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NWNX Events
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Ravine



Joined: 26 Jul 2006
Posts: 105

PostPosted: Mon Jun 06, 2011 11:12    Post subject: Reply with quote

Hmm i'm still using this version:
http://nwvault.ign.com/View.php?view=Other.Detail&id=708

So that Advanced script compiler is newer? Didn't noticed it till now :S
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Skywing



Joined: 03 Jan 2008
Posts: 321

PostPosted: Mon Jun 06, 2011 17:33    Post subject: Reply with quote

Yes, it's newer and and it's under active maintenance and development.
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Sun Jun 19, 2011 1:17    Post subject: Reply with quote

NWNX Events 1.3.3 (Linux)
http://data.virusman.ru/nwn/nwnx_events-1.3.3-linux.rar
http://nwn.virusman.ru/trac/nwnx2-linux/changeset/437/
- New event: DestroyObject
- New ini config: enable_unsafe_events
- New function: GetScriptReturnValue()
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Zunath



Joined: 06 Jul 2006
Posts: 183

PostPosted: Thu Jul 21, 2011 8:08    Post subject: Reply with quote

Got another question for you Virusman.

I've got an item with two different activation spells. They're custom feat/spells. NWN is able to differentiate between the two but I can't figure out a way to do the same using this plugin.

Basically I need to know which feat/spell is used when a player uses either one of the cast spell properties. Is there a way to do this and still bypass the activation animation?

EDIT: Nevermind! I figured it out. Just in case anyone else needs this info: When you add more than one property to an item the second property has a subtype of 1. I assume this increases as you add more, too.
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Zunath



Joined: 06 Jul 2006
Posts: 183

PostPosted: Fri Jul 22, 2011 3:23    Post subject: Reply with quote

Sorry about the posting frenzy on my part. Got another one though.

I know you're busy, but if possible I'd like to request a hook for bartering if that's possible. Ideally, it would fire when the trade succeeds or cancels. Getting the item(s) being traded would be a plus but for what I'm doing it's not 100% necessary.

And again - thanks for all your hard work and especially all the help you've provided!
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Squatting Monk



Joined: 28 Jun 2007
Posts: 76

PostPosted: Fri Aug 05, 2011 3:39    Post subject: Reply with quote

virusman wrote:
- New function: GetScriptReturnValue()

Thank you! Very Happy

virusman wrote:
- New ini config: enable_unsafe_events

What does this do, exactly? Does it take a 0/1 value, or is it more complex?
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Zunath



Joined: 06 Jul 2006
Posts: 183

PostPosted: Wed Sep 28, 2011 21:52    Post subject: Reply with quote

Another question: Is it possible to bypass the attack script completely? I've tried using BypassEvent but that didn't seem to work. ClearAllActions() works to some extent but the auto-attack still fires when PCs are attacked. I'm trying to disable that auto-attack entirely if possible.

Thanks.
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Ravine



Joined: 26 Jul 2006
Posts: 105

PostPosted: Mon Oct 24, 2011 12:55    Post subject: Reply with quote

Hi!

A request: is it possible to bypass the quicksave, requested by DM's?
My module crashes at module-save because of the tons of items (outside the module) loaded by resman plugin, and DM's occasionally press the quicksave button.
thx
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Mon Oct 24, 2011 14:35    Post subject: Reply with quote

Just do chmod 000 on 'save' folder. That'll prevent the server from wrtiting to the folder and effectively disable savegames.
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Mefisto



Joined: 20 Dec 2011
Posts: 4

PostPosted: Sat Jan 07, 2012 12:46    Post subject: Reply with quote

Is it possible to override Critical Hit/Devastating Critical Hit code on Linux?
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Ravine



Joined: 26 Jul 2006
Posts: 105

PostPosted: Sat Mar 17, 2012 12:59    Post subject: Reply with quote

Mefisto wrote:
Is it possible to override Critical Hit/Devastating Critical Hit code on Linux?

I couldn't found any. It can be disabled by nwnx_weapons, which works nicely. However i need a replacement function too, like in nwnx_cool. I don't want to disable it completely, i allowed devcrit for fighters/barbarians only - and now some players are reached that level.
I think i should go for fortitude-save bonus against devcrit. Is that hooked somewhere?
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Squatting Monk



Joined: 28 Jun 2007
Posts: 76

PostPosted: Mon Dec 23, 2013 18:38    Post subject: Reply with quote

The UseSkill event doesn't seem to fire for locking or unlocking objects unless you use Thieves' Tools.
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xorbaxian



Joined: 18 Dec 2007
Posts: 45

PostPosted: Sat Jul 12, 2014 18:56    Post subject: Re: EVENTS Request Reply with quote

PhyrPhly wrote:
max196 wrote:
Is there a way to get the "cancel polymorph" event?

Thanks,
Max

Hooking this would be a HUGE help. Any chance you guys can make this happen?

- JP

i second that ! [er... 'third' it...? Smile]

i'm working on several spells that would need this [e.g. 'baleful polymorph'] but it's turned out to be impossible because players just cancel the polymorph. is there any way at all we could convince you to hook this one ? Very Happy
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 580

PostPosted: Sat Jul 12, 2014 19:48    Post subject: Re: EVENTS Request Reply with quote

xorbaxian wrote:
i'm working on several spells that would need this [e.g. 'baleful polymorph'] but it's turned out to be impossible because players just cancel the polymorph. is there any way at all we could convince you to hook this one ? Very Happy
?? EffectPolymorph has a second parameter bLocked, make it true and player shouldn't be able to cancel it
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xorbaxian



Joined: 18 Dec 2007
Posts: 45

PostPosted: Wed Jul 23, 2014 3:06    Post subject: Reply with quote

YES! thank you, shadooow, i completely mis-read that. i [mis]interpreted it as meaning that the polymorphed form couldn't be changed [i.e locked in place], not that the polymorph couldn't be dismissed. this is perfect. Smile
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