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Linux nwnx-plugins/ports by dumbo:ODBC2, ResMan, Chat plugin
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virusman



Joined: 30 Jan 2005
Posts: 1014
Location: Russia

PostPosted: Tue Oct 21, 2008 17:48    Post subject: Reply with quote

scarface wrote:
TroveLord wrote:
You can save the shout as string variable, suppress the shout itself and loop through players choosing who has to get the message.


But how would you process that string through the shout channel to specific players? I don't really want it sent through the battle log window if possible.
Send it as a private message and colorize it to look like shout.
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scarface



Joined: 12 Jun 2005
Posts: 94
Location: Sweden

PostPosted: Tue Oct 21, 2008 18:28    Post subject: Reply with quote

virusman wrote:
scarface wrote:
TroveLord wrote:
You can save the shout as string variable, suppress the shout itself and loop through players choosing who has to get the message.


But how would you process that string through the shout channel to specific players? I don't really want it sent through the battle log window if possible.
Send it as a private message and colorize it to look like shout.


Didn't think of that, thanks fella.
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virusman



Joined: 30 Jan 2005
Posts: 1014
Location: Russia

PostPosted: Sat Jan 09, 2010 14:49    Post subject: Reply with quote

I'm testing a new version of ResMan that can override existing resources (useful for hotfixes without server restarting):
http://nwn.virusman.ru/trac/nwnx2-linux/browser/branches/resman-override
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virusman



Joined: 30 Jan 2005
Posts: 1014
Location: Russia

PostPosted: Fri Jun 11, 2010 15:34    Post subject: Reply with quote

NWNX ResMan 1.0 has been uploaded to SVN.
http://nwn.virusman.ru/trac/nwnx2-linux/browser/trunk/plugins/resman
Changes:
* Override existing resources
* Proper handling of structures
* Proper memory management
* Change tracking

Known crashes and memory leaks have also been fixed with the changes.
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Ravine



Joined: 26 Jul 2006
Posts: 105

PostPosted: Sun Aug 01, 2010 1:17    Post subject: Reply with quote

Hi!

Still have problems with this Sad
When I shutdown the server, it makes a segfault. Same happens, when I save the module from the console (like 'save 1 testing').

I really like this plugin, makes things easier Surprised
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virusman



Joined: 30 Jan 2005
Posts: 1014
Location: Russia

PostPosted: Sun Jun 19, 2011 1:20    Post subject: Reply with quote

NWNX Chat 1.0.0 (Linux)
http://data.virusman.ru/nwn/nwnx_chat-1.0.0-linux.rar
http://nwn.virusman.ru/trac/nwnx2-linux/changeset/438/
- Added CCMessage (combat log messages) hook
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Fireboar



Joined: 17 Feb 2008
Posts: 323

PostPosted: Sun Jun 19, 2011 15:27    Post subject: Reply with quote

That's awesome. I can think of loads of practical uses for this off the top of my head.
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Zunath



Joined: 06 Jul 2006
Posts: 181

PostPosted: Wed Jul 20, 2011 16:10    Post subject: Reply with quote

Thanks for linking me here Virusman. Looks like just what I need. Smile

Question though: SIMTools uses a different form of nwnx_chat. I'm assuming he's put features in his version that aren't present in this one. Since I want to use both, what are my options? Can I just rename this version to another name and then use it? All I really need at this point are the message overrides.

Thanks.
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virusman



Joined: 30 Jan 2005
Posts: 1014
Location: Russia

PostPosted: Wed Jul 20, 2011 16:29    Post subject: Reply with quote

SimTools just uses an older version of NWNX Chat without any modifications.
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Zunath



Joined: 06 Jul 2006
Posts: 181

PostPosted: Wed Jul 20, 2011 16:44    Post subject: Reply with quote

Ah okay, so I can use this version without any issue? I was a little confused because the older file was larger. Guess that's not the best indicator!
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virusman



Joined: 30 Jan 2005
Posts: 1014
Location: Russia

PostPosted: Wed Jul 20, 2011 18:54    Post subject: Reply with quote

Zunath wrote:
Ah okay, so I can use this version without any issue?
Yes.
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Epitaffio



Joined: 13 Jul 2010
Posts: 29
Location: Italy

PostPosted: Mon Aug 01, 2011 18:12    Post subject: Reply with quote

How i can use the chat plugin to hook system messages?

This is what i've done

ini file:
Code:

[CHAT]
chat_script = mod_inc_chat #default = chat_script ;)
server_script = mod_inc_chat # without extension!
processnpc = 1 #[0 or 1]  switch NPC speech processing on/off
ignore_silent = 0 #[0 or 1] # disable processing of silent talk/shout messages


mod_inc_chat:
Code:

#include "nwnx_chat"

void main(){

    object oPc = OBJECT_SELF;
    int nType = NWNXChat_GetCCMessageType();
    int nSubtype = NWNXChat_GetCCMessagSubtype();

    SendMessageToPC(GetFirstPC(), IntToString(nType)+", "+IntToString(nSubtype));

}



in the onload script:
Code:

NWNXChat_Init();



in the on client enter:
Code:

NWNXChat_PCEnter(oPc);




Works like a charm with the player chat, no message for any system message, here is an example image

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Fireboar



Joined: 17 Feb 2008
Posts: 323

PostPosted: Tue Aug 02, 2011 16:38    Post subject: Reply with quote

The messages processed by server_script are those like

[Server] You are now entering a no PvP area.

Basically, anything that starts with [Server] and appears in grey. This does not include the "... has joined/left as player" messages.
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Epitaffio



Joined: 13 Jul 2010
Posts: 29
Location: Italy

PostPosted: Tue Aug 02, 2011 17:30    Post subject: Reply with quote

So messages like "item lost" "item moved" and similar are client side? T_T
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elven



Joined: 28 Jul 2006
Posts: 259
Location: Germany

PostPosted: Tue Aug 02, 2011 17:33    Post subject: Reply with quote

You will need to set cc_script=X to a valid script in your config.

For an example of X, see here.
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