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Topics - DM Heatstroke

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1
Builders / NWX:EE Question
« on: January 20, 2021, 07:23:23 AM »
Hey everyone, I'm back.  Planning on putting together another PW.  Gamma World instead of Dark Sun this time, but I'm using the PRC as a framework.

I can't seem to find a read me or the PRC manual anymore?  Can someone point me in the right direction?

And to be clear, the PRC *doesn't* require any NWNX:EE switches, right?

Thanks!

EDIT: Nevermind, got this sorted.

2
Spells, Feats, and Skills / Dancing Lights
« on: May 31, 2012, 12:30:53 PM »
A minor nitpick, but why do we use the Shadow model for Dancing Lights instead of the Will O' Wisp?

3
News, Articles, and Website Management / PRC Manual v3.5
« on: May 30, 2012, 08:58:09 AM »
I've updated the online PRC Manual, it's under "PRC Links" at the top of the forum.

4
Other Games / Kickstarters
« on: April 10, 2012, 08:29:52 AM »
Just in case you haven't heard about them, there are two upcoming PC RPG games getting the Kickstarter treatment that you guys may be interested in.

Wasteland 2

The sequel to the game that originally birthed the Fallout series & headed up by the geniuses behind such games as The Bard's Tale, Fallout, Baldur's Gate & Planescape: Torment.

Shadowrun Returns

I don't know as much about this one, but I do know it's being created by the man originally behind Shadowrun & wants to stay true to the PnP RPG.  It will also have a level editor where you can design your own "runs" for others to play.  Kinda like an "Unlimited Adventures" for Shadowrun.

5
Other Games / Fallout (1997)
« on: April 07, 2012, 09:18:22 AM »
The original Fallout is free @ Gog.com.  Get it while you can.

6
Builders / Treeshape
« on: February 24, 2012, 02:41:55 PM »
Two questions about Treeshape:

1.) Can the "Tree" it be modified to have the same amount of HP that the PC does?  Or at least not die till the PC does?

2.) Can you post the placable rezrefs for Treeshape somewhere?  I want to override them with cactus & other Athasian plants.

7
Builders / Spell Interactions
« on: February 07, 2012, 07:56:40 PM »
I have a special ability that once it is afflicted upon a PC (failed Fort save), keeps running until the PC dies, the inflicting creature dies or a heal or remove curse spell is cast upon the PC.

The ability is a custom onhit & seems to work fine aside from I have no idea how to make Heal or Remove Curse get rid of it.  Any existing spells or abilities I could look at for inspiration?

8
Help / Rebuking Undead
« on: February 06, 2012, 01:36:40 PM »
Hi all.  Is there a way to make a creature turnable & destroyable but not controllable or subject to rebuke, under the PRC Turn Undead system?

9
Builders / Blindsense (Ex)
« on: February 01, 2012, 05:34:17 PM »
I put this feat on some armor, but it doesn't show up on the character's feat list when equipped.  Am I missing something?

10
General Discussion / OotS Kickstarter
« on: January 31, 2012, 11:19:21 AM »
I'm a big fan of Rich Berlew's Order of the Stick & he's having a Kickstarter drive to get some reprinting done.  He's also, as a bonus, going to release an OotS parody set in my favorite campaign setting, Dark Sun. :D





There are also a few other cool bonuses.  Head over to the Kickstarter.com page if you are interested.

11
Builders / VFX Scripting
« on: January 28, 2012, 12:53:14 AM »
VFX Scripting question.  Is there a way to apply a vfx (like a glow, or stoneskin & shadow effects) to a creatures corpse?  Not the generic body that you can make spawn like a bag, but the actual dead & raisable body of a creature.

I use a lot of VFXs OnSpawn for my creatures & I hate the way that the VFXs go away when a creature dies.

Example current OnSpawn script:
Code: [Select]
int nShadowy = GetLocalInt(OBJECT_SELF,"SHADOWY");
    if (nShadowy)
        {
            effect eVis = EffectVisualEffect(VFX_DUR_PROT_SHADOW_ARMOR);
            eVis = SupernaturalEffect(eVis);
            eVis = ExtraordinaryEffect(eVis);
            ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF);
        }

    int nStony = GetLocalInt(OBJECT_SELF,"STONY");
    if (nStony)
        {
            effect eVis = EffectVisualEffect(VFX_DUR_PROT_STONESKIN);
            eVis = SupernaturalEffect(eVis);
            eVis = ExtraordinaryEffect(eVis);
            ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF);
        }

    int nWoody = GetLocalInt(OBJECT_SELF,"WOODY");
    if (nWoody)
        {
            effect eVis = EffectVisualEffect(VFX_DUR_PROT_BARKSKIN);
            eVis = SupernaturalEffect(eVis);
            eVis = ExtraordinaryEffect(eVis);
            ApplyEffectToObject(DURATION_TYPE_PERMANENT,eVis,OBJECT_SELF);
        }


12
News, Articles, and Website Management / SOPA
« on: January 18, 2012, 12:19:30 PM »
While I didn't black them out today like a lot of websites are doing, I just wanted to make it very clear that if bills like SOPA or PIPA get passed, it would probably spell the end for the AR & PRC websites.

Please visit SopaStrike today & see what you can do to prevent bills like these from passing.

13
Builders / Poison.2da Queston
« on: January 12, 2012, 04:39:02 PM »
What do the values under "Poison_Type" in poison.2da reference.  I think 3 equals "injury poison", but I'm not sure about 0, 1 & 2

14
Builders / PSP Question
« on: January 05, 2012, 10:14:52 AM »
Is there a PRC function to remove PSPs from a psychic PC?  I'm trying to make this poison.

Quote
Drain Power Points (Su): A creature that falls asleep
from psionocus poison loses 2 power points per round
until it awakens. If the psionocus and its master are within
1,500 ft., the master gains those power points, though his
power point total cannot increase beyond maximum.
Poison (Ex): Injury, Fortitude DC 13, initial damage
sleep for 1 minute plus drain power points, secondary
damage sleep for another 5d6 minutes plus drain power
points. The save DC is Constitution-based and includes a
+2 racial bonus.

15
General Discussion / Modules using the PRC
« on: December 23, 2011, 11:12:28 AM »
Here is the location to post your PRC ready NWN modules.  Please list the PRC version it was made for & any coding changes you've made to it.  If your module is already on the NWVault, you can simply post a link to it here instead.

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