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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Wed Oct 11, 2017 7:36    Post subject: Reply with quote

Ok maybe I know whats the problem. Given its so random, I tried to fix the only part of code that could cause it.

fixed version
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Antegate



Joined: 20 Apr 2012
Posts: 100

PostPosted: Wed Oct 11, 2017 7:44    Post subject: Reply with quote

I just setting everything by default, with increasing levels.
nothing unusual
I noticed that the error disappeared after several pressing the cancel button to raise the level.

Thanks. I will test.
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Valbor



Joined: 26 Dec 2016
Posts: 145

PostPosted: Wed Oct 11, 2017 10:01    Post subject: Reply with quote

Is there a way to determine character can leveling-up in a given class or not? (i.e. determining it on have all prerequisites, say for example leveling-up in class of Weapon Master written in cls_pres_wm.2da) me need it for function LevelUpHenchman
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Wed Oct 11, 2017 10:42    Post subject: Reply with quote

Valbor wrote:
Is there a way to determine character can leveling-up in a given class or not? (i.e. determining it on have all prerequisites, say for example leveling-up in class of Weapon Master written in cls_pres_wm.2da) me need it for function LevelUpHenchman

manually? Very Happy

there might be sometthing in engine but this can easily be checked in NWScript I believe
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Valbor



Joined: 26 Dec 2016
Posts: 145

PostPosted: Wed Oct 11, 2017 11:04    Post subject: Reply with quote

ShaDoOoW wrote:
Valbor wrote:
Is there a way to determine character can leveling-up in a given class or not? (i.e. determining it on have all prerequisites, say for example leveling-up in class of Weapon Master written in cls_pres_wm.2da) me need it for function LevelUpHenchman

manually? Very Happy

there might be sometthing in engine but this can easily be checked in NWScript I believe

I want to set up for the adherents of the choice of class in which it is possible to develop in his dialog, pre-excluding the variety of classes that he is unable at the moment to develop, do i have to manually configure? Sad
and what this the condition in each class 70_Allow* ?
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Wed Oct 11, 2017 12:44    Post subject: Reply with quote

Valbor wrote:
and what this the condition in each class 70_Allow* ?
If you are using classes.2da from CPP and new cls_pres_*.2da

then each base class can be disabled if you set variable 70_Allow* to 1 (or any non zero value)

Explanation: the exact requirement is that variable 70_Allow* must be 0. Since the default value for integer variable is 0 the condition is automatically fulfilled, unless the variable is set to non-zero value by scripter.

This can be confusing since one would thought that variable with name "Allow" should be set to true (1) to allow class however this is how variables for prestige classes were designed (X1_Allow* X2_Allow*) and thus I made it so it matches the already existing scheme.
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Valbor



Joined: 26 Dec 2016
Posts: 145

PostPosted: Wed Oct 11, 2017 17:12    Post subject: Reply with quote

LevelUpHenchman(oHenchman, CLASS_TYPE_SHOU_DISCIPLE, FALSE, PACKAGE_INVALID);
This function ignores the class on the NPC leveling up in classes of Shou Disciple and Eye of Gruumsh, i had to add a separate Package for this classes, then everything worked is fine.

Please add separate packages for these classes in the next version of the patch.
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Thu Oct 12, 2017 0:24    Post subject: Reply with quote

Valbor wrote:
LevelUpHenchman(oHenchman, CLASS_TYPE_SHOU_DISCIPLE, FALSE, PACKAGE_INVALID);
This function ignores the class on the NPC leveling up in classes of Shou Disciple and Eye of Gruumsh, i had to add a separate Package for this classes, then everything worked is fine.

Please add separate packages for these classes in the next version of the patch.

I see. Could you send me your packages then?
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Valbor



Joined: 26 Dec 2016
Posts: 145

PostPosted: Thu Oct 12, 2017 8:20    Post subject: Reply with quote

ShaDoOoW wrote:
I see. Could you send me your packages then?

I made them out of the assumptions that you stated in classes.2da --> Package:
Code:
132        Eye_of_Gruumsh_Orcblood            6932    6933          39        STR         20     ****     ****      ****      ****        ****            PackFTBarb5    PackSKBarb5    PackEQBarb5    0          1
133        Shou_Disciple_Default              6918    6919          40        WIS         20     ****     ****      ****      ****        ****            PackFTMonk1    PackSKMonk1    PackEQMonk1    0          1
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Antegate



Joined: 20 Apr 2012
Posts: 100

PostPosted: Thu Oct 19, 2017 7:41    Post subject: Reply with quote

ShaDoOoW
Is it possible to have a counterspell event with a softcode?
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DarkSet



Joined: 06 Jun 2016
Posts: 98

PostPosted: Mon Oct 23, 2017 20:25    Post subject: Reply with quote

Got strange behaviour: creature attacks player with improved disarm, plauer got blinded. And this blindness is not removed by remove blindeness, only by death or server restart.
There is no blindness effect on weapon.
And there where no such problems till last few weeks, so I assume this can be from one of the latest version of patch.
Can it?
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DarkSet



Joined: 06 Jun 2016
Posts: 98

PostPosted: Mon Oct 23, 2017 20:29    Post subject: Reply with quote

Also the blindness is strange: screen in not dark, player can see environment. But not NPCs and monsters, unless comes closely. And there is vlindness effect in effects tray, list and actually it affects player combat statistic.
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Mon Oct 23, 2017 23:23    Post subject: Reply with quote

Antegate wrote:
ShaDoOoW
Is it possible to have a counterspell event with a softcode?

Very unlikely.
DarkSet wrote:
Got strange behaviour: creature attacks player with improved disarm, plauer got blinded. And this blindness is not removed by remove blindeness, only by death or server restart.
There is no blindness effect on weapon.
And there where no such problems till last few weeks, so I assume this can be from one of the latest version of patch.
Can it?

I don't think so. The disarm is softcoded and the softcoded script for disarm haven't change for a looong time.
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DarkSet



Joined: 06 Jun 2016
Posts: 98

PostPosted: Tue Oct 24, 2017 13:08    Post subject: Reply with quote

Looks like it's not disarm. It's just an attack. Have several creatures blinding players in combat without blinding on weapon, items or feats/spells. It just happens and can't be removed without death, even with dm heal.
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Valbor



Joined: 26 Dec 2016
Posts: 145

PostPosted: Tue Oct 24, 2017 19:49    Post subject: Reply with quote

Where to look for the error report, when server crash?
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