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Black Knight
Grand Maître Chanteur du Conseil
Inscrit le: 27 Oct 2005
Messages: 1031
Localisation: Fin fond du trou du cul du monde
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Posté le : 03/12/2005 19:36:29 Sujet du message : Sa m'enerve les jet

Voila le script modifier par moi de "Dissipation Supreme" ou "Dijonction de Mord."
Script :
NWScript :
//:Confused///////////////////////// /////////////////////
//:: Greater Dispelling
//:: NW_S0_GrDispel.nss
//:: Copyright (c) 2001 Bioware Corp.
//:Confused///////////////////////// ////////////////////
//:Confused///////////////////////// ////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Jan 7, 2002
//:Confused///////////////////////// ////////////////////
#include "x0_i0_spells"
#include "int_idispel"
void main()
{
    //Declare major variables
    effect eVis = EffectVisualEffect(VFX_IMP_HEAD_ODD);
    effect eImpact = EffectVisualEffect(VFX_FNF_DISPEL_GREATER);
    object oTarget = GetSpellTargetObject();
    location lLocal = GetSpellTargetLocation();
    int nCasterLevel = GetCasterLevel(OBJECT_SELF);
    float fDelay;
        int iAoE = 0;
    if(nCasterLevel > 15)
    {
        nCasterLevel = 15;
    }
    effect eDispel;
    if (GetIsObjectValid(oTarget))
    {
        AltspellsDispelMagic(oTarget, nCasterLevel, eVis, eImpact);
    }
    else
    {
        eDispel = EffectDispelMagicBest(nCasterLevel);
        //Apply the VFX impact and effects
        ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, GetSpellTargetLocation());
        oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, lLocal, FALSE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_AREA_OF_EFFECT);
        while (GetIsObjectValid(oTarget))
        {
            if(GetObjectType(oTarget) == OBJECT_TYPE_AREA_OF_EFFECT && iAoE == 0 && GetTag(GetAreaOfEffectCreator(oTarget))!="AT_WP_INVIS" && GetTag(GetAreaOfEffectCreator(oTarget))!="AT_WP_INVIS_WEB")
            {
                DestroyObject(oTarget, 0.0);
                iAoE = 1;
            }
            AltspellsDispelMagic(oTarget, nCasterLevel, eVis, eImpact);

            oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE,lLocal, FALSE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_AREA_OF_EFFECT);
        }
    }
}

/*
    effect eDispel;
    if (GetIsObjectValid(oTarget))
    {
        if(GetIsEnemy(oTarget))
        {
            //Fire cast spell at event for the specified target
            SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_GREATER_DISPELLING));
        }
        else
        {
            //Fire cast spell at event for the specified target
            SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_GREATER_DISPELLING, FALSE));
        }
        //Apply the VFX impact and effects
        eDispel = EffectDispelMagicAll(nCasterLe vel);
        ApplyEffectToObject(DURATION_T YPE_INSTANT, eVis, oTarget);
        ApplyEffectToObject(DURATION_T YPE_INSTANT, eDispel, oTarget);
    }
    else
    {
        eDispel = EffectDispelMagicBest(nCasterL evel);
        //Apply the VFX impact and effects
        ApplyEffectAtLocation(DURATION _TYPE_INSTANT, eImpact, GetSpellTargetLocation());
        oTarget = GetFirstObjectInShape(SHAPE_SP HERE, RADIUS_SIZE_LARGE, lLocal, FALSE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_AREA_OF_EFFECT);
        while (GetIsObjectValid(oTarget))
        {
            if(GetObjectType(oTarget) == OBJECT_TYPE_AREA_OF_EFFECT)
            {
                DestroyObject(oTarget, 0.0);
            }
            fDelay = GetRandomDelay(0.75, 1.75);
            if(GetIsEnemy(oTarget))
            {
                //Fire cast spell at event for the specified target
                SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_GREATER_DISPELLING));
            }
            else
            {
                //Fire cast spell at event for the specified target
                SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_GREATER_DISPELLING, FALSE));
            }
            DelayCommand(fDelay, ApplyEffectToObject(DURATION_T YPE_INSTANT, eDispel, oTarget));
            DelayCommand(fDelay, ApplyEffectToObject(DURATION_T YPE_INSTANT, eVis, oTarget));
            oTarget = GetNextObjectInShape(SHAPE_SPH ERE, RADIUS_SIZE_LARGE,lLocal, FALSE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_AREA_OF_EFFECT);
        }
    }
*/
Note : le code affiché ci-dessus n'est pas rendu tel qu'il devrait l'être réellement, en particulier des sauts de lignes sont automatiquement insérés pour éviter de casser la mise en page. En le copiant/collant, vous résoudrez ce problème.


Bibliotheque "int_idispel"
NWScript :
// Dispel Magic Override by Mhzentul Lafarius

// From Siggy
// Cast dispel on someone, roll a d20 for each buff that person has.
// Add a modifer rolls. If roll + modifer is passes the DC check strip that buff.
// The DC check is 11 + caster level of the buffed mage.
//
#include "int_idispel2"

// roll D20 + nCasterLevel Against 11+Target Arcane Level
float GetRandomDelay(float fMinimumTime = 0.4, float MaximumTime = 1.1);
int spellsIsTarget(object oTarget, int nTargetType, object oSource);
int RemoveProtections(int nSpell_ID, object oTarget, int nCount);
int GetSpellBreachProtection(int nLastChecked);

string getSpellNameFromID(int nSpellID);

void AltspellsDispelMagic(object oTarget, int nCasterLevel, effect eVis, effect eImpac)
    {
    effect eDispel;
    float fDelay = GetRandomDelay(1.0, 2.0);
    // Visual Special Effect
    DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
    if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF))
        {
        //Fire cast spell at event for the specified target
        SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId()));
        }
    else
        {
        //Fire cast spell at event for the specified target
        SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId(), FALSE));
        }
    // If Ennemy, Attempt Dispels
    if(GetIsEnemy(oTarget))
        {
        int nRoll;
        int nDC;
        int nSpellID;
        string sSpellID;
        string szMessage;
        string tkSpellIds = "";
        //eDispel = EffectDispelMagicBest(nCasterLevel);
        effect eEffect = GetFirstEffect(oTarget);
        //Search for negative effects
//      if (iNum == 0)
//            {
            while(GetIsEffectValid(eEffect))
                {
                nSpellID = GetEffectSpellId(eEffect);
                sSpellID = IntToString(nSpellID);

                if (!GetIsTokenInString(sSpellID, tkSpellIds) && GetEffectSubType(eEffect) != SUBTYPE_EXTRAORDINARY && GetEffectSubType(eEffect) != SUBTYPE_SUPERNATURAL )
                    {
                    tkSpellIds =  AddTokenToString(sSpellID, tkSpellIds);
                    nRoll = Random(20)+1;
                    nDC  = Random(20) + GetCasterLevel(oTarget);

                    szMessage = "Dispel Magic : ";
                    szMessage = szMessage + GetName(oTarget) +" : Save vs DC : ";
                    szMessage = szMessage + getSpellNameFromID(nSpellID);
                    //Remove effect if DC Failed
                    if (nRoll + nCasterLevel >=nDC)
                        {
                        szMessage = szMessage +" : *failure*";
                        RemoveEffect(oTarget, eEffect);
                        //DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDispel, oTarget));
                        }
                    else
                        {
                        szMessage = szMessage +" : *success*";
                        }
                    szMessage = szMessage + "("+IntToString(nRoll)+"+"+IntToString(nCasterLevel)+" = ";
                    szMessage = szMessage + IntToString(nRoll+nCasterLevel) +" vs. DC: " + IntToString(nDC) +")";
                    SendMessageToPC(oTarget,szMessage);
                    SendMessageToPC(OBJECT_SELF,szMessage);
                    }
                eEffect = GetNextEffect(oTarget);
                }
//          }
/*        else
            {
            while(GetIsEffectValid(eEffect) && iNum > 0)
                {
                nSpellID = GetEffectSpellId(eEffect);
                sSpellID = IntToString(nSpellID);
                if (!GetIsTokenInString(sSpellID, tkSpellIds) && GetEffectSubType(eEffect) != SUBTYPE_EXTRAORDINARY && GetEffectSubType(eEffect) != SUBTYPE_SUPERNATURAL )
                    {
                    tkSpellIds =  AddTokenToString(sSpellID, tkSpellIds);
                    nRoll = d20(1);
                    nDC  = 11 + GetCasterLevel(oTarget);

                    szMessage = "Dispel Magic : ";
                    szMessage = szMessage + GetName(oTarget) +" : Save vs DC : ";
                    szMessage = szMessage + getSpellNameFromID(nSpellID);
                    //Remove effect if DC Failed
                    if (nRoll + nCasterLevel >=nDC)
                        {
                        szMessage = szMessage +" : *failure*";
                        RemoveEffect(oTarget, eEffect);
                        //DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDispel, oTarget));
                        }
                    else
                        {
                        szMessage = szMessage +" : *success*";
                        }
                    szMessage = szMessage + "("+IntToString(nRoll)+"+"+IntToString(nCasterLevel)+" = ";
                    szMessage = szMessage + IntToString(nRoll+nCasterLevel) +" vs. DC: " + IntToString(nDC) +")";
                    SendMessageToPC(oTarget,szMessage);
                    SendMessageToPC(OBJECT_SELF,szMessage);
                    }
                eEffect = GetNextEffect(oTarget);
                iNum = iNum -1;
                }
            }
*/        }
    }

string getSpellNameFromID(int nSpellID)
{

  string sName = "Unknown Spell";
  switch(nSpellID)
  {
  case 0: sName = "Acid Fog"; break;
  case 1: sName = "Aid"; break;
  case 2: sName = "Animate Dead"; break;
  case 195: sName = "Aura, Blinding"; break;
  case 196: sName = "Aura, Cold"; break;
  case 197: sName = "Aura, Electricity"; break;
  case 412: sName = "Aura, Fear Dragon"; break;
  case 198: sName = "Aura, Fear"; break;
  case 199: sName = "Aura, Fire"; break;
  case 200: sName = "Aura, Menace"; break;
  case 314: sName = "Aura, Of Courage"; break;
  case 372: sName = "Aura, Of Vitality"; break;
  case 201: sName = "Aura, Protection"; break;
  case 202: sName = "Aura, Stun"; break;
  case 203: sName = "Aura, Unearthly Visage"; break;
  case 204: sName = "Aura, Unnatural"; break;
  case 323: sName = "Aura, Versus Alignment"; break;
  case 363: sName = "Awaken"; break;
  case 307: sName = "Barbarian Rage"; break;
  case 411: sName = "Bards Song"; break;
  case 3: sName = "Barkskin"; break;
  case 380: sName = "Battle Mastery Spell"; break;
  case 4: sName = "Bestow Curse"; break;
  case 5: sName = "Blade Barrier"; break;
  case 7: sName = "Bless Weapon"; break;
  case 6: sName = "Bless"; break;
  case 8: sName = "Blindness And Deafness"; break;
  case 277: sName = "Body Adjustment, Lesser"; break;
  case 205: sName = "Bolt, Ability Drain Charisma"; break;
  case 206: sName = "Bolt, Ability Drain Constitution"; break;
  case 207: sName = "Bolt, Ability Drain Dexterity"; break;
  case 208: sName = "Bolt, Ability Drain Intelligence"; break;
  case 209: sName = "Bolt, Ability Drain Strength"; break;
  case 210: sName = "Bolt, Ability Drain Wisdom"; break;
  case 211: sName = "Bolt, Acid"; break;
  case 212: sName = "Bolt, Charm"; break;
  case 213: sName = "Bolt, Cold"; break;
  case 214: sName = "Bolt, Confuse"; break;
  case 215: sName = "Bolt, Daze"; break;
  case 216: sName = "Bolt, Death"; break;
  case 217: sName = "Bolt, Disease"; break;
  case 218: sName = "Bolt, Dominate"; break;
  case 219: sName = "Bolt, Fire"; break;
  case 220: sName = "Bolt, Knockdown"; break;
  case 221: sName = "Bolt, Level Drain"; break;
  case 222: sName = "Bolt, Lightning"; break;
  case 223: sName = "Bolt, Paralyze"; break;
  case 224: sName = "Bolt, Poison"; break;
  case 225: sName = "Bolt, Shards"; break;
  case 226: sName = "Bolt, Slow"; break;
  case 227: sName = "Bolt, Stun"; break;
  case 228: sName = "Bolt, Web"; break;
  case 9: sName = "Bull's Strength"; break;
  case 360: sName = "Bull's Strength, Greater"; break;
  case 10: sName = "Burning Hands"; break;
  case 11: sName = "Call Lightning"; break;
  case 12: sName = "Calm Emotions"; break;
  case 13: sName = "Cat's Grace"; break;
  case 361: sName = "Cat's Grace, Greater"; break;
  case 14: sName = "Chain Lightning"; break;
  case 15: sName = "Charm Monster"; break;
  case 17: sName = "Charm Person Or Animal"; break;
  case 16: sName = "Charm Person"; break;
  case 18: sName = "Circle Of Death"; break;
  case 19: sName = "Circle Of Doom"; break;
  case 20: sName = "Clairaudience And Clairvoyance"; break;
  case 21: sName = "Clarity"; break;
  case 22: sName = "Cloak Of Chaos"; break;
  case 23: sName = "Cloudkill"; break;
  case 24: sName = "Color Spray"; break;
  case 229: sName = "Cone, Acid"; break;
  case 230: sName = "Cone, Cold"; break;
  case 231: sName = "Cone, Disease"; break;
  case 232: sName = "Cone, Fire"; break;
  case 233: sName = "Cone, Lightning"; break;
  case 25: sName = "Cone Of Cold"; break;
  case 234: sName = "Cone, Poison"; break;
  case 235: sName = "Cone, Sonic"; break;
  case 26: sName = "Confusion"; break;
  case 27: sName = "Contagion"; break;
  case 28: sName = "Control Undead"; break;
  case 30: sName = "Create Undead"; break;
  case 29: sName = "Create Greater Undead"; break;
  case SPELL_CREEPING_DOOM: sName = "Creeping Doom"; break;
  case 31: sName = "Cure Critical Wounds"; break;
  case 32: sName = "Cure Light Wounds"; break;
  case 33: sName = "Cure Minor Wounds"; break;
  case 34: sName = "Cure Moderate Wounds"; break;
  case 35: sName = "Cure Serious Wounds"; break;
  case SPELL_DARKNESS: sName = "Darkness"; break;
  case 37: sName = "Daze"; break;
  case 38: sName = "Death Ward"; break;
  case 39: sName = "Delayed Blast Fireball"; break;
  case 366: sName = "Destruction"; break;
  case 312: sName = "Detect Evil"; break;
  case 40: sName = "Dismissal"; break;
  case 41: sName = "Dispel Magic"; break;
  case 94: sName = "Dispel, Lesser"; break;
  case 67: sName = "Dispelling, Greater"; break;
  case 42: sName = "Divine Power"; break;
  case 382: sName = "Divine Protection"; break;
  case 381: sName = "Divine Strength"; break;
  case 384: sName = "Divine Trickery"; break;
  case 43: sName = "Dominate Animal"; break;
  case 44: sName = "Dominate Monster"; break;
  case 45: sName = "Dominate Person"; break;
  case 46: sName = "Doom"; break;
  case 236: sName = "Dragon Breath, Acid"; break;
  case 237: sName = "Dragon Breath, Cold"; break;
  case 238: sName = "Dragon Breath, Fear"; break;
  case 239: sName = "Dragon Breath, Fire"; break;
  case 240: sName = "Dragon Breath, Gas"; break;
  case 241: sName = "Dragon Breath, Lightning"; break;
  case 242: sName = "Dragon Breath, Paralyze"; break;
  case 243: sName = "Dragon Breath, Sleep"; break;
  case 244: sName = "Dragon Breath, Slow"; break;
  case 245: sName = "Dragon Breath, Weaken"; break;
  case 246: sName = "Dragon Wing Buffet"; break;
  case 354: sName = "Eagle Splendor"; break;
  case 357: sName = "Eagle Splendor, Greater"; break;
  case 400: sName = "Elemental Shape, Air"; break;
  case 399: sName = "Elemental Shape, Earth"; break;
  case 397: sName = "Elemental Shape, Fire"; break;
  case 398: sName = "Elemental Shape, Water"; break;
  case 319: sName = "Elemental Shape"; break;
  case 47: sName = "Elemental Shield"; break;
  case 48: sName = "Elemental Swarm"; break;
  case 311: sName = "Empty Body"; break;
  case 49: sName = "Endurance"; break;
  case 362: sName = "Endurance, Greater"; break;
  case 50: sName = "Endure Elements"; break;
  case 369: sName = "Energy Buffer"; break;
  case 51: sName = "Energy Drain"; break;
  case 52: sName = "Enervation"; break;
  case 53: sName = "Entangle"; break;
  case 121: sName = "Ethereal Visage"; break;
  case 375: sName = "Evard's Black Tentacles"; break;
  case 54: sName = "Fear"; break;
  case 55: sName = "Feeblemind"; break;
  case 247: sName = "Ferocity 1"; break;
  case 248: sName = "Ferocity 2"; break;
  case 249: sName = "Ferocity 3"; break;
  case 377: sName = "Find Traps"; break;
  case 56: sName = "Finger Of Death"; break;
  case 57: sName = "Fire Storm"; break;
  case 58: sName = "Fireball"; break;
  case 59: sName = "Flame, Arrow"; break;
  case 60: sName = "Flame, Lash"; break;
  case 61: sName = "Flame, Strike"; break;
  case 359: sName = "Foxs Cunning, Greater"; break;
  case 356: sName = "Foxs Cunning"; break;
  case 62: sName = "Freedom Of Movement"; break;
  case 63: sName = "Gate"; break;
  case 250: sName = "Gaze, Charm"; break;
  case 251: sName = "Gaze, Confusion"; break;
  case 252: sName = "Gaze, Daze"; break;
  case 253: sName = "Gaze, Death"; break;
  case 254: sName = "Gaze, Destroy Chaos"; break;
  case 255: sName = "Gaze, Destroy Evil"; break;
  case 256: sName = "Gaze, Destroy Good"; break;
  case 257: sName = "Gaze, Destroy Law"; break;
  case 258: sName = "Gaze, Dominate"; break;
  case 259: sName = "Gaze, Doom"; break;
  case 260: sName = "Gaze, Fear"; break;
  case 261: sName = "Gaze, Paralysis"; break;
  case 262: sName = "Gaze, Stunned"; break;
  case 120: sName = "Ghostly Visage"; break;
  case 64: sName = "Ghoul Touch"; break;
  case 65: sName = "Globe Of Invulnerability"; break;
  case 263: sName = "Golem Breath Gas"; break;
  case 66: sName = "Grease"; break;
  case 75: sName = "Gust Of Wind"; break;
  case 76: sName = "Hammer Of The Gods"; break;
  case 77: sName = "Harm"; break;
  case 78: sName = "Haste"; break;
  case 80: sName = "Healing Circle"; break;
  case 79: sName = "Heal"; break;
  case 264: sName = "Hell Hound Firebreath"; break;
  case 81: sName = "Hold Animal"; break;
  case 82: sName = "Hold Monster"; break;
  case 83: sName = "Hold Person"; break;
  case 84: sName = "Holy Aura"; break;
  case 85: sName = "Holy Sword"; break;
  case 367: sName = "Horrid Wilting"; break;
  case 265: sName = "Howl, Confuse"; break;
  case 266: sName = "Howl, Daze"; break;
  case 267: sName = "Howl, Death"; break;
  case 268: sName = "Howl, Doom"; break;
  case 269: sName = "Howl, Fear"; break;
  case 270: sName = "Howl, Paralysis"; break;
  case 271: sName = "Howl, Sonic"; break;
  case 272: sName = "Howl, Stun"; break;
  case 368: sName = "Ice Storm"; break;
  case 86: sName = "Identify"; break;
  case 87: sName = "Implosion"; break;
  case 88: sName = "Improved Invisibility"; break;
  case 89: sName = "Incendiary Cloud"; break;
  case 273: sName = "Intensity 1"; break;
  case 274: sName = "Intensity 2"; break;
  case 275: sName = "Intensity 3"; break;
  case 90: sName = "Invisibility"; break;
  case 91: sName = "Invisibility, Purge"; break;
  case 92: sName = "Invisibility, Sphere"; break;
  case 93: sName = "Knock"; break;
  case 276: sName = "Krenshar Scare"; break;
  case 313: sName = "Lay On Hands"; break;
  case 376: sName = "Legend Lore"; break;
  case 101: sName = "Lightning Bolt"; break;
  case 100: sName = "Light"; break;
  case 102: sName = "Mage Armor"; break;
  case 322: sName = "Magic Circle Against Alignment"; break;
  case 103: sName = "Magic Circle Against Chaos"; break;
  case 104: sName = "Magic Circle Against Evil"; break;
  case 105: sName = "Magic Circle Against Good"; break;
  case 106: sName = "Magic Circle Against Law"; break;
  case 107: sName = "Magic Missile"; break;
  case 108: sName = "Magic Vestment"; break;
  case 109: sName = "Magic Weapon"; break;
  case 68: sName = "Magic Weapon, Greater"; break;
  case 110: sName = "Mass Blindness And Deafness"; break;
  case 111: sName = "Mass Charm"; break;
  case 112: sName = "Mass Domination"; break;
  case 113: sName = "Mass Haste"; break;
  case 114: sName = "Mass Heal"; break;
  case 115: sName = "Melf's Acid Arrow"; break;
  case 278: sName = "Mephit Salt Breath"; break;
  case 279: sName = "Mephit Steam Breath"; break;
  case 116: sName = "Meteor Swarm"; break;
  case 117: sName = "Mind Blank"; break;
  case 95: sName = "Mind Blank, Lesser"; break;
  case 118: sName = "Mind Fog"; break;
  case 119: sName = "Minor Globe Of Invulnerability"; break;
  case 122: sName = "Mordenkainen's Disjunction"; break;
  case 123: sName = "Mordenkainen's Sword"; break;
  case 280: sName = "Mummy Bolster Undead"; break;
  case 124: sName = "Nature's Balance"; break;
  case 370: sName = "Negative Energy, Burst"; break;
  case 125: sName = "Negative Energy, Protection"; break;
  case 371: sName = "Negative Energy, Ray"; break;
  case 383: sName = "Negative Plane Avatar"; break;
  case 126: sName = "Neutralize Poison"; break;
  case 355: sName = "Owls Wisdom"; break;
  case 358: sName = "Owls Wisdom, Greater"; break;
  case 127: sName = "Phantasmal Killer"; break;
  case 128: sName = "Planar Binding"; break;
  case 96: sName = "Planar Binding, Lesser"; break;
  case 69: sName = "Planar Binding, Greater"; break;
  case 129: sName = "Poison"; break;
  case 387: sName = "Polymorph, Giant Spider"; break;
  case 390: sName = "Polymorph, Pixie"; break;
  case 130: sName = "Polymorph, Self"; break;
  case 388: sName = "Polymorph, Troll"; break;
  case 389: sName = "Polymorph, Umber Hulk"; break;
  case 391: sName = "Polymorph, Zombie"; break;
  case 131: sName = "Power Word Kill"; break;
  case 132: sName = "Power Word Stun"; break;
  case 133: sName = "Prayer"; break;
  case 134: sName = "Premonition"; break;
  case 135: sName = "Prismatic Spray"; break;
  case 321: sName = "Protection From Alignment"; break;
  case 136: sName = "Protection From Chaos"; break;
  case 137: sName = "Protection From Elements"; break;
  case 138: sName = "Protection From Evil"; break;
  case 139: sName = "Protection From Good"; break;
  case 140: sName = "Protection From Law"; break;
  case 141: sName = "Protection From Spells"; break;
  case 292: sName = "Pulse Ability, Drain Charisma"; break;
  case 293: sName = "Pulse Ability, Drain Constitution"; break;
  case 294: sName = "Pulse Ability, Drain Dexterity"; break;
  case 291: sName = "Pulse Ability, Drain Intelligence"; break;
  case 295: sName = "Pulse Ability, Drain Strength"; break;
  case 296: sName = "Pulse Ability, Drain Wisdom"; break;
  case 286: sName = "Pulse, Cold"; break;
  case 289: sName = "Pulse, Death"; break;
  case 298: sName = "Pulse, Disease"; break;
  case 281: sName = "Pulse, Drown"; break;
  case 284: sName = "Pulse, Fire"; break;
  case 288: sName = "Pulse, Holy"; break;
  case 290: sName = "Pulse, Level Drain"; break;
  case 285: sName = "Pulse, Lightning"; break;
  case 287: sName = "Pulse, Negative"; break;
  case 297: sName = "Pulse, Poison"; break;
  case 282: sName = "Pulse, Spores"; break;
  case 283: sName = "Pulse, Whirlwind"; break;
  case 310: sName = "Quivering Palm"; break;
  case 299: sName = "Rage, 3"; break;
  case 300: sName = "Rage, 4"; break;
  case 301: sName = "Rage, 5"; break;
  case 142: sName = "Raise Dead"; break;
  case 143: sName = "Ray Of Enfeeblement"; break;
  case 144: sName = "Ray Of Frost"; break;
  case 374: sName = "Regenerate"; break;
  case 145: sName = "Remove Blindness And Deafness"; break;
  case 146: sName = "Remove Curse"; break;
  case 147: sName = "Remove Disease"; break;
  case 316: sName = "Remove Disease"; break;
  case 148: sName = "Remove Fear"; break;
  case 149: sName = "Remove Paralysis"; break;
  case 150: sName = "Resist Elements"; break;
  case 151: sName = "Resistance"; break;
  case 152: sName = "Restoration"; break;
  case 97: sName = "Restoration, Lesser"; break;
  case 70: sName = "Restoration, Greater"; break;
  case 153: sName = "Resurrection"; break;
  case 385: sName = "Rogues Cunning"; break;
  case 154: sName = "Sanctuary"; break;
  case 155: sName = "Scare"; break;
  case 156: sName = "Searing Light"; break;
  case 157: sName = "See Invisibility"; break;
  case 158: sName = "Shades"; break;
  case 340: sName = "Shades: Cone Of Cold"; break;
  case 341: sName = "Shades: Fireball"; break;
  case 342: sName = "Shades: Stoneskin"; break;
  case 324: sName = "Shades: Summon Shadow"; break;
  case 343: sName = "Shades: Wall Of Fire"; break;
  case 159: sName = "Shadow Conjuration"; break;
  case 345: sName = "Shadow: Darkness"; break;
  case 346: sName = "Shadow: Inivsibility"; break;
  case 347: sName = "Shadow: Mage Armor"; break;
  case 348: sName = "Shadow: Magic Missile"; break;
  case 344: sName = "Shadow: Summon Shadow"; break;
  case 71: sName = "Shadow Conjuration, Greater"; break;
  case 350: sName = "Shadow, Greater: Acid Arrow"; break;
  case 351: sName = "Shadow, Greater: Ghostly Visage"; break;
  case 353: sName = "Shadow, Greater: Minor Globe"; break;
  case 349: sName = "Shadow, Greater: Summon Shadow"; break;
  case 352: sName = "Shadow, Greater: Web"; break;
  case 160: sName = "Shadow Shield"; break;
  case 394: sName = "Shapechange, Balor"; break;
  case 395: sName = "Shapechange, Death Slaad"; break;
  case 393: sName = "Shapechange, Fire Giant"; break;
  case 396: sName = "Shapechange, Iron Golem"; break;
  case 392: sName = "Shapechange, Red Dragon"; break;
  case 161: sName = "Shapechange"; break;
  case 162: sName = "Shield Of Law"; break;
  case 163: sName = "Silence"; break;
  case 164: sName = "Slay Living"; break;
  case 165: sName = "Sleep"; break;
  case 166: sName = "Slow"; break;
  case 315: sName = "Smite Evil"; break;
  case 302: sName = "Smoke Claw"; break;
  case 167: sName = "Sound Burst"; break;
  case 406: sName = "Special Alcohol, Beer"; break;
  case 408: sName = "Special Alcohol, Spirits"; break;
  case 407: sName = "Special Alcohol, Wine"; break;
  case 409: sName = "Special Herb, Belladonna"; break;
  case 410: sName = "Special Herb, Garlic"; break;
  case 98: sName = "Spell Breach, Lesser"; break;
  case 72: sName = "Spell Breach, Greater"; break;
  case 169: sName = "Spell Mantle"; break;
  case 99: sName = "Spell Mantle, Lesser"; break;
  case 73: sName = "Spell Mantle, Greater"; break;
  case 168: sName = "Spell Resistance"; break;
  case 170: sName = "Sphere Of Chaos"; break;
  case 171: sName = "Stinking Cloud"; break;
  case 172: sName = "Stoneskin"; break;
  case 74: sName = "Stoneskin, Greater"; break;
  case 173: sName = "Storm Of Vengeance"; break;
  case 317: sName = "Summon Animal Companion"; break;
  case 379: sName = "Summon Celestial"; break;
  case 174: sName = "Summon Creature, 1"; break;
  case 175: sName = "Summon Creature, 2"; break;
  case 176: sName = "Summon Creature, 3"; break;
  case 177: sName = "Summon Creature, 4"; break;
  case 179: sName = "Summon Creature, 5"; break;
  case 180: sName = "Summon Creature, 6"; break;
  case 181: sName = "Summon Creature, 7"; break;
  case 182: sName = "Summon Creature, 8"; break;
  case 178: sName = "Summon Creature, 9"; break;
  case 318: sName = "Summon Familiar"; break;
  case 378: sName = "Summon Mephit"; break;
  case 303: sName = "Summon Slaad"; break;
  case 304: sName = "Summon Tanarri"; break;
  case 183: sName = "Sunbeam"; break;
  case 184: sName = "Tenser's Transformation"; break;
  case 185: sName = "Time Stop"; break;
  case 186: sName = "True Seeing"; break;
  case 305: sName = "Trumpet Blast"; break;
  case 308: sName = "Turn Undead"; break;
  case 306: sName = "Tyrant Fog Mist"; break;
  case 365: sName = "Ultravision"; break;
  case 187: sName = "Unholy Aura"; break;
  case 188: sName = "Vampiric Touch"; break;
  case 189: sName = "Virtue"; break;
  case 190: sName = "Wail Of The Banshee"; break;
  case 191: sName = "Wall Of Fire"; break;
  case 373: sName = "War Cry"; break;
  case 192: sName = "Web"; break;
  case 193: sName = "Weird"; break;
  case 309: sName = "Wholeness Of Body"; break;
  case 320: sName = "Wild Shape"; break;
  case 405: sName = "Wild Shape, Badger"; break;
  case 404: sName = "Wild Shape, Boar"; break;
  case 401: sName = "Wild Shape, Brown Bear"; break;
  case 402: sName = "Wild Shape, Panther"; break;
  case 403: sName = "Wild Shape, Wolf"; break;
  case 194: sName = "Word Of Faith"; break;
  }

  /*

    switch(nSpellID)
    {
        case SPELL_LIGHT: return ("Light"); break;
        case SPELL_RESISTANCE: return ("Resistance"); break;
        case SPELL_GREASE: return ("Grease"); break;
        case SPELL_MAGE_ARMOR: return ("Mage Armor"); break;
        case SPELL_PROTECTION_FROM_EVIL: return ("Protection from Alignment"); break;
        case SPELL_SLEEP: return ("Sleep"); break;
        case SPELL_ENDURE_ELEMENTS: return ("Endure Elements"); break;
        // Level 2
        case SPELL_GHOSTLY_VISAGE: return ("Ghostly Visage"); break;
        case SPELL_INVISIBILITY: return ("Invisibility"); break;
        case SPELL_RESIST_ELEMENTS: return ("Resist Elements"); break;
        case SPELL_WEB: return ("Web"); break;
        // Level 3
      case SPELL_HASTE: return ("Haste"); break;
      case SPELL_MAGIC_CIRCLE_AGAINST_EVIL: return ("Magic Circle Against Alignment"); break;
      case SPELL_PROTECTION_FROM_ELEMENTS: return ("Protection from Elements"); break;
      case SPELL_STINKING_CLOUD: return ("Stinking Cloud"); break;
      // Level 4
      case SPELL_IMPROVED_INVISIBILITY: return ("Improved Invisibility"); break;
      case SPELL_MINOR_GLOBE_OF_INVULNERABILITY: return ("Minor Globe of Invulnerability"); break;
      case SPELL_POLYMORPH_SELF: return ("Polymorph Self"); break;
      case SPELL_STONESKIN: return ("Stoneskin"); break;
      // Level 5
      case SPELL_ELEMENTAL_SHIELD: return ("Elemental Shield"); break;
      case SPELL_ENERGY_BUFFER: return ("Energy Buffer"); break;
      case SPELL_LESSER_MIND_BLANK: return ("Lesser Mind Blank"); break;
      case SPELL_LESSER_SPELL_MANTLE: return ("Lesser Spell Mantle"); break;
      // Level 6
      case SPELL_ETHEREAL_VISAGE: return ("Ethereal Visage"); break;
      case SPELL_GLOBE_OF_INVULNERABILITY: return ("Globe of Invulnerability"); break;
      case SPELL_GREATER_STONESKIN: return ("Greater Stoneskin"); break;
      case SPELL_TENSERS_TRANSFORMATION: return ("Tenser's Transformation"); break;
      // Level 7
      case SPELL_PROTECTION_FROM_SPELLS: return ("Protection from Spells"); break;
      case SPELL_SHADOW_SHIELD: return ("Shadow Shield"); break;
      case SPELL_SPELL_MANTLE: return ("Spell Mantle"); break;
      // Level 8
      case SPELL_MIND_BLANK: return ("Mind Blank"); break;
      case SPELL_PREMONITION: return ("Premonition"); break;
      // Level 9
      case SPELL_GREATER_SPELL_MANTLE: return ("Greater Spell Mantle"); break;
      case SPELL_SHAPECHANGE: return ("Shapechange"); break;
    }
    return ("Unknown Spell");
    */
    return sName;
}




//Dispel Magic: Name : Thing lost
//purple cyan purple
//Swamp Goul: Improved Evasion : Reflex Save vs. Fire : *failure* : (13+11 = 24 vs. DC: 25)
Le code a colorer syntaxiquement est trop long (plus de 10240 caractères) et risque de ne pas s'afficher du tout. Vous pouvez le voir en version colorée ici.


Voila dans la bibliotheque 1 donc il y a un jet a faire sinon on se fait dissipe quelque chose. Mon probleme c'est que ce jet n'est pas EQUILIBRE et qu'il atteint les 420 vs 350, voye le massacre -_-
Je voulais savoir si on pouvais faire un truc du genre
Jet : (random, caster) 35-5 + LevelCaster vs (random, target) 40-10

Voila ou si vous trouvez mieu comme jet mettait le moi plz.
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finipe
Grand Sage du Conseil
Inscrit le: 11 Fév 2003
Messages: 519
Localisation: Nantes
Répondre en citant
Posté le : 03/12/2005 20:39:31 Sujet du message :

Je refuse de répondre tant que tu ne feras pas un petit effort en orthographe No no no
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» 1626, le Gant & l'Epée : intrigues & duels sous le règne de Louis XIII
 
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Black Knight
Grand Maître Chanteur du Conseil
Inscrit le: 27 Oct 2005
Messages: 1031
Localisation: Fin fond du trou du cul du monde
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Posté le : 03/12/2005 21:16:17 Sujet du message :

Bon sa vas être dur mais bon voila, je refais tout (sans les scripts) :

J'ai un script qui fonctionne mal, celui-ci me fait des jets de 420 vs 350 et c'est pas extraordinaire.
Je voulais savoir si on pouvais me changer les jets de tel façon a ce que ca fasse ça :
Jet : (aléatoire, lanceur) 35-5 + LevelLanceur vs (aléatoire, cible) 40-10.
Voila jespere avoir bien écrit les mots qui son dans ce message.

(Je veut juste rappellé que je n'écrit pas en SMS, ni de fautes volontaires, donc c'est le dernier message que je reécrit pour une personne qui m'enerve a propos de mon écriture, personne ne peut être parfait! Merci de ta compreHension.)
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Semcatala
Grand Sage du Conseil
Inscrit le: 20 Jan 2004
Messages: 951
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Posté le : 04/12/2005 02:48:05 Sujet du message :

Black Knight> Tu devrais plutôt être content que finipe propose de t'aider a condition que tu écrive correctement , beaucoup d'autres personnes se contentent de ne pas te répondre et de se dire " je lui répondrais le jour ou il saura écrire ".

Sinon le fait d'écrire correctement , ça n'a pas de conséquences trés graves sur un forum nwn , mais le jour ou tu cherchera du boulot , si tu écris une lettre de motivation dans le même genre , le recruteur a qui tu écrira te répondra :

" votre profil est trés interessant , mais nous avons malheureusement déja trouvé une perssonne correspondant parfaitement au poste a pourvoir "

Ce qui signifie : " on n'a pas besoin de quelqu'un qui ne sait pas écrire correctement ! ".

Tu devrais plutôt accepter d'avoir a t'améliorer niveau écriture , t'as tout a y gagner et rien a y perdre , et si tu ne veut pas faire d'efforts pour mieux écrire , tu sera le SEUL perdant , et pas seulement en discutant sur les forums sur internet , IRL aussi.

PS : Ben alors tu m'a pas reconnu ? je suis un de tes anciens profs de Français , moi aussi je peux être un fan de NWN !!! Very Happy

PPS : Mis a part le PS , j'étais sérieux ! SurprisedVery Happy Pense y !
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" La véritable école du Commandement est la culture générale. " CdG
" Une société prête à sacrifier un peu de liberté contre un peu de sécurité ne mérite ni l'une ni l'autre et finit par perdre les deux. " B.F
" La gloire se donne seulement à ceux qui l'ont toujours rêvée. " CdG
" La fin de l'espoir est le commencement de la mort. " CdG
 
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Black Knight
Grand Maître Chanteur du Conseil
Inscrit le: 27 Oct 2005
Messages: 1031
Localisation: Fin fond du trou du cul du monde
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Posté le : 04/12/2005 16:27:42 Sujet du message :

Mouai bon... Si sa vous fait plaisir, mais j'ai déjà mon prof de français qui me soul, alors je veuts pas de personne d'internet aussi.

=> C'est bon j'ai fait autre chose pour mon script.
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