NOD Engine SDK 1.0

NDD File Specifications

 

Introduction

The Nihilistic Discipline Definition file lists all the disciplines used in the game. It is parsed once at game start. 

For clarification, in VtM:R "discipline group" is equivalent to WOD’s "discipline", and a "discipline" is equivalent to WOD’s "power".

Format

Each line of the file contains a number of fields in a fixed order. The fields must appear in the same order on each line, and no field is optional. The table below contains a description of each field in the order they appear on each line.

Field

Description

Name

The name of the discipline

Group

group (tab) the discipline belongs to. Groups are defined in the NDG file.

icon

icon for the discipline. This is the name of a TGA file, but without the extension.

Script Name

The name of the Java CLASS file that is used to define the actions of the discipline. This field is case sensitive!

Sound

the casting sound, or '-'

Flags

modifier flags, see table below

Type

The general type of discipline, for AI use

minDist

minimum distance to cast, in game units (22.1 = 1 foot)

maxDist

maximum distance to cast

fData

additional float data (depends on discipline type)

cast

cast animation, enumerated type, see table below

xpc

initial cost in experience to "buy" the discipline

c (x5)

cost in blood to cast per level

r (x5)

reload -- time in milliseconds before the discipline can be recast

cs (x3)

check stat. This is the stat ID for which stat has a minimum to use this discipline

cv (x3)

check value. This is the minimum value for the matching stat.

 

Flags

These are the possible values for the "flags" field for each discipline:

Target None

0x01

Discipline can be cast without a target

Target Area

0x02

Discipline can be cast on a location in the world

Target Inventory

0x04

Discipline can be cast on a held item

Target Enemy

0x08

Discipline can be cast on enemy actors

Target Friendly

0x10

Discipline can be cast on friendly actors

Offensive

0x20

Discipline is offensive in nature, alerts party members to attack the target as well.

Target Dead

0x40

Discipline can target dead actors

Target Head

0x80

Discipline can be cast on party members head

Projectile

0x2000

Discipline is similar to a projectile. AI will attempt to avoid hitting friendly players.

Area Of Effect

0x4000

AI hint, try to avoid hitting friends (radius in fData)

Shape Change

0x8000

cannot be combined with other shape changes

Terrifying

0x10000

terrify mortals (peds) witnessing its use, alert guards within eyesight.

No Notification

0x20000

counter to OFFENSIVE, does not notify party members of this 'attack'

Types

The type defines the general class of Discipline so the AI can be aware of how to use disciplines properly.

NONE

0

AI cannot use or use only in special conditions

HEAL

1

Healing discipline (when damaged)

BUFF

2

Buffing discipline (start of fight generally)

SUMMON

3

Summoning discipline (start of fight generally)

HIDE

4

Hide, sneak, etc. (preferably at start of fight or when damaged too much)

SENSE

5

Sense discipline (used by AI on losing its target)

FEED

6

Feed discipline

RESERVED

7

(reserved, do not use)

RESERVED

8

(reserved, do not use)

RESERVED

9

(reserved, do not use)

DAMAGE

10

Damage discipline (in fight damage)

MIND

11

Mind (in fight mind control, fear, mesmerize, etc.)

FRENZY

12

Makes frenzy higher

 

Cast animations

These types define what type of animation the user of the discipline will display when casting.

GENERAL

0

HANDS

1

THROW

2

SPIT

3

NONE

4