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Caps
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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Tue Aug 25, 2009 10:53    Post subject: come to think of it? Reply with quote

Would it be possible to remove caps all togehter?

I was just thinking that a dynamic spawn system, would be even more effective, if it could go beyond a static point.

Eg - You could have goblins spawning with Ability Bonuses, to help them match even level 40 players.

At the minute, since I only have +30 bonus enabled,
my dynamic spawn system can only add a max of 30 to any stat,
But being able to go over that limit, at will, would be really useful.
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Zebranky



Joined: 04 Jun 2006
Posts: 415

PostPosted: Tue Aug 25, 2009 13:40    Post subject: Reply with quote

@Disco: I believe an outdated version is in SVN, but I'll update that. I also need to package these as releases more often. The charlist hooks, for example, are almost definitely ready for release.

Regarding .ini settings, setting any of the values to 0 or just leaving them out will disable that fix/hook, which is a quirk of the way we check the .ini options.

@Baaleos: I'm hesitant to go that far, because I think all three values have a rollover risk around 127. Haven't tested, but I know the character sheet at least can get funky at that point. Setting the values to 255 should work in practice, though. Don't go any higher, because fixes will only use the lowest byte -- need to make it check that and handle it gracefully.
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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Wed Aug 26, 2009 12:27    Post subject: Reply with quote

Quote:

@Baaleos: I'm hesitant to go that far, because I think all three values have a rollover risk around 127. Haven't tested, but I know the character sheet at least can get funky at that point. Setting the values to 255 should work in practice, though. Don't go any higher, because fixes will only use the lowest byte -- need to make it check that and handle it gracefully.


Is it possible to alter the roll over point?

It would be a very large change to the game engine, and game mechanics if stats were capable of going up to 500 etc.

But would give a new meaning to 'epic' stats.
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Zebranky



Joined: 04 Jun 2006
Posts: 415

PostPosted: Wed Aug 26, 2009 14:11    Post subject: Reply with quote

Without source code, no; even then, it would probably be much more than a one-line change.

Even if you managed to change everywhere in the server that it's assumed to be a 1-byte value (effectively impossible in itself), the client would still be expecting one.
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<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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Zebranky



Joined: 04 Jun 2006
Posts: 415

PostPosted: Sun Sep 06, 2009 7:47    Post subject: Reply with quote

Ported to Linux nwnx_fixes. I haven't had a chance to test them, because my school gets unhappy when you NAT things, so I can't connect to my test VMs from home. If I didn't typo anything, though, it should all work.
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<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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max196



Joined: 26 Jun 2008
Posts: 30

PostPosted: Sun Sep 06, 2009 21:17    Post subject: Reply with quote

tested,

it works fine on linux.

Thanks a lot!

Max
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AngusSmith



Joined: 05 Nov 2009
Posts: 3

PostPosted: Tue Nov 17, 2009 4:50    Post subject: Reply with quote

Max,

What version? I've got 1.0.5, but it doesn't appear to be working on my Linux box.

Angus
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maddogfargo



Joined: 03 Nov 2009
Posts: 49

PostPosted: Mon Dec 21, 2009 21:25    Post subject: Reply with quote

@ Zebransky

So...I can grab the fixes plugin, add the includes to scripts and, theoretically speaking, create a True Strike script that supports HGLL levels and lets me give a real AB bonus of +30 that isn't a bogus number in the character sheet but a REAL +30 bonus that the engine uses correctly?
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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Mon Dec 21, 2009 22:31    Post subject: Reply with quote

Dunno bout applying an ab or ac bonus which is over 20 but the total ac and ab bonuses applied to your character will be allowed to exceed 20. Eg skin properties, plus other items and spell effects can now exceed 20
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maddogfargo



Joined: 03 Nov 2009
Posts: 49

PostPosted: Mon Dec 21, 2009 22:51    Post subject: Reply with quote

What does this do?: cap_atkbonus_inc = 40

I'm wondering if it is the attack bonus for the character/engine or an item property...?
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Zebranky



Joined: 04 Jun 2006
Posts: 415

PostPosted: Tue Dec 22, 2009 1:01    Post subject: Reply with quote

Maximum total attack bonus increase for PCs (probably also applies to any creature).
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<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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maddogfargo



Joined: 03 Nov 2009
Posts: 49

PostPosted: Tue Dec 22, 2009 1:59    Post subject: Reply with quote

Zebranky wrote:
Maximum total attack bonus increase for PCs (probably also applies to any creature).


Please bear with me, I want ot make sure I have the correct understanding.

If I do as mentioned above in my custom 'True Strike' example, does this mean I can go beyond a +20 increase...say a real +30 boost that the game engine actually uses properly in the attack -vs- ac calculations?
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Zebranky



Joined: 04 Jun 2006
Posts: 415

PostPosted: Tue Dec 22, 2009 3:16    Post subject: Reply with quote

That's how it's intended to work. I haven't heard otherwise from my testing or from people using it.
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<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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maddogfargo



Joined: 03 Nov 2009
Posts: 49

PostPosted: Tue Dec 22, 2009 21:02    Post subject: Reply with quote

Fantastic! I'm pleased beyond words that you guys did this for Windows. I knew NWNxAlt on Linux could handle this, but that would have been a lengthy conversion/virtualization project for me. To have the same functionality for both platforms is priceless!

Thanks!!! Very Happy
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Red



Joined: 14 Feb 2009
Posts: 21

PostPosted: Fri Jan 01, 2010 4:42    Post subject: Reply with quote

To use these features one would simply install the plugin provided in this thread, the new fixes plugin, rather than the original plugin?
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