL_EMPATHY_BEAST_DC                          19
56   ****                                             ****
57   MAX_MELEE_DISTANCE                               3.0f
58   MIN_RANGED_DISTANCE                              10.0f
59   MAX_RANGED_SNEAK_ATTACK_DISTANCE                 10.0f
60   MAX_RANGED_FLANK_ATTACK_DISTANCE                 10.0f
61   RANGED_MISS_DISTANCE_MODIFIER                    4.0f
62   CROSSBOW_ATTACKS                                 1
63   SLOWED_ATTACKS                                   1
64   HASTED_BONUS_ATTACKS                             1
65   NUM_ATTACKS_OF_OPPORTUNITY                       1
66   DEFENSIVE_CASTING_BASE_DC                        15
67   COUNTERSPELL_LESSER_DISPEL_THRESHOLD             2
68   COUNTERSPELL_DISPEL_THRESHOLD                    3
69   COUNTERSPELL_GREATER_DISPEL_THRESHOLD            5
70   COUNTERSPELL_MORDENKAINENS_DISJUNCTION           9
71   BLIND_TARGET_BONUS                               2
72   BLIND_MISS_CHANCE                                50
73   PRONE_MELEE_TARGET_BONUS                         4
74   FLANK_ATTACK_BONUS                               2
75   PRONE_RANGED_TARGET_BONUS                        -4
76   STUNNED_TARGET_BONUS                             2
77   MOVING_TARGET_PENALTY                            2
78   INVISIBILITY_CONCEALMENT_CHANCE                  50
79   INVISIBILITY_ATTACK_BONUS                        2
80   AMMUNITION_WARNING_LIMIT                         20
81   AMMUNITION_WARNING_DECREMENT                     5
82   NOSIGHT_TARGET_PENALTY                           -4
83   NUM_CLEAVE_ATTACKS                               1
84   NUM_CIRCLE_KICK_ATTACKS                          1
85   FAST_SPELLCAST_ROUND                             3000
86   FLANK_LEVEL_RANGE                                4
87   COUP_DE_GRACE_LEVEL_LIMIT                        4
88   MAX_RANGED_COUP_DE_GRACE                         10
89   SPOT_NO_LIGHT_MODIFIER                           5
90   HIDING_LIGHT_MODIFIER                            10
91   CREATURE_SIZE_TINY_AC_BONUS                      2
92   CREATURE_SIZE_SMALL_AC_BONUS                     1
93   CREATURE_SIZE_LARGE_AC_PENALTY                   -1
94   CREATURE_SIZE_HUGE_AC_PENALTY                    -2
95   CREATURE_SIZE_TINY_ATTACK_BONUS                  2
96   CREATURE_SIZE_SMALL_ATTACK_BONUS                 1
97   CREATURE_SIZE_LARGE_ATTACK_PENALTY               -1
98   CREATURE_SIZE_HUGE_ATTACK_PENALTY                -2
99   ****                                             ****
100  WHIRLWIND_ATTACK_RANGE                           2.0f
101  IMPROVED_WHIRLWIND_ATTACK_RANGE                  4.0f
102  ****                                             ****
103  HOLY_AVENGER_ITEM_PROPERTY_SR_BONUS              16
104  MAX_NEGATIVE_LEVELS                              100
105  BONUS_HP_PER_LEVEL_DRAINED                       5
106  MAX_MASTER_DETECTION_DISTANCE_FROM_ASSOCIATE     10.0f
107  REST_ENEMY_CHECK_DISTANCE                        30.0f
108  MIN_TRAP_FIRE_DISTANCE                           4.0f
109  ONHIT_EFFECT_DC                                  20
110  ****                                             ****
111  KI_STRIKE_LEVEL_5                                5
112  KI_STRIKE_LEVEL_4                                4
113  KI_STRIKE_LEVEL_3                                3
114  KI_STRIKE_LEVEL_2                                2
115  KI_STRIKE_LEVEL_1                                1
116  DODGE_AC_BONUS                                   1
117  SHOU_DISCIPLE_DODGE_AC_BONUS_2                   2
118  SHOU_DISCIPLE_DODGE_AC_BONUS_3                   3
119  UNCANNY_DODGE_LEVEL_6                            5
120  UNCANNY_DODGE_LEVEL_5                            4
121  UNCANNY_DODGE_LEVEL_4                            3
122  UNCANNY_DODGE_LEVEL_3                            2
123  UNCANNY_DODGE_LEVEL_2                            1
124  DEFENSIVE_AWARENESS_SAVE_BONUS                   1
125  ONHAND_NORMAL_OFFHAND_ATTACK_PENALTY             -6
126  OFFHAND_NORMAL_OFFHAND_ATTACK_PENALTY            -10
127  LIGHT_OFFHAND_WEAPON_BONUS                       2
128  AMBIDEXTERITY_BONUS                              4
129  TWO_WEAPON_FIGHTING_BONUS                        2
130  OFFENSIVE_TRAINING_MODIFIER                      1
131  DEFENSIVE_TRAINING_MODIFIER                      4
132  DWARVEN_DEFENDER_DAMAGE_REDUCTION                3
133  EPIC_BARBARIAN_DAMAGE_REDUCTION                  5
134  BARBARIAN_DAMAGE_REDUCTION_LEVEL_4               4
135  BARBARIAN_DAMAGE_REDUCTION_LEVEL_3               3
136  BARBARIAN_DAMAGE_REDUCTION_LEVEL_2               2
137  BARBARIAN_DAMAGE_REDUCTION_LEVEL_1               1
138  DIAMOND_SOUL_SPELL_RESISTANCE_BASE               10
139  PERFECT_SELF_DAMAGE_REDUCTION_POWER              1
140  PERFECT_SELF_DAMAGE_REDUCTION                    20
141  STILL_MIND_COMPETANCE_BONUS                      2
142  FEARLESS_MORALE_BONUS                            2
143  RANGED_ATTACK_IN_MELEE_RANGE                     4
144  POINT_BLANK_SHOT_MAX_RANGE                       5.0f
145  POINT_BLANK_SHOT_ATTACK_BONUS                    1
146  POINT_BLANK_SHOT_DAMAGE_BONUS                    1
147  MOBILITY_DODGE_BONUS                             4
148  OPPORTUNIST_TO_HIT_MODIFIER                      4
149  NATURE_SENSE_TO_HIT_MODIFIER                     2
150  HARDINESS_SAVE_BONUS                             2
151  DEFLECT_ARROWS_DC                                20
152  SKILL_FOCUS_SKILL_BONUS                          3
153  SKILL_AFFINITY_SKILL_BONUS                       2
154  PARTIAL_SKILL_FOCUS_SKILL_BONUS                  1
155  FEAT_EXTRA_TURNING_BONUS_TURNS                   6
156  FEAT_SPELL_FOCUS_BONUS                           2
157  FEAT_GREATER_SPELL_FOCUS_BONUS                   4
158  FEAT_SPELL_PENETRATION_LEVEL_BONUS               2
159  FEAT_GREATER_SPELL_PENETRATION_LEVEL_BONUS       4
160  TURN_UNDEAD_BASE_USES_PER_DAY                    3
161  QUIVERING_PALM_BASE_DC                           10
162  IMPROVED_INITIATIVE_BONUS                        4
163  ARTIST_PERFORM_BONUS                             2
164  ARTIST_PERSUADE_BONUS                            2
165  ARTIST_SPOT_BONUS                                2
166  BLOODED_INITIATIVE_BONUS                         2
167  THUG_INITIATIVE_BONUS                            2
168  THUG_PERSUADE_BONUS                              2
169  BLOODED_SPOT_BONUS                               2
170  BULLHEADED_WILL_SAVE_BONUS                       1
171  BULLHEADED_BONUS_VS_TAUNT                        2
172  COURTEOUS_MAGOCRACY_LORE_BONUS                   2
173  LUCKOFHEROES_SAVE_BONUS                          1
174  RESIST_POISON_BONUS                              4
175  SILVER_PALM_PERSUADE_BONUS                       2
176  SILVER_PALM_APPRAISE_BONUS                       2
177  SMOOTH_TALK_PERSUADE_BONUS                       4
178  SNAKE_BLOOOD_POISON_BONUS                        2
179  SNAKE_BLOOD_REFLEX_BONUS                         1
180  STEALTHY_MOVE_SILENTLY_BONUS                     2
181  STEALTHY_HIDE_BONUS                              2
182  STRONG_SOUL_SAVE_BONUS                           1
183  STRONG_SOUL_SAVE_VS_DEATH_BONUS                  1
184  STRONG_SOULD_SAVE_VS_NEG_BONUS                   1
185  MERCANTILE_BACKGROUND_APPRAISE_BONUS             2
186  FEAT_EXTRA_STUNNING_ATTACK_USES                  3
187  ARCANE_DEFENSE_SAVE_BONUS                        2
188  EXTRA_MUSIC_BONUS_USES                           4
189  RESIST_DISEASE_BONUS                             4
190  FIRING_INTO_MELEE_MODIFIER                       -4
191  RESISTANCE_TO_ENERGY                             5
192  TUMBLE_NUM_RANKS_PER_AC_BONUS                    5
193  DIRTY_FIGHTING_NUM_ATTACKS_PER_ROUND             1
194  DENEIRS_EYE_SAVE_BONUS                           2
195  LLIIRAS_HEART_SAVE_BONUS                         2
196  EXTRA_SMITING_BONUS_USES                         2
197  SPELLCRAFT_NUM_RANKS_PER_SAVE_BONUS              5
198  ****                                             ****
199  MAX_AC_DODGE_MOD                                 20
200  ****                                             ****
201  PRESTIGE_ENCHANT_ARROW_1_BONUS                   1
202  PRESTIGE_ENCHANT_ARROW_2_BONUS                   2
203  PRESTIGE_ENCHANT_ARROW_3_BONUS                   3
204  PRESTIGE_ENCHANT_ARROW_4_BONUS                   4
205  PRESTIGE_ENCHANT_ARROW_5_BONUS                   5
206  PRESTIGE_ENCHANT_ARROW_6_BONUS                   6
207  PRESTIGE_ENCHANT_ARROW_7_BONUS                   7
208  PRESTIGE_ENCHANT_ARROW_8_BONUS                   8
209  PRESTIGE_ENCHANT_ARROW_9_BONUS                   9
210  PRESTIGE_ENCHANT_ARROW_10_BONUS                  10
211  PRESTIGE_ENCHANT_ARROW_11_BONUS                  11
212  PRESTIGE_ENCHANT_ARROW_12_BONUS                  12
213  PRESTIGE_ENCHANT_ARROW_13_BONUS                  13
214  PRESTIGE_ENCHANT_ARROW_14_BONUS                  14
215  PRESTIGE_ENCHANT_ARROW_15_BONUS                  15
216  PRESTIGE_ENCHANT_ARROW_16_BONUS                  16
217  PRESTIGE_ENCHANT_ARROW_17_BONUS                  17
218  PRESTIGE_ENCHANT_ARROW_18_BONUS                  18
219  PRESTIGE_ENCHANT_ARROW_19_BONUS                  19
220  PRESTIGE_ENCHANT_ARROW_20_BONUS                  20
221  ****                                             ****
222  EPIC_ARMOR_SKIN_NATURAL_AC_BONUS                 2
223  EPIC_DAMAGE_REDUCTION_3                          3
224  EPIC_DAMAGE_REDUCTION_6                          6
225  EPIC_DAMAGE_REDUCTION_9                          9
226  DEVASTATING_CRITICAL_BASE_DC                     10
227  EPIC_FORTITUDE_SAVE_BONUS                        4
228  EPIC_ENERGY_RESISTANCE_AMOUNT_1                  10
229  EPIC_ENERGY_RESISTANCE_AMOUNT_2                  20
230  EPIC_ENERGY_RESISTANCE_AMOUNT_3                  30
231  EPIC_ENERGY_RESISTANCE_AMOUNT_4                  40
232  EPIC_ENERGY_RESISTANCE_AMOUNT_5                  50
233  EPIC_ENERGY_RESISTANCE_AMOUNT_6                  60
234  EPIC_ENERGY_RESISTANCE_AMOUNT_7                  70
235  EPIC_ENERGY_RESISTANCE_AMOUNT_8                  80
236  EPIC_ENERGY_RESISTANCE_AMOUNT_9                  90
237  EPIC_ENERGY_RESISTANCE_AMOUNT_10                 100
238  EPIC_PROWESS_ATTACK_BONUS                        1
239  EPIC_REFLEXES_REFLEX_BONUS                       4
240  EPIC_REPUTATION_SKILL_BONUS                      4
241  EPIC_SKILL_FOCUS_SKILL_BONUS                     10
242  FEAT_EPIC_SPELL_FOCUS_BONUS                      6
243  FEAT_EPIC_SPELL_PENETRATION_LEVEL_BONUS          6
244  EPIC_WILL_SAVE_BONUS                             4
245  EPIC_SPELL_RESISTANCE_1                          2
246  EPIC_SPELL_RESISTANCE_2                          4
247  EPIC_SPELL_RESISTANCE_3                          6
248  EPIC_SPELL_RESISTANCE_4                          8
249  EPIC_SPELL_RESISTANCE_5                          10
250  EPIC_SPELL_RESISTANCE_6                          12
251  EPIC_SPELL_RESISTANCE_7                          14
252  EPIC_SPELL_RESISTANCE_8                          16
253  EPIC_SPELL_RESISTANCE_9                          18
254  EPIC_SPELL_RESISTANCE_10                         20
255  EPIC_OVERWHELMING_CRITICAL_DIE                   1
256  EPIC_OVERHWLEMING_CRITICAL_NUM_DICE              6
257  EPIC_SELF_CONCEALMENT_50                         50
258  EPIC_SELF_CONCEALMENT_40                         40
259  EPIC_SELF_CONCEALMENT_30                         30
260  EPIC_SELF_CONCEALMENT_20                         20
261  EPIC_SELF_CONCEALMENT_10                         10
262  EPIC_SUPERIOR_INITIATIVE_BONUS                   8
263  EPIC_GREAT_STAT_BONUS                            1
264  EPIC_GREAT_SMITING_1                             2
265  EPIC_GREAT_SMITING_2                             3
266  EPIC_GREAT_SMITING_3                             4
267  EPIC_GREAT_SMITING_4                             5
268  EPIC_GREAT_SMITING_5                             6
269  EPIC_GREAT_SMITING_6                             7
270  EPIC_GREAT_SMITING_7                             8
271  EPIC_GREAT_SMITING_8                             9
272  EPIC_GREAT_SMITING_9                             10
273  EPIC_GREAT_SMITING_10                            11
274  EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_1           2
275  EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_2           4
276  EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_3           6
277  EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_4           8
278  EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_5           10
279  EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_6           12
280  EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_7           14
281  EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_8           16
282  EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_9           18
283  EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_10          20
284  EPIC_BANE_OF_ENEMIES_ATTACK_BONUS                2
285  EPIC_BANE_OF_ENEMIES_DAMAGE_DIE                  6
286  EPIC_BANE_OF_ENEMIES_DAMAGE_DICE                 2
287  EPIC_AUTOMATIC_LESSER_STILL_LEVEL_CAP            4
288  EPIC_AUTOMATIC_STILL_LEVEL_CAP                   7
289  EPIC_AUTOMATIC_GREATER_STILL_LEVEL_CAP           10
290  EPIC_AUTOMATIC_LESSER_SILENT_LEVEL_CAP           4
291  EPIC_AUTOMATIC_SILENT_LEVEL_CAP                  7
292  EPIC_AUTOMATIC_GREATER_SILENT_LEVEL_CAP          10
293  EPIC_AUTOMATIC_LESSER_QUICKEN_LEVEL_CAP          4
294  EPIC_AUTOMATIC_QUICKEN_LEVEL_CAP                 7
295  EPIC_AUTOMATIC_GREATER_QUICKEN_LEVEL_CAP         10
296  POISON_SAVE_BONUS_1                              1
297  POISON_SAVE_BONUS_2                              2
298  POISON_SAVE_BONUS_3                              3
299  POISON_SAVE_BONUS_4                              4
300  POISON_SAVE_BONUS_5                              5
301  KI_CRITICAL_BONUS                                2
302  ****                                             ****
303  BLINDSIGHT_RANGE_5_FEET                          2.0f
304  BLINDSIGHT_RANGE_10_FEET                         4.0f
305  BLINDSIGHT_RANGE_60_FEET                         18.288f
306  ****                                             ****
307  BARBARIAN_ENDURANCE_BONUS                        0.1f
308  COMPANION_LEVELS_STACK                           0
309  ****                                             ****
310  ****                                             ****
311  ****                                             "The following settings need to be changed consistently on both client and server to ensure consistent behaviour."
312  WEAPON_FOCUS_BONUS                               1
313  WEAPON_SPECIALIZATION_BONUS                      2
314  EPIC_WEAPON_FOCUS_BONUS                          2
315  EPIC_WEAPON_SPECIALIZATION_BONUS                 4
316  ****                                             ****
317  POWER_ATTACK_TO_HIT_MODIFIER                     -5
318  POWER_ATTACK_DAMAGE_MODIFIER                     5
319  IMPROVED_POWER_ATTACK_TO_HIT_MODIFIER            -10
320  IMPROVED_POWER_ATTACK_DAMAGE_MODIFIER            10
321  RAPID_SHOT_TO_HIT_MODIFIER                       -2
322  FLURRY_OF_BLOWS_TO_HIT_MODIFIER                  -2
323  EXPERTISE_TO_HIT_MODIFIER                        -5
324  IMPROVED_EXPERTISE_TO_HIT_MODIFIER               -10
325  EXPERTISE_AC_BONUS                               5
326  IMPROVED_EXPERTISE_AC_BONUS                      10
327  LUCKY_SAVE_BONUS                                 1
328  GREAT_FORTITUDE_SAVE_BONUS                       2
329  IRON_WILL_SAVE_BONUS                             2
330  LIGHTNING_REFLEXES_SAVE_BONUS                    2
331  FEAT_TOUGHNESS_HP_BONUS                          1
332  FEAT_EPIC_TOUGHNESS_HP_BONUS_10                  200
333  FEAT_EPIC_TOUGHNESS_HP_BONUS_9                   180
334  FEAT_EPIC_TOUGHNESS_HP_BONUS_8                   160
335  FEAT_EPIC_TOUGHNESS_HP_BONUS_7                   140
336  FEAT_EPIC_TOUGHNESS_HP_BONUS_6                   120
337  FEAT_EPIC_TOUGHNESS_HP_BONUS_5                   100
338  FEAT_EPIC_TOUGHNESS_HP_BONUS_4                   80
339  FEAT_EPIC_TOUGHNESS_HP_BONUS_3                   60
340  FEAT_EPIC_TOUGHNESS_HP_BONUS_2                   40
341  FEAT_EPIC_TOUGHNESS_HP_BONUS_1                   20
342  FEAT_DEATHLESS_VIGOR_HP_BONUS                    3
343  FEAT_EPIC_DEATHLESS_VIGOR_HP_BONUS               5
344  ****                                             ****
345  FEAT_DEFENSIVES_STANCE_STR_BONUS                 2
346  FEAT_DEFENSIVES_STANCE_CON_BONUS                 4
347  FEAT_DEFENSIVES_STANCE_SAVE_BONUS                2
348  FEAT_DEFENSIVES_STANCE_DODGE_BONUS               4
349  ****                                             ****
350  FEAT_DRAGON_HD6                                  6
351  FEAT_DRAGON_HD8                                  8
352  FEAT_DRAGON_HD10                                 10
353  FEAT_DRAGON_HD12                                 12
354  ****                                             ****
355  DIRTY_FIGHTING_BONUS_DICE                        4
356  ****                                             ****
357  MIN_LEVEL_FOR_MAX_HP                             3
358  ****                                             ****
359  SPELL_METAMAGIC_EMPOWER_COST                     2
360  SPELL_METAMAGIC_EXTEND_COST                      1
361  SPELL_METAMAGIC_MAXIMIZE_COST                    3
362  SPELL_METAMAGIC_QUICKEN_COST                     4
363  SPELL_METAMAGIC_SILENT_COST                      1
364  SPELL_METAMAGIC_STILL_COST                       1
365  ****                                             ****
366  ****                                             ****
367  MONK_DAMAGE_TIER_ONE_THRESHHOLD                  4
368  MONK_DAMAGE_TIER_TWO_THRESHHOLD                  8
369  MONK_DAMAGE_TIER_THREE_THRESHHOLD                12
370  MONK_DAMAGE_TIER_FOUR_THRESHHOLD                 16
371  MONK_DAMAGE_TIER_ZERO_SDAMAGE_DIE                4
372  MONK_DAMAGE_TIER_ONE_SDAMAGE_DIE                 6
373  MONK_DAMAGE_TIER_TWO_SDAMAGE_DIE                 8
374  MONK_DAMAGE_TIER_THREE_SDAMAGE_DIE               10
375  MONK_DAMAGE_TIER_FOUR_SDAMAGE_DIE                6
376  MONK_DAMAGE_TIER_ZERO_SDAMAGE_DICE               1
377  MONK_DAMAGE_TIER_ONE_SDAMAGE_DICE                1
378  MONK_DAMAGE_TIER_TWO_SDAMAGE_DICE                1
379  MONK_DAMAGE_TIER_THREE_SDAMAGE_DICE              1
380  MONK_DAMAGE_TIER_FOUR_SDAMAGE_DICE               2
381  MONK_DAMAGE_TIER_ZERO_DAMAGE_DIE                 6
382  MONK_DAMAGE_TIER_ONE_DAMAGE_DIE                  8
383  MONK_DAMAGE_TIER_TWO_DAMAGE_DIE                  10
384  MONK_DAMAGE_TIER_THREE_DAMAGE_DIE                12
385  MONK_DAMAGE_TIER_FOUR_DAMAGE_DIE                 20
386  MONK_DAMAGE_TIER_DICE                            1
387  UNARMED_SDAMAGE_DIE                              2
388  UNARMED_DAMAGE_DIE                               3
389  UNARMED_DAMAGE_DICE                              1
390  SHOU_DISCIPLE_DAMAGE_TIER_ONE_DICE               1
391  SHOU_DISCIPLE_DAMAGE_TIER_TWO_DICE               2
392  SHOU_DISCIPLE_DAMAGE_TIER_ONE_THRESHHOLD         2
393  SHOU_DISCIPLE_DAMAGE_TIER_TWO_THRESHHOLD         3
394  SHOU_DISCIPLE_DAMAGE_TIER_THREE_THRESHHOLD       5
395  SHOU_DISCIPLE_DAMAGE_TIER_ZERO_DAMAGE_DIE        6
396  SHOU_DISCIPLE_DAMAGE_TIER_ONE_DAMAGE_DIE         8
397  SHOU_DISCIPLE_DAMAGE_TIER_TWO_DAMAGE_DIE         10
398  SHOU_DISCIPLE_DAMAGE_TIER_THREE_DAMAGE_DIE       6
399  SHOU_DISCIPLE_DAMAGE_TIER_ZERO_SDAMAGE_DIE       4
400  SHOU_DISCIPLE_DAMAGE_TIER_ONE_SDAMAGE_DIE        6
401  SHOU_DISCIPLE_DAMAGE_TIER_TWO_SDAMAGE_DIE        8
402  SHOU_DISCIPLE_DAMAGE_TIER_THREE_SDAMAGE_DIE      10
403  MULTIPLE_ATTACKS_BAB_PENALTY_MULTIPLIER          5
404  MULTIPLE_ATTACKS_BAB_PENALTY_MULTIPLIER_MONK     3
405  ****                                             ****
406  ****                                             ****
407  CHARGEN_ENABLED_PHENOTYPES                       5
408  CHARGEN_ABILITY_COST_INCREMENT2                  14
409  CHARGEN_ABILITY_COST_INCREMENT3                  16
410  CHARGEN_ABILITY_COST_INCREMENT4                  255
411  CHARGEN_BASE_ABILITY_MIN                         8
412  CHARGEN_BASE_ABILITY_MIN_PRIMARY                 11
413  CHARGEN_BASE_ABILITY_MAX                         18
414  CHARGEN_ABILITY_NEUTRAL_VALUE                    10
415  CHARGEN_ABILITY_MODIFIER_INCREMENT               2
416  CHARGEN_SKILL_MAX_LEVEL_1_BONUS                  3
417  CHARGEN_ALLOW_CUSTOM_PORTRAITS                   1
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Just Because I'm Paranoid Doesn't Mean They Are NOT After Me.
GreyDeth
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« Reply #6 on: 10 August 2020, 14:20 »

nwscript.nss:

file is too big to post here, so I share it on my Google Drive with you all:
https://drive.google.com/file/d/1xnw6DPv7qFWEj8QsImSDchtX4wtq8Gxy/view?usp=sharing
below an impression whats in the file:


////////////////////////////////////////////////////////
//
//  NWScript
//
//  The list of actions and pre-defined constants.
//
//  (c) BioWare Corp, 1999
//
////////////////////////////////////////////////////////

#define ENGINE_NUM_STRUCTURES   5
#define ENGINE_STRUCTURE_0      effect
#define ENGINE_STRUCTURE_1      event
#define ENGINE_STRUCTURE_2      location
#define ENGINE_STRUCTURE_3      talent
#define ENGINE_STRUCTURE_4      itemproperty

// Constants

int    NUM_INVENTORY_SLOTS      = 18;

int    TRUE                     = 1;
int    FALSE                    = 0;

float  DIRECTION_EAST           = 0.0;
float  DIRECTION_NORTH          = 90.0;
float  DIRECTION_WEST           = 180.0;
float  DIRECTION_SOUTH          = 270.0;
float  PI                       = 3.141592;

int    ATTITUDE_NEUTRAL         = 0;
int    ATTITUDE_AGGRESSIVE      = 1;
int    ATTITUDE_DEFENSIVE       = 2;
int    ATTITUDE_SPECIAL         = 3;

int    TALKVOLUME_TALK          = 0;
int    TALKVOLUME_WHISPER       = 1;
int    TALKVOLUME_SHOUT         = 2;
int    TALKVOLUME_SILENT_TALK   = 3;
int    TALKVOLUME_SILENT_SHOUT  = 4;
int    TALKVOLUME_PARTY         = 5;
int    TALKVOLUME_TELL          = 6;

int    INVENTORY_SLOT_HEAD      = 0;
int    INVENTORY_SLOT_CHEST     = 1;
int    INVENTORY_SLOT_BOOTS     = 2;
int    INVENTORY_SLOT_ARMS      = 3;
int    INVENTORY_SLOT_RIGHTHAND = 4;
int    INVENTORY_SLOT_LEFTHAND  = 5;
int    INVENTORY_SLOT_CLOAK     = 6;
int    INVENTORY_SLOT_LEFTRING  = 7;
int    INVENTORY_SLOT_RIGHTRING = 8;
int    INVENTORY_SLOT_NECK      = 9;
int    INVENTORY_SLOT_BELT      = 10;
int    INVENTORY_SLOT_ARROWS    = 11;
int    INVENTORY_SLOT_BULLETS   = 12;
int    INVENTORY_SLOT_BOLTS     = 13;
int    INVENTORY_SLOT_CWEAPON_L = 14;
int    INVENTORY_SLOT_CWEAPON_R = 15;
int    INVENTORY_SLOT_CWEAPON_B = 16;
int    INVENTORY_SLOT_CARMOUR   = 17;

//Effect type constants
int    DURATION_TYPE_INSTANT    = 0;
int    DURATION_TYPE_TEMPORARY  = 1;
int    DURATION_TYPE_PERMANENT  = 2;

int    SUBTYPE_MAGICAL          = 8;
int    SUBTYPE_SUPERNATURAL     = 16;
int    SUBTYPE_EXTRAORDINARY    = 24;

int    ABILITY_STRENGTH         = 0; // should be the same as in nwseffectlist.cpp
int    ABILITY_DEXTERITY        = 1;
int    ABILITY_CONSTITUTION     = 2;
int    ABILITY_INTELLIGENCE     = 3;
int    ABILITY_WISDOM           = 4;
int    ABILITY_CHARISMA         = 5;

int    SHAPE_SPELLCYLINDER      = 0;
int    SHAPE_CONE               = 1;
int    SHAPE_CUBE               = 2;
int    SHAPE_SPELLCONE          = 3;
int    SHAPE_SPHERE             = 4;

int    METAMAGIC_NONE           = 0;
int    METAMAGIC_EMPOWER        = 1;
int    METAMAGIC_EXTEND         = 2;
int    METAMAGIC_MAXIMIZE       = 4;
int    METAMAGIC_QUICKEN        = 8;
int    METAMAGIC_SILENT         = 16;
int    METAMAGIC_STILL          = 32;
int    METAMAGIC_ANY            = 255;

int    OBJECT_TYPE_CREATURE         = 1;
int    OBJECT_TYPE_ITEM             = 2;
int    OBJECT_TYPE_TRIGGER          = 4;
int    OBJECT_TYPE_DOOR             = 8;
int    OBJECT_TYPE_AREA_OF_EFFECT   = 16;
int    OBJECT_TYPE_WAYPOINT         = 32;
int    OBJECT_TYPE_PLACEABLE        = 64;
int    OBJECT_TYPE_STORE            = 128;
int    OBJECT_TYPE_ENCOUNTER        = 256;
int    OBJECT_TYPE_ALL              = 32767;

int    OBJECT_TYPE_INVALID          = 32767;

int    GENDER_MALE    = 0;
int    GENDER_FEMALE  = 1;
int    GENDER_BOTH    = 2;
int    GENDER_OTHER   = 3;
int    GENDER_NONE    = 4;

int    DAMAGE_TYPE_BLUDGEONING  = 1;
int    DAMAGE_TYPE_PIERCING     = 2;
int    DAMAGE_TYPE_SLASHING     = 4;
int    DAMAGE_TYPE_MAGICAL      = 8;
int    DAMAGE_TYPE_ACID         = 16;
int    DAMAGE_TYPE_COLD         = 32;
int    DAMAGE_TYPE_DIVINE       = 64;
int    DAMAGE_TYPE_ELECTRICAL   = 128;
int    DAMAGE_TYPE_FIRE         = 256;
int    DAMAGE_TYPE_NEGATIVE     = 512;
int    DAMAGE_TYPE_POSITIVE     = 1024;
int    DAMAGE_TYPE_SONIC        = 2048;
// The base weapon damage is the base damage delivered by the weapon before
// any additional types of damage (e.g. fire) have been added.
int    DAMAGE_TYPE_BASE_WEAPON  = 4096;

// Special versus flag just for AC effects
int    AC_VS_DAMAGE_TYPE_ALL    = 4103;

int    DAMAGE_BONUS_1           = 1;
int    DAMAGE_BONUS_2           = 2;
int    DAMAGE_BONUS_3           = 3;
int    DAMAGE_BONUS_4           = 4;
int    DAMAGE_BONUS_5           = 5;
int    DAMAGE_BONUS_1d4         = 6;
int    DAMAGE_BONUS_1d6         = 7;
int    DAMAGE_BONUS_1d8         = 8;
int    DAMAGE_BONUS_1d10        = 9;
int    DAMAGE_BONUS_2d6         = 10;
int    DAMAGE_BONUS_2d8         = 11;
int    DAMAGE_BONUS_2d4         = 12;
int    DAMAGE_BONUS_2d10        = 13;
int    DAMAGE_BONUS_1d12        = 14;
int    DAMAGE_BONUS_2d12        = 15;
int    DAMAGE_BONUS_6           = 16;
int    DAMAGE_BONUS_7           = 17;
int    DAMAGE_BONUS_8           = 18;
int    DAMAGE_BONUS_9           = 19;
int    DAMAGE_BONUS_10          = 20;
int    DAMAGE_BONUS_11          = 21;
int    DAMAGE_BONUS_12          = 22;
int    DAMAGE_BONUS_13          = 23;
int    DAMAGE_BONUS_14          = 24;
int    DAMAGE_BONUS_15          = 25;
int    DAMAGE_BONUS_16          = 26;
int    DAMAGE_BONUS_17          = 27;
int    DAMAGE_BONUS_18          = 28;
int    DAMAGE_BONUS_19          = 29;
int    DAMAGE_BONUS_20          = 30;

int    DAMAGE_POWER_NORMAL         = 0;
int    DAMAGE_POWER_PLUS_ONE       = 1;
int    DAMAGE_POWER_PLUS_TWO       = 2;
int    DAMAGE_POWER_PLUS_THREE     = 3;
int    DAMAGE_POWER_PLUS_FOUR      = 4;
int    DAMAGE_POWER_PLUS_FIVE      = 5;
int    DAMAGE_POWER_ENERGY         = 6;
int    DAMAGE_POWER_PLUS_SIX       = 7;
int    DAMAGE_POWER_PLUS_SEVEN     = 8;
int    DAMAGE_POWER_PLUS_EIGHT     = 9;
int    DAMAGE_POWER_PLUS_NINE      = 10;
int    DAMAGE_POWER_PLUS_TEN       = 11;
int    DAMAGE_POWER_PLUS_ELEVEN    = 12;
int    DAMAGE_POWER_PLUS_TWELVE    = 13;
int    DAMAGE_POWER_PLUS_THIRTEEN  = 14;
int    DAMAGE_POWER_PLUS_FOURTEEN  = 15;
int    DAMAGE_POWER_PLUS_FIFTEEN   = 16;
int    DAMAGE_POWER_PLUS_SIXTEEN   = 17;
int    DAMAGE_POWER_PLUS_SEVENTEEN = 18;
int    DAMAGE_POWER_PLUS_EIGHTEEN  = 19;
int    DAMAGE_POWER_PLUS_NINTEEN   = 20;
int    DAMAGE_POWER_PLUS_TWENTY    = 21;

int    ATTACK_BONUS_MISC                = 0;
int    ATTACK_BONUS_ONHAND              = 1;
int    ATTACK_BONUS_OFFHAND             = 2;

int    AC_DODGE_BONUS                   = 0;
int    AC_NATURAL_BONUS                 = 1;
int    AC_ARMOUR_ENCHANTMENT_BONUS      = 2;
int    AC_SHIELD_ENCHANTMENT_BONUS      = 3;
int    AC_DEFLECTION_BONUS              = 4;

int    MISS_CHANCE_TYPE_NORMAL          = 0;
int    MISS_CHANCE_TYPE_VS_RANGED       = 1;
int    MISS_CHANCE_TYPE_VS_MELEE        = 2;

int    DOOR_ACTION_OPEN                 = 0;
int    DOOR_ACTION_UNLOCK               = 1;
int    DOOR_ACTION_BASH                 = 2;
int    DOOR_ACTION_IGNORE               = 3;
int    DOOR_ACTION_KNOCK                = 4;

int    PLACEABLE_ACTION_USE                  = 0;
int    PLACEABLE_ACTION_UNLOCK               = 1;
int    PLACEABLE_ACTION_BASH                 = 2;
int    PLACEABLE_ACTION_KNOCK                = 4;


int    RACIAL_TYPE_DWARF                = 0;
int    RACIAL_TYPE_ELF                  = 1;
int    RACIAL_TYPE_GNOME                = 2;
int    RACIAL_TYPE_HALFLING             = 3;
int    RACIAL_TYPE_HALFELF              = 4;
int    RACIAL_TYPE_HALFORC              = 5;
int    RACIAL_TYPE_HUMAN                = 6;
int    RACIAL_TYPE_ABERRATION           = 7;
int    RACIAL_TYPE_ANIMAL               = 8;
int    RACIAL_TYPE_BEAST                = 9;
int    RACIAL_TYPE_CONSTRUCT            = 10;
int    RACIAL_TYPE_DRAGON               = 11;
int    RACIAL_TYPE_HUMANOID_GOBLINOID   = 12;
int    RACIAL_TYPE_HUMANOID_MONSTROUS   = 13;
int    RACIAL_TYPE_HUMANOID_ORC         = 14;
int    RACIAL_TYPE_HUMANOID_REPTILIAN   = 15;
int    RACIAL_TYPE_ELEMENTAL            = 16;
int    RACIAL_TYPE_FEY                  = 17;
int    RACIAL_TYPE_GIANT                = 18;
int    RACIAL_TYPE_MAGICAL_BEAST        = 19;
int    RACIAL_TYPE_OUTSIDER             = 20;
int    RACIAL_TYPE_SHAPECHANGER         = 23;
int    RACIAL_TYPE_UNDEAD               = 24;
int    RACIAL_TYPE_VERMIN               = 25;
int    RACIAL_TYPE_ALL                  = 28;
int    RACIAL_TYPE_INVALID              = 28;
int    RACIAL_TYPE_OOZE                 = 29;

int    ALIGNMENT_ALL                    = 0;
int    ALIGNMENT_NEUTRAL                = 1;
int    ALIGNMENT_LAWFUL                 = 2;
int    ALIGNMENT_CHAOTIC                = 3;
int    ALIGNMENT_GOOD                   = 4;
int    ALIGNMENT_EVIL                   = 5;

int SAVING_THROW_ALL                    = 0;
int SAVING_THROW_FORT                   = 1;
int SAVING_THROW_REFLEX                 = 2;
int SAVING_THROW_WILL                   = 3;

int SAVING_THROW_TYPE_ALL               = 0;
int SAVING_THROW_TYPE_NONE              = 0;
int SAVING_THROW_TYPE_MIND_SPELLS       = 1;
int SAVING_THROW_TYPE_POISON            = 2;
int SAVING_THROW_TYPE_DISEASE           = 3;
int SAVING_THROW_TYPE_FEAR              = 4;
int SAVING_THROW_TYPE_SONIC             = 5;
int SAVING_THROW_TYPE_ACID              = 6;
int SAVING_THROW_TYPE_FIRE              = 7;
int SAVING_THROW_TYPE_ELECTRICITY       = 8;
int SAVING_THROW_TYPE_POSITIVE          = 9;
int SAVING_THROW_TYPE_NEGATIVE          = 10;
int SAVING_THROW_TYPE_DEATH             = 11;
int SAVING_THROW_TYPE_COLD              = 12;
int SAVING_THROW_TYPE_DIVINE            = 13;
int SAVING_THROW_TYPE_TRAP              = 14;
int SAVING_THROW_TYPE_SPELL             = 15;
int SAVING_THROW_TYPE_GOOD              = 16;
int SAVING_THROW_TYPE_EVIL              = 17;
int SAVING_THROW_TYPE_LAW               = 18;
int SAVING_THROW_TYPE_CHAOS             = 19;

int IMMUNITY_TYPE_NONE              = 0;
int IMMUNITY_TYPE_MIND_SPELLS       = 1;
int IMMUNITY_TYPE_POISON            = 2;
int IMMUNITY_TYPE_DISEASE           = 3;
int IMMUNITY_TYPE_FEAR              = 4;
int IMMUNITY_TYPE_TRAP              = 5;
int IMMUNITY_TYPE_PARALYSIS         = 6;
int IMMUNITY_TYPE_BLINDNESS         = 7;
int IMMUNITY_TYPE_DEAFNESS          = 8;
int IMMUNITY_TYPE_SLOW              = 9;
int IMMUNITY_TYPE_ENTANGLE          = 10;
int IMMUNITY_TYPE_SILENCE           = 11;
int IMMUNITY_TYPE_STUN              = 12;
int IMMUNITY_TYPE_SLEEP             = 13;
int IMMUNITY_TYPE_CHARM             = 14;
int IMMUNITY_TYPE_DOMINATE          = 15;
int IMMUNITY_TYPE_CONFUSED          = 16;
int IMMUNITY_TYPE_CURSED            = 17;
int IMMUNITY_TYPE_DAZED             = 18;
int IMMUNITY_TYPE_ABILITY_DECREASE  = 19;
int IMMUNITY_TYPE_ATTACK_DECREASE   = 20;
int IMMUNITY_TYPE_DAMAGE_DECREASE   = 21;
int IMMUNITY_TYPE_DAMAGE_IMMUNITY_DECREASE = 22;
int IMMUNITY_TYPE_AC_DECREASE       = 23;
int IMMUNITY_TYPE_MOVEMENT_SPEED_DECREASE = 24;
int IMMUNITY_TYPE_SAVING_THROW_DECREASE = 25;
int IMMUNITY_TYPE_SPELL_RESISTANCE_DECREASE = 26;
int IMMUNITY_TYPE_SKILL_DECREASE    = 27;
int IMMUNITY_TYPE_KNOCKDOWN         = 28;
int IMMUNITY_TYPE_NEGATIVE_LEVEL    = 29;
int IMMUNITY_TYPE_SNEAK_ATTACK      = 30;
int IMMUNITY_TYPE_CRITICAL_HIT      = 31;
int IMMUNITY_TYPE_DEATH             = 32;

int SPELL_ALL_SPELLS                        = -1;  // used for spell immunity.
int SPELL_ACID_FOG                          = 0;
int SPELL_AID                               = 1;
int SPELL_ANIMATE_DEAD                      = 2;
int SPELL_BARKSKIN                          = 3;
int SPELL_BESTOW_CURSE                      = 4;
int SPELL_BLADE_BARRIER                     = 5;
int SPELL_BLESS                             = 6;
int SPELL_BLESS_WEAPON                      = 537;
int SPELL_BLINDNESS_AND_DEAFNESS            = 8;
int SPELL_BULLS_STRENGTH                    = 9;
int SPELL_BURNING_HANDS                     = 10;
int SPELL_CALL_LIGHTNING                    = 11;
//int SPELL_CALM_EMOTIONS = 12;
int SPELL_CATS_GRACE                        = 13;
int SPELL_CHAIN_LIGHTNING                   = 14;
int SPELL_CHARM_MONSTER                     = 15;
int SPELL_CHARM_PERSON                      = 16;
int SPELL_CHARM_PERSON_OR_ANIMAL            = 17;
int SPELL_CIRCLE_OF_DEATH                   = 18;
int SPELL_CIRCLE_OF_DOOM                    = 19;
int SPELL_CLAIRAUDIENCE_AND_CLAIRVOYANCE    = 20;
int SPELL_CLARITY                           = 21;
int SPELL_CLOAK_OF_CHAOS                    = 22;
int SPELL_CLOUDKILL                         = 23;
int SPELL_COLOR_SPRAY                       = 24;
int SPELL_CONE_OF_COLD                      = 25;
int SPELL_CONFUSION                         = 26;
int SPELL_CONTAGION                         = 27;
int SPELL_CONTROL_UNDEAD                    = 28;
int SPELL_CREATE_GREATER_UNDEAD             = 29;
int SPELL_CREATE_UNDEAD                     = 30;
int SPELL_CURE_CRITICAL_WOUNDS              = 31;
int SPELL_CURE_LIGHT_WOUNDS                 = 32;
int SPELL_CURE_MINOR_WOUNDS                 = 33;
int SPELL_CURE_MODERATE_WOUNDS              = 34;
int SPELL_CURE_SERIOUS_WOUNDS               = 35;
int SPELL_DARKNESS                          = 36;
int SPELL_DAZE                              = 37;
int SPELL_DEATH_WARD                        = 38;
int SPELL_DELAYED_BLAST_FIREBALL            = 39;
int SPELL_DISMISSAL                         = 40;
int SPELL_DISPEL_MAGIC                      = 41;
int SPELL_DIVINE_POWER                      = 42;
int SPELL_DOMINATE_ANIMAL                   = 43;
int SPELL_DOMINATE_MONSTER                  = 44;
int SPELL_DOMINATE_PERSON                   = 45;
int SPELL_DOOM                              = 46;
int SPELL_ELEMENTAL_SHIELD                  = 47;
int SPELL_ELEMENTAL_SWARM                   = 48;
int SPELL_ENDURANCE                         = 49;
int SPELL_ENDURE_ELEMENTS                   = 50;
int SPELL_ENERGY_DRAIN                      = 51;
int SPELL_ENERVATION                        = 52;
int SPELL_ENTANGLE                          = 53;
int SPELL_FEAR                              = 54;
int SPELL_FEEBLEMIND                        = 55;
int SPELL_FINGER_OF_DEATH                   = 56;
int SPELL_FIRE_STORM                        = 57;
int SPELL_FIREBALL                          = 58;
int SPELL_FLAME_ARROW                       = 59;
int SPELL_FLAME_LASH                        = 60;
int SPELL_FLAME_STRIKE                      = 61;
int SPELL_FREEDOM_OF_MOVEMENT               = 62;
int SPELL_GATE                              = 63;
int SPELL_GHOUL_TOUCH                       = 64;
int SPELL_GLOBE_OF_INVULNERABILITY          = 65;
int SPELL_GREASE                            = 66;
int SPELL_GREATER_DISPELLING                = 67;
//int SPELL_GREATER_MAGIC_WEAPON              = 68;
int SPELL_GREATER_PLANAR_BINDING            = 69;
int SPELL_GREATER_RESTORATION               = 70;
//int SPELL_GREATER_SHADOW_CONJURATION = 71;
int SPELL_GREATER_SPELL_BREACH              = 72;
int SPELL_GREATER_SPELL_MANTLE              = 73;
int SPELL_GREATER_STONESKIN                 = 74;
int SPELL_GUST_OF_WIND = 75;
int SPELL_HAMMER_OF_THE_GODS                = 76;
int SPELL_HARM                              = 77;
int SPELL_HASTE                             = 78;
int SPELL_HEAL                              = 79;
int SPELL_HEALING_CIRCLE                    = 80;
int SPELL_HOLD_ANIMAL                       = 81;
int SPELL_HOLD_MONSTER                      = 82;
int SPELL_HOLD_PERSON                       = 83;
int SPELL_HOLY_AURA                         = 84;
int SPELL_HOLY_SWORD                        = 538;
int SPELL_IDENTIFY                          = 86;
int SPELL_IMPLOSION                         = 87;
int SPELL_IMPROVED_INVISIBILITY             = 88;
int SPELL_INCENDIARY_CLOUD                  = 89;
int SPELL_INVISIBILITY                      = 90;
int SPELL_INVISIBILITY_PURGE                = 91;
int SPELL_INVISIBILITY_SPHERE               = 92;
int SPELL_KNOCK                             = 93;
int SPELL_LESSER_DISPEL                     = 94;
int SPELL_LESSER_MIND_BLANK                 = 95;
int SPELL_LESSER_PLANAR_BINDING             = 96;
int SPELL_LESSER_RESTORATION                = 97;
int SPELL_LESSER_SPELL_BREACH               = 98;
int SPELL_LESSER_SPELL_MANTLE               = 99;
int SPELL_LIGHT                             = 100;
int SPELL_LIGHTNING_BOLT                    = 101;

int FEAT_DWARVEN_DEFENDER_DEFENSIVE_STANCE     =  947;
int FEAT_DAMAGE_REDUCTION_6     =  948;
int FEAT_PRESTIGE_DEFENSIVE_AWARENESS_1     =  949;
int FEAT_PRESTIGE_DEFENSIVE_AWARENESS_2     =  950;
int FEAT_PRESTIGE_DEFENSIVE_AWARENESS_3     =  951;
int FEAT_WEAPON_FOCUS_DWAXE     =  952;
int FEAT_WEAPON_SPECIALIZATION_DWAXE     =  953;
int FEAT_IMPROVED_CRITICAL_DWAXE     =  954;
int FEAT_EPIC_DEVASTATING_CRITICAL_DWAXE     =  955;
int FEAT_EPIC_WEAPON_FOCUS_DWAXE     =  956;
int FEAT_EPIC_WEAPON_SPECIALIZATION_DWAXE     =  957;
int FEAT_EPIC_OVERWHELMING_CRITICAL_DWAXE     =  958;
int FEAT_WEAPON_OF_CHOICE_DWAXE     =  959;
int FEAT_USE_POISON     =  960;

int FEAT_DRAGON_ARMOR            = 961;
int FEAT_DRAGON_ABILITIES        = 962;
int FEAT_DRAGON_IMMUNE_PARALYSIS = 963;
int FEAT_DRAGON_IMMUNE_FIRE       = 964;
int FEAT_DRAGON_DIS_BREATH        = 965;
int FEAT_EPIC_FIGHTER             = 966;
int FEAT_EPIC_BARBARIAN           = 967;
int FEAT_EPIC_BARD             = 968;
int FEAT_EPIC_CLERIC           = 969;
int FEAT_EPIC_DRUID            = 970;
int FEAT_EPIC_MONK             = 971;
int FEAT_EPIC_PALADIN          = 972;
int FEAT_EPIC_RANGER           = 973;
int FEAT_EPIC_ROGUE            = 974;
int FEAT_EPIC_SORCERER         = 975;
int FEAT_EPIC_WIZARD           = 976;
int FEAT_EPIC_ARCANE_ARCHER    = 977;
int FEAT_EPIC_ASSASSIN         = 978;
int FEAT_EPIC_BLACKGUARD       = 979;
int FEAT_EPIC_SHADOWDANCER     = 980;
int FEAT_EPIC_HARPER_SCOUT     = 981;
int FEAT_EPIC_DIVINE_CHAMPION  = 982;
int FEAT_EPIC_WEAPON_MASTER    = 983;
int FEAT_EPIC_PALE_MASTER      = 984;
int FEAT_EPIC_DWARVEN_DEFENDER = 985;
int FEAT_EPIC_SHIFTER          = 986;
int FEAT_EPIC_RED_DRAGON_DISC  = 987;
int FEAT_EPIC_THUNDERING_RAGE  = 988;
int FEAT_EPIC_TERRIFYING_RAGE    = 989;
int FEAT_EPIC_SPELL_EPIC_WARDING = 990;
int FEAT_WEAPON_FOCUS_WHIP       = 993;
int FEAT_WEAPON_SPECIALIZATION_WHIP = 994;
int FEAT_IMPROVED_CRITICAL_WHIP     = 995;
int FEAT_EPIC_DEVASTATING_CRITICAL_WHIP = 996;
int FEAT_EPIC_WEAPON_FOCUS_WHIP         = 997;
int FEAT_EPIC_WEAPON_SPECIALIZATION_WHIP = 998;
int FEAT_EPIC_OVERWHELMING_CRITICAL_WHIP = 999;
int FEAT_WEAPON_OF_CHOICE_WHIP           = 1000;
int FEAT_EPIC_CHARACTER                  = 1001;
int FEAT_EPIC_EPIC_SHADOWLORD            = 1002;
int FEAT_EPIC_EPIC_FIEND                 = 1003;
int FEAT_PRESTIGE_DEATH_ATTACK_6         = 1004;
int FEAT_PRESTIGE_DEATH_ATTACK_7         = 1005;
int FEAT_PRESTIGE_DEATH_ATTACK_8         = 1006;
int FEAT_BLACKGUARD_SNEAK_ATTACK_4D6     = 1007;
int FEAT_BLACKGUARD_SNEAK_ATTACK_5D6     = 1008;
int FEAT_BLACKGUARD_SNEAK_ATTACK_6D6     = 1009;
int FEAT_BLACKGUARD_SNEAK_ATTACK_7D6     = 1010;
int FEAT_BLACKGUARD_SNEAK_ATTACK_8D6     = 1011;
int FEAT_BLACKGUARD_SNEAK_ATTACK_9D6     = 1012;
int FEAT_BLACKGUARD_SNEAK_ATTACK_10D6    = 1013;
int FEAT_BLACKGUARD_SNEAK_ATTACK_11D6    = 1014;
int FEAT_BLACKGUARD_SNEAK_ATTACK_12D6    = 1015;
int FEAT_BLACKGUARD_SNEAK_ATTACK_13D6    = 1016;
int FEAT_BLACKGUARD_SNEAK_ATTACK_14D6    = 1017;
int FEAT_BLACKGUARD_SNEAK_ATTACK_15D6    = 1018;
int FEAT_PRESTIGE_DEATH_ATTACK_9         = 1019;
int FEAT_PRESTIGE_DEATH_ATTACK_10        = 1020;
int FEAT_PRESTIGE_DEATH_ATTACK_11        = 1021;
int FEAT_PRESTIGE_DEATH_ATTACK_12        = 1022;
int FEAT_PRESTIGE_DEATH_ATTACK_13        = 1023;
int FEAT_PRESTIGE_DEATH_ATTACK_14        = 1024;
int FEAT_PRESTIGE_DEATH_ATTACK_15        = 1025;
int FEAT_PRESTIGE_DEATH_ATTACK_16        = 1026;
int FEAT_PRESTIGE_DEATH_ATTACK_17        = 1027;
int FEAT_PRESTIGE_DEATH_ATTACK_18        = 1028;
int FEAT_PRESTIGE_DEATH_ATTACK_19        = 1029;
int FEAT_PRESTIGE_DEATH_ATTACK_20        = 1030;
int FEAT_SHOU_DISCIPLE_DODGE_3           = 1031;
int FEAT_DRAGON_HDINCREASE_D6            = 1042;
int FEAT_DRAGON_HDINCREASE_D8            = 1043;
int FEAT_DRAGON_HDINCREASE_D10           = 1044;
int FEAT_PRESTIGE_ENCHANT_ARROW_6        = 1045;
int FEAT_PRESTIGE_ENCHANT_ARROW_7        = 1046;
int FEAT_PRESTIGE_ENCHANT_ARROW_8        = 1047;
int FEAT_PRESTIGE_ENCHANT_ARROW_9        = 1048;
int FEAT_PRESTIGE_ENCHANT_ARROW_10       = 1049;
int FEAT_PRESTIGE_ENCHANT_ARROW_11       = 1050;
int FEAT_PRESTIGE_ENCHANT_ARROW_12       = 1051;
int FEAT_PRESTIGE_ENCHANT_ARROW_13       = 1052;
int FEAT_PRESTIGE_ENCHANT_ARROW_14       = 1053;
int FEAT_PRESTIGE_ENCHANT_ARROW_15       = 1054;
int FEAT_PRESTIGE_ENCHANT_ARROW_16       = 1055;
int FEAT_PRESTIGE_ENCHANT_ARROW_17       = 1056;
int FEAT_PRESTIGE_ENCHANT_ARROW_18       = 1057;
int FEAT_PRESTIGE_ENCHANT_ARROW_19       = 1058;
int FEAT_PRESTIGE_ENCHANT_ARROW_20       = 1059;
int FEAT_EPIC_OUTSIDER_SHAPE             = 1060;
int FEAT_EPIC_CONSTRUCT_SHAPE            = 1061;
int FEAT_EPIC_SHIFTER_INFINITE_WILDSHAPE_1 = 1062;
int FEAT_EPIC_SHIFTER_INFINITE_WILDSHAPE_2 = 1063;
int FEAT_EPIC_SHIFTER_INFINITE_WILDSHAPE_3 = 1064;
int FEAT_EPIC_SHIFTER_INFINITE_WILDSHAPE_4 = 1065;
int FEAT_EPIC_SHIFTER_INFINITE_HUMANOID_SHAPE = 1066;
int FEAT_EPIC_BARBARIAN_DAMAGE_REDUCTION = 1067;
int FEAT_EPIC_DRUID_INFINITE_WILDSHAPE   = 1068;
int FEAT_EPIC_DRUID_INFINITE_ELEMENTAL_SHAPE = 1069;
int FEAT_PRESTIGE_POISON_SAVE_EPIC       = 1070;
int FEAT_EPIC_SUPERIOR_WEAPON_FOCUS      = 1071;

etc.
So for whole file download it here:
https://drive.google.com/file/d/1xnw6DPv7qFWEj8QsImSDchtX4wtq8Gxy/view?usp=sharing
(same as above)


« Last Edit: 10 August 2020, 14:32 by GreyDeth » Logged

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bad_karma
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« Reply #7 on: 10 August 2020, 15:32 »

I'll give it a check this evening @Grey!
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bad_karma
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« Reply #8 on: 10 August 2020, 19:20 »

Just checked:

1. alignment restrictions are not enforced, so fix works
2. shifter shapes seem to work again (not talking about the known issues of meta-magic stuff like empowering shape spells, that seems to be an nwn:ee altogether different issue): iron golem has a warhammer and demonflesh is replaced by helmed horror again

So it all seems to work as expected.

Maybe a final note on a question asked by CleverOne in another thread: I also checked my dragon toon that has monk levels and it seems the ab regression over attacks seems to continue straight down for the entire round (so no 2nd attack at max ab), but with the -3 penalty per extra attack, like a monk gets, instead of -5 that other classes endure.
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« Reply #9 on: 10 August 2020, 22:26 »

Great news ... thnx for checking m8!

So mechanics in Steams MWNEE is quite weird indeed ... it installs lots of stuff in Steamdir but mainly in C:\my documents ....  but the override files needs to be in Steam ovr-directory .... weird way of programming ... but hey ... we figured it out now.

Nice work b_k (aka Sherlock) !!  icon_thumleft
« Last Edit: 11 August 2020, 10:39 by GreyDeth » Logged

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« Reply #10 on: 18 August 2020, 22:09 »

Yes the mod does rely on those overrides - it was a way the older devs were able to customise things without players having to download custom packages etc or applying a huge amount of scripting in the mod itself.

I have backups of all of course.

Grey - did you get my email about getting hold of the current running mod so I could look at a few dev bits? I don't want to develop on my version as I think it's a pre ee version.

-fc-
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« Reply #11 on: 30 December 2021, 03:23 »

Heyy just noticing a typo in one of the lines of the "ruleset.2da" file listed above; line 256. Not sure if it would be messing with the Overwhelming (not Overhwleming) Crit feat. I haven't noticed any bugs but just a heads up!
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« Reply #12 on: 21 October 2022, 15:22 »

Almost a year later, sry for that ... just missed this one until yesterday,  but I fixed the typo.
Maybe for the better?

For those who use epic_overwhelming ... maybe check?
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