Files
oboe/rsrc/strings/specials-text-affect.txt
Celtic Minstrel d396e459a3 Pass around iLiving references instead of target indices in most combat contexts (and some non-combat)
- Fixes PC melee attacks using webs from the wrong PC
- Support for PC-on-PC attacks is in place, though these code paths are currently not entered; could be used for charmed PCs, for example
- In many cases, status effects that don't affect monsters are now supported for them (but still don't affect them... yet)
- The "special" damage from assassination is now handled differently; support for it is no longer hard-coded into damage_monst(), and the message display for it is handled externally from damage_monst(). Also, it's no longer used for any kind of magic weapons.
- Select target special node has changed its way of selecting a specific monster/PC as the target
- Fix monster-on-monster attacks applying poison on all three attacks instead of just the first
2015-01-25 18:24:47 -05:00

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Select a target
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First part of message
Second 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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Special to Jump To
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Do Damage
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First part of message
Second part of message
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Number of dice
Number of 'sides' on dice
Unused
Amount of extra damage
Type of damage
Sound to play
Special to Jump To
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Affect Health
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First part of message
Second part of message
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Amount
0 - raise, 1 - lower
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Special to Jump To
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Affect Spell Points
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First part of message
Second part of message
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Amount
0 - raise, 1 - lower
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Special to Jump To
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Affect Experience
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First part of message
Second part of message
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Amount (0 .. 100)
0 - raise, 1 - lower
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Special to Jump To
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Affect Skill Points
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First part of message
Second part of message
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Amount (0 .. 10)
0 - raise, 1 - lower
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Special to Jump To
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Kill/Raise Dead
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First part of message
Second 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
Second part of message
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Amount (usually 0 .. 8)
0 - help, 1 - harm
Which effect (0 .. 13)
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Special to Jump To
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Affect Traits
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First part of message
Second part of message
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Which trait
0 - give, 1 - take
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Special to Jump To
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Affect Action Points
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First part of message
Second part of message
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How many AP
0 - give, 1 = take
extra 1c
extra 2a
extra 2b
extra 2c
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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Special to Jump To
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Unused Node
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Special to Jump To
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Unused Node
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Special to Jump To
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Special to Jump To
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Unused Node
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Special to Jump To
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Unused Node
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Special to Jump To
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Special to Jump To
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Unused Node
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Special to Jump To
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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..21)
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Special to Jump To
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Give Mage Spell
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First part of message
Second part of message
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Which Spell (0 .. 61)
0 - remove, 1 - give
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Special to Jump To
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Give Priest Spell
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First part of message
Second part of message
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Which Spell (0 .. 61)
0 - remove, 1 - give
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Special to Jump To
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Affect Gold
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First part of message
Second part of message
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Amount (0 .. 25000)
0 - increase, 1 - decrease
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Special to Jump To
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Affect Food
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First part of message
Second part of message
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Amount (0 .. 25000)
0 - increase, 1 - decrease
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Special to Jump To
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Affect Alchemy
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First part of message
Second part of message
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Which Recipe (0 .. 19)
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Special to Jump To
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Affect Party Status Effect
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First part of message
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Amount (0 .. 250)
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
Second part of message
PC name
Which graphic
Special to call if no room
PC health
PC spell points
PC race
PC strength
PC dexterity
PC intelligence
Special to Jump To
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