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An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

//2006.oct.19 toolset.ver.1.0.780.0 int SPELL_ALL_SPELLS = -1; // used for spell immunity. int SPELL_ACID_FOG = 0; int SPELL_AID = 1; int SPELL_ANIMATE_DEAD = 2; int SPELL_BARKSKIN = 3; int SPELL_BESTOW_CURSE = 4; int SPELL_BLADE_BARRIER = 5; int SPELL_BLESS = 6; int SPELL_BLESS_WEAPON = 537; int SPELL_BLINDNESS_AND_DEAFNESS = 8; int SPELL_BULLS_STRENGTH = 9; int SPELL_BURNING_HANDS = 10; int SPELL_CALL_LIGHTNING = 11; //int SPELL_CALM_EMOTIONS = 12; int SPELL_CATS_GRACE = 13; int SPELL_CHAIN_LIGHTNING = 14; int SPELL_CHARM_MONSTER = 15; int SPELL_CHARM_PERSON = 16; int SPELL_CHARM_PERSON_OR_ANIMAL = 17; int SPELL_CIRCLE_OF_DEATH = 18; //int SPELL_CIRCLE_OF_DOOM = 19; int SPELL_MASS_INFLICT_LIGHT_WOUNDS = 19; // JLR - OEI 08/23/05 -- Renamed for 3.5 int SPELL_CLAIRAUDIENCE_AND_CLAIRVOYA

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  • SPELL *
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  • //2006.oct.19 toolset.ver.1.0.780.0 int SPELL_ALL_SPELLS = -1; // used for spell immunity. int SPELL_ACID_FOG = 0; int SPELL_AID = 1; int SPELL_ANIMATE_DEAD = 2; int SPELL_BARKSKIN = 3; int SPELL_BESTOW_CURSE = 4; int SPELL_BLADE_BARRIER = 5; int SPELL_BLESS = 6; int SPELL_BLESS_WEAPON = 537; int SPELL_BLINDNESS_AND_DEAFNESS = 8; int SPELL_BULLS_STRENGTH = 9; int SPELL_BURNING_HANDS = 10; int SPELL_CALL_LIGHTNING = 11; //int SPELL_CALM_EMOTIONS = 12; int SPELL_CATS_GRACE = 13; int SPELL_CHAIN_LIGHTNING = 14; int SPELL_CHARM_MONSTER = 15; int SPELL_CHARM_PERSON = 16; int SPELL_CHARM_PERSON_OR_ANIMAL = 17; int SPELL_CIRCLE_OF_DEATH = 18; //int SPELL_CIRCLE_OF_DOOM = 19; int SPELL_MASS_INFLICT_LIGHT_WOUNDS = 19; // JLR - OEI 08/23/05 -- Renamed for 3.5 int SPELL_CLAIRAUDIENCE_AND_CLAIRVOYA
  • The SPELL_* and SPELLABILITY_* constants are used in NWScript to identify spells, spell-like abilities, the results of many activated non-combat feats, and basically every other instance of a character actively causing a script to be run, excluding events. For simplicity, all of these will be called "spells" in this article. The values of these constants are the row numbers corresponding to the spells in <a href="/mediawiki/Spells.2da_(contents)" title="Spells.2da (contents)">spells.2da</a>.
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  • The SPELL_* and SPELLABILITY_* constants are used in NWScript to identify spells, spell-like abilities, the results of many activated non-combat feats, and basically every other instance of a character actively causing a script to be run, excluding events. For simplicity, all of these will be called "spells" in this article. The values of these constants are the row numbers corresponding to the spells in <a href="/mediawiki/Spells.2da_(contents)" title="Spells.2da (contents)">spells.2da</a>. For spells that have subspells (e.g. protection from alignment), there are constants for both the master spell and the subspells. Whenever a script deals with an actual casting of a spell — such as telling a creature to cast a spell or checking the identity of a spell that was just cast — the constants for the master spells are not used. There are a few exceptions (the script x2_s2_gwildshp supports the shifter forms being used from their various master feats instead of an exact form being specified), but only a few. Some entries in spells.2da correspond to secondary results of other abilities, such as when a particular card is drawn from the deck of hazards. (Using the deck is one spell; each card can be its own spell.) These spells will be identified as "a result of" the spell it is secondary to. Unlike subspells, the master spell is cast, and from within the master spell, an instruction is issued to cast the secondary spell. (In contrast, a subspell is cast instead of the master spell.) An interesting use of spells.2da are the rows that do not fire a script. BioWare added a few such rows purely for the visual effects they produce, primarily the projectile. These spells are identified as "X visual effect" and can be cast via scripting, even though such a casting will not cause anything to happen in the game other than the visual effect. In a sense, these spells are "fake cast" even when nominally being cast normally. During the development of the game, changes were made as to what would be included in the final product. At times features were dropped, but time was not spent to remove all traces of dropped features. This is evident among the SPELL_* and SPELLABILITY_* constants, as there are several that have been defined in NWScript even though they now correspond to starred-out rows in spells.2da. Such constants are listed below for completeness even though they have no use in scripts.
  • //2006.oct.19 toolset.ver.1.0.780.0 int SPELL_ALL_SPELLS = -1; // used for spell immunity. int SPELL_ACID_FOG = 0; int SPELL_AID = 1; int SPELL_ANIMATE_DEAD = 2; int SPELL_BARKSKIN = 3; int SPELL_BESTOW_CURSE = 4; int SPELL_BLADE_BARRIER = 5; int SPELL_BLESS = 6; int SPELL_BLESS_WEAPON = 537; int SPELL_BLINDNESS_AND_DEAFNESS = 8; int SPELL_BULLS_STRENGTH = 9; int SPELL_BURNING_HANDS = 10; int SPELL_CALL_LIGHTNING = 11; //int SPELL_CALM_EMOTIONS = 12; int SPELL_CATS_GRACE = 13; int SPELL_CHAIN_LIGHTNING = 14; int SPELL_CHARM_MONSTER = 15; int SPELL_CHARM_PERSON = 16; int SPELL_CHARM_PERSON_OR_ANIMAL = 17; int SPELL_CIRCLE_OF_DEATH = 18; //int SPELL_CIRCLE_OF_DOOM = 19; int SPELL_MASS_INFLICT_LIGHT_WOUNDS = 19; // JLR - OEI 08/23/05 -- Renamed for 3.5 int SPELL_CLAIRAUDIENCE_AND_CLAIRVOYANCE = 20; int SPELL_CLARITY = 21; int SPELL_CLOAK_OF_CHAOS = 22; int SPELL_CLOUDKILL = 23; int SPELL_COLOR_SPRAY = 24; int SPELL_CONE_OF_COLD = 25; int SPELL_CONFUSION = 26; int SPELL_CONTAGION = 27; int SPELL_CONTROL_UNDEAD = 28; int SPELL_CREATE_GREATER_UNDEAD = 29; int SPELL_CREATE_UNDEAD = 30; int SPELL_CURE_CRITICAL_WOUNDS = 31; int SPELL_CURE_LIGHT_WOUNDS = 32; int SPELL_CURE_MINOR_WOUNDS = 33; int SPELL_CURE_MODERATE_WOUNDS = 34; int SPELL_CURE_SERIOUS_WOUNDS = 35; int SPELL_DARKNESS = 36; int SPELL_DAZE = 37; int SPELL_DEATH_WARD = 38; int SPELL_DELAYED_BLAST_FIREBALL = 39; int SPELL_DISMISSAL = 40; int SPELL_DISPEL_MAGIC = 41; int SPELL_DIVINE_POWER = 42; int SPELL_DOMINATE_ANIMAL = 43; int SPELL_DOMINATE_MONSTER = 44; int SPELL_DOMINATE_PERSON = 45; int SPELL_DOOM = 46; int SPELL_ELEMENTAL_SHIELD = 47; int SPELL_ELEMENTAL_SWARM = 48; int SPELL_BEARS_ENDURANCE = 49; // JLR - OEI 07/11/05 -- Name changed from "Endurance" int SPELL_ENDURE_ELEMENTS = 50; int SPELL_ENERGY_DRAIN = 51; int SPELL_ENERVATION = 52; int SPELL_ENTANGLE = 53; int SPELL_FEAR = 54; int SPELL_FEEBLEMIND = 55; int SPELL_FINGER_OF_DEATH = 56; int SPELL_FIRE_STORM = 57; int SPELL_FIREBALL = 58; int SPELL_FLAME_ARROW = 59; int SPELL_FLAME_LASH = 60; int SPELL_FLAME_STRIKE = 61; int SPELL_FREEDOM_OF_MOVEMENT = 62; int SPELL_GATE = 63; int SPELL_GHOUL_TOUCH = 64; int SPELL_GLOBE_OF_INVULNERABILITY = 65; int SPELL_GREASE = 66; int SPELL_GREATER_DISPELLING = 67; //int SPELL_GREATER_MAGIC_WEAPON = 68; int SPELL_GREATER_PLANAR_BINDING = 69; int SPELL_GREATER_RESTORATION = 70; //int SPELL_GREATER_SHADOW_CONJURATION = 71; int SPELL_GREATER_SPELL_BREACH = 72; int SPELL_GREATER_SPELL_MANTLE = 73; int SPELL_GREATER_STONESKIN = 74; int SPELL_GUST_OF_WIND = 75; int SPELL_HAMMER_OF_THE_GODS = 76; int SPELL_HARM = 77; int SPELL_HASTE = 78; int SPELL_HEAL = 79; //int SPELL_HEALING_CIRCLE = 80; int SPELL_MASS_CURE_LIGHT_WOUNDS = 80; // JLR - OEI 08/23/05 -- Renamed for 3.5 int SPELL_HOLD_ANIMAL = 81; int SPELL_HOLD_MONSTER = 82; int SPELL_HOLD_PERSON = 83; int SPELL_HOLY_AURA = 84; int SPELL_HOLY_SWORD = 538; int SPELL_IDENTIFY = 86; int SPELL_IMPLOSION = 87; int SPELL_GREATER_INVISIBILITY = 88; // JLR - OEI 07/11/05 -- Name changed from "Improved Invis." int SPELL_INCENDIARY_CLOUD = 89; int SPELL_INVISIBILITY = 90; int SPELL_INVISIBILITY_PURGE = 91; int SPELL_INVISIBILITY_SPHERE = 92; int SPELL_KNOCK = 93; int SPELL_LESSER_DISPEL = 94; int SPELL_LESSER_MIND_BLANK = 95; int SPELL_LESSER_PLANAR_BINDING = 96; int SPELL_LESSER_RESTORATION = 97; int SPELL_LESSER_SPELL_BREACH = 98; int SPELL_LESSER_SPELL_MANTLE = 99; int SPELL_LIGHT = 100; int SPELL_LIGHTNING_BOLT = 101; int SPELL_MAGE_ARMOR = 102; int SPELL_MAGIC_CIRCLE_AGAINST_CHAOS = 103; int SPELL_MAGIC_CIRCLE_AGAINST_EVIL = 104; int SPELL_MAGIC_CIRCLE_AGAINST_GOOD = 105; int SPELL_MAGIC_CIRCLE_AGAINST_LAW = 106; int SPELL_MAGIC_MISSILE = 107; int SPELL_MAGIC_VESTMENT = 546; //int SPELL_MAGIC_WEAPON = 109; int SPELL_MASS_BLINDNESS_AND_DEAFNESS = 110; int SPELL_MASS_CHARM = 111; // int SPELL_MASS_DOMINATION = 112; int SPELL_MASS_HASTE = 113; int SPELL_MASS_HEAL = 114; int SPELL_MELFS_ACID_ARROW = 115; int SPELL_METEOR_SWARM = 116; int SPELL_MIND_BLANK = 117; int SPELL_MIND_FOG = 118; int SPELL_LESSER_GLOBE_OF_INVULNERABILITY = 119; // JLR - OEI 07/11/05 -- Name changed from "Minor ..." int SPELL_GHOSTLY_VISAGE = 120; int SPELL_ETHEREAL_VISAGE = 121; int SPELL_MORDENKAINENS_DISJUNCTION = 122; int SPELL_MORDENKAINENS_SWORD = 123; int SPELL_NATURES_BALANCE = 124; // JLR - OEI 07/11/05 -- REMOVED int SPELL_NEGATIVE_ENERGY_PROTECTION = 125; // JLR - OEI 07/16/05 -- REMOVED int SPELL_NEUTRALIZE_POISON = 126; int SPELL_PHANTASMAL_KILLER = 127; int SPELL_PLANAR_BINDING = 128; int SPELL_POISON = 129; int SPELL_POLYMORPH_SELF = 130; int SPELL_POWER_WORD_KILL = 131; int SPELL_POWER_WORD_STUN = 132; int SPELL_PRAYER = 133; int SPELL_PREMONITION = 134; int SPELL_PRISMATIC_SPRAY = 135; int SPELL_PROTECTION__FROM_CHAOS = 136; int SPELL_PROTECTION_FROM_ENERGY = 137; // JLR - OEI 07/11/05 -- Name changed from "Prot. from Elements" int SPELL_PROTECTION_FROM_EVIL = 138; int SPELL_PROTECTION_FROM_GOOD = 139; int SPELL_PROTECTION_FROM_LAW = 140; int SPELL_PROTECTION_FROM_SPELLS = 141; int SPELL_RAISE_DEAD = 142; int SPELL_RAY_OF_ENFEEBLEMENT = 143; int SPELL_RAY_OF_FROST = 144; int SPELL_REMOVE_BLINDNESS_AND_DEAFNESS = 145; int SPELL_REMOVE_CURSE = 146; int SPELL_REMOVE_DISEASE = 147; int SPELL_REMOVE_FEAR = 148; int SPELL_REMOVE_PARALYSIS = 149; int SPELL_RESIST_ENERGY = 150; // JLR - OEI 07/11/05 -- Name changed from "Resist Elements" int SPELL_RESISTANCE = 151; int SPELL_RESTORATION = 152; int SPELL_RESURRECTION = 153; int SPELL_SANCTUARY = 154; int SPELL_CAUSE_FEAR = 155; // JLR - OEI 07/11/05 -- Name changed from "Scare" int SPELL_SEARING_LIGHT = 156; int SPELL_SEE_INVISIBILITY = 157; //int SPELL_SHADES = 158; //int SPELL_SHADOW_CONJURATION = 159; int SPELL_SHADOW_SHIELD = 160; int SPELL_SHAPECHANGE = 161; int SPELL_SHIELD_OF_LAW = 162; int SPELL_SILENCE = 163; int SPELL_SLAY_LIVING = 164; int SPELL_SLEEP = 165; int SPELL_SLOW = 166; int SPELL_SOUND_BURST = 167; int SPELL_SPELL_RESISTANCE = 168; int SPELL_SPELL_MANTLE = 169; int SPELL_SPHERE_OF_CHAOS = 170; int SPELL_STINKING_CLOUD = 171; int SPELL_STONESKIN = 172; int SPELL_STORM_OF_VENGEANCE = 173; int SPELL_SUMMON_CREATURE_I = 174; int SPELL_SUMMON_CREATURE_II = 175; int SPELL_SUMMON_CREATURE_III = 176; int SPELL_SUMMON_CREATURE_IV = 177; int SPELL_SUMMON_CREATURE_IX = 178; int SPELL_SUMMON_CREATURE_V = 179; int SPELL_SUMMON_CREATURE_VI = 180; int SPELL_SUMMON_CREATURE_VII = 181; int SPELL_SUMMON_CREATURE_VIII = 182; int SPELL_SUNBEAM = 183; int SPELL_TENSERS_TRANSFORMATION = 184; int SPELL_TIME_STOP = 185; // JLR - OEI 08/09/05 -- REMOVED int SPELL_TRUE_SEEING = 186; int SPELL_UNHOLY_AURA = 187; int SPELL_VAMPIRIC_TOUCH = 188; int SPELL_VIRTUE = 189; int SPELL_WAIL_OF_THE_BANSHEE = 190; int SPELL_WALL_OF_FIRE = 191; int SPELL_WEB = 192; int SPELL_WEIRD = 193; int SPELL_WORD_OF_FAITH = 194;
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