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NWNX Weapons
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doxic



Joined: 07 Oct 2008
Posts: 13

PostPosted: Thu Jan 10, 2013 20:40    Post subject: Reply with quote

I don't know if it was already asked, but the in the newer versions, the method SetStickyMode doesn't seem to work properly (correct me if i'm wrong Wink ).

I'm using an older version of nwnx_cool, because flurry of blows stays active when moving, although heavy attack doesn't (and some others do, some don't) and I kind of liked the idea, not to activate the feat everytime i attack an enemy.

PS: For your uploading problem:

Dropbox is nice, 2gb free and quite comfortable.
Notice: this is a referencing link, where I get additional 500mb space if you register. Otherwise use www.dropbox.com
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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Mon Jan 14, 2013 19:38    Post subject: Reply with quote

Is it possible to hook the Player join message- to hide the message?

Eg- to Secretly join a server?
And run custom nss code to accomodate the event?
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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Thu Jan 24, 2013 1:18    Post subject: Reply with quote

Hi Terra,
I think there might be something 'off' about the weapon_hook in nwnx_cool.


A player of mine recently complained that he wasnt getting the right amount of attacks per round on his monk when he had his kama equipped - which with the right feats and level, should have been the identical amount to when he was without his kama (bare fisted)

I turned the 'weapon_hook' off, and it seemed to resolve the issue.
Can you let me know - was there any nss supposed to be in the nwnx_cool hook script to make the attack amounts correct, or was it all controlled from c++ code?

Note - I wasnt applying any int values to the weapons or the characters to alter their base attacks per round. It just seemed like the hook itself was affecting it, without being provided any values to work from.
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werehound



Joined: 17 Aug 2010
Posts: 41

PostPosted: Wed Feb 06, 2013 5:54    Post subject: Reply with quote

You *must* mark all kamas as monk weapons. Otherwise they behave as other weapons.
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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Wed Feb 06, 2013 12:13    Post subject: Reply with quote

What method is used to mark them as Monk weapons?
This topic is getting large - and I didnt see anything in the include file that looked like it would solve the problem.

If there is a method that can solve it - then I could implement an onAcquire script that marks the kama's as monk weapons onAcquire automatically.
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werehound



Joined: 17 Aug 2010
Posts: 41

PostPosted: Thu Feb 07, 2013 6:03    Post subject: Reply with quote

Best bet is to
Code:
if (GetLevelByClass(CLASS_TYPE_MONK, oPC) >0 && GetItemType(oItem) == ITEM_TYPE_KAMA) SetLocalInt( oItem, "ubab", TRUE );
else DeleteLocalInt( oItem, "ubab");


OnEquip. Best workaround I've found for my server until this is fixed (or deemed irrelevant).
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Daijin



Joined: 09 Jul 2007
Posts: 23
Location: Dunjon/Warr Acres, Ok

PostPosted: Sat Feb 23, 2013 6:43    Post subject: Reply with quote

Players complaining that weapon of choice Ki Damage no longer works (although it still works for the bigger critical hit chances). Not sure what to say other than it used to work before i updated the nwnx cool files.
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Sun Feb 24, 2013 23:52    Post subject: Reply with quote

Baaleos wrote:
Is it possible to hook the Player join message- to hide the message?

Eg- to Secretly join a server?
And run custom nss code to accomodate the event?
I think that nwnx_chat allow to capture and supress this.

Daijin wrote:
Players complaining that weapon of choice Ki Damage no longer works (although it still works for the bigger critical hit chances). Not sure what to say other than it used to work before i updated the nwnx cool files.

Try disable specil attack hook:

SpecialAttack=0

Did it help?
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Daijin



Joined: 09 Jul 2007
Posts: 23
Location: Dunjon/Warr Acres, Ok

PostPosted: Mon Feb 25, 2013 1:16    Post subject: Reply with quote

Quote:
Daijin wrote:
Players complaining that weapon of choice Ki Damage no longer works (although it still works for the bigger critical hit chances). Not sure what to say other than it used to work before i updated the nwnx cool files.

Try disable specil attack hook:

SpecialAttack=0

Did it help?


Is already as such. So no go, but thanks for the reply Smile
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Daijin



Joined: 09 Jul 2007
Posts: 23
Location: Dunjon/Warr Acres, Ok

PostPosted: Wed Mar 13, 2013 19:46    Post subject: Reply with quote

Anyone else having the weapon of choice issue, or am i doing something wrong? Have these on the weapons, yet still cant use Ki power with them.

ewf int 636
ews int 674
ic int 68
oc int 726
wf int 106
woc_330 int 928 (custom longsword model)
ws int 144
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Daijin



Joined: 09 Jul 2007
Posts: 23
Location: Dunjon/Warr Acres, Ok

PostPosted: Sat Mar 16, 2013 2:40    Post subject: Reply with quote

They WERE working before i updated nwnx_cool with a newer version...

Reports that flurry no longer works either. Sad
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Daijin Dreamweaver, Leader of the Dream Warriors for 32 Earth years.
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I live to serve, O' Lord Jesus, Thy Will Be Done!
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Terra_777



Joined: 27 Jun 2008
Posts: 216
Location: Sweden

PostPosted: Mon Mar 25, 2013 19:13    Post subject: Reply with quote

Oh man. I don't really remember what I was doing in here. I do remember having an obscene amount of nwnx.ini flags though. It could also be the good old "variables goes away when you buy items" from a shop bug which means you should probably set the ints on item_acquired module event.
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Terra_777



Joined: 27 Jun 2008
Posts: 216
Location: Sweden

PostPosted: Fri Mar 29, 2013 1:46    Post subject: Reply with quote

Yeah, most of these when set you need to define them all since the localints completely over-write the default behaviour.

Also updated the first post with the newest version since I just fixed a bug with winsocket not closing itself upon server restarts for the netcom stuff.
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Daijin



Joined: 09 Jul 2007
Posts: 23
Location: Dunjon/Warr Acres, Ok

PostPosted: Sat Mar 30, 2013 3:40    Post subject: Reply with quote

did not think it was a variable issue, since all my variables are persistent. ran dm_dumplocals and yeah they are on it.

[CHAT WINDOW TEXT] [Fri Mar 29 20:33:45] *** Variable Dump *** Object Tag: ds_pw_kik
[CHAT WINDOW TEXT] [Fri Mar 29 20:33:45] [INT] ic = 84
[CHAT WINDOW TEXT] [Fri Mar 29 20:33:45] [INT] wf = 122
[CHAT WINDOW TEXT] [Fri Mar 29 20:33:45] [INT] ws = 160
[CHAT WINDOW TEXT] [Fri Mar 29 20:33:45] [INT] ewf = 651
[CHAT WINDOW TEXT] [Fri Mar 29 20:33:45] [INT] ews = 689
[CHAT WINDOW TEXT] [Fri Mar 29 20:33:45] [INT] oc = 741
[CHAT WINDOW TEXT] [Fri Mar 29 20:33:45] [INT] woc_157 = 939
[CHAT WINDOW TEXT] [Fri Mar 29 20:33:45] [INT] finesse = 1
[CHAT WINDOW TEXT] [Fri Mar 29 20:33:45] [INT] PCItem = 1

I have no idea what else to do....it recognizes the weapon as a weapon of choice, but Ki activated abilities keep saying its not his weapon of choice.
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Daijin Dreamweaver, Leader of the Dream Warriors for 32 Earth years.
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Terra_777



Joined: 27 Jun 2008
Posts: 216
Location: Sweden

PostPosted: Sat Mar 30, 2013 15:40    Post subject: Reply with quote

Weapon of choice isnt set on the weapon, its set on the wielder.

inc_cool includes functions to do this for you

Code:
//This will set the weapon of choise feat for oWeapon
//Which means it'll apply to all weapons of the same type
//0 or less resets to default behavior
//ATTN: This only works for the owner of the weapon, thus if the weapon swaps owner this needs to set again
void SetWeaponOfChoiseFeat( object oWeapon, int nFeat );


I know, its very clunky, I'll see if I can't do this in a nicer way but for the moment you need to set this on acquired, as for ubab, its a boolean. ubab can either be true or false, ubab is set on the actual weapon though.
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