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Baaleos
Joined: 02 Sep 2007 Posts: 830
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Posted: Sun May 15, 2011 21:51 Post subject: getting a weird error now with nwnx compiler |
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// dumps some information about all the effects applied to oObject to the log file
void NWNXFuncs_DumpEffects(object oObject);
// dumps all local variables of an object to the log file
void NWNXFuncs_DumpLocals(object oObject);
// Sets the gold pieces of oObject to iGold.
// No notification is given to a player whose gold is changed.
void NWNXFuncs_SetGold(object oCreature, int iGold);
// Sets a base ability score iAbility (ABILITY_STRENGTH, ABILITY_DEXTERITY, etc) to iValue
// The range of iValue is 3 to 255
// bAdjustCurrentHitPoints is only used when Constitution is set: if false a potential increase in hitpoints
// will only affect oCreature's maximum hit points. The missing hit points can be regained the normal way: resting,
// healing, regeneration, etc.
void NWNXFuncs_SetAbilityScore(object oCreature, int iAbility, int iValue, int bAdjustCurrentHitPoints = 1);
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15/05/2011 20:49:43: Error. 'on_chat' did not compile.
nwnx_funcs_inc.nss(278): ERROR: FUNCTION IMPLEMENTATION AND DEFINTITION DIFFER
But when I check, the implimentation, and definition are identical.
The line in question being
NWNXFuncs_SetAbilityScore(object oCreature, int iAbility, int iValue, int bAdjustCurrentHitPoints = 1); |
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Skywing
Joined: 03 Jan 2008 Posts: 321
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Posted: Sun May 15, 2011 22:27 Post subject: |
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No return type specified for the function declaration? Can you post the whole thing (if you did not)? |
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Baaleos
Joined: 02 Sep 2007 Posts: 830
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Posted: Sun May 15, 2011 22:29 Post subject: |
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Code: |
// Sets a base ability score iAbility (ABILITY_STRENGTH, ABILITY_DEXTERITY, etc) to iValue
// The range of iValue is 3 to 255
// bAdjustCurrentHitPoints is only used when Constitution is set: if false a potential increase in hitpoints
// will only affect oCreature's maximum hit points. The missing hit points can be regained the normal way: resting,
// healing, regeneration, etc.
void NWNXFuncs_SetAbilityScore(object oCreature, int iAbility, int iValue, int bAdjustCurrentHitPoints = 1);
void NWNXFuncs_SetAbilityScore(object oCreature, int iAbility, int iValue, int bAdjustCurrentHitPoints = 1) {
SetLocalString(oCreature, "NWNX!FUNCS!SETABILITYSCORE", IntToString(iAbility)+" "+IntToString(iValue)+ " 0"+ " "+IntToString(bAdjustCurrentHitPoints));
DeleteLocalString(oCreature, "NWNX!FUNCS!SETABILITYSCORE");
}
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This is both the def and the declaration.
Cant post the whole inc file as its too big, |
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Skywing
Joined: 03 Jan 2008 Posts: 321
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Posted: Sun May 15, 2011 22:44 Post subject: |
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This compiles for me with both the toolset compiler and the open source NWScript compiler.
Is it possible that you have (yet another) prototype definition somewhere else that conflicts? |
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Baaleos
Joined: 02 Sep 2007 Posts: 830
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Posted: Fri May 20, 2011 15:31 Post subject: ta |
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late reply I know.
I think the reason it was failing was because I had copied a definition of Funcs SetAbilityScore into the Subrace Include file, because the Subrace include file is soooo huge, the Bioware compiler runs out of memory for additional includes etc.
So, because I copied it in there, it was conflicting with the nwnx_funcs version of it.
Solved |
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Baaleos
Joined: 02 Sep 2007 Posts: 830
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Posted: Sat May 28, 2011 19:01 Post subject: faction modification? |
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Is it likely to be possible through nwnx to add factions on the fly?
eg - NWNXFuncs_AddFaction("NEW_FACTION");
NWNXFuncs_SetCreatureToFaction("NEW_Faction");
I know its possible via the dm console to set npc faction to Commoner, Hostile or Neutral etc,
I was just wondering if it was possible to create the new faction groups in game, instead of having to make them in toolset.
When you have a module of 600 areas, it takes along time to make new factions. |
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Baaleos
Joined: 02 Sep 2007 Posts: 830
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Posted: Sun May 29, 2011 21:52 Post subject: |
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also - Being able to modify areas and set Is Natural, Interior etc flags would be useful. |
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The Amethyst Dragon
Joined: 21 Jun 2011 Posts: 20
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Posted: Tue Jun 21, 2011 7:08 Post subject: |
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Just have to say that this is some superb work so far. I run my server on a Windows XP machine, and having access to these functions is a vast improvement over what I had available to use before.
My thanks goes out to those who've done both the original coding and the work to get it working for Windows. |
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Zunath
Joined: 06 Jul 2006 Posts: 183
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Posted: Tue Jun 21, 2011 22:10 Post subject: |
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Hey, just a heads up. I may have found a bug.
I have a script named "rotd_mod_leaving". This is obviously 16 characters long. However, I don't think it's firing on the OnLeaving event because it's not reading the last character ("g").
This is what the NWNX.ini line looks like:
OnPlayerLeavingScript=rotd_mod_leaving
And this is what appears in the log file:
[06/21/2011 16:03:39] * CServerExoAppInternal__RemovePCFromWorld hooked; script to run: rotd_mod_leavin.nss
Hope it helps. |
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Sethan
Joined: 04 Oct 2008 Posts: 47
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Posted: Wed Jun 22, 2011 0:33 Post subject: |
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IIRC, there is a 15 character limit on resource names, which causes what you are describing.
The script would be saved, but the name truncated on the back end.
Solution is to use names that don't exceed that length. |
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Zunath
Joined: 06 Jul 2006 Posts: 183
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Posted: Mon Jun 27, 2011 0:27 Post subject: |
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Ah ok. That explains that. Thanks for the clarification. |
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Greyfort
Joined: 20 Jul 2010 Posts: 66
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Posted: Mon Jul 25, 2011 0:38 Post subject: |
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I'm trying to make a item property that changes the critical threat range of a weapon. I've messed with the 2da and dialog.tlk, and it comes up in properties...
+Critical Threat
(20-20)
(19-20)
(18-20) etc
then you can select actual threat range 20-20,19-20...etc
I noticed this function...
// These don't do anything (yet)
void NWNXFuncs_SetItemPropertyInteger(itemproperty ip, int nInt, int iValue)
is there any function that will allow me to change the critical threat range of a weapon?
Or whats a better way to alter the keen property, if possible to change the multiplyer...
But the upper would be my prefered choice |
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Greyfort
Joined: 20 Jul 2010 Posts: 66
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Posted: Fri Jul 29, 2011 0:12 Post subject: |
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I was told to do what I posted above I need linux and nwnx_weapon plugin is anyone working on a windows version? or maybe its time for me to format reinstall and use linux huh? |
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Baaleos
Joined: 02 Sep 2007 Posts: 830
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Posted: Thu Aug 11, 2011 23:58 Post subject: Immunity Override hook - can it be turned off? |
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Is there any ini value that can be used to disable Immunity Override hook?
Im crashing quite frequently during certain fights where I am teleporting etc.
And more often than not, event viewer says that it is nwnx_funcs as the faulting module.
Code: |
Faulting application nwserver.exe, version 1.6.9.0, faulting module nwnx_funcs.dll, version 0.0.8.9, fault address 0x000141e0.
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The only thing that was going on at the time, according to logs, was
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[08/11/2011 22:47:21] ImmunityOverride: 0 a2: 27 [override: 0]
[08/11/2011 22:47:30] ImmunityOverride: 0 a2: 22 [override: 0]
[08/11/2011 22:47:31] ImmunityOverride: 0 a2: 22 [override: 0]
[08/11/2011 22:47:31] ImmunityOverride: 0 a2: 22 [override: 0]
[08/11/2011 22:47:32] ImmunityOverride: 0 a2: 22 [override: 0]
[08/11/2011 22:47:32] ImmunityOverride: 0 a2: 22 [override: 0]
[08/11/2011 22:47:33] ImmunityOverride: 0 a2: 22 [override: 0]
[08/11/2011 22:47:35] ImmunityOverride: 0 a2: 22 [override: 0]
[08/11/2011 22:47:35] ImmunityOverride: 0 a2: 22 [override: 0]
[08/11/2011 22:47:35] ImmunityOverride: 0 a2: 22 [override: 0]
[08/11/2011 22:47:35] ImmunityOverride: 0 a2: 22 [override: 0]
[08/11/2011 22:47:35] ImmunityOverride: 0 a2: 27 [override: 0]
[08/11/2011 22:47:35] ImmunityOverride: 0 a2: 27 [override: 0]
[08/11/2011 22:47:35] ImmunityOverride: 0 a2: 22 [override: 0]
[08/11/2011 22:47:35] ImmunityOverride: 0 a2: 22 [override: 0]
[08/11/2011 22:47:35] ImmunityOverride: 0 a2: 27 [override: 0]
[08/11/2011 22:47:35] ImmunityOverride: 0 a2: 27 [override: 0]
[08/11/2011 22:47:35] ImmunityOverride: 0 a2: 22 [override: 0]
[08/11/2011 22:47:35] ImmunityOverride: 0 a2: 22 [override: 0]
[08/11/2011 22:47:35] ImmunityOverride: 0 a2: 27 [override: 0]
[08/11/2011 22:47:35] ImmunityOverride: 0 a2: 27 [override: 0]
[08/11/2011 22:47:35] ImmunityOverride: 0 a2: 22 [override: 0]
[08/11/2011 22:47:35] ImmunityOverride: 0 a2: 22 [override: 0]
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Which seems kinda excessive |
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Baaleos
Joined: 02 Sep 2007 Posts: 830
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Posted: Fri Aug 12, 2011 0:29 Post subject: not that then |
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I've disabled the Immunity Override in my version,
but it still crashes.
Somewhat repeatable.
I have teleport powers that can be triggered via playertool feats.
I am teleporting around a specific boss, launching isaacs greater missile storm.
It seems to consistently cause the server to stall
Any idea what that memory offset in nwnx_funcs is? |
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