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#1
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Level 5 ![]() Класс: Обыватель Характер: Lawful Neutral Раса: Человек NWN: Модмейкер Проклятие Левора Порядок Времени ![]() |
WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.66 TOOLSET ARE TAGGED AS REQUIRING VERSION 1.66 OR HIGHER OF NEVERWINTER NIGHTS GAME OR TOOLSET. IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.66 THEN DO NOT EDIT YOUR MODULE IN THE VERSION 1.66 TOOLSET. IF YOU WANT TO GO BACK TO 1.65, WE WILL HAVE A 1.66 TO 1.65 PATCH AVAILABLE Neverwinter Nights Game -Added 3 portraits and 3 music themes from the BioWare Premium Modules Kingmaker, ShadowGuard, and Witch's Wake 1 to game resources. -Fixed an issue that was causing the game to slow down and become unplayable at the start of SoU Chapter 2. -Fixed an issue with creatures sometimes occupying the same space. This should happen a lot less frequently now. -Sneak/Death attacks now properly respect the Pale Master's Deathless Mastery feat. -Fixed a minor animation issue that could occur if you performed a Whirlwind attack while you had some 2 handed weapons equipped. -Fixed some issues with Tile "time of day" animations. This was causing flickering and other issues at the end of a DayToNight/NightToDay transition. -Added missing armor proficiency to Gnolls. DM Client -The game no longer displays encumbered feedback messages for DMs since they actually can't ever be encumbered. Neverwinter Nights Aurora Toolset -The GetIsImmune() scripting command now reports the proper result when the creature specified has the Pale Master's Deathless Mastery feat. -Fixed a stack underflow error when the scripting command GetStandardFactionReputation() was called with an invalid creature object as an argument. -Fixed an issue with the scripting command GetStandardFactionReputation() returning -1 when called on the defender faction with a PC creature object specified. -Fixed an issue with the scripting command SetFogColor() when used to set the sun fog color in an always dark area (or the moon fog color in an always bright area). -Added some missing IP_CONST_FEAT_* constants to nwscript.nss -Fixed a Copy area/script/dialog issue that was making it look like the toolset was loosing data and could sometimes lead to a crash. -Fixed an issue with the script compiler that could cause a Stack Underflow error when a switch statement was placed inside a Do/While loop. There is also a new command line compiler in the Neverwinter Nights utils directory that includes this fix (clcompile.exe). Script Debugger -Fixed a compiler issue that was causing the script debugger (DebugServer.exe that is in your NWN utils directory) to not work properly when stepping into/out of case statements (see the scripting command SpawnScriptDebugger() for more information regarding the script debugger). Scripting-specific -Fixed an issue with Choking Powder heart beat script not repecting poison immunity ( x0_s3_chokehb.nss ). -Fixed an issue with the way the damage calculation was being done for the Cone of Frost monster ability (nw_s1_conecold.nss). -Made the Shifter's Manticore's spike script work correctly in the case when it is inappropriately given to an NPC Manticore monster by mistake (x2_s1_gwspikes.nss). Custom Content Added a new column to the feat.2da "ReqAction" (all default NWN feats have this value set to 1 and if the column is missing from the feats.2da, such as in a hak pak, it will also default to 1). Turning this off means that the adjusted feat will no longer require an action from the object (it fires immediately, takes no action, and ignores your action queue entirely). In order to use this new functionality you need to do the following: Set the "ReqAction" value for the feat to 0 in the feat.2da Have a spellID associated with the feat in the feat.2da. Have a "ImpactScript" specified in the spells.2da for the spellID that you specified in the feat.2da The ImpactScript will then fire immediately when the feat is used. Walk meshes now work when placed at heights above -30 (previous lower limit was -10). Added an option to change/increase the selector height (when placing tiles) in the tileset "set" file. In order to use this you must add a new setting called "SelectorHeight" to the set file and specify the desired float value for this setting. The selector height will continue to default to the transition height if it has not been specified. Added more tile path nodes types m, n, o, and p. For custom tile set support.
2DA Files Changed in this Update ambientmusic.2da cls_skill_blkgrd.2da feat.2da iprp_feats.2da portraits.2da swearfilter.2da С сайта Биовар |
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Сообщение
#2
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4-х Кубовый ![]() Класс: Некромант Характер: Lawful Evil Раса: Человек NWN: Скриптинг [Sn] Проклятие Левора ![]() |
Лео, ты не ответил на главный вопрос. КАК ОПРЕДЕЛИТЬ ДЛЯ ТАЙЛА ПРАВИЛЬНУЮ НОДУ?.. :xz:
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Текстовая версия | Сейчас: 29th April 2025 - 19:54 |