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Xildjian
Joined: 08 Jan 2005 Posts: 100
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Posted: Thu Jan 05, 2006 18:12 Post subject: Some 1.67 patch info... |
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From on the of the bioware developers:
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To clarify a few things asked/stated in this thread.
SetName() will not work on player characters.
SetName() will not work on Areas.
The new name becomes the global name seen by all players in the module.
The toolset description for SetName() is as follows:
// Set the name of oObject.
// - oObject: the object for which you are changing the name (a creature, placeable, item, or door).
// - sNewName: the new name that the object will use.
// Note: SetName() does not work on player objects.
// Setting an object's name to "" will make the object
// revert to using the name it had originally before any
// SetName() calls were made on the object.
void SetName(object oObject, string sNewName="");
The 1.67 update will NOT contain a SetDescription() scripting command.
CreateObject() will NOT work on doors.
Although PlayAnimation() now works on doors which allows for some cool new tricks.
Yes you will be able to Get/Set wings/tails.....and other things (although not Gender).
No you can't change XP/Gold/Give/Take items silently.
No beach towels, but it will include some new content from our Pirates of the Sword Coast Premium Module (still TBD).
We are working hard towards trying to get a 1.67 beta out sometime in January.
No ETA yet on when the final version of the 1.67 update will be available,
although once the beta is available it wont be too far off.
Craig.
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Senalaya
Joined: 29 Dec 2004 Posts: 82 Location: Germany
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Posted: Sat Jan 07, 2006 1:48 Post subject: |
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Quote: | Posted 01/05/06 17:38:17 (GMT) by Craig Welburn
Item Properties have not changed much. I fixed an issue with
ItemPropertyImmunityToSpellLevel() and a typo in the IP_CONST_FEAT_USE_POISON
constant, but that is about it.
There is no new SetBaseStat() scripting command, but it is now at least
easier to get the base stat with the new expanded functionality of
GetAbilityScore(object oCreature, int nAbilityType, int nBaseAbilityScore=FALSE)
There will be no new SetBaseWeaponType(object) functionality.
There is no new functionality with respect to changing hit points.
For the SetName() scripting command a new "DisplayName" field will be
written out on supported game objects.
As Georg surmised if this field exists and is not "" then it will be used
in game, otherwise the original name will used.
So yes if you use SetName() on an object the new name will remain in effect
across a Save/Load (such as taking a renamed item into another module).
One thing to be aware of is that because a number of new fields have been
added to some of the in-game objects in the 1.67 update, I believe it is
highly likely that some community made tools such as NWNX2 will mostly likely
no longer work with the 1.67 update (at least until the people that
maintain those tools have a chance to update them to be compatible with the
1.67 update). So once the 1.67 beta becomes available I would strongly
recommend any server admins to download the beta and do some testing
with their servers in order to iron out any issues they have before
the final 1.67 update goes live.
Also with the addition of some of the
new content from the Pirates of the Sword Coast Premium module being
added to the game resources, if you use any custom content on your server
(i.e. hak paks) you may also need to merge some of the new 2da changes
with your custom 2da to make everything work well together.
Hope that helps,
Craig. |
Bad news: Most likely the NWNX_Functions will break with these changes. Internally it addresses the datafields for bodyparts, names, descriptions, etc relatively to the object position in the memory. With new or changed fields, these offsets will be messed up.
Good news: According to the announcements, Get/SetBodyPart() and SetName() will become obsolete anyway. |
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