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ShaDoOoW
Joined: 20 Aug 2005 Posts: 584
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Posted: Wed Oct 11, 2017 7:36 Post subject: |
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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 _________________ Community Patch / NWNX Patch / NWNX Files / NWNX Connect |
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Antegate
Joined: 20 Apr 2012 Posts: 100
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Posted: Wed Oct 11, 2017 7:44 Post subject: |
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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
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Posted: Wed Oct 11, 2017 10:01 Post subject: |
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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
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Posted: Wed Oct 11, 2017 10:42 Post subject: |
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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?
there might be sometthing in engine but this can easily be checked in NWScript I believe _________________ Community Patch / NWNX Patch / NWNX Files / NWNX Connect |
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Valbor
Joined: 26 Dec 2016 Posts: 145
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Posted: Wed Oct 11, 2017 11:04 Post subject: |
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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?
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?
and what this the condition in each class 70_Allow* ? |
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ShaDoOoW
Joined: 20 Aug 2005 Posts: 584
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Posted: Wed Oct 11, 2017 12:44 Post subject: |
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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. _________________ Community Patch / NWNX Patch / NWNX Files / NWNX Connect |
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Valbor
Joined: 26 Dec 2016 Posts: 145
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Posted: Wed Oct 11, 2017 17:12 Post subject: |
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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
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Posted: Thu Oct 12, 2017 0:24 Post subject: |
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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? _________________ Community Patch / NWNX Patch / NWNX Files / NWNX Connect |
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Valbor
Joined: 26 Dec 2016 Posts: 145
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Posted: Thu Oct 12, 2017 8:20 Post subject: |
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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
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Posted: Thu Oct 19, 2017 7:41 Post subject: |
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ShaDoOoW
Is it possible to have a counterspell event with a softcode? |
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DarkSet
Joined: 06 Jun 2016 Posts: 98
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Posted: Mon Oct 23, 2017 20:25 Post subject: |
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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
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Posted: Mon Oct 23, 2017 20:29 Post subject: |
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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
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Posted: Mon Oct 23, 2017 23:23 Post subject: |
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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. _________________ Community Patch / NWNX Patch / NWNX Files / NWNX Connect |
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DarkSet
Joined: 06 Jun 2016 Posts: 98
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Posted: Tue Oct 24, 2017 13:08 Post subject: |
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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
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Posted: Tue Oct 24, 2017 19:49 Post subject: |
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Where to look for the error report, when server crash? |
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