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Beta plugin: nwnx_funcs
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Snoteye



Joined: 05 Jun 2010
Posts: 4

PostPosted: Sat Jun 05, 2010 17:25    Post subject: Reply with quote

I was hoping to use GetFirst/NextLocalVariable() to test for variable existence, the catch being that some of those variables will invariably return OBJECT_INVALID. Does anyone know if, for objects, GetIsVariableValid() tests if the variable reference is valid or if it works like GetIsObjectValid()?
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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Mon Jun 07, 2010 6:49    Post subject: Object invalid Reply with quote

As far as I know, object_invalid is just a label for the constant value of 0c or perhaps -1.

What I would suggest is that you make your loop, function determine the variable type returned first.
Float, int, string, object etc

then for each of them put in the code for each one, I would leave objects till last, because I'm unsure if object invalid may be interchangeable with the int counterpart 0.

Once you have an object, which is NOT object_invalid or 0, you can do GetIsObjectValid, to return true or false. Or you can do
if object equals OBJECT_INVALID then cease. But that being said it might be counter productive since if it gets this far, it's already been validated as an object. The problem arises with players as locally stored objects. A player object is valid, but becomes invalid when logged out, and the return value of invalid may b mistaken as int value. Meaning your error handling may mistakenly call a player object an int value or something like that.

Eg
is player valid
no - report this
reporting that returned value was object_invalid which also may have value of 0 or -1 not sure which. So is this an int or an object at this point in the code?
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Snoteye



Joined: 05 Jun 2010
Posts: 4

PostPosted: Mon Jun 07, 2010 9:11    Post subject: Reply with quote

I was afraid something like that might happen. I'll find a different solution. Thanks, though.
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Paul R



Joined: 17 Apr 2009
Posts: 42

PostPosted: Fri Feb 11, 2011 0:21    Post subject: Func_SetArmorAC Reply with quote

Hi,

There is a missing source file and Makefile.in definition for this function that is causing the current revision (374) nwnx_funcs.so to fail to load at startup.

This seems to have crept in at revision 369, sorry I didn't spot it before.

Code:
ERROR: dlopen: ./nwnx_funcs.so: ./nwnx_funcs.so: undefined symbol: Func_SetArmorAC


Let me know if you need any more info.

Paul
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Fri Feb 11, 2011 8:47    Post subject: Reply with quote

Thanks for the info. I've reverted the bugged revision.
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Ilerien



Joined: 31 Jan 2010
Posts: 3
Location: Russia

PostPosted: Sun Feb 13, 2011 20:54    Post subject: Reply with quote

I'm very sorry, it was my bug Embarassed
I committed fixed version of this change.
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Paul R



Joined: 17 Apr 2009
Posts: 42

PostPosted: Mon Feb 14, 2011 20:50    Post subject: Reply with quote

No problem Smile I'll give it a go, was looking forward to that function as well...
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Zunath



Joined: 06 Jul 2006
Posts: 183

PostPosted: Thu Jul 21, 2011 2:52    Post subject: Reply with quote

I'm in the process of porting some of my windows code over to linux and was wondering if there were plans to implement a "SetClassByPosition" function like the windows version has?

Or maybe it's in another plugin?

Thanks!
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kucik



Joined: 11 Feb 2009
Posts: 19
Location: Czech Republic

PostPosted: Mon Aug 15, 2011 17:00    Post subject: Reply with quote

SetClassByPosition could be really great. I hope it will be possible to create NPC from level progress description.
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Ravine



Joined: 26 Jul 2006
Posts: 105

PostPosted: Sat Mar 17, 2012 16:32    Post subject: Reply with quote

Hi!

I'm fiddling with the Set/AddSpecialAbility functions, to make mobs a bit unique. As is see, the parameters are: spellid, spell-ready num, and a spell level. I've tested a little, and:
- i cannot set the ready num, it's always 1 on the mob.
- if i set the spell-level above 15 (which is a toolset cap), the ability cannot be used. This is an engine cap?

thx

EDIT: i realised that the ready parameter is a boolean Smile


Last edited by Ravine on Wed Mar 21, 2012 10:50; edited 1 time in total
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DM_Vecna



Joined: 10 Feb 2010
Posts: 37

PostPosted: Sun Mar 18, 2012 21:55    Post subject: Reply with quote

Not to take away from the question of the poster before me but I also have a question about get/SetFactionId. Would it be possible to use this in AdjustReputation without having to use two creatures?
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Ave



Joined: 08 Apr 2012
Posts: 8

PostPosted: Mon May 07, 2012 9:56    Post subject: Reply with quote

I'm having a bit of confusion with the SetPCSkillPoints function. Is this a bug, or am I misunderstanding what it is supposed to be doing? I have NWscript code like this, to simulate spending a skill point for characters that store skill points on levelup.

Code:
#include "nwnx_funcs"

void SpendPointOnSkill(object oPC, int nSkill)
{
    int nPoints=GetPCSkillPoints(oPC);
    SendMessageToPC(oPC,"You have "+IntToString(nPoints)+" skill points remaining.");
    SetPCSkillPoints(oPC,nPoints-1);
    ModifySkillRankByLevel(oPC,GetHitDice(oPC),nSkill,1);
}


This function increments the skill, and the message gives progressively decreasing numbers (ex: 5,4,3,2,1) when this function is run repeatedly, which is correct. BUT when the player gains another level, their levelup interface reports as if the skill points had never been decremented (so it shows the original 5 they started with before I changed their skill points, plus 5 more skill points the PC got from gaining the new level). Furthermore, if they -do- try to spend all those skill points, they get the following message: "[Server] Character applied invalid number of skillpoints." If they spend fewer skill points, they can level up, but then they get to use all the 'extra' skill points at a later level with no more server error message.
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acomputerdood



Joined: 30 Nov 2008
Posts: 27

PostPosted: Wed Sep 26, 2012 15:18    Post subject: Reply with quote

i had a question about ActionUseItem(). from the .nss file:

Code:
void ActionUseItem (object oItem, object oTarget, location lTarget, int nProp) {
    object oArea = GetAreaFromLocation(lTarget);
    vector vVec = GetPositionFromLocation(lTarget);

    if (!GetIsObjectValid(oArea))
        return;

    SetLocalString(OBJECT_SELF, "NWNX!FUNCS!ACTIONUSEITEM",
        ObjectToString(oItem) + "¬" + ObjectToString(oTarget) + "¬" +
        ObjectToString(oArea) + "¬" + FloatToString(vVec.x)   + "¬" +
        FloatToString(vVec.y) + "¬" + FloatToString(vVec.z)   + "¬" +
        IntToString(nProp));
}

void ActionUseItemAtLocation (object oItem, location lTarget, int nProp=0) {
    ActionUseItem(oItem, OBJECT_INVALID, lTarget, nProp);
}

void ActionUseItemOnObject (object oItem, object oTarget, int nProp=0) {
    ActionUseItem(oItem, OBJECT_INVALID, GetLocation(oTarget), nProp);
}


the ActionUseItemOnObject() just seems wrong. it doesn't actually use the item on the object, it obviously just uses the item at the location of the object. i have to think that this was intentional because i don't think virusman would make a mistake like this. is it a limitation of the function/engine to not allow for it?

when i get a chance, i want to check what would happen if the function were instead:

Code:
void ActionUseItemOnObject (object oItem, object oTarget, int nProp=0) {
    ActionUseItem(oItem, oTarget, GetLocation(oTarget), nProp);
}


i'm also curious about what it's doing behind the scenes. like if it will still default to the location and ignore the object altogether. i guess i have the source code for the plugin to answer that question for me.
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acomputerdood



Joined: 30 Nov 2008
Posts: 27

PostPosted: Thu Sep 27, 2012 3:07    Post subject: Reply with quote

i just wanted to note that doing:

Code:
void ActionUseItemOnObject (object oItem, object oTarget, int nProp=0) {
    ActionUseItem(oItem, oTarget, GetLocation(oTarget), nProp);
}


works perfectly. i would imagine the could should be updated.
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Monti



Joined: 06 May 2011
Posts: 5

PostPosted: Sat Sep 29, 2012 11:15    Post subject: Reply with quote

SetClericDomain() function work? I can not make it work, there is no change in the PC or in their feats, anyone can help me?
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