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nwnx_funcs for windows
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Terra_777



Joined: 27 Jun 2008
Posts: 216
Location: Sweden

PostPosted: Fri Apr 16, 2010 10:10    Post subject: Reply with quote

Nope, what I was looking for was reading out what a PC got at what level.

However Get/SetBodyBag? Useful for flagging "activated" in the subrace system I'm working with. Razz
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MaxRock



Joined: 24 Jan 2008
Posts: 196

PostPosted: Fri Apr 16, 2010 19:44    Post subject: Reply with quote

Do you mean the type of bodybag or whether one is left on death?
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MaxRock



Joined: 24 Jan 2008
Posts: 196

PostPosted: Sat Apr 17, 2010 2:51    Post subject: Reply with quote

The latest version can be found at the vault.

Code:
 v 0.0.61
   Added:
      Get/SetItemValue
      SetItemWeight
      SetItemCharges
      SetDomain
      GetDomain
      SetWizardSpecialization
      GetWizardSpecialization
      ReplaceKnownSpell
      GetRemainingSpellSlots
      SetRemainingSpellSlots
      GetMaxSpellSlots
      GetBonusSpellSlots
      GetMemorizedSpellSlot
      SetMemorizedSpellSlot
      RestoreMemorizedSpells
      GetFeatCount
      GetKnownSpells
      GetKnownSpellCount
      SetConversation
      GetConversation
      GetEffectRemainingDuration
      Get/SetBodyBag
      GetFeatsGainedAtLevel
      GetSkillRanksGainedAtLevel
      GetSpellsGainedAtLevel
      GetStatsGainedAtLevel
   
   Fixed:
      The default number of skills (if not set in nwnx.ini) was 27 instead of 28

   Changed:
      GetFirst/GetNextLocalVariable:
         Plugin functions are prone to crashing the server.
         Script function GetNextLocalVariable now uses localvar_s struct returned by GetFirstLocalVariable as argument
      
      GetAllKnownFeats:
         Spacer should be set to a valid length automatically and hopefully not cause problems in the toolset script editor anymore
   

      Init Function:
         Call from OnModuleLoad!
         This is necessary to get a pointer on the module itsef in order for GetEffectRemainingDuration to work


I'm still not sure about GetFirst/GetNextLocalVariable.
The old versions seemed to cause (random) crashes on our PW while it worked fine on my test server.
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Zunath



Joined: 06 Jul 2006
Posts: 183

PostPosted: Sat Apr 17, 2010 3:28    Post subject: Reply with quote

Got some issues with the new include file.

When I build the module scripts I get the following error:

Access violation at address 007FB463 in module 'nwtoolset.exe'. Read of address 0B2E4000.

Never had this sort of problem with a script before.


EDIT: May have found the problem. It's saying the MemorizedSpellSlot structure is being redefined.

EDIT 2: Looks like you forgot to rename MemorizedSpellSlot to MemorizedSpellSlot_s.

I made the changes and things compile just fine now. Hope that helps Smile
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MaxRock



Joined: 24 Jan 2008
Posts: 196

PostPosted: Sat Apr 17, 2010 19:22    Post subject: Reply with quote

I downloaded the archive from the vault again to make sure I hadn't put any old files in there and the following compiled just fine
Code:

#include "nwnx_funcs"

void main()
{
    struct MemorizedSpellSlot slot;
    slot.id=10;
    slot.ready=1;

    NWNXFuncs_SetMemorizedSpellSlot(OBJECT_SELF, 9, 1, 0, slot);
}


I have to admit I haven't used the toolset compiler in a while but the toolset shouldn't throw an access violation because of an error in a script, should it?
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Zunath



Joined: 06 Jul 2006
Posts: 183

PostPosted: Sat Apr 17, 2010 20:30    Post subject: Reply with quote

MaxRock wrote:
I downloaded the archive from the vault again to make sure I hadn't put any old files in there and the following compiled just fine
Code:

#include "nwnx_funcs"

void main()
{
    struct MemorizedSpellSlot slot;
    slot.id=10;
    slot.ready=1;

    NWNXFuncs_SetMemorizedSpellSlot(OBJECT_SELF, 9, 1, 0, slot);
}


I have to admit I haven't used the toolset compiler in a while but the toolset shouldn't throw an access violation because of an error in a script, should it?


I don't really know. I've never seen that error pop up before because of scripts. There were no hakpaks in my test module but I did have some of my own scripts. They may have been what was causing it.

It's probably on my end but so far everything looks great. Thanks so much for porting these. Smile
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MaxRock



Joined: 24 Jan 2008
Posts: 196

PostPosted: Thu Apr 22, 2010 6:49    Post subject: Reply with quote

VirgiL wrote:

i spot in linux port of this plugin, there are some 'quickslot' functions - do you think you will be able to make some functions that can set/get the current setup of player quickslots?

would be really great... even im not sure what those linux port functions do


Alright here's a little update on saving and restoring quickslots.
Excluding items and DM creator objects I've got it to where I can save and restore quickslots without crashing the server (I really hate string handling);
And I've got a little demo which essentially adds 20 more quickslots via saving and restoring the last 10 (CTRL+F3-F12).

What I still can't figure out are items.
They're no problem while the server is running - the quickslot data simply holds the oIDs. But looking into the bic file, any quickslot with an item has data which is not found in memory while the server is running (e.g.: x/y coordinates, cast spell properties).
My guess is that when a character is exported a function cycles through the quickslots and pulls the data from items there.
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ArielT



Joined: 26 Jan 2010
Posts: 30

PostPosted: Thu Apr 22, 2010 10:41    Post subject: Reply with quote

Hi, I was looking at converting over the PRC's letoscript character creator to a "real time" version. You've got most of the stuff here, with only like 3 "essentials" missing: race, class and max hit points. Less importantly are gender and portrait Are these on your to do list?
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MaxRock



Joined: 24 Jan 2008
Posts: 196

PostPosted: Thu Apr 22, 2010 10:54    Post subject: Reply with quote

Wow, can't believe I forgot SetClass.
SetRace and SetMaxHitpoints are already there though
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ArielT



Joined: 26 Jan 2010
Posts: 30

PostPosted: Thu Apr 22, 2010 14:37    Post subject: Reply with quote

MaxRock wrote:
Wow, can't believe I forgot SetClass.
SetRace and SetMaxHitpoints are already there though
Sorry, is the readme not complete, then? Find and manual searches through it don't seem to reveal either of those.
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Baragg



Joined: 22 Apr 2009
Posts: 6

PostPosted: Thu Apr 22, 2010 19:29    Post subject: Reply with quote

How is this coming Max?
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MaxRock



Joined: 24 Jan 2008
Posts: 196

PostPosted: Fri Apr 23, 2010 1:21    Post subject: Reply with quote

Baragg wrote:
How is this coming Max?


Well, we're about to reboot our server to get the latest build online. ... and to see how quickly players manage to crash the server Wink

Edit:
OHHKAY! My quickslot extension script crashes the server really well.
So I started a test server on my own machine; separate nwserver, separate mysql, but compiled scripts are loaded from our PW server via resman.
It works fine as long as the quickslots are stored on the PC (local strings).
Switching to an item in the PC's inventory for persistency throws things out of whack. "ERROR: IP OUT OF CODE SEGMENT", "ERROR: INVALID OP CODE" Despite this my test server is still running, BUT:
The PW machine reboots everytime I change quickslots! Shocked
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Xylou



Joined: 06 Apr 2010
Posts: 7
Location: France

PostPosted: Fri Apr 23, 2010 9:18    Post subject: Reply with quote

ArielT wrote:
Less importantly are gender and portrait Are these on your to do list?

Just after reading that, I've just thought a SetGender and SetPortrait could be used together in a "Disguise process".
So, I join you ArielT for this kind of request !
Let's hope one day MaxRock will grant us this wish Very Happy
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Baragg



Joined: 22 Apr 2009
Posts: 6

PostPosted: Fri Apr 23, 2010 16:26    Post subject: Reply with quote

MaxRock wrote:
Baragg wrote:
How is this coming Max?


Well, we're about to reboot our server to get the latest build online. ... and to see how quickly players manage to crash the server Wink

Edit:
OHHKAY! My quickslot extension script crashes the server really well.
So I started a test server on my own machine; separate nwserver, separate mysql, but compiled scripts are loaded from our PW server via resman.
It works fine as long as the quickslots are stored on the PC (local strings).
Switching to an item in the PC's inventory for persistency throws things out of whack. "ERROR: IP OUT OF CODE SEGMENT", "ERROR: INVALID OP CODE" Despite this my test server is still running, BUT:
The PW machine reboots everytime I change quickslots! Shocked


It is always nice to find new ways to crash the server.
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Baragg



Joined: 22 Apr 2009
Posts: 6

PostPosted: Fri Apr 23, 2010 17:00    Post subject: Reply with quote

K, mayhap I am a bit confused. I copy the dll into my NWN folder, compile the include into my test mod and bam the functions should work? I created a boulder with this in the onused:

Code:
#include "nwnx_funcs"

void main()
{
 int iCount = NWNXFuncs_GetAreaCount();
 SpeakString(IntToString(iCount), TALKVOLUME_SHOUT);
}


There are 3 areas in the module but this shouts 0.
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