Files
oboe/rsrc/strings/specials-text-affect.txt
Celtic Minstrel f6be40618b Overhaul and improve force cages
- Add instant help message
- Prevent from ending town combat if one member is in a forcecage or if everyone's in a different forcecage (you can still end it if everyone's in the same cage)
- If entering town combat while caged, everyone remains in the cage
- Penalties to melee combat if the target or attacker is in a forcecage (higher penalties if the attacker is caged, unless they're using a pole weapon)
- Instead of placing a forcecage at every location where someone gains forcecage status, the game now syncs forcecages (placing them on locations where someone has forcecage status) at the end of the move.
- The Flash Step and Word of Recall spells and any specials that move the party also clear their forcecage status, so that a new forcecage won't appear on their new location. If they're moved into a forcecage, the syncing process will give them the status at the end of the move.
- Forcecage status now supported for the Occasional Status item ability
- Forcecages now eventually expire on their own even if you can't break out. Unoccupied ones also have a slight (0.1%) chance each turn to expire.
- Affect Status node now allows forcecage status. (It also works as documented, using Extra 1c rather than 2a as the status type.)
- Preset monsters placed in preset force cages gain the status at town initialization; it's a lot more than they'd gain through the syncing process, so unless they break free, it'll last a very long time.
- Monsters/PCs with spells (and PCs with Mage Lore) now have an increased chance of resisting entrapment in a forcecage
- If the full party is subject to a forcecage, the PC with the best chance of breaking free (assuming they don't resist) is chosen to determine whether they resist. Note that this may not be the PC with the best chance of resisting in the first place.
- Protection from Forcecage now implemented as an item ability
Other stuff (though related):
- Reset party's combat pos to the null location (-1,-1) after a cutscene ends; to not do so would mess up get_loc() calls
2015-06-10 11:45:14 -04:00

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Select a target
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First part of message
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0 - only living, 1 - any, 2 - all, 3 - dead, 4 - inv. space
Special if Cancel button pressed
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0 - player choice, 1 - random, 2 - specific
0..6 - PC, 100+ - monster (if above = 2)
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Do Damage
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First part of message
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Number of dice
Number of 'sides' on dice
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Amount of extra damage
Type of damage (0..8)
Sound to play
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Affect Health
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First part of message
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Amount
0 - raise, 1 - lower
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Affect Spell Points
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First part of message
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Amount
0 - raise, 1 - lower
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Affect Experience
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First part of message
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Amount (0 .. 100)
0 - raise, 1 - lower
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Affect Skill Points
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Amount (0 .. 10)
0 - raise, 1 - lower
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Kill/Raise Dead
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First part of message
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0 - dead, 1 - dust, 2- stoned
0 - raise dead, 1 - hurt
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Special to Jump To
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Affect Status Effect
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First part of message
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Amount (usually 0 .. 8)
0 - help, 1 - harm
Which effect (0 .. 14)
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Special to Jump To
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Affect Traits
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First part of message
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Which trait
0 - give, 1 - take
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Affect Action Points
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First part of message
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How many AP
0 - give, 1 = take
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Special to Jump To
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Affect Name
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First part of message
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New name
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Affect Level
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First part of message
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Number of levels
0 - add levels, 1 - remove
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Special to Jump To
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Affect Morale
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First part of message
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Amount to change
0 - increase, 1 - decrease
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Unused Node
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Affect Monster Target
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First part of message
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New target (0-5 PC, 100+x monster x)
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Affect Soul Crystal
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0 - record, 1 - erase
0 - allow resist, 1 - force
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Special to Jump To
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Affect Monster Attack
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First part of message
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Attack to change (0 ... 2)
Amount to change dice
Amount to change sides
0 - increase, 1 - decrease
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Affect Monster Statistic
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Amount to change
0 - increase, 1 - decrease
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Which stat (0 ... 10)
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Affect Statistic
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First part of message
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Chance of changing (0 - 100)
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Amount (0 .. 10)
0 - increase, 1 - decrease
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Statistic to adjust (0..20)
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Special to Jump To
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Give Mage Spell
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First part of message
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Which Spell (0 .. 61)
1 - remove, 0 - give
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Give Priest Spell
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Which Spell (0 .. 61)
1 - remove, 0 - give
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Affect Gold
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Amount (0 .. 25000)
0 - increase, 1 - decrease
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Affect Food
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Amount (0 .. 25000)
0 - increase, 1 - decrease
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Affect Alchemy
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First part of message
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Which Recipe (0 .. 19)
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Affect Party Status Effect
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First part of message
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Amount (0 .. 250)
0 - increase, 1 - decrease
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Which effect (0 .. 3)
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Special to Jump To
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Create New PC
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First part of message
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PC name
Which graphic
Special to call if no room
PC health
PC spell points
PC race
PC strength
PC dexterity
PC intelligence
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Store PC
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If 1, just store ID in SDF and leave PC in party
extra 1b
extra 1c
extra 2a
extra 2b
extra 2c
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Unstore PC
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First part of message
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Unique ID of PC to unstore
Special to call if no room
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Special to Jump To
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