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decoding NWN memory and the functions plugin

 
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Xildjian



Joined: 08 Jan 2005
Posts: 100

PostPosted: Tue Feb 22, 2005 20:02    Post subject: decoding NWN memory and the functions plugin Reply with quote

Just curious if anyone has tried passing a player character object through the functions.dll? If you can modify an objects attributes, example AC on some armor. It seems like it would be pretty simple to do this for player characters, and you wouldn't have to boot the player off the server and then change their bic file. Just do it on the fly with a modified version of the functions.dll that handles player character objects.
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Papillon
x-man


Joined: 28 Dec 2004
Posts: 1060
Location: Germany

PostPosted: Fri Feb 25, 2005 11:53    Post subject: Reply with quote

In theory this would work. The problem with this approach is that NWN has a highly optimized network layer which transmits only changes made by NWN itself to the clients. Meaning that you could change the player in memory, and even have the changes saved to his bic, but the client would not see the effect untill he logs off and on again.
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Mr-XXS



Joined: 14 Jan 2005
Posts: 8

PostPosted: Fri Feb 25, 2005 13:20    Post subject: Reply with quote

If you modify the caracteristics of the character, for example strength, then if you equip/unequip an item that have a strength enhancement, would the change been send to the player ?
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Xildjian



Joined: 08 Jan 2005
Posts: 100

PostPosted: Fri Feb 25, 2005 16:28    Post subject: Reply with quote

Interesting.

Seems like there should be away to "alter" the player character's to get the changes passed down. Have to look through the NWN lexicon to see if such a command exists or one that would effectively do the same thing.
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