Ehe.

I ended up deleting the old topic on accident. Ugh. I hope I don't end up doing that to the mod.

Where were we? Ah yes. Here's my change log so far:
PARTICLE CHANGES (game.npd)
-Changed the water particle material to make a more realistic looking water.
-Added wodal_MistForm gas particle
-Added wodal_BeastEyes flame particle
-Added wodal_HellFire fire particle
-Added wodal_HellInferno fire particle
-Removed all pad particles
-Removed all ring particles
NPC ALTERATIONS
-All ghouls and monster types have been set to human.
Will set back to monster or ghoul upon creation using Wodal scripts.
-
EFFECT ALTERATIONS (effects.ned)
-Modified ef_mesmerized, ef_afraid, ef_dazed, and ef_majesty to allow right-click icon cancelling.
-Modified ef_increasebloodot to no longer increase blood.
-Modified ef_decreasefrenzy to no longer decrease frenzy.
-Modified ef_disc_bloodstrength/dexterity/stamina to remove effect upon level transition.
-Modified ef_disc_bloodhealing to no longer show magical effects.
-Modified ef_disc_eyesofthebeast to add a glowing eyes effect.
-Modified ef_disc_earthmeld1 to bury players into the ground. Canceling causes burst from ground.
-Modified ef_disc_mistform1 to turn the player into a much larger mist that can pass through doors.
-Modified ef_frenzy to allow the player to attempt to end frenzy by right-clicking effect icon.
-Modified ef_disc_feralwhispers to be cancellable by player and allow pets to transition levels.
-Modified ef_item_healthpotion to heal at a 3 second tick rate rather than a half second
-Disabled ef_decreasefrenzyfast.
-Disabled ef_increasemanaot.
-Disabled all low health effects (ef_dmg_dexterity, ef_dmg_strength, ef_dmg_movespeed, and ef_dmg_attackspeed)
-Disabled ef_frz_dexterity and ef_frz_strength effects. (Frenzy stat adjusters).
-Disabled ef_increasefrenzy. (Engine based combat calculated effect. Wodal will use its own.)
-Added ef_possess and allowed right-click icon cancelling.
-Added ef_wear_thermal/swathelm/motorhelm/goggles/skullcap/fullhelm/lighthelm for the wearing effect.
-Added ef_wear_crow/bat for the pet avatar effect.
-Added ef_disc_feed1/2 and ef_disc_teamfeed1/2 as custom feed effects.
-Added ef_frenzycheck to check and see if the player canceled ef_frenzy.
WEAPON ALTERATIONS
-Fixed Flaming Broadsword so that its flameline particle effect will not save.
-Removed all stat requirements from weapons
-Modified chemGrenade, concGrenade, fragGrenade, molotovCocktail, napalmBomb, phosGrenade, and
satchelCharge quick use weapons to allow the player to move immediately after throwing.
-Modified the stake to be highly effective in wodal.
NEW TEMPLATES (_wodal.not)
-Actors
wodal_FeedRat - spawns wodal_VitaeRat item into inventory
-Weapons
wodal_SpiritsBaneLamp
wodal_HolyCross
wodal_CarryBody - Not really a weapon, more of an animation template for the carry body command.
-Blood sources
wodal_bloodPearl - 3 bp
wodal_bloodpouch - 2 bp for 5 uses
wodal_bloodstone - 4 bp
wodal_plasmabag - 1 bp
wodal_Vitae - 2 bp
wodal_VitaeRat - 1/2 bp
-Potions
wodal_HealingPotion - 1 hp per 3 seconds for up to 15 seconds.
-Particles
wodal_MistForm
wodal_BeastEyes
-Projectiles
wodal_proj_flight
wodal_proj_groundstones
wodal_proj_jump
wodal_proj_drop
wodal_proj_levitate
STORE ALTERATIONS (.nbs files)
-Removed discipline items and scrolls from magic shops
(unorna.nbs, curioshop.nbs, orvus.nbs, and newmoon.nbs)
Here's a look at the new commands so far:
CONVERSATION COMMAND
-----------------------------
{conversation: targeting-type, targeting-type, conversation name, conversation nco file}
There are a few steps needed to be done to get conversations working in Wodal. Be
sure to read the SDK Docs on NVO and NCO files. You'll need to create them, assign them
to a chronicle's NMF file, then run that chronicle. There are examples of NVO files in
the Local_eng.nob under Strings directory (.nob may be called something else depending on
your language). An nvo file is very important because it turns gibbering id numbers into
readable text. You can find examples of NCO files located in Resource.nob under the
Conversations directory. NCO files contain the gibbering id numbers corresponding to
speakers and event values.
This command will run the indicated conversation name within a conversation (NCO) file
used by the game. The conversation events can be tracked using the {event: convstart} and
{event: convend} in Wodal. It is HIGHLY recommended to use a {camera} command in conjuction
with the {event: convstart} then use the {freecamera} command at the {event: convend}.
For the conversation command to work properly, you must be using a {convotrace} command
on the subject who can be talked to. The convotrace command automatically tracks the
{event: clicked} so there is no need to use {clicktrace}. Actually, you must not use {convotrace}
in conjunction with {clicktrace} for there may be a conflict in doing so. Thus the best
event to place the {conversation} command is in the {event: clicked} from a {convotrace}.
SETSOAK COMMAND
-----------------------------
{setsoak: targeting-type, damage-type, value}
Sets the subject's in-game soak to the amount specified.
The (targeting-type) param is the target keyword who will have their stat set.
The (damage-type) param is looking for one of several damage keywords available in the game.
Damage keywords listed below:
normal lethal aggravated
electric fire sun
faith cold
poison disease
*all
*(sets all soaks simultaniously)
The (value#) param is the value to set the soak. Allows <concatenations>.
POSSESSION COMMAND
-----------------------------
{possession: owner-type, target-type, duration}
Possesses the target, but tracks the possession event statis. You can possess a target
using just the effectbylevel and effectbyvalue command through any possession effect,
but this command throws in two tracker events. {event: possess} and {event:endpossess}
These two events allow for additional commands to be programmed more easily for the
end-user so to create additional effects or circumstances.
The (duration) param is measures in miliseconds. 1000miliseconds=1second. Setting
duration to 0 makes the effect permanent till canceled manually by the user by
right-clicking the possession effect icon in the game.
FEAR COMMAND
-----------------------------
{fear: owner-type, target-type, duration}
Cower the target, but tracks the fear event statis. You can cower a target
using just the effectbylevel and effectbyvalue command through any fear effect,
but this command throws in two tracker events. {event: afraid} and {event:endafraid}
These two events allow for additional commands to be programmed more easily for the
end-user so to create additional effects or circumstances.
The (duration) param is measures in miliseconds. 1000miliseconds=1second. Setting
duration to 0 makes the effect permanent till canceled manually by the user by
right-clicking the afraid effect icon in the game.
DAZE COMMAND
-----------------------------
{daze: owner-type, target-type, duration}
Daze the target, but tracks the daze event statis. You can daze a target
using just the effectbylevel and effectbyvalue command through any daze effect,
but this command throws in two tracker events. {event: daze} and {event:enddaze}
These two events allow for additional commands to be programmed more easily for the
end-user so to create additional effects or circumstances.
The (duration) param is measures in miliseconds. 1000miliseconds=1second. Setting
duration to 0 makes the effect permanent till canceled manually by the user by
right-clicking the daze effect icon in the game.
AWE COMMAND
-----------------------------
{awe: owner-type, target-type, duration}
Mesmerize the target, but tracks the awe event statis. You can awe a target
using just the effectbylevel and effectbyvalue command through any awe effect,
but this command throws in two tracker events. {event: awe} and {event:endawe}
These two events allow for additional commands to be programmed more easily for the
end-user so to create additional effects or circumstances.
The (duration) param is measures in miliseconds. 1000miliseconds=1second. Setting
duration to 0 makes the effect permanent till canceled manually by the user by
right-clicking the mesmerized effect icon in the game.
MAJESTY COMMAND
-----------------------------
{majesty: owner-type, target-type, duration}
Majesties the target, but tracks the majesty event statis. You can majesty a target
using just the effectbylevel and effectbyvalue command through any majesty effect,
but this command throws in two tracker events. {event: majesty} and {event:endmajesty}
These two events allow for additional commands to be programmed more easily for the
end-user so to create additional effects or circumstances.
The (duration) param is measures in miliseconds. 1000miliseconds=1second. Setting
duration to 0 makes the effect permanent till canceled manually by the user by
right-clicking the majesty effect icon in the game.
CUSTOMFEED COMMAND
-----------------------------
{customfeed: feeder-type, victim-type, amount, tickrate, duration}
The original feed command used by the game engine comes with considerable limitations
like the inability to set your own tickrate or blood drain amount per tick. The original
feed setting is 3 blood points per second. If that is too fast for you then use this feed
command instead. Not only can you control the tickrate, amount, and even a feed duration,
but this version of feed doesn't come with hard coded effects like causing fear in
pedestrians or arousing guards. Nor does this version of feed kill non-humans upon
reaching a blood amount of zero. You'll need to code those additional effects yourself.
This feed command uses a cancelable effect. Just right-click the feed icon to stop feeding.
TEAMFEED COMMAND
-----------------------------
{teamfeed: feeder-type, victim-type, amount, tickrate, duration}
As above, but uses wrist feeding animations.
This feed command uses a cancelable effect. Just right-click the feed icon to stop feeding.
Both the feeder and the fed upon can stop the feeding by right-clicking the feed icon.
Oh and I also added a new stat tag fix for health. Now health only sets health rather than both health and maxhealth. You'll need to use {setstat: caster, maxhealth, #value} if you want to set max health.