水月
unread,Jul 10, 2008, 9:11:10 AM7/10/08Sign in to reply to author
Sign in to forward
You do not have permission to delete messages in this group
Either email addresses are anonymous for this group or you need the view member email addresses permission to view the original message
to 水月的地下城
好大的补丁哟,有300多M呢。究竟改了些什么呢?转载一下ody斑竹nidhogg 的翻译:
增加:
进阶职业紫龙骑士
若干场景模块
新的可放置物品
新的音轨
其他官方资料片内的生物
新门
新视觉效果
新武器外观
新物品
ini文件增加/改变大概:
红绿色盲友好设置
显示/隐藏披风
脏话过滤
升级hp投最大值
不在升级时显示所得hp
登录服务器时恢复用去的法术
改变草皮显示范围
死后尸体消失/不消失
随机遇敌怪物等级可根据当前玩家等级而不是第一次进入该区域的玩家的等级
可运行每一个脚本以便在出错时检查
多核处理器可设定运行工具箱时使用几个处理器
专长先决条件改变(多人模式下已有的角色可能会坏掉):
传奇闪避现在需要30点翻滚作为先决条件
Dragon Shape现在需要每天6次Wild Shape(汗,没玩过变形者)作为先决条件
传奇武器专攻:棍棒的先决条件由精通重击:棍棒改为武器专攻:棍棒
传奇武器专精:棍棒现在需要有4级战士等级才能获得(以前是一级)
其他修正:
Vista下正常播放片头录像
Vista下游戏不会突然跳到。。。需要管理权限?
官方战役中披风显示颜色
增加三叉戟武器专长
三叉戟现分为军用武器
修正承受多于一种攻击伤害类型时的伤害抵抗。目标现用多重伤害抵抗中的最弱者抵抗所造成伤害多于基础武器伤害武器
旋风攻击/大旋风/强力顺势劈均以角色的完整基础攻击加值使出
翻躲专长为每日一次
神圣复仇者的施法等级为10,而不使用角色的圣武士施法等级
无论生物体型,武器娴熟应用于一切生物武器
少许游戏优化
修正若干可能造成服务器崩溃的问题
修正可能与玩家脱离潜行有关的账号崩溃
修正佣兵随行人员可能与你的角色重叠的问题
快速填装专长现在已能给予你正确的额外攻击次数
判定接触攻击时偏正加值不会被加两次
修正大地精的肩带
修正僵尸/木乃伊未被加上正确特殊视效的问题
超重物品重量修正
屏幕截图归入专门文件夹并加上模组名称
厄灭黑刃由长剑变为重剑
用“调制药剂”制作的药剂与普通药剂一样使用
修正精通寓守于攻未在特殊攻击中正确显示的问题
修正在你休息时由于其他队员开始攻击而休息未能完全撤销的问题
在官方战役中由于打开水面闪光导致区域载入时发生崩溃的问题可能得到缓解
修正DM在普通触发器上使用辐射菜单命令“发送退出事件”时的问题
修正在攻击受震慑目标时的攻击加值奖励
对抗伤害种类有AC加值的物品能正确起作用
修正内存泄漏
修改开发说明
……
以下是原文:
New Purple Dragon Knight Prestige Class
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
8 New Tilesets:
=-=-=-=-=-=-=-=-
Barrows Interior
Castle Exterior, Rural
Castle Interior 2
City Interior 2
Fort Interior
Sea Caves (a hak pack is no longer required)
Steamworks
Tropical (a hak pack is no longer required)
Audio:
=-=-=-
15 New Music Tracks:
14 New Ambient Sounds
New Creatures (over 100 new appearances):
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Caladnei (NPC)
Cobra (Regular, Black and Gold)
Curst Swordsman
Gem Golems (Diamond, Emerald and Ruby)
G'Zhorb the All seeing Eye
Halaster
Harat, Lord of Darkness (Large and Small)
Horses (63 Different variants, plus mounted Humans, Elves, Half-
Elves,
Halflings, Gnomes, Half-Orcs and Dwarves)
Lord Antoine Baccha, Visier de Guise (NPC)
Maggris, the Hive Mother
Masterius (Regular, Disguised and Powerful)
Mist Dragon
Nightmare (Regular, Saddled and Armored)
Ogre Chieftain
Purple Dragon Knight Archer (Female and Male)
Purple Dragon Knight Blade (Female and Male)
Satyr (Regular, Archer and Warrior)
Wereboar
Widow Hagatha
Wyvern (Great, Adult, Juvenile and Young)
New Placeables (nearly 350)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
New Doors ( 15 Generic Doors + 71 Tileset Specific Doors)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
New Visual Effects (over 100)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Glowing eye colors (White, Blue, Cyan, Purple, Orange and Yellow).
Purple Dragon Knight feat visual effects.
Lance shattering visual effects.
Arrow visual effects.
New Armor Part Appearances (lots).
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
New Weapon Part Appearances.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Gem parts used for the new "Gem Golem" weapons.
New Item
=-=-=-=-
Portable Encampment
ini file setting additions/changes
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Added new nwnplayer.ini file settings, so that red/green color blind
users don't get killed by traps unexpectedly.
[Trap Colors]
FriendlyColor=0,255,0
HostileColor=255,0,0
- Added ability to turn off visible cloaks in the nwnplayer.ini file
(set to 1 to enable cloaks, 0 for no visible cloaks).
[Game Options]
Visible Cloaks=1
- Added in-game text swear filter nwnplayer.ini setting (set to 1 to
enable,
only supports English).
[Game Options]
In-game Text Swear Filter=0
- Added new nwnplayer.ini file setting to always roll maximum hit
points at
level up for players (defaults to off).
[Server Options]
Max Hit Points=1
- Added new nwnplayer.ini file setting to not display the hit points
rolled
on the level up summary gui (defaults to off).
[Server Options]
Hide Hit Points Gained=0
- Added new nwnplayer.ini file setting to restore the remaining spell
uses
from the character file on log in to a "server vault" server. This
option
defaults to off.
[Server Options]
Restore Spell Uses On Login=0
- Added new nwn.ini file setting to set how far into the distance
grass
should be rendered (default value 900.0, valid values range from
900.0
to 30000.0). Increasing this value will cause more grass to be
rendered
in outdoor grassy areas, but will also reduce game performance in
these areas.
[Video Options]
Grass Far Render Distance=900.0
- Added new nwnplayer.ini file setting to toggle on/off the file
logging of
creature deaths.
[Game Options]
Death Logging=0
- Added new nwnplayer.ini file setting to reset the encounter level
spawned by
an encounter trigger every time that it spawns creatures. If this
option
is turned on, the encounter trigger will always spawn creatures based
on
the triggering player's level rather than potentially using left
over
spawned creature from an early triggering that was initiated by a
much
higher level player.
[Server Options]
Always Reset Encounter Spawns=0
- Updated Get2DAString() scripting command 2da caching code to cache a
number of
2das specified in an ini setting.
[Server Options]
2DA Cache Size=10
- Added new nwnplayer.ini file setting to log each script as it
executes
(defaults to off). Enabling this will degrade game performance. It
should
only be used for script debugging purposes (i.e. when you have a bad
script
that causes your module to lock up, checking the log file will let
you know
the last script that executed).
[Script Options]
Enable Logging=1
- Added new nwnplayer.ini file setting to obtain script profiling data
in the
log file (defaults to off). Enabling this will degrade game
performance. It
should only be used to determine which scripts you need to optimize
to
improve the performance of your module. Note: "Enable Logging" should
be
turned off when profiling is enabled.
[Script Options]
Enable Profiling=1
- Added new option to the nwtoolset.ini file to set the toolset CPU
affinity
on multi-core computers. If you have more than one CPU on your PC,
then
you can use this setting to make the toolset run on only one of the
CPUs
by specifying the number of the CPU (0-31). Setting "CPU
Affinity=-1"
will turn off CPU affinity
(default 0).
[Start Up]
"CPU Affinity".
- The nwnplayer.ini setting for "Client CPU Affinity" now defaults to
0 (a
setting of -1 will be converted to 0). If you need to disable this
feature set the value to -2.
Feat Prerequisite changes (these may make some existing characters
invalid in
multiplayer games)
- The Epic Dodge feat now requires 30 ranks of Tumble skill as a
prerequisite, as per the description (feat.2da).
- The "Dragon Shape" feat now requires Wild Shape 6x/day as per the
description (feats.2da).
- Fixed prerequisite for "Epic Weapon Focus Club" to be "Weapon Focus
Club"
rather than "Improved Critical Club" (feat.2da).
- Weapon Specialization Club now requires four fighter levels to
obtain
(rather than one).
General Fixes:
=-=-=-=-=-=-=-
- Fixed issue with videos not displaying under Windows Vista.
- The game will now prompt to elevate to administrator privaleges
under
Windows Vista.
- Fixed issue with corrupted textures on newer Nvidia cards.
- Colorized the cloaks in the official campaigns (they are no longer
all
tan colored).
- Added missing Trident weapon feats.
- Tridents are now classified as a "Martial" weapon, rather than a
simple weapon.
- Fixed how Damage Resistance works against weapons that do more than
one
type of damage (i.e. Morning Stars and Halberds). The target now uses
the
worst of the multiple damage resistances against weapons that
inflict
more than one base weapon damage type.
- Fixes to Whirlwind/Improved Whirlwind/Great Cleave so that all the
attacks
are done at the player's full BAB.
- The Defensive Roll feat now works 1/day as per the description.
- Fixed the caster level being used for Holy Avengers (it is now
always set
to 10 as it is cast from an item, rather than using the player's
paladin
caster level).
- Updated Weapon Finesse to work with all Creature Weapons regardless
of the
creature's size.
- Made some minor game optimizations.
- Fixed some issues that could be used to intentionally crash a
server.
- Fixed client crash that seemed to be related to other players coming
out of stealth.
- Fixed issue where your henchman/associates could sometimes overlap
the position
of your character.
- The "Rapid Reload" feat now gives you the proper number of extra
attacks.
- Fixed an issue with the deflection bonus being added in twice when
determining
a touch attack.
- Fixed Bandoleers on hobgoblins.
- Fixed an issue with VFXs not attaching correctly to zombies/mummies.
- Fixed issue with Item Weights being wrong for extremely heavy items
(such as the
Tower Shield).
- Screenshots are now prefixed with the module name (set in the Module
properties in
the toolset) rather than "NWN". Screenshots are also now placed in
the
screenshots subdirectory.
- Changed "Black Blade of Disaster" feats from "Longsword" to
"Greatsword"
- Changed "Brewed Potions" so that they now behave like normal potions
(i.e. when
used they play the drinking animation, can be dropped on henchman,
etc).
- Fixed issue with "Improved Expertise" mode not being correctly
displayed in
the combat log for "special" attacks.
- Fixed issue with resting not getting canceled correctly if a member
of your party
started attacking something during your rest period (the OnPlayerRest
event
is now properly called in this situation).
- Made some changes that will hopefully address area loading crashes
related to
"shiny water" being enabled in watery areas of the official campaign.
- Fixed issue with the DM "Send Exit Event" radial command when used
on generic
triggers. The DM object wasn't being set correctly as the exiting
object
causing scripting calls to GetExitingObject() to not work correctly.
- Fixed attack bonus granted when attacking stunned creatures.
- Fixed AC Increase vs Damage Type item property to work correctly.
- Fixed some memory leaks.
- Fixed some exploits.
Spell/Feat description and other text changes:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- Updated description for "Elemental Swarm" to reflect that the
elementals are 21HD.
- Updated the Badger animal companion Rage description.
- Updated the Hawk animal companion description list the correct
feats.
- Updated the Panther animal companion description to list the correct
skills/feats.
- Updated the Panther familiar description to list the correct feats.
- Updated the Spider animal companion description to include the hide
skill.
- Updated the description of "Bard Song" to correctly reflect the
required Perform
skill at level 16.
- Updated the "Enchant Arrow" description to better reflect how it is
implemented.
- Updated description for "Imbue Arrow" feat to better reflect how it
behaves.
- Updated description for "Resist Energy" to properly reflect the Fort
Save
Bonus required.
- Updated description for displacement spell. It was incorrectly
listing a
"Somatic" component.
- Updated the description for Keen Edge to clarify that it only works
on
"slashing melee" weapons.
- Updated the description for Clarity to display the proper duration
"5 Rounds + 1
Round / Level" and it now correctly mentions that it removes Daze
effects as well.
- Updated the description for "Undeaths's Eternal Foe" to include the
+4
deflection bonus to AC.
- Updated description for "Tenser's Transformation" to properly
reflect the
bonuses given by the spell.
- Updated description for "Shadow Shield" to properly reflect the
immunities
given by the spell.
- Updated description for "Black blade of disaster" so that the
sword's enhancement
bonus is correctly described.
- Updated description for "Mordenkainen's disjunction" to properly
reflect how the
dispel check is done.
- Updated description for "Deafening clang" to clarify that the
bonuses will not stack.
- Updated description for "Holy sword" to include all the benefits of
the weapon.
- Updated description for "Nature's Balance" to properly reflect the
damage healed.
- Updated description for "Hammer of the Gods" to properly relect the
effects of a
successful Will save.
- Fixed many spelling errors and typos in the official campaign.
Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Newly created modules will now have the OnClientEnter script set to
"x3_mod_def_enter"
by default. This script is used to give pre-existing characters horse
related
feats, so that they can use horses.
- Fixed issue with non-human cloaks not displaying properly on NPCs in
the toolset.
- Fixed issue with textures not displaying correctly in the toolset
for community made
creatures that use a phenotype of 10 or greater.
- Added new generic horse dismount triggers to toolset palette.
- Fixed incorrect tails on Lizardmen templates.
- Fixed the alignment on some of the Slaadi in the toolset palette.
- Mephits in the toolset palette are now the correct neutral
alignment.
- Fixed incorrect alignment on Duergar Clerics.
- Fixed incorrect sound sets on Duergar Priestess.
- Fixed issue with padded lines in the classes.2da displaying as "Bad
Strref" in
the toolset creature wizard and levelup wizard.
- Fixed issue with the Snowy Rural and Rural caravan loadscreens
displaying the
desert image instead (they will now also appear under the tileset
filtered lists).
- Made default equipment on Troglodyte Warrior non-droppable.
- Fixed some environment mapping issues for Wings/Tails.
- Fixed a scaling issue for Wings/Tails.
- Fixed incorrect portrait on Rope placeable.
Script-specific:
=-=-=-=-=-=-=-=-
- Added a new Module "OnPlayerChat" event.
- Added new scripting commands:
object GetPCChatSpeaker();
string GetPCChatMessage();
int GetPCChatVolume();
void SetPCChatMessage(string sNewChatMessage="");
void SetPCChatVolume(int nTalkVolume=TALKVOLUME_TALK);
string GetDescription(object oObject, int bOriginalDescription=FALSE,
int bIdentifiedDescription=TRUE);
void SetDescription(object oObject, string sNewDescription="",
int bIdentifiedDescription=TRUE);
int GetColor(object oObject, int nColorChannel);
void SetColor(object oObject, int nColorChannel, int nColorValue);
itemproperty ItemPropertyMaterial(int nMaterialType);
itemproperty ItemPropertyQuality(int nQuality);
itemproperty ItemPropertyAdditional(int nAdditionalProperty);
- Added a new starting position parameter to the FindSubString
scripting command.
int FindSubString(string sString, string sSubString, int
nStart=0);
- Added extra parameter to scripting command:
void AdjustAlignment(object oSubject, int nAlignment, int nShift,
int bAllPartyMembers=TRUE);
- Added new constant VFX_BEAM_DISINTEGRATE for use with EffectBeam()
- Increased the limit on the SetPhenoType() scripting command to 99.
- Made CopyItemAndModify() scripting command work with both the old
and new
cloak systems.
- Fixed issue with the scripting command SetCreatureAppearance() not
restoring
players to PC movement speed when restoring the character back to
one
of the playable races.
- Evard's Black Tentacles now applies the damage per tentacle, rather
than all
tentacle damage being applied at one (nw_s0_evardsa.nss and
nw_s0_evardsc.ncs).
- The Arcane Archer special abilities Imbue Arrow, Seeker Arrow, Hail
of Arrows and
Death Arrow now take into consideration the Epic Weapon
Specialization feat
(x0_i0_spells.nss)
- Fixed Isacc's Missile Storm Projectile Traps to work again
(x0_i0_spells.nss).
- Fixed damage calculation for Eyeball familiar rays
(x1_s1_eyebray.nss).
- "Tymora's Smile" now works properly based on Harper levels
(x0_s2_HarpSmile.nss).
- Negative Energy Burst is now properly capped at +20 damage based on
caster level
(nw_s0_negburst.nss)
- Blade Barrier now properly respects the Evasion and Improved Evasion
feats
(nw_s0_bladebara.nss, nw_s0_bladebarc.nss)
- Fixed hit points healed/damaged for the empowered "Healing Circle"
spell
(nw_s0_healcirc.nss).
- Cursed song no longer affects silenced creatures
(X2_S2_CurseSong.nss) and the
bonuses for level 11 are now granted at level 11 (rather than level
12).
- Changed the "Undeaths's Eternal Foe" AC bonus from a dodge bonus to
a deflection
bonus (x0_s0_udetfoe.nss).
- Fixed SR calculation in "Nature's Balance" when it affects more than
one
creature (NW_S0_NatureBal.NSS).
- Fixed dye script to work on the last color available
(x2_s2_dyearmor.nss)
- Fixed missing concealment bonus on the Shadowdancer's Epic
Shadowlord
(x2_ch_summon_sld.nss).
- Negative Energy Traps no longer harm undead (nw_t1_negavgc.nss,
nw_t1_negstrc.nss,
nw_t1_negdeadc.nss, nw_t1_negminc.nss).
- Fixed duration calculation on Gaze and Howl fear effects
(nw_s1_gazefear.nss,
nw_s1_howlfear.nss)
- Fixed Gust of Wind to only disperse cloudlike area of effect spells
(x0_s0_gustwind.nss).
- Added a horse scripting system for builders that want to use horses
in their
modules. View the x3_inc_horse script in the toolset for more
information.
- Tridents and Magic staves are now considered melee weapons by the
scripting
command GetMeleeWeapon() (x2_i0_spells). If you have used this
scripting command
in your own custom module, you will need to recompile your scripts to
take
advantage of this change.
2DA Changes:
=-=-=-=-=-=-=-=
- Amplify now requires a somatic component as per the spell
description
(spells.2da).
- The spell War Cry now requires a somatic component as per the spell
description (spells.2da).
- Greater Sanctuary now requires a somatic component, as per the spell
description
(spells.2da).
- Balagarn's Iron Horn now requires a somatic component, as per the
spell description
(spells.2da).
- Clarity/Scare/Lesser Dispel can now be cast as a stilled spell
(spells.2da Meta
Magic column updated).
- Greater Restoration can no longer be selected as an Extended Spell,
as its duration
is instantaneous (spells.2da).
- Removed reference to non-existent script NW_S0_MindFogC from
VFX_Persistent.2da.
- Fixed row numbering in IPRP_SPELLCOST.2DA (there were duplicate rows
numbered 199).
- Fixed the spell range for "Shadow Conjuration Darkness" (spells.
2da).
- Added missing Trident weapon feats ( CLS_FEAT_FIGHT.2DA,
CLS_FEAT_BARB.2DA,
CLS_FEAT_DIVCHA.2DA, CLS_FEAT_DWDEF.2DA, CLS_FEAT_PAL.2DA,
CLS_FEAT_RANG.2DA,
CLS_FEAT_WM.2DA, CLS_FEAT_BLKGRD.2DA, and many PackFT*.2das).
- Fixed broken "Minotaur, Zor" sound set (soundset.2da).
- Fixed issue with clubs not playing the hit sound against creatures
wearing medium
armor (weaponsounds.2da).
- Fixed icon for "Ethereal Visage" scrolls (iprp_spells.2da).
- Fixed weight of two-bladed swords (baseitems.2da).
- Fixed environment mapping on the bone golem (appearance.2da).
- Fixed RacialType entries for elementals in the polymorph.2da
- Adding missing feat FEAT_EPIC_WEAPON_SPECIALIZATION_DWAXE to
cls_feat_divcha.2da
- Fixed missing underscore in categories.2da.
- Fixed category entries for FEAT_EPIC_ARMOR_SKIN and
FEAT_EPIC_SPELL_MAGE_ARMOUR (feat.2da).
- Fixed issue with Champions of Torm not being able to take
Ambidexterity and
Two Weapon Fighting as Bonus Feats (CLS_FEAT_DIVCHA.2da).
Custom Content:
=-=-=-=-=-=-=-=
- Upped maximum number of tilesets allowed to 100
- Load screen row indexes past row 255 will now working properly in
the game.
- The Read/Drink/Meditate/Worship/Sit/Fall Backwards/Fall Forwards
radial menu icons
no longer all use the ir_nod.tga (so that the community can properly
override
the images with custom content).
- Increased the allowable rows in the WingType.2da, TailType.2da and
GenericDoors.2da
from 255 to a much larger value (i.e. around 4 billion).
- Added new renderaabb and rendertilepathnodes DebugMode console
commands to aid with
building tilesets.
- Added support for 10 new custom animations (plus a new mount and
dismount).
Special Information with regards to some of the new content:
=-=-=-=-=-=-=-==-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-===-=
Barrows Interior Tileset:
- The white patches in the "Final 7x7" group are there to help you
position the "Pillar #,
Barrows" placeables from the "Placeable->Miscellaneous Interior"
standard palette.
You can turn this off by unchecking "Animation Loop 1" in the tile
properties
for the placed tile group).
Horses:
To create a mounted NPC in the tooolset you need to do the following
- Change the NPC's appearance to "Human mounted, Male" (or choose
another race/gender
that you desire). Set the PhenoType to "Normal Mounted" (or Large for
larger
human phenotypes). Click on the Appearance tab and from the "Tail"
pull down menu
select the type of horse that you desire.
- Changing the NPC's Phenotype to one of the "Jousting Mounted"
settings will cause the
NPC horse to use Jousting animations in game, rather than the normal
horse combat
animations.