Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

Usual Effect if anyEffect NameIcon NamePictureNotes
EffectCutsceneImmobilizeImmobilizedief_immob
Used for Bigby's Grasping Hand and Bigby's Crushing Hand

EffectCutsceneParalyze

Held In Placeief_held

Not really used in NWN1, but NWN2 uses this for Solipsism which we might want to add. Is technically another kind of paralysis however.

EffectAreaOfEffect

Area of Effectief_aoe

Used in a variety of spells and abilities

We might want to make one for each instance of them, meaning we can more easily at a glance see what is applied.

EffectCutsceneGhost

Ghostief_ghost
Can actually be applied to players by Vampire Shifter form. Mainly used by NPC ghosts and cubes.
EffectRunScript (Damage over time?)

Acid Arrow

Bigby's Hand

Damage over Time

ief_acidarrow

ief_bigby

ief_dot


Idea: Done for each kind perhaps? or generic "Damage over Time"?
EffectKnockdownKnockdownief_knockdown
Yes for some reason Knockdown hasn't got an icon!
EffectConfusedMadnessief_madness
Used for a more powerful version of confusion
EffectConfusedInsanityief_insanity
Used for a more powerful version of confusion
EffectConfusedIrresistible Danceief_dance

This would be for Irresistible Dance: https://www.dandwiki.com/wiki/3e_SRD:Irresistible_Dance

Notably some notes on this:

  • Confusion doesn't make you flat footed but just standing around might do, need to test but ActionRandomWalk or a custom version and swapping animations out / playing a "I'm dancing" VFX may be good enough to stop the full flat footed
  • Else maybe just make it so they are flat footed and by holding them in place with Cutscene Immobilize and just have that be the penalty (plus -20 reflex save and no shield)
  • If we can avoid flat footed we need -4AC, no shield (unequip!) and -20 reflex save
EffectSpellLevelAbsorptionGlobe of Invulnerability (or generic effect "Immunity to Spells by Level")ief_globe
Used for various types of immunity

EffectSummonCreature

Summoned Creatureief_summon
Summon Creatures are technically effects applied to the caster
EffectSwarmSwarm of Summoned Creaturesief_swarm
As Summon Creature
EffectTurnResistanceDecreaseTurn Resistance Decreaseief_turninc

EffectTurnResistanceIncreaseTurn Resistance Increaseief_turndec
Only used by Mummy's Bolster Undead, but still worth adding. Sadly the item property version won't have it applied (unless maybe we code it into the AI).

EffectModifyAttacks

Modified Attacksief_modifyattack

Can't tell if increased or decreased, not sure we should include it though is really only used for NPCs.

Maybe have a "Increased" and "Decreased" version instead.

EffectAbilityDecreaseFatigueief_fatigue
Already got an icon for this one. Fatigue would bypass ability decrease immunity though.
EffectDamageSee below sectionn/a
More damage types

...

3.0 and 3.5 had lots of different damage types. Bioware tended to use Acid for a lot more (such as poison) and Magic as a generic magic damage. Might be fun to have other ones and for some it actually helps them quite a bit.

Damage NameColourUses
PoisonSame as poison bar colour

Cloudkill does poison damage usually: https://www.dandwiki.com/wiki/3e_SRD:Cloudkill

We can do GetIsImmune() with IMMUNITY_TYPE_POISON to assume 100% poison damage resistance. However would be better to add to creature hides etc. since we could apply poison damage to, say, Assassin abilities which might be good. However this won't cover these feats (sad)

FEAT_VENOM_IMMUNITY

FEAT_EPIC_PERFECT_HEALTH

FEAT_DIAMOND_BODY

Easiest option is to just have all cases of Poison damage be done via. a script to check for immunity (while also allowing the item property to affect it).

Psychic

Pink

The Mindflayer monster abilities would benefit from this primarily.