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Squatting Monk



Joined: 28 Jun 2007
Posts: 76

PostPosted: Wed Jan 21, 2009 5:09    Post subject: Reply with quote

I'd like to see the negative hit point limit be changeable so players don't necessarily die at -10. Preferably, it could be changed on a per-character basis, but setting it to an arbitrarily low number would suit my purposes, too.

Thanks for all the hard work. Very Happy
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SartriX



Joined: 13 Jul 2008
Posts: 16

PostPosted: Fri Jan 23, 2009 12:56    Post subject: Reply with quote

Hmmn, plugin request:

- int GetServerPlayerLimit(bool bOriginal = FALSE)
- void SetServerPlayerLimit(int iPlayerCount)
- float GetServerLoad()
- float GetServerSQLResponseTime()
- int GetServerCPUUsage()
- int GetServerMemUsage()

What's it for?
To allow for a flexible playerlimit on the server based on current performance of the machine / nwserver. By making it available as script commands, people are free to easily implement whatever rules they deem needed to change their playerlimit. Ofcourse, I'm also happy with a composed ServerLoad value which factors Load, SQL, Nwserver-CPU and Nwserver-Mem in a way usually sensible for NWN performance.

Also fancy for automated restarts based on memoryleakage fe.
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Fireboar



Joined: 17 Feb 2008
Posts: 323

PostPosted: Sat Jan 24, 2009 0:27    Post subject: Reply with quote

SartriX wrote:
Hmmn, plugin request:

- int GetServerPlayerLimit(bool bOriginal = FALSE)
- void SetServerPlayerLimit(int iPlayerCount)
- float GetServerLoad()
- float GetServerSQLResponseTime()
- int GetServerCPUUsage()
- int GetServerMemUsage()

What's it for?
To allow for a flexible playerlimit on the server based on current performance of the machine / nwserver. By making it available as script commands, people are free to easily implement whatever rules they deem needed to change their playerlimit. Ofcourse, I'm also happy with a composed ServerLoad value which factors Load, SQL, Nwserver-CPU and Nwserver-Mem in a way usually sensible for NWN performance.

Also fancy for automated restarts based on memoryleakage fe.


http://nwnx.org/phpBB2/viewtopic.php?t=1195

That might help you.
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SartriX



Joined: 13 Jul 2008
Posts: 16

PostPosted: Sat Jan 24, 2009 18:56    Post subject: Reply with quote

Ah! Hadn't noticed that one as I didn't see it in the regular plugin lists. Hmmn, I'll see what I can do to put in the last part then. Can't be too hard with 'maxclients' already being a console command from nwserver.
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GilGwath



Joined: 10 Oct 2008
Posts: 6

PostPosted: Mon Jan 26, 2009 16:17    Post subject: Reply with quote

hello people, don't know if this is the right place, but my personal wish is porting of NWNX Events to Windows, and to NWN2 (NWNX4).

Anyway thnx for your great job, we couldn't live without!
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SartriX



Joined: 13 Jul 2008
Posts: 16

PostPosted: Mon Jan 26, 2009 20:26    Post subject: Reply with quote

Hmmmn. Another request!

Would it be possible to get a SetTileAnimation(location loc, boolean bOn) function? Right now nwn supplies some fancy tile functions for lights, but not the animation.
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Fireboar



Joined: 17 Feb 2008
Posts: 323

PostPosted: Mon Feb 02, 2009 11:18    Post subject: Reply with quote

Tile animation? AFAIK, tiles don't have animations. Give us an example of what you're asking for.
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Mon Feb 02, 2009 16:51    Post subject: Reply with quote

Tiles have animations which can be enabled/disabled per-tile in Toolset.
It may be possible to make SetTileAnimation, but its effect won't be immediate - players will have to re-enter the area.
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Nob



Joined: 16 Apr 2005
Posts: 21

PostPosted: Tue Feb 10, 2009 1:51    Post subject: Reply with quote

Could we have some method of changing what certain modes do, like Power Attack or Expertise? Like maybe adjust the exact amount is subtracted from AB or added to AC/Damage?

I know it's possible to add additional things through events, but a bit more control over the exact effects might be helpful?
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Fireboar



Joined: 17 Feb 2008
Posts: 323

PostPosted: Tue Feb 10, 2009 21:03    Post subject: Reply with quote

I think nwnx_defense or nwnx_weapons has the ability to hook these things and replace the bonuses with your own code. I might be completely off the ball though.
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Nob



Joined: 16 Apr 2005
Posts: 21

PostPosted: Wed Feb 11, 2009 10:30    Post subject: Reply with quote

Not quite. It's possible to use nwnx_funcs/weapons/defenses + nwnx_events to add additional effects, it's not really possible to override the basic stuff that happens in each combat mode.

I'd like to be able to tweak that, as well as maybe have the ability to say swap the damage stat (from strength to something else) or have AC added from another stat (int/cha?).
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SartriX



Joined: 13 Jul 2008
Posts: 16

PostPosted: Fri Feb 13, 2009 13:06    Post subject: Reply with quote

virusman wrote:
Tiles have animations which can be enabled/disabled per-tile in Toolset.
It may be possible to make SetTileAnimation, but its effect won't be immediate - players will have to re-enter the area.

Ah. The re-entering requirement would make it quite pointless indeed.

@Fireboar:
An example would be the new Steamworks tileset, which has a pump as a center tile. Right clicking in toolset to disable animation will make it stop pumping and I was hoping to achieve that as a result of some script tied to a button for players.
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Borys



Joined: 21 May 2008
Posts: 10
Location: Poland

PostPosted: Wed Feb 18, 2009 21:25    Post subject: Reply with quote

Wish: Fix Whirlwind Attack.

Servers on windows version dont have this bug. Whirlwind Attack was fixed by bioware in 1.65 but not on linux version server.
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PlasmaJohn



Joined: 04 Mar 2005
Posts: 70
Location: The Garage

PostPosted: Sat May 02, 2009 17:35    Post subject: Reply with quote

Reroute the console's "say" command to a chat message or somehow fire a game object trigger. And a pony.

If that's not possible, give a way to change the color, that gray may as well be invisible.
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Fireboar



Joined: 17 Feb 2008
Posts: 323

PostPosted: Sat May 02, 2009 23:46    Post subject: Reply with quote

PlasmaJohn wrote:
Reroute the console's "say" command to a chat message or somehow fire a game object trigger. And a pony.

If that's not possible, give a way to change the color, that gray may as well be invisible.


Possible with nwnx_chat by creating a server_script line in the nwnx2.ini file. You can then parse and suppress server messages like this as normal.

Borys wrote:
Wish: Fix Whirlwind Attack.

Servers on windows version dont have this bug. Whirlwind Attack was fixed by bioware in 1.65 but not on linux version server.


Yes please.
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