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NWNX Weapons
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Gperinazzo



Joined: 31 Jul 2010
Posts: 9

PostPosted: Fri Oct 05, 2012 6:45    Post subject: Reply with quote

I think i found the function at 004BC470. It has the only reference i could find to the automatic quicken spell feat.

However, i can't seem to hook it with HookCode. Problem could be the number of arguments, i'm not really sure if it's right, could anyone check it for me?
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Terra_777



Joined: 27 Jun 2008
Posts: 216
Location: Sweden

PostPosted: Fri Oct 05, 2012 11:32    Post subject: Reply with quote

CNWSCreature::AIActionCastSpell( CNWSObjectActionNode * );

Is what I found on that address with hexrays.

Generally, you could just check if the player has the feat in the OnSpellCast events already hooked in various plugins. Because the game doesnt pass automatic metamagic, it just looks for the feats when it comes to that.
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Gperinazzo



Joined: 31 Jul 2010
Posts: 9

PostPosted: Fri Oct 05, 2012 20:06    Post subject: Reply with quote

Oh it's a AI function...

Quote:
Generally, you could just check if the player has the feat in the OnSpellCast events already hooked in various plugins. Because the game doesnt pass automatic metamagic, it just looks for the feats when it comes to that.


It's what i'm doing right now. But i want to allow the player to cast the 1 spell every 60 seconds with quicken (it's a class ability from my PW).
The problem with the the current spell cast hook is that it activates when you add the cast action to the queue, you don't when the player is going to cast it or if he's going to cast it.
My current solution is to remove the override feat and start the cooldown on the spellhook script, but i'm trying to find a way to not use the spellhook.

I also tried to make the HasFeat function override the feat only once and then delete the local var (on local var value 3), but the engine seems to check the feat a random number of times everytime i cast the spell.

And my hex-ray doesn't have any simbols for the nwnserver, making it a bit harder.
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zelkin



Joined: 18 Oct 2012
Posts: 5

PostPosted: Thu Oct 18, 2012 23:27    Post subject: Reply with quote

Hello,

Dont know if this is the correct place to post, but im trying to download this plugin and the link seems to be broken, and the nwvault link is too outdated... Can anyone send me a valid link to download this?

Thx and sorry to bother.
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Terra_777



Joined: 27 Jun 2008
Posts: 216
Location: Sweden

PostPosted: Fri Oct 19, 2012 1:59    Post subject: Reply with quote

http://www.2shared.com/file/3jsG83I-/nwnx_cool.html

I don't really have a good place to upload it and the ign thingy won't give me my account back so I can't update it there either.
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OldTimeRadio



Joined: 21 Aug 2011
Posts: 3

PostPosted: Sat Oct 20, 2012 4:48    Post subject: Reply with quote

Terra_777 wrote:
http://www.2shared.com/file/3jsG83I-/nwnx_cool.html
I don't really have a good place to upload it and the ign thingy won't give me my account back so I can't update it there either.

If you drop a line to Rolo Kipp on the Bioware forums, I'm pretty sure he can help you get it sorted out.
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Gperinazzo



Joined: 31 Jul 2010
Posts: 9

PostPosted: Wed Oct 24, 2012 15:22    Post subject: Reply with quote

Have you tried dropbox?
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Disco



Joined: 06 Dec 2006
Posts: 152

PostPosted: Sat Nov 17, 2012 10:37    Post subject: Reply with quote

Nice to see that you're still developing this, Terra! Ifr you want an upload site, just gimme a prod and I'll make you a nice FTP folder on a server you know.
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Terra_777



Joined: 27 Jun 2008
Posts: 216
Location: Sweden

PostPosted: Sun Nov 18, 2012 17:28    Post subject: Reply with quote

That could work!

Although, I sort of found a way to do it in Windows 8 itself.

So here we go, the "clean" bugfixed version can be found here: http://sdrv.ms/QQOLIM

So I've taken care of the memory issues so setting names on the fly should work (not as extensive as nwnx_names and requires a relog to take proper effect), modifying special abilities should work too. Although I've not extensively tested it.

The documentation is lacking but I did take the time to clean up stuff and add a better example to how the events work and what data can be modified within nwnx_cool.

The events that is hooked with this one are these:

spellcast
item use
polymorph
unpolymorph
useskill
usefeat
togglemode
criticalhit (dev crit check)
special melee attack
special ranged attack
pause
pvp attitude change
remove combat invisibility
timingbar event
attack
trap trigger
trap set
validate character
remove effect
client connect
special ability use
remove character from world
quickchat

Worth to mention that the remove character from world hook is the same as the one in funcs so if funcs version is used this should be disabled in the ini settings. Client connect only handles ip addresses. Special ability use hook will also remove the 15 casterlevel limit on special abilities.

For the rest of the features I suggest looking at inc_cool.
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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Thu Nov 29, 2012 16:05    Post subject: Reply with quote

Hi Terra,

I was wondering if there is any chance you can add nwn_haks functionality to cool?


https://github.com/jd28/nwnx2-linux/tree/nwnx_haks-2.8/plugins/haks

It looks like it is mainly dependant on hooking certain functions, which might be along the realms of your speciality - and kinda along with what cool does.

It would be handy - as it allows servers to have many custom hak's and then only enable them for players X or Y.

Also -
I managed to get my network interface working with your network bridge in cool.
I did notice a bit of a problem in netcom.
If you send a TCP Connection from localhost to localhost:12344
In my case, the netcom.cpp was detecting the servers external ip address, meaning it was never passing the
127.0.0.1 check.

To get around this, I had to hard-code my servers ip address into this line.
This might be a querk with how .net c# sends tcpConnections and how C++ Accepts them.
I got around it for the time being.
Just a heads up.
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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Fri Dec 14, 2012 2:57    Post subject: possible bug with the network bridge Reply with quote

I think there is possibly a bug with the network bridge.

It seems that if you turn nwnx and nwserver.exe off, while the bridge is still opened - I think the bridge remains active in DW20.exe and/or dllhost.exe or was it rundll32.exe

I first noticed it when I was starting nwserver.exe up again, and noticed I was getting socket errors.

I had to kill the dllhost and dw20 processes to get rid of the socket error.

Can you confirm if the socket is set to be disposed/closed on server exit?
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Tue Dec 25, 2012 6:43    Post subject: Reply with quote

damn, new cool version is created in visual studio 2012 which I can't run in XP, any way around that? Creating a solution in 2008 failed with plenty of errors.
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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Tue Dec 25, 2012 7:15    Post subject: Reply with quote

Vs2010 ultimate works for me
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Tue Dec 25, 2012 8:17    Post subject: Reply with quote

Baaleos wrote:
Vs2010 ultimate works for me
yea, just find this as installing 2010 was already in progress when I wrote this message

nvm and thank you Smile
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Last edited by ShaDoOoW on Mon Feb 11, 2013 11:16; edited 1 time in total
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SKIPPNUTTZ



Joined: 25 Dec 2012
Posts: 1

PostPosted: Tue Dec 25, 2012 16:06    Post subject: Reply with quote

Is it possible for this plugin to allow players to exceed the 127 concentration limit? Specifically in the concentration check when taking damage.

That would be the best christmas present I have ever gotten Smile
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