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NWNX_Patch
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highv priest



Joined: 01 Mar 2013
Posts: 111

PostPosted: Sat Feb 04, 2017 15:58    Post subject: Reply with quote

Valbor wrote:
Well, if i run the game all through the same NWNCX_Loader the problem remained, but now i can enable this mode using a quick slot so for me this problem is solved Smile
It is a pity that only on the client side, without your patch, players can't use quick slot for CounterSpell mode Sad
ShaDoOoW wrote:
fixed nonfunctional ini settings to disallow possess animal...

It seems to me that nothing has changed, i'm starting to think that the problem is in my NWNCX_Loader.exe or NWNCX.dll

I would also like to ask where can i get Vanilla nwmain.exe or how can i patch the standard nwmain.exe for your patch?

SetMovementRateFactor - this is what i need Thank you, have tested in different situations and there is no bugs, but it is a pity that even with this will 150% movement speed cap. Yet would be a function where may can remove or install cap for maximum speed at the creature, then i'll be happy Smile
Example:
NWNXPatch_GetMaxMovementRateFactor(object oCreature)
NWNXPatch_SetMaxMovementRateFactor(object oCreature, float fMaximum)
if this is possible?


Are you saying that the function will not exceed the 150% cap?

Also kudos to ShadooW for trying to make counterspell work. I gave up on it and coded my own lol.

You can replicate everything counterspell does with an activate combat hook and just drop their actual spellcraft 0. Then run the spellcast hook and check conditions and block the spell if conditions are correct.
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highv priest



Joined: 01 Mar 2013
Posts: 111

PostPosted: Sat Feb 04, 2017 16:05    Post subject: Reply with quote

Valbor wrote:
Possibly can get to increase the speed performance of spells (feats) to three or four times per round? And also use items.


Also to answer your question for this, you can control this in the spells.2da. It has cast and conjuration times and the only difference haste makes is the game will DOUBLE the times there if they lack haste, otherwise it will use the values straight up.

So to make a spell cast(and you can be specific and use certain spells) last a fourth of a round you would just set the time to 0.75 cast and 0.7 conjuration.

I don't know if the game has an internal limit to how small the values can be, but I've reduced and increased them many times for specific spells in my module.
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Valbor



Joined: 26 Dec 2016
Posts: 145

PostPosted: Mon Feb 06, 2017 16:18    Post subject: Reply with quote

highv priest wrote:
Are you saying that the function will not exceed the 150% cap?

This function as i have checked does not exceed 150% limit, as the normal increase of speed, but if i not monk of 3rd level or higher.

highv priest wrote:
Also to answer your question for this, you can control this in the spells.2da. It has cast and conjuration times...

Even if you reduce these values by 10 times, still cannot play more than 2 spells with the Haste in the current round.
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Valbor



Joined: 26 Dec 2016
Posts: 145

PostPosted: Tue Feb 07, 2017 10:37    Post subject: Reply with quote

ShaDoOoW wrote:
- fixed Sight of Gruumsh feat not giving intented bonuses to saving throws

Sight of Gruumsh but still not adds a +2 bonus to armor as in the feat description

Also Swing Blindly feat reduces armor on -6 in your Barbarian Rage script, should be only -4 (description feat).

Please fix this in the next version.
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Tue Feb 07, 2017 16:19    Post subject: Reply with quote

Valbor wrote:
ShaDoOoW wrote:
- fixed Sight of Gruumsh feat not giving intented bonuses to saving throws

Sight of Gruumsh but still not adds a +2 bonus to armor as in the feat description



Please fix this in the next version.

I dont see where is +2 AC bonus mentioned. The feat description says only+2 to all saving throws.

Quote:
Also Swing Blindly feat reduces armor on -6 in your Barbarian Rage script, should be only -4 (description feat).

ayy right

you can fix it in your module for now by changing line 62 in nw_s1_barbrage for this

Code:
    effect eAC = EffectACDecrease(2+(nGruumshBonus/2), AC_DODGE_BONUS);

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Valbor



Joined: 26 Dec 2016
Posts: 145

PostPosted: Tue Feb 07, 2017 17:05    Post subject: Reply with quote

ShaDoOoW wrote:
I dont see where is +2 AC bonus mentioned. The feat description says only+2 to all saving throws.

Here Smile http://alcyius.com/dndtools/classes/eye-of-gruumsh/index.html

and you can do what i asked earlier?
Example:
NWNXPatch_GetMaxMovementRateFactor(object oCreature)
NWNXPatch_SetMaxMovementRateFactor(object oCreature, float fMaximum)
if this is possible?
I'm sure this functions will be useful to many people.
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Tue Feb 07, 2017 18:45    Post subject: Reply with quote

Valbor wrote:
ShaDoOoW wrote:
I dont see where is +2 AC bonus mentioned. The feat description says only+2 to all saving throws.

Here Smile http://alcyius.com/dndtools/classes/eye-of-gruumsh/index.html

and you can do what i asked earlier?
Example:
NWNXPatch_GetMaxMovementRateFactor(object oCreature)
NWNXPatch_SetMaxMovementRateFactor(object oCreature, float fMaximum)
if this is possible?
I'm sure this functions will be useful to many people.

That has nothing to do with NWN though. In NWN description says only +2 to all saving throws. Yes that feat is therefore very weak, but thats not something that my project should fix.

No I don't think I will be able to code this feature. Also forget about number of spells per round.
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Valbor



Joined: 26 Dec 2016
Posts: 145

PostPosted: Tue Feb 07, 2017 19:35    Post subject: Reply with quote

ShaDoOoW wrote:
That has nothing to do with NWN though. In NWN description says only +2 to all saving throws. Yes that feat is therefore very weak, but thats not something that my project should fix.

No problem, i just wanted to help Confused

ShaDoOoW wrote:
Also forget about number of spells per round.

I think i don't need it anymore, i wrote my own function at my module, not perfect but at least works.
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Tue Feb 07, 2017 20:20    Post subject: Reply with quote

Valbor wrote:
Well, if i run the game all through the same NWNCX_Loader the problem remained, but now i can enable this mode using a quick slot so for me this problem is solved Smile
It is a pity that only on the client side, without your patch, players can't use quick slot for CounterSpell mode Sad
ShaDoOoW wrote:
fixed nonfunctional ini settings to disallow possess animal...

It seems to me that nothing has changed, i'm starting to think that the problem is in my NWNCX_Loader.exe or NWNCX.dll

I would also like to ask where can i get Vanilla nwmain.exe or how can i patch the standard nwmain.exe for your patch?

Its definitely not by NWNCX_LOader.exe as I test my plugin via this loader myself.

In my version I simply cannot get the "counterspell icon in radial not highlightet" issue reproduced no matter how many times I tried. Can you make a screenshot of this? Can you post your savegame where you ran into this issue?

Same with possession of animal companion. If I set the ini settings to 1 the icon for possess won't appear on animal companion at all. If I set up a server and join the server it still won't show up as this is client-siide settings. If the server disallows possessing and client will enable it in ini, the icon will show but will not be functional.

Are you sure you have line:

Code:
Disallow Animal Companion Possessing=1


in nwnplayer.ini under [Server Options]

?
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Valbor



Joined: 26 Dec 2016
Posts: 145

PostPosted: Tue Feb 07, 2017 20:59    Post subject: Reply with quote

ShaDoOoW wrote:
Can you make a screenshot of this?

http://pixs.ru/showimage/ThePrelude_8080707_25077189.png
http://pixs.ru/showimage/ThePrelude_9546434_25077202.png
As seen in the image is not allocated mode on Bim.

Ahh [Server Options] need Very Happy . Thanx. I was in [Community Patch] this string.
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Valbor



Joined: 26 Dec 2016
Posts: 145

PostPosted: Tue Feb 07, 2017 21:49    Post subject: Reply with quote

Oh i'm sorry i'm not good at English, you said
ShaDoOoW wrote:
"counterspell icon in radial not highlightet"

not highlightet that's my problem, but you already see it.
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Tue Feb 07, 2017 23:30    Post subject: Reply with quote

Valbor wrote:
ShaDoOoW wrote:
Can you make a screenshot of this?

http://pixs.ru/showimage/ThePrelude_8080707_25077189.png
http://pixs.ru/showimage/ThePrelude_9546434_25077202.png
As seen in the image is not allocated mode on Bim.

Ahh [Server Options] need Very Happy . Thanx. I was in [Community Patch] this string.

allright, can you send me savegame? it might be related to your character
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Valbor



Joined: 26 Dec 2016
Posts: 145

PostPosted: Wed Feb 08, 2017 19:26    Post subject: Reply with quote

savegame
http://файлообменник.рф/st6jw0xnrx7i.html
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Fri Feb 10, 2017 6:33    Post subject: Reply with quote

Valbor wrote:
savegame
http://файлообменник.рф/st6jw0xnrx7i.html

Weird, it is simply not happening on my nwn installation. Anyone else with this issue?
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Antegate



Joined: 20 Apr 2012
Posts: 100

PostPosted: Fri Feb 10, 2017 14:30    Post subject: Reply with quote

Quote:
Disabled automatic canceling of combat modes when moving, they will stay on until player manually disables them.


Bug with feat of Flurry of blows. It is impossible to switch off. Helps only relogin on server.

Whether it is possible to make control of disabled automatic canceling in .ini?
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