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READ ME
Animate Knife v2
The Magus - [email protected]
2012 oct 12
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This package replaces Shelgarns Persistent Blade with my version which I call Animate Knife.

Animate Knife
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Enchantment
Descriptor(s): Enchanted Item
Component(s): Verbal, Somatic (Material: Dagger or Kukri)
Range: Touch
Area of Effect / Target: Knife (Dagger or Kukri)
Duration: 1 round/Level
Additional Counter Spells:
Save: None
Spell Resistance: No

This spell animates the targeted knife and gives it the ability to fight in defense of the caster. The animated knife joins the caster's party as a henchman.

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CONTENTS:

README_aniknife (this file)

[2DAs]
appearance.2da
AppearanceSndSet.2da
des_crft_spells.2da
spells.2da

[erf]
arnheim_persbld3.erf
scripts: aa_ai_enchweapon, aa_ai_mg)hb, aa_ai_mg_rest, aa_mod_load, nw_ch_acb, nw_ch_summon_9, x0_i0_henchman, x2_s0_persblde
creature: aa_enchweapon (Special:Custom 1)
item: aa_enchweaponprp (Creature Items:Skin/Hide)

[TLK]
persblde

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INSTRUCTIONS:
(1) Import the ERF into your module. Enable all overwrites which include: nw_ch_acb, x0_i0_henchman, x2_s0_persblde, nw_ch_summon9. You do not need to overwrite the henchman include if you do not wish to alter the number of henchmen allowed in your module.

(1a) If you do want to alter the number of henchmen in your module you will need to add "aa_mod_load" to your module's load event, and you should edit the max number of henchman in that file to meet your expectations.

(2) Add the hak to your module's custom content. The HAK contains all the 2das that this enhancement uses. More likely however you will be altering your module's existing HAKs and custom TLK associated with the project. I have included the relevant lines in the 2DAs you will need to edit as well as your TLK.

(3) Build the module, compiling scripts.

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EDITS (for those that want to add this into existing Custom Content):


APPEARANCE (index 999):
-----------------------
999 "Invisible, Animated Weapon" **** Invis_Human_Male_100 invis_mh_100 default N FWT 1 1 1.05 0.85 NORM 1.6 3.2 0.1 0.1 2 0.3 1.7 H 1 6 1 1 po_clsfight 1 9 -1 100 1 60 30 head_g 0 0


APPEARANCESNDSET (index 100):
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100 Animated_Weapon plate **** **** **** **** **** **** **** al_mg_crystalnt1 bf_metal_small bf_metal_small


SPELLS (index 534):
-------------------
534 Shelgarns_Persistent_Blade 16779365 is_X2PersBlde E T vs 0x3a 0x09 X2_S0_PersBlde **** **** **** **** **** 2 2 1500 hand **** vco_smhanodd01 **** sco_mehanodd01 vs_chant_conj_lm vs_chant_conj_lf out 1000 **** **** **** **** 0 **** **** **** **** **** **** 0 **** **** **** **** **** 15 **** 1 16779366 1 0 **** 0 **** **** **** 0


DES_CRFT_SPELLS (index 534):
----------------------------
534 Shelgarns_Persistent_Blade 469 0 0 0 1 1


TLK (index 2149 and 2150):
--------------------------
2149
Animate Knife

2150
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Enchantment
Descriptor(s): Enchanted Item
Component(s): Verbal, Somatic (Material: Dagger or Kukri)
Range: Touch
Area of Effect / Target: Knife (Dagger or Kukri)
Duration: 1 round/Level
Additional Counter Spells:
Save: None
Spell Resistance: No

This spell animates the targeted knife and gives it the ability to fight in defense of the caster. The animated knife joins the caster's party as a henchman.

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Change Log:
v2 (2012 oct 12)
- added scripts aa_ai_mg_rest (to capture rest event), and nw_ch_summon9
- adjusted creature Dancing Weapon
Hostile faction
Gave all weapon feats
- modified visual effects in aa_ai_enchweapon.nss