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NWNX Weapons
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max196



Joined: 26 Jun 2008
Posts: 30

PostPosted: Mon Mar 26, 2012 23:19    Post subject: Reply with quote

Terra_777 wrote:
When I tested it I leveled up to 100.

Baseclasses gets screwy after 40 and prcs gets screwy after 30. But if you patch your feats 2da files to support higher levels it should be fine. Its abit wonky though since XP calculations stop working when you hit 40 so you need to set the levelup int when time is right.

As soon as you set the levelup int the "you can now levelup" thing pops and you can levelup as you do any level. IE: If you're 40 and you set the int to 41 you can level to 41.


I'm trying to replace hgll, everything looks ok.
The only problem are after 40 for baseclass (and 30 prcs) for granting feats (fighter gain 17 feats at level 42!).
The cls_bfeat_******.2da are done for 60 levels.
Any ideas?
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Tue Mar 27, 2012 8:53    Post subject: Reply with quote

max196 wrote:
Terra_777 wrote:
When I tested it I leveled up to 100.

Baseclasses gets screwy after 40 and prcs gets screwy after 30. But if you patch your feats 2da files to support higher levels it should be fine. Its abit wonky though since XP calculations stop working when you hit 40 so you need to set the levelup int when time is right.

As soon as you set the levelup int the "you can now levelup" thing pops and you can levelup as you do any level. IE: If you're 40 and you set the int to 41 you can level to 41.


I'm trying to replace hgll, everything looks ok.
The only problem are after 40 for baseclass (and 30 prcs) for granting feats (fighter gain 17 feats at level 42!).
The cls_bfeat_******.2da are done for 60 levels.
Any ideas?
yes i had the same problem, it seems hardcoded into game no idea how to fix it

Therefore I put max lvl for each class to 40. I suggest you the same.
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max196



Joined: 26 Jun 2008
Posts: 30

PostPosted: Tue Mar 27, 2012 9:23    Post subject: Reply with quote

It's a pity.
I love pure classes Smile
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Kato



Joined: 05 Mar 2010
Posts: 47

PostPosted: Sun Apr 08, 2012 3:52    Post subject: Reply with quote

I'm having an issue after setting the AB variable on the character. If I attack anything but a NPC(doors, placeables), the server gets messed and when I exit to Windows I get a message saying that NWN has stopped working.

I'm currently using the following plugins, if it can help:
- cool (obviously)
- funcs
- leto
- odbc

My nwnx.ini settings for cool:

[COOL]
AB=1

EDIT: I know that the extra AB works only against PCs/NPCs but does it mean the above described behavior is normal when attampting to bash doors/placeables?

Thanks!

Kato
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Terra_777



Joined: 27 Jun 2008
Posts: 216
Location: Sweden

PostPosted: Thu Apr 12, 2012 7:53    Post subject: Reply with quote

Newest: http://terrahnet.dyndns.org/terra/nwnx_cool.7z

*Fixes the AB override crash
*Adds script event to validatecharacter, settrap and traptrigger
*Packed up the functions in a library
*Remove Combat Invisibility will now only trigger on creatures with a localint "CombatInvis" set to prevent unnecessary scriptruns.

Inisettings:

Code:
[COOL]
WriteToLogFile=3
TogglePauseState=1
weapon_hook=1
Rand=1
GetCasterLevel=1
CastSpell=1
ItemCastSpell=1
Polymorph=1
UseSkill=1
UseFeat=1
ToggleMode=1
DevCrit=1
SpecialAttack=1
SetPVPPlayerLikesMe=1
RemoveCombatInvisibility=1
AB=1
AC=1
RandomBuffer=1000
ConsoleOnly=0
GuiTimingEvent=1
CanLevelUp=1
AttackOfOpportunity=1
Attack=1 ;enable on-attack event
Trap=1 ;enable set/trigger trap events
Log=3 ;log level


The functions themselves are documented within nwnx_cool.nss.
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Kato



Joined: 05 Mar 2010
Posts: 47

PostPosted: Fri Apr 13, 2012 1:02    Post subject: Reply with quote

Works like a charm, thank you very much!


Kato
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Fri Apr 13, 2012 9:23    Post subject: Reply with quote

Is there a source code?
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Terra_777



Joined: 27 Jun 2008
Posts: 216
Location: Sweden

PostPosted: Fri Apr 13, 2012 16:06    Post subject: Reply with quote

Yeah, I've been working on a network bridge to trigger events from external applications.

Newest: http://terrahnet.dyndns.org/terra/nwnx_cool.rar

Thats what I got, functions that handle the network bridge in nwnx_cool.nss and the example script nwnx_bridge holds some example code.

It also comes with source-code for both the client-test application and the plugin. I'm not sure how stable it is as I've not had any extensive testing, nor am I very familiar with winsock.
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Kato



Joined: 05 Mar 2010
Posts: 47

PostPosted: Fri Apr 13, 2012 22:11    Post subject: Reply with quote

Is there a pre-determined script from wich to catch the events and event infos with the functions GetEvent* ? I know it used to be nwnx_cool.nss but since it's not part of the package anymore it makes me wonder if it's still the way the system works.

Thanks


Kato
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Terra_777



Joined: 27 Jun 2008
Posts: 216
Location: Sweden

PostPosted: Sat Apr 14, 2012 2:02    Post subject: Reply with quote

Yeah, nwnx_cool.nss is still the impact script for all events that isnt tied to the comlink. Thats nwnx_bridge. I just forgot to include a demo of nwnx_cool.nss.
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Kato



Joined: 05 Mar 2010
Posts: 47

PostPosted: Sat Apr 14, 2012 3:08    Post subject: Reply with quote

Okay, excellent then, tyvm!

Kato
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Antegate



Joined: 20 Apr 2012
Posts: 100

PostPosted: Fri Apr 20, 2012 10:24    Post subject: Reply with quote

Terra_777, thanks a lot for a plug-in.
Whether it is possible to add adjustment of settings of a wind by function? Settings, which areas in properties.
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Fri Apr 20, 2012 13:48    Post subject: Reply with quote

Would be possible to control immunities? I would like to remove fear, stun and paralyze from being negated by mind-spells immunity as well as allow damage ability decrease from poisons/diseases to strike players protected by immunity to ability decrease. Possibility to divine sneak immunity from critical immunity would be nice as well.
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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Fri Apr 20, 2012 13:54    Post subject: Reply with quote

nwnx_funcs has Immunity Overrides - But I cant find any examples on how to use them.

I too would like to be able to override immunities.

At the moment, if I want to apply a special unresistable spell effect, I have to iterate through skin properties, and remove the appropriate immunity, before I can actually apply the effect.
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Terra_777



Joined: 27 Jun 2008
Posts: 216
Location: Sweden

PostPosted: Fri Apr 20, 2012 20:01    Post subject: Reply with quote

I was tinkering some with that myself. I did do a hasfeat hook which prettymuch allows you to override feats normal behavior/has/doesnt have reguardless of what the feat-list says. Useful for making PM vunrable to crit, removing monkspeed, etc.

http://terrahnet.dyndns.org/terra/nwnx_kewl.rar

I've also deciphered special abilities and they work somewhat but I've not tested them properly, I do know that setting special abilities on PCs work but crashes the server when they logout. If someone figures that out and lets me know what I'm doing wrong I'd be grateful.
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