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NWNX Fixes
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Mon Jul 14, 2008 17:09    Post subject: Reply with quote

NWNX Fixes 1.0.4 (Linux/Windows)

- New tweak: starting conversation now doesn't unhide a creature
- Updated function signatures for compatibility with 1.69

http://data.virusman.ru/nwn/nwnx_fixes-1.0.4-linux.rar
http://data.virusman.ru/nwn/nwnx_fixes-1.0.4-win32.rar
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Disco



Joined: 06 Dec 2006
Posts: 152

PostPosted: Fri Jul 25, 2008 11:32    Post subject: Reply with quote

Would it be possible to include the following 'fix'?

If you use ActionCastSpell with the cheat and instantspell toggles it still counts as an action in that it breaks stealth. I guess it's sensible that it doesn't. It's not really a bug, but it would be nice to be able to create custom spells that put for example subrace effects on people. You can then check for or remove those effects by referencing the spellID instead of the (not necessarily unique) combination of EffectCreator, EffectType, and EffectSubType. Got it all running when I got complaints about stealth dropping whenever somebody changed areas.
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FunkySwerve



Joined: 02 Jun 2005
Posts: 377

PostPosted: Fri Jul 25, 2008 17:05    Post subject: Reply with quote

You don't need to do that to assign a spell id. Just use the functinos in nwnx_structs.

Funky
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Disco



Joined: 06 Dec 2006
Posts: 152

PostPosted: Sun Jul 27, 2008 9:18    Post subject: Reply with quote

O, my bad. Posted in Linux and not in Windows. Anyway, I gotz Windauws servah, so no nwnx_structs.
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FunkySwerve



Joined: 02 Jun 2005
Posts: 377

PostPosted: Sun Jul 27, 2008 19:59    Post subject: Reply with quote

Ok, but you STILL don't need to do that. Just AssignCommand the effect creation to a placeable you designate for the purpose (we had a whole area set aside for this in HG, until structs), and check to see if the placeable is the effect creator. You can set the placeable as a local object on the mod, if speed is a concern.

Funky
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Disco



Joined: 06 Dec 2006
Posts: 152

PostPosted: Mon Jul 28, 2008 11:25    Post subject: Reply with quote

FunkySwerve wrote:
Ok, but you STILL don't need to do that. Just AssignCommand the effect creation to a placeable you designate for the purpose (we had a whole area set aside for this in HG, until structs), and check to see if the placeable is the effect creator. You can set the placeable as a local object on the mod, if speed is a concern.

Funky


O, never thought about that one. Thanks!
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Abraxsis



Joined: 24 Jun 2008
Posts: 14

PostPosted: Tue Jul 29, 2008 16:10    Post subject: Re: NWNX Fixes Reply with quote

virusman wrote:
* Items with different local vars don't stack

Before I reinvent the wheel, has anyone modified the ATS crafting system to take into account this fix?

Stackable items such as ingots, crafted dyes, crafted arrows, etc... are not stacking due to local variables.

I'll be working on this soon and I'm sure I can figure it out, but I figured it doesn't hurt to ask... If anyone has already gone though and corrected the Ambrosia Tradeskill System to work with nwnx_fixes I certainly would appreciate the time-saving help.
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Tue Jul 29, 2008 17:14    Post subject: Re: NWNX Fixes Reply with quote

Abraxsis wrote:
Before I reinvent the wheel, has anyone modified the ATS crafting system to take into account this fix?

Stackable items such as ingots, crafted dyes, crafted arrows, etc... are not stacking due to local variables.

I'll be working on this soon and I'm sure I can figure it out, but I figured it doesn't hurt to ask... If anyone has already gone though and corrected the Ambrosia Tradeskill System to work with nwnx_fixes I certainly would appreciate the time-saving help.
I'm going to add a function to ignore certain variables. That will be in september, though, as I'm on vacation right now.
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Abraxsis



Joined: 24 Jun 2008
Posts: 14

PostPosted: Wed Jul 30, 2008 2:07    Post subject: Re: NWNX Fixes Reply with quote

virusman wrote:
Abraxsis wrote:
Before I reinvent the wheel, has anyone modified the ATS crafting system to take into account this fix?

Stackable items such as ingots, crafted dyes, crafted arrows, etc... are not stacking due to local variables.

I'll be working on this soon and I'm sure I can figure it out, but I figured it doesn't hurt to ask... If anyone has already gone though and corrected the Ambrosia Tradeskill System to work with nwnx_fixes I certainly would appreciate the time-saving help.
I'm going to add a function to ignore certain variables. That will be in september, though, as I'm on vacation right now.

Excellent. Enjoy your vacation!
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Borys



Joined: 21 May 2008
Posts: 10
Location: Poland

PostPosted: Fri Dec 19, 2008 0:26    Post subject: Reply with quote

I have little modify nwnx_fixes-1.0.4-linux.
Using nwnx2.ini u can set property:
Code:
[FIXES]
CompareVars = 0|1

0 - plugin will marge stackable items w/o variable comparasion
1 - plugin will not marge items with differend variables

http://embaros.mm.pl/pliki/nwnx_fixes.tar.bz2
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Wed Feb 25, 2009 2:30    Post subject: Reply with quote

NWNX Fixes 1.0.5 (Linux/Windows)

- The plugin is now configurable - an example ini file has been added
- New tweak: ability to set negative HP limit

http://data.virusman.ru/nwn/nwnx_fixes-1.0.5-linux.rar
http://data.virusman.ru/nwn/nwnx_fixes-1.0.5-win32.rar
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Sun Mar 08, 2009 1:08    Post subject: Reply with quote

Windows version is now available.
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Zunath



Joined: 06 Jul 2006
Posts: 183

PostPosted: Sun Mar 08, 2009 3:41    Post subject: Reply with quote

Awesome! Finally some windows love Smile

Thanks!
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PlasmaJohn



Joined: 04 Mar 2005
Posts: 70
Location: The Garage

PostPosted: Mon Feb 22, 2010 2:04    Post subject: Reply with quote

In GetIsMergeableHookProc(void *pItem1, void *pItem2) I need to make some resref based decisions.

My immediate need is the offset to the resref, but is the structure of pItem1 & 2 documented somewhere for future reference?

Thanks
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Mon Feb 22, 2010 2:23    Post subject: Reply with quote

Some of the structures are here:
http://nwn.virusman.ru/trac/nwnx2-linux/browser/trunk/plugins/functions/NWNStructures.h
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