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Messages - Moixa

Pages: [1] 2 3
1
General Discussion / Site Future?
« on: May 04, 2011, 01:24:40 PM »
Hi all, I know the forums are active for now still which is great! but as I host several PRC mods etc, I and my players/scriptors obviously rely on a lot of information that is currently held at this site. So a few questions! :p

1) I could not find a PRC page in the social bioware pages (a link be appreciated)

2) The data etc from this site may get lost, has any one agreed to host / or a time limit before the site goes offline forever? - Is it not possible for one of the admins to rip it for me or others, so I can host on own server? (ideally not - but offer there if can add to my  site) - I already host the epic builders forum and the PRC Epic Characters Build forum, rather than losing - I know the web has a history but only lasts so long.

Thanks in advance, but I felt questions had to be asked - just found PRC later in my NWN life! - (welll tried real early versions but not so good, last few years it has started to excel)

Moixa

2
General Discussion / PRC Compatible Modules
« on: April 13, 2011, 06:59:10 PM »
Thanks for playing :)

A shamless plug, but I currently host 3 diffferent PRC mods, they can be at the moment found under PW Action section of gamespy the servers are called Moixa's server, all are welcome and all play styles welcome - just not be a pain in the ass!  They are alll action style mods, but Amon and LOTR are Action/RP playable

I host Altharian Renegade PRC  which is more a uber mod.

World of Amon PRC CEP, a highly detailed world with lots to do.

and Lotr PRC CEP - which is Lord of the Rings based.

For the above worlds you will need additional haks, the infomation is availlable from http://tinitech.com, if find hard to find the haks needed make a post as trying to sort some website stuff out currently.

If you are a DM or a scriptor or an Area designer, and have time availlable to help, I would love to have a conversation :)

Long live the PRC!

3
Help / Need link too Bioware prc forum
« on: January 26, 2011, 09:33:39 AM »
As far as I am aware it has been closed and this is the only place for questions, I could be wrong though.

4
Help / Enabling players to change appearance
« on: January 24, 2011, 09:06:02 AM »
Hi Xwarren,

Thanks for reply but I think I did not explain myself very well, what I meant was this, after creating a character and the ConvoCC has finished and you are actually in game after the character creation stage.

Is it possible to change your appearance then?

5
Help / Enabling players to change appearance
« on: January 22, 2011, 11:05:59 AM »
For some reason after looking around in the switches file I am unable to locate the switch that enables players to change their appearance after they have made a character I am using 3.4 rc1a, so am not sure if got removed or not.  In previous mods I hosted I was able to set switch but think maybe I missed something.

Help much appreciated:)

6
Help / Creating a .ncs file
« on: January 21, 2011, 10:25:15 AM »
When I try compile a script in toolset that is a spell, it throws up this error in prc_inc_nwscript at line 63 which reads const int BIOWARE_INHIBIT = !!0;  how do I get around this? thsi happens wether I comment out line 63 or not!

Help greatly appreciated.

7
Help / Creating a .ncs file
« on: January 20, 2011, 01:01:50 PM »
I am getting really confused, I need to replace spells used by the prc with ones I have adjusted myself.  Could someone please explain to me in nice simple steps how this is done? as whatever I do I am unable to output an .ncs file, and whenever I try compile a script it fails the compile.
If there are any links I can follow that explains this etc please show me :)

Thanks in advance

8
General Discussion / PRC Compatible Modules
« on: December 19, 2010, 06:56:00 AM »
I host  a PRC  server under Roleplay which uses CEP 2.3 and 3.4 beta hak, see http://altharianrenegade.com/ for more information and extra help or comments would be very much appreciated, or new players.

9
Help / Character Deleter
« on: November 07, 2010, 11:14:17 AM »
Thanks for response Ken, I did mess up the directory path, I forgot I had moved the directory ...doh!!

10
Help / Character Deleter
« on: November 06, 2010, 12:27:10 PM »
I wish for the players to be able to delete the characters themselves, I hope that explains it a little better.

11
Help / Character Deleter
« on: November 06, 2010, 09:38:45 AM »
Hi all,

Can someone please recommend a character deleter I can use for my server that is ideally prc compatible and hopefully not too confusing for me to set- up, I did try one I found on the vault but it kept crashing my server :( so any help be appreciated.

Thanks in Advance.

12
Help / Changing Heal spell for server
« on: October 22, 2010, 06:40:09 AM »
For some reason I cannot get it to compile, I tried various methods and cannot get a .ncs file.

Could one of you try see if you can make for me please?  I have spent ages trying and just cannot figure it out :(

Code: [Select]
/*
    nw_s0_healharm

    Heal/Harm in the one script

    By: Flaming_Sword
    Created: Jun 14, 2006
    Modified: Nov 21, 2006

    Consolidation of heal/harm scripts
    Mass Heal vfx on target looks like heal
    added greater harm, mass harm
*/

#include "prc_sp_func"
#include "prc_inc_sp_tch"
#include "prc_inc_function"
#include "prc_add_spell_dc"
#include "inc_dispel"

//Implements the spell impact, put code here
//  if called in many places, return TRUE if
//  stored charges should be decreased
//  eg. touch attack hits
//
//  Variables passed may be changed if necessary
int DoSpell(object oCaster, object oTarget, int nCasterLevel, int nEvent, int bIsHeal)
{
    int nSpellID = PRCGetSpellId();
    int nMetaMagic = PRCGetMetaMagicFeat();
    int nHealVFX, nHurtVFX, nEnergyType, nDice, iBlastFaith, nHeal;
    float fRadius;
    string nSwitch;
    int nCap = 1400;
    if(bIsHeal)
    {
        nHealVFX = VFX_IMP_HEALING_X;
        nHurtVFX = VFX_IMP_SUNSTRIKE;
        nEnergyType = DAMAGE_TYPE_POSITIVE;
        nSwitch = PRC_BIOWARE_HEAL;
        fRadius = RADIUS_SIZE_COLOSSAL;
        if(nSpellID == SPELL_MASS_HEAL)
        {
            nSwitch = PRC_BIOWARE_MASS_HEAL;
            nCap = 1500;
        }
    }
    else
    {
        nHealVFX = VFX_IMP_HEALING_G;
        nHurtVFX = 246;
        nEnergyType = DAMAGE_TYPE_NEGATIVE;
        nSwitch = PRC_BIOWARE_HARM;
        fRadius = RADIUS_SIZE_HUGE;
    }
    int iHeal;
    int iAttackRoll = 1;
    if((nSpellID == SPELL_MASS_HARM) || (nSpellID == SPELL_GREATER_HARM))
    {
        nDice = (nCasterLevel > 20) ? 20 : nCasterLevel;
        nHeal = d12(nDice);
        if((nMetaMagic & METAMAGIC_MAXIMIZE) || BlastInfidelOrFaithHeal(oCaster, oTarget, nEnergyType, TRUE))
            nHeal = 12 * nDice; //in case higher level spell slots are available
    }
    else
    {
        nHeal = 10 * nCasterLevel;
    }
    if(nHeal > nCap && !GetPRCSwitch(nSwitch))
        nHeal = nCap;
    int bMass = IsMassHealHarm(nSpellID);
    location lLoc;
    if(bMass)
    {
        lLoc = (nSpellID == SPELL_MASS_HARM) ? GetLocation(oCaster) : PRCGetSpellTargetLocation();
        oTarget = MyFirstObjectInShape(SHAPE_SPHERE, fRadius, lLoc);
        ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(bIsHeal ? VFX_FNF_LOS_HOLY_30 : VFX_FNF_LOS_EVIL_20), lLoc);
    }
    float fDelay = 0.0;
    while(GetIsObjectValid(oTarget))
    {
        if(bMass) fDelay = PRCGetRandomDelay();
        iHeal = GetObjectType(oTarget) == OBJECT_TYPE_CREATURE &&
                ((!bIsHeal && MyPRCGetRacialType(oTarget) == RACIAL_TYPE_UNDEAD) ||
                (bIsHeal && MyPRCGetRacialType(oTarget) != RACIAL_TYPE_UNDEAD));
        if(iHeal && (spellsIsTarget(oTarget, SPELL_TARGET_ALLALLIES, oCaster) || (GetIsDead(oTarget) && (GetCurrentHitPoints(oTarget) > -10))))
        {
            SignalEvent(oTarget, EventSpellCastAt(oCaster, nSpellID, FALSE));

            //Warforged are only healed for half, none if they have Improved Fortification
            if(GetRacialType(oTarget) == RACIAL_TYPE_WARFORGED) nHeal /= 2;
            if(GetHasFeat(FEAT_IMPROVED_FORTIFICATION, oTarget)) nHeal = 0;


            DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectHeal(nHeal), oTarget));
            DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(nHealVFX), oTarget));
            // Code for FB to remove damage that would be caused at end of Frenzy
            SetLocalInt(oTarget, "PC_Damage", 0);
        }
        else if((GetObjectType(oTarget) != OBJECT_TYPE_CREATURE && !bIsHeal) ||
                (GetObjectType(oTarget) == OBJECT_TYPE_CREATURE && !iHeal))
        {
            if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oCaster)
            {
                SignalEvent(oTarget, EventSpellCastAt(oCaster, nSpellID));
                iAttackRoll = PRCDoMeleeTouchAttack(oTarget);
                if (iAttackRoll)
                {
                    if (!PRCDoResistSpell(oCaster, oTarget, nCasterLevel + SPGetPenetr()))
                    {
                        int nModify = d4();
                        iBlastFaith = BlastInfidelOrFaithHeal(oCaster, oTarget, nEnergyType, TRUE);
                        if((nMetaMagic & METAMAGIC_MAXIMIZE) || iBlastFaith)
                        {
                            nModify = 1;
                        }
                        if((nSpellID == SPELL_MASS_HARM) || (nSpellID == SPELL_GREATER_HARM))
                        {
                            nHeal = d12(nDice);
                            if((nMetaMagic & METAMAGIC_MAXIMIZE) || iBlastFaith)
                                nHeal = 12 * nDice;
                        }
                        else
                        {
                            nHeal = 10 * nCasterLevel;
                        }
                        if(nHeal > nCap && !GetPRCSwitch(nSwitch))
                            nHeal = nCap;

                        if(PRCMySavingThrow(SAVING_THROW_WILL, oTarget, PRCGetSaveDC(oTarget, OBJECT_SELF)))
                        {
                            nHeal /= 2;
                            if (GetHasMettle(oTarget, SAVING_THROW_WILL)) // Ignores partial effects
                                nHeal = 0;
                        }
                        int nHP = GetCurrentHitPoints(oTarget);
                        if (nHeal > nHP - nModify)
                            nHeal = nHP - nModify;
                        DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, PRCEffectDamage(oTarget, nHeal, nEnergyType), oTarget));
                        DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(nHurtVFX), oTarget));
                    }
                }
            }
        }
        if(!bMass) break;
        oTarget = MyNextObjectInShape(SHAPE_SPHERE, fRadius, lLoc);
    }
    //Spell Removal Check
    SpellRemovalCheck(OBJECT_SELF, oTarget);
    return iAttackRoll;    //return TRUE if spell charges should be decremented
}

void main()
{
    if (DEBUG) DoDebug("nw_s0_healharm running "+IntToString(GetIsPC(OBJECT_SELF)));
    object oCaster = OBJECT_SELF;
    int nCasterLevel = PRCGetCasterLevel(oCaster);
    int nSpellID = PRCGetSpellId();
    int bIsHeal = IsHeal(nSpellID);  //whether it is a heal or harm spell
    PRCSetSchool(GetSpellSchool(nSpellID));
    if (!X2PreSpellCastCode()) return;
    if (DEBUG) DoDebug("nw_s0_healharm running "+IntToString(GetIsPC(OBJECT_SELF)));
    object oTarget = PRCGetSpellTargetObject();
    int nEvent = GetLocalInt(oCaster, PRC_SPELL_EVENT); //use bitwise & to extract flags
    if(!nEvent) //normal cast
    {
        if (DEBUG )DoDebug("nw_s0_healharm running normal casting");
        if(IsTouchSpell(nSpellID) && GetLocalInt(oCaster, PRC_SPELL_HOLD) && oCaster == oTarget)
        {   //holding the charge, casting spell on self
            SetLocalSpellVariables(oCaster, 1);   //change 1 to number of charges
            if (DEBUG) DoDebug("nw_s0_healharm running returning");
            return;
        }
        if (DEBUG) DoDebug("nw_s0_healharm running DoSpell");
        DoSpell(oCaster, oTarget, nCasterLevel, nEvent, bIsHeal);
    }
    else
    {
        if (DEBUG) DoDebug("nw_s0_healharm running else casting");
        if(nEvent & PRC_SPELL_EVENT_ATTACK)
        {
            if(DoSpell(oCaster, oTarget, nCasterLevel, nEvent, bIsHeal))
                DecrementSpellCharges(oCaster);
        }
    }
    PRCSetSchool();
}

13
Help / Changing Heal spell for server
« on: October 15, 2010, 11:53:54 AM »
I am having trouble making or finding the .ncs file, it is not showing up in my temp folder? only the .nss file.  I tried using the nss file in a hak but nothing happened :(

14
Help / Changing Heal spell for server
« on: October 15, 2010, 09:12:21 AM »
I tried the bioware thing it not work, could you please explain so I can check I not miss anything?

PRC_BIOWARE_HEAL int 1?

15
Help / Changing Heal spell for server
« on: October 15, 2010, 08:58:40 AM »
I would llike to increase the Heal spell as run a uber server, where abouts would I exactly change this within the prc? I have been looking for ages but seem unable to find it, if anyone can tell me file to alter I would appreciate it.
Would I have to provide a hak for players if I was to do this? And is there a suggested method for doing this if so what is it etc.

Thanks in advance.

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