View previous topic :: View next topic |
Author |
Message |
Greyfort
Joined: 20 Jul 2010 Posts: 66
|
Posted: Fri Jul 30, 2010 9:38 Post subject: |
|
|
skimming through the posts, is there a newest version of the work. I'm trying to have DM apply bonuses like leto without leto reboot or lvl 40 requirements was told this was the place and the people to talk to.
wonderful work. |
|
Back to top |
|
|
Baaleos
Joined: 02 Sep 2007 Posts: 830
|
Posted: Fri Jul 30, 2010 14:05 Post subject: |
|
|
Yes, nwnx_funcs can do this.
Download the latest dll, place it inside your nwn directory, add the nwnx_funcs nss to your module and then you can browse the function list. |
|
Back to top |
|
|
Greyfort
Joined: 20 Jul 2010 Posts: 66
|
Posted: Sat Jul 31, 2010 0:05 Post subject: |
|
|
Forgive me is the link on page one the newest version or is it in the download sections |
|
Back to top |
|
|
Baaleos
Joined: 02 Sep 2007 Posts: 830
|
Posted: Sat Jul 31, 2010 1:34 Post subject: |
|
|
Check the thread in this topic called nwnx_funcs
It has download links. |
|
Back to top |
|
|
Baaleos
Joined: 02 Sep 2007 Posts: 830
|
Posted: Sat Jul 31, 2010 4:08 Post subject: Hi Maxrock |
|
|
Hi Maxrock,
I think your latest revisions may have forgot to make some declarations in cExolinkedList.h
When I tried to build the areas plugin, it threwup an error saying that 'Count' was not a member of it.
I added it manually, and it built. |
|
Back to top |
|
|
xardex
Joined: 02 Mar 2010 Posts: 40
|
Posted: Sat Jul 31, 2010 13:36 Post subject: |
|
|
I have been trying to simply place an .wav file in the override and play it with PlaySound() on an usable object just like Baaleos said earlier, but it doesn't work.
The .wav is mono and 44.1khz. |
|
Back to top |
|
|
Baaleos
Joined: 02 Sep 2007 Posts: 830
|
Posted: Sat Jul 31, 2010 14:33 Post subject: |
|
|
File name must b less than 15 or 16 characters, when you do it right it does work. |
|
Back to top |
|
|
xardex
Joined: 02 Mar 2010 Posts: 40
|
Posted: Sat Jul 31, 2010 16:14 Post subject: |
|
|
The file im using for testing is "_2k.wav"...
Script on OnUsed is exactly same one you posted.
Doesn't work... |
|
Back to top |
|
|
Baaleos
Joined: 02 Sep 2007 Posts: 830
|
Posted: Sat Jul 31, 2010 18:38 Post subject: |
|
|
Open conversation editor in nwntoolset,
Go to other actions browse the drop down for the audio.
U should b able to see it if the file type is wav and it is in override.
It must be PCM uncompressed wav, if any fancy codecs are used for compression, it won't play.
If you register on my forums u can see that it does work, my resource downloaded downloads the audio as mp3 then uses ffmpeg.exe to convert to wav. It uses no haks, just override. |
|
Back to top |
|
|
xardex
Joined: 02 Mar 2010 Posts: 40
|
Posted: Sat Jul 31, 2010 19:34 Post subject: |
|
|
Ah that was it... It was uncompressed as 32bit instead of the 8bit PCM. Thanks. |
|
Back to top |
|
|
Gperinazzo
Joined: 31 Jul 2010 Posts: 9
|
Posted: Sat Jul 31, 2010 19:46 Post subject: |
|
|
Awesome addon..
Can you make a way to change the maximum DEX bonus from the currently equipped armor? Just like the SetBaseAC and SetArmorCheckPenalty.... |
|
Back to top |
|
|
ShaDoOoW
Joined: 20 Aug 2005 Posts: 584
|
Posted: Sun Aug 01, 2010 8:34 Post subject: |
|
|
Gperinazzo wrote: | Awesome addon..
Can you make a way to change the maximum DEX bonus from the currently equipped armor? Just like the SetBaseAC and SetArmorCheckPenalty.... | +1 _________________ Community Patch / NWNX Patch / NWNX Files / NWNX Connect |
|
Back to top |
|
|
MaxRock
Joined: 24 Jan 2008 Posts: 196
|
Posted: Sun Aug 01, 2010 11:14 Post subject: |
|
|
Already working on it.
Problem seems to be that there's actually not one memory location that can be changed but instead it calculated on serveral occasions.
My approach so far is to have a local var on the armor that overrides the regular max dex bonus value.
I've hooked GetDexMod with the result that it now subtracts MaxDexBonus from the regular Dex Bonus instead of limiting it |
|
Back to top |
|
|
Balanor
Joined: 13 Jun 2005 Posts: 29
|
Posted: Wed Aug 04, 2010 20:52 Post subject: Re: NWNXFuncs_SetSoundSetID |
|
|
Good day. I just wanted to ask about this again - is there potentially something in the compiled code that is causing NWNXFuncs_SetSoundSetID not to work?
Balanor wrote: | Hey Max. First off - thanks so much for getting this over to Windows. It's going to have a big impact on our subrace systems and random NPC modification.
To randomize our NPCs a little bit more, I've been trying to use the NWNXFuncs_SetSoundSetID function and it doesn't appear to be working. Just throw this code in a trigger and run across it with a PC and the NWNXFuncs_SetSoundSetID always seems to set the sound ID to 0. Any idea why that could be happening? I'm using version 0.82.
Code: |
#include "nwnx_funcs"
void main()
{
object oNPC = GetEnteringObject();
SendMessageToPC(oNPC, "Your current voice ID is "+IntToString(NWNXFuncs_GetSoundSetID(oNPC)));
NWNXFuncs_SetSoundSetID(oNPC, 241); //Change to Aarin Gend voiceset
SendMessageToPC(oNPC, "Your new voice ID is "+IntToString(NWNXFuncs_GetSoundSetID(oNPC)));
}
|
|
|
|
Back to top |
|
|
Baaleos
Joined: 02 Sep 2007 Posts: 830
|
Posted: Thu Aug 05, 2010 21:14 Post subject: |
|
|
What does your nwnx_funcs.txt log file say when you do set a creatures sound set?
The Code I can see here in the source for the funcs, seems to be in order.
Code: |
int CNWNXFuncs::SetSoundSetID() {
if (!GetIsCreature()) {
sprintf(Params, "");
_log(2, "o Error: SetSoundSetID used on non-creature object.\n");
sprintf(Params, "-1");
return 0;
}
((CNWSCreature*)oObject)->cre_soundset = P1;
return 1;
}
|
I myself havent tested the SetSoundSet yet, let me see how your calling it, and on what type of object etc along with the log files. |
|
Back to top |
|
|
|