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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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Disco
Joined: 06 Dec 2006 Posts: 152
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Posted: Fri Jul 25, 2008 11:32 Post subject: |
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Would it be possible to include the following 'fix'?
If you use ActionCastSpell with the cheat and instantspell toggles it still counts as an action in that it breaks stealth. I guess it's sensible that it doesn't. It's not really a bug, but it would be nice to be able to create custom spells that put for example subrace effects on people. You can then check for or remove those effects by referencing the spellID instead of the (not necessarily unique) combination of EffectCreator, EffectType, and EffectSubType. Got it all running when I got complaints about stealth dropping whenever somebody changed areas. |
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FunkySwerve
Joined: 02 Jun 2005 Posts: 377
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Posted: Fri Jul 25, 2008 17:05 Post subject: |
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You don't need to do that to assign a spell id. Just use the functinos in nwnx_structs.
Funky |
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Disco
Joined: 06 Dec 2006 Posts: 152
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Posted: Sun Jul 27, 2008 9:18 Post subject: |
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O, my bad. Posted in Linux and not in Windows. Anyway, I gotz Windauws servah, so no nwnx_structs. |
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FunkySwerve
Joined: 02 Jun 2005 Posts: 377
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Posted: Sun Jul 27, 2008 19:59 Post subject: |
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Ok, but you STILL don't need to do that. Just AssignCommand the effect creation to a placeable you designate for the purpose (we had a whole area set aside for this in HG, until structs), and check to see if the placeable is the effect creator. You can set the placeable as a local object on the mod, if speed is a concern.
Funky |
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Disco
Joined: 06 Dec 2006 Posts: 152
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Posted: Mon Jul 28, 2008 11:25 Post subject: |
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FunkySwerve wrote: | Ok, but you STILL don't need to do that. Just AssignCommand the effect creation to a placeable you designate for the purpose (we had a whole area set aside for this in HG, until structs), and check to see if the placeable is the effect creator. You can set the placeable as a local object on the mod, if speed is a concern.
Funky |
O, never thought about that one. Thanks! |
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Abraxsis
Joined: 24 Jun 2008 Posts: 14
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Posted: Tue Jul 29, 2008 16:10 Post subject: Re: NWNX Fixes |
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virusman wrote: | * Items with different local vars don't stack |
Before I reinvent the wheel, has anyone modified the ATS crafting system to take into account this fix?
Stackable items such as ingots, crafted dyes, crafted arrows, etc... are not stacking due to local variables.
I'll be working on this soon and I'm sure I can figure it out, but I figured it doesn't hurt to ask... If anyone has already gone though and corrected the Ambrosia Tradeskill System to work with nwnx_fixes I certainly would appreciate the time-saving help. |
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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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Posted: Tue Jul 29, 2008 17:14 Post subject: Re: NWNX Fixes |
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Abraxsis wrote: | Before I reinvent the wheel, has anyone modified the ATS crafting system to take into account this fix?
Stackable items such as ingots, crafted dyes, crafted arrows, etc... are not stacking due to local variables.
I'll be working on this soon and I'm sure I can figure it out, but I figured it doesn't hurt to ask... If anyone has already gone though and corrected the Ambrosia Tradeskill System to work with nwnx_fixes I certainly would appreciate the time-saving help. | I'm going to add a function to ignore certain variables. That will be in september, though, as I'm on vacation right now. |
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Abraxsis
Joined: 24 Jun 2008 Posts: 14
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Posted: Wed Jul 30, 2008 2:07 Post subject: Re: NWNX Fixes |
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virusman wrote: | Abraxsis wrote: | Before I reinvent the wheel, has anyone modified the ATS crafting system to take into account this fix?
Stackable items such as ingots, crafted dyes, crafted arrows, etc... are not stacking due to local variables.
I'll be working on this soon and I'm sure I can figure it out, but I figured it doesn't hurt to ask... If anyone has already gone though and corrected the Ambrosia Tradeskill System to work with nwnx_fixes I certainly would appreciate the time-saving help. | I'm going to add a function to ignore certain variables. That will be in september, though, as I'm on vacation right now. |
Excellent. Enjoy your vacation! |
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Borys
Joined: 21 May 2008 Posts: 10 Location: Poland
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Posted: Fri Dec 19, 2008 0:26 Post subject: |
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I have little modify nwnx_fixes-1.0.4-linux.
Using nwnx2.ini u can set property:
Code: | [FIXES]
CompareVars = 0|1 |
0 - plugin will marge stackable items w/o variable comparasion
1 - plugin will not marge items with differend variables
http://embaros.mm.pl/pliki/nwnx_fixes.tar.bz2 |
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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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Posted: Sun Mar 08, 2009 1:08 Post subject: |
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Windows version is now available. |
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Zunath
Joined: 06 Jul 2006 Posts: 183
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Posted: Sun Mar 08, 2009 3:41 Post subject: |
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Awesome! Finally some windows love
Thanks! |
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PlasmaJohn
Joined: 04 Mar 2005 Posts: 70 Location: The Garage
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Posted: Mon Feb 22, 2010 2:04 Post subject: |
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In GetIsMergeableHookProc(void *pItem1, void *pItem2) I need to make some resref based decisions.
My immediate need is the offset to the resref, but is the structure of pItem1 & 2 documented somewhere for future reference?
Thanks |
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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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