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NWNX Weapons
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Nob



Joined: 16 Apr 2005
Posts: 21

PostPosted: Wed Oct 19, 2011 14:02    Post subject: Reply with quote

That's interesting on the CalculateFavoredEnemyBonus.

I did once try just replacing it with a flat integer value and it kept giving me segmentation faults when I tried it with someone with the bane of enemies feat.

Which 2da controls the combat modes? combatmodes.2da is rather unhelpful and I don't seem to be able to find a mode.2da...am I missing something here?

I mostly want to avoid using actual ncs/nss files for combat features because it tends to create a bottleneck in the script execution VM. Maybe if someone ports the .net JIT plugin to NWNX2 it might be more feasible, but as it is our script execution is heavy enough without offloading otherwise standard engine functions into scripts.
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Terra_777



Joined: 27 Jun 2008
Posts: 216
Location: Sweden

PostPosted: Wed Oct 19, 2011 15:54    Post subject: Reply with quote

Nope. Not possible to add combat-modes. Suppose you could add pseudo-modes with use-feat and a local-int.
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Nob



Joined: 16 Apr 2005
Posts: 21

PostPosted: Wed Oct 19, 2011 15:58    Post subject: Reply with quote

That's a pity.

Yeah sounds like that might be the way to go.

What calls resolveattackroll?
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Terra_777



Joined: 27 Jun 2008
Posts: 216
Location: Sweden

PostPosted: Wed Oct 19, 2011 16:03    Post subject: Reply with quote

http://www.megaupload.com/?d=4IK28GYL

There you are, one decompiled nwserver. Very Happy
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Nob



Joined: 16 Apr 2005
Posts: 21

PostPosted: Wed Oct 19, 2011 16:05    Post subject: Reply with quote

Thanks...you just ruined my productivity for my entire day. Very Happy

...any chance you could decompile the linux server while you're at it? *Cough*
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Terra_777



Joined: 27 Jun 2008
Posts: 216
Location: Sweden

PostPosted: Wed Oct 19, 2011 16:16    Post subject: Reply with quote

Nope, I sadly know close to nothing about linux.
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Nob



Joined: 16 Apr 2005
Posts: 21

PostPosted: Wed Oct 19, 2011 16:19    Post subject: Reply with quote

Ah well.

Question on reading this.

Is there an easy way to determine what these offsets/bytes do?

Or is it mostly just guess work?
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Nob



Joined: 16 Apr 2005
Posts: 21

PostPosted: Fri Oct 21, 2011 17:41    Post subject: Reply with quote

Hijacking slightly.

Managed to hook favored enemy entirely.

I'd guess it'd be pretty easy to hook it so you can use local vars to determine if something is supposed to be a favored enemy or not.
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Terra_777



Joined: 27 Jun 2008
Posts: 216
Location: Sweden

PostPosted: Fri Oct 21, 2011 18:14    Post subject: Reply with quote

Yep. Havent attempted it myself but I assume passing 1/0 should do.
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Terra_777



Joined: 27 Jun 2008
Posts: 216
Location: Sweden

PostPosted: Mon Oct 24, 2011 12:48    Post subject: Reply with quote

http://nwvault.ign.com/View.php?view=Other.Detail&id=1511

Added the SetPVPPlayerLikesMe event. I havent tested it though.

Added event to pause.

Fixed crashes with dev-crit and use-feat.

Added script functions to set/get first and last name on a creature.

Weapon of Choice fixed to read a localint woc_### of a creature instead. ### is the base-item-type and the int is the feat the game will check for.
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Terra_777



Joined: 27 Jun 2008
Posts: 216
Location: Sweden

PostPosted: Tue Oct 25, 2011 21:08    Post subject: Reply with quote

Updated this to 0.5

http://nwvault.ign.com/View.php?view=Other.Detail&id=1511

Can now modify AC and AB values! Set/GetFirst/LastName and stuff.
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Nob



Joined: 16 Apr 2005
Posts: 21

PostPosted: Wed Oct 26, 2011 17:37    Post subject: Reply with quote

Very impressive.

Question.

I've been trying to recode the ResolveAttackRoll function (got it hooked, been trying to engineer backwards from the source) but the server continually seems to segfault whenever calling a CNWSCreature or a CNWSObject call.

Also I noticed that in your internals the definitions for CNWSCreature and CNWSObject are substantially different than what's floating around in terms of source.
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Terra_777



Joined: 27 Jun 2008
Posts: 216
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PostPosted: Wed Oct 26, 2011 18:45    Post subject: Reply with quote

TBH I havent really made any changes from what I borrowed from MaxRocks work in regards to the nwn internals.
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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Thu Oct 27, 2011 11:41    Post subject: Reply with quote

With regards to the
Quote:

Set/GetFirst/LastName and stuff.


Does this include players?

If often wondered if an in-game Deed-Poll system would work - allowing you to rename your character.

(Obviously a PW would need to script it to update the pwdata table and all other tables that used the old name)
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Terra_777



Joined: 27 Jun 2008
Posts: 216
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PostPosted: Thu Oct 27, 2011 11:43    Post subject: Reply with quote

It does work for players. Floaty name won't update until they relog but everything else will.
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