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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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Posted: Mon Jun 18, 2007 0:53 Post subject: Linux->Windows ports |
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Request Windows->Linux ports here.
Please list the specific functionalities instead of plugin names.
Last edited by virusman on Fri Oct 31, 2008 13:18; edited 1 time in total |
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ShaDoOoW
Joined: 20 Aug 2005 Posts: 584
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Posted: Wed Jun 20, 2007 1:41 Post subject: |
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Set2da
SetMovementRate
GetFirstArea
GetNextArea
SetDescription (if it's not, i don't know now) _________________ Community Patch / NWNX Patch / NWNX Files / NWNX Connect |
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FunkySwerve
Joined: 02 Jun 2005 Posts: 377
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Posted: Wed Jun 20, 2007 3:12 Post subject: |
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GetConvoNodeSelected
And, if you finished them:
GetConvoNodeText
SetConvoNodeText
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ShaDoOoW
Joined: 20 Aug 2005 Posts: 584
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Posted: Sun Jun 24, 2007 10:28 Post subject: |
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BootPCWithMessage, this is great! _________________ Community Patch / NWNX Patch / NWNX Files / NWNX Connect |
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FunkySwerve
Joined: 02 Jun 2005 Posts: 377
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Posted: Sun Jun 24, 2007 12:04 Post subject: |
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I know, right? Tell em what you really think.
jk
Funky |
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ShaDoOoW
Joined: 20 Aug 2005 Posts: 584
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Posted: Sun Jul 08, 2007 13:19 Post subject: |
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And... GetIsWalkable for RandomLocation thx _________________ Community Patch / NWNX Patch / NWNX Files / NWNX Connect |
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motu99
Joined: 24 Sep 2007 Posts: 16
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Posted: Mon Sep 24, 2007 20:47 Post subject: |
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please please:
GetEffectInteger(effect eEffect, int nIndex);
SetEffectInteger(effect eEffect, int nIndex, int nValue);
SetEffectSpellId(effect eEffect, int nSpellId);
please:
GetEffectDuration()
GetEffectDurationRemaining()
CalculateStructDurationBasis()
woudn't mind:
GetItemPropertyDuration()
GetItemPropertyDurationRemaining()
GetItemPropertyInteger()
SetItemPropertyInteger()
GetItemPropertySpellId()
SetItemPropertySpellId()
(taken from NWNX Structs plugin 2.1 by acaos) |
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Themicles
Joined: 23 Jan 2005 Posts: 30 Location: Wolverine Lake, MI
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Posted: Wed Sep 26, 2007 10:43 Post subject: |
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GetIsWalkable() would be more effective for determining if my NPCs have walked clear off the area than the current setup I have... -> Determine area size -> get NPC's location -> compare X and Y to area size.
GetIsWalkable() would also cover instances where NPCs have walked inside a wall, but not off the map, or up on top of a building.
What happens is that, after transitioning, the NPCs will sometimes ignore all walkmesh rules and make a straight line to some location. I've had NPCs end up in the top of small house tiles, and many end up clear of the map.
The fixes we already have in place work, but not 100% of the time. _________________ World Leader of Tairis'nądur http://www.tairisnadur.com
Member World of CoPaP http://www.copap.org |
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Zunath
Joined: 06 Jul 2006 Posts: 183
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Posted: Sat Dec 01, 2007 21:11 Post subject: |
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FunkySwerve wrote: | GetConvoNodeSelected
And, if you finished them:
GetConvoNodeText
SetConvoNodeText
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Please, please, please, PLEASE port this over to us Windows users. |
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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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Posted: Thu Mar 20, 2008 18:52 Post subject: |
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Ok, some technical issues have recently been solved, and you may see some features being ported from Linux to Windows in the nearest future. |
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FunkySwerve
Joined: 02 Jun 2005 Posts: 377
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Posted: Fri Mar 21, 2008 8:41 Post subject: |
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That's fantastic news!
Funky |
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dorrian
Joined: 05 Apr 2007 Posts: 7
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Posted: Sat May 17, 2008 9:22 Post subject: |
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UseFeat
UseSkill
This would be more than useful |
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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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Asparius
Joined: 18 Sep 2007 Posts: 52
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Posted: Fri Aug 08, 2008 23:34 Post subject: |
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GetFirstLocalVariable
GetNextLocalVariable
GetIsVariableValid
JumpToLimbo
ActionUseItemOnObject
ActionUseItemAtLocation
If anyone would be able to port those, I'd be very grateful (especially for local variable functions). |
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Disco
Joined: 06 Dec 2006 Posts: 152
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Posted: Wed Aug 13, 2008 13:59 Post subject: |
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From nwnx_funcs. I like almost all of the stuff in there, but stripped it to the parts I really really like. Part of the functions will help you to eliminate letoscript, others will create new dynamic scripting opportunities, and teh spell functions will improve AI performance a lot.
int AddKnownFeat (object oCreature, int nFeat, int nLevel=-1);
int AddSpecialAbility (object oCreature, struct SpecialAbilitySlot sas);
void BootPCWithMessage (object oPC, int nStrRef);
int GetACNaturalBase (object oCreature);
string GetAllMemorizedSpells (object oCreature);
string GetCreatureEventHandler (object oCreature, int nEvent);
object GetFirstArea ();
int GetIsVariableValid (struct LocalVariable lv);
int GetKnownSpell (object oCreature, int nClass, int nSpellLevel, int nIndex);
int GetKnowsFeat (int nFeatId, object oCreature);
int GetKnowsSpell (int nSpellId, object oCreature, int nClass=CLASS_TYPE_INVALID);
int GetLocalVariableCount (object oObject);
object GetNextArea ();
int GetPCBodyBag (object oPC);
int GetTotalKnownSpells (object oCreature, int nClass, int nSpellLevel);
struct LocalVariable GetLocalVariableByPosition (object oObject, int nPos);
int ModifyAbilityScore (object oCreature, int nAbility, int nValue);
int ModifySkillRank (object oCreature, int nSkill, int nValue);
int RemoveKnownFeat (object oCreature, int nFeat);
int RemoveSpecialAbility (object oCreature, int nIndex);
int SetACNaturalBase (object oCreature, int nAC);
int SetAbilityScore (object oCreature, int nAbility, int nValue);
string SetCreatureEventHandler (object oCreature, int nEvent, string sScript);
int SetPCBodyBag (object oPC, int nBodyBag);
string SetTag (object oObject, string sTag); |
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