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elven
Joined: 28 Jul 2006 Posts: 259 Location: Germany
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Posted: Thu Jun 12, 2008 12:26 Post subject: Re: my wishlist |
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nwn_martin wrote: | (1) hook DM creator so i can mark objects put in the mod by certain DM |
I'll second that. Also:
* Create* for the other object types that do not have "OnSpawn"
* Destroy* for all objects (because OnCreatureDeath wont fire for creatures without AI, and placeables do not have such an event). |
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scarface
Joined: 12 Jun 2005 Posts: 94 Location: Sweden
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Posted: Sun Jun 22, 2008 10:47 Post subject: |
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Aerisarn wrote: | scarface wrote: | My wishlist:
- Hooking of 'Devistating Critical'.
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You can already do that with latest linux event plugin |
No, you can't. |
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Fireboar
Joined: 17 Feb 2008 Posts: 323
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Posted: Sun Jun 22, 2008 11:54 Post subject: |
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Yes you can. Hooking feats is part of it. Maybe you're not using the latest version. |
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Zebranky
Joined: 04 Jun 2006 Posts: 415
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Posted: Mon Jun 23, 2008 7:01 Post subject: |
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No, you can't. Devcrit is not an active feat, it's part of the combat logic. _________________ Win32 SVN builds: http://www.mercuric.net/nwn/nwnx/
<Fluffy-Kooshy> NWNx plugin is to this as nuclear warheads are to getting rid of fire ants.
<ThriWork> whenever I hear nwn extender, I think what does NWN need a penis extender for? |
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scarface
Joined: 12 Jun 2005 Posts: 94 Location: Sweden
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Posted: Sun Jul 06, 2008 19:09 Post subject: |
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Fireboar wrote: | Yes you can. Hooking feats is part of it. Maybe you're not using the latest version. |
Or maybe you are wrong, you obviously haven't tested it, you assume it can be hooked with the current events plugin because it 'hooks feats', but I can tell you 100% it doesn't hook all feats, because I have tested it, Dev Crit is one of those that cannot be hooked this way, which is why I request it to be added. |
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Fireboar
Joined: 17 Feb 2008 Posts: 323
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Posted: Tue Jul 08, 2008 18:35 Post subject: |
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scarface wrote: | Or maybe you are wrong, you obviously haven't tested it, you assume it can be hooked with the current events plugin because it 'hooks feats', but I can tell you 100% it doesn't hook all feats, because I have tested it, Dev Crit is one of those that cannot be hooked this way, which is why I request it to be added. |
Alright, no need to be snarky about it. Zebranky corrected me, which is why I didn't post after him - he had the last word. Now, can we please steer this topic back towards useful suggestions? |
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scarface
Joined: 12 Jun 2005 Posts: 94 Location: Sweden
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Posted: Wed Jul 09, 2008 18:26 Post subject: |
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Fireboar wrote: | scarface wrote: | Or maybe you are wrong, you obviously haven't tested it, you assume it can be hooked with the current events plugin because it 'hooks feats', but I can tell you 100% it doesn't hook all feats, because I have tested it, Dev Crit is one of those that cannot be hooked this way, which is why I request it to be added. |
Alright, no need to be snarky about it. Zebranky corrected me, which is why I didn't post after him - he had the last word. Now, can we please steer this topic back towards useful suggestions? |
I wasn't being snarky, sorry if you took it that way, but I already posted that the intended hook currently cannot be done before you entered into the equation buddy, if you had tested before posting misinformation then I wouldn't have had to explain myself twice, and you wouldn't feel offended, no harm done. |
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PlasmaJohn
Joined: 04 Mar 2005 Posts: 70 Location: The Garage
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Posted: Tue Jul 15, 2008 19:56 Post subject: |
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Some way to turn off alignment shift spam to party members. |
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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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Posted: Tue Jul 15, 2008 22:42 Post subject: |
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PlasmaJohn wrote: | Some way to turn off alignment shift spam to party members. | From 1.69 patch notes:
Code: | - Added extra parameter to scripting command:
void AdjustAlignment(object oSubject, int nAlignment, int nShift,
int bAllPartyMembers=TRUE); | Is this what you need? |
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PlasmaJohn
Joined: 04 Mar 2005 Posts: 70 Location: The Garage
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Posted: Fri Jul 18, 2008 23:15 Post subject: |
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Yeah that would be it. |
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elven
Joined: 28 Jul 2006 Posts: 259 Location: Germany
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Posted: Fri Jul 25, 2008 15:29 Post subject: |
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* Functions: Force Walk Wode (PlayerGet/SetAlwaysRun(void* creature, int state)?)
* Functions: Server Pause (ServerSetPauseState(void* creature, int state)?)
* Functions: Get/SetRawQuickslotStr
* Events: DM Kill, DM Heal, DM Possess
* Events: DM Spawn Object
* Events: DM AI toggle
* Events: DM Limbo(/Unlimbo)
* Events: Server Save Game
* Events: Placeable (or general) create/destroy (highly useful for nwnx_ruby)
* Events: Creature events (to avoid having to set scripts for every placeable)
* Events: Placeable events (to avoid having to set scripts for every creature)
* Dialoge/Fixes: allow conversations even while enemy is near (for scripted dialogues)
This is a personal "todo"-List, but I dont have particularily much time digging into it. Anyone who wants to give it a shot is highly welcome to do so. |
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Extreme
Joined: 28 Nov 2007 Posts: 135
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Posted: Sat Jul 26, 2008 16:09 Post subject: |
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Here is something I would love to see.
GetConversationNode(object oConvoPossessor, int nNodeNumber)
with this you could do most all things in a conversation from one script instead of having several
I would also love to be able to catch the battle rolls like the natural 20 |
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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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Posted: Sat Jul 26, 2008 18:07 Post subject: |
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Extreme wrote: | Here is something I would love to see.
GetConversationNode(object oConvoPossessor, int nNodeNumber)
with this you could do most all things in a conversation from one script instead of having several | You haven't read descriptions of the plugins. NWNX Events does that (and even more). Please check if the function is already available in plain NWN or NWNX plugins next time before posting a request.
Last edited by virusman on Sun Jul 27, 2008 7:40; edited 1 time in total |
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Extreme
Joined: 28 Nov 2007 Posts: 135
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Posted: Sat Jul 26, 2008 18:21 Post subject: |
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OH!!
not to long ago I asked in the initial betas of 1.69,when they were still taking requests and I was told it could not be done. sorry bout that |
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Extreme
Joined: 28 Nov 2007 Posts: 135
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Posted: Sat Aug 02, 2008 19:07 Post subject: |
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I hope this doesnt exist already cause i did search it...
with the ini setting to use large font, is there a way to have a IncreaseTextSize() or something like that?
Also is there a way to ahve special fonts in text in game? |
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