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1
General Discussion / Re: Waiting for 3.5 final~
« on: March 03, 2012, 12:21:16 PM »
hi guys, i was wondering when we could access to final 3.5, i know uve been working on some separate updates!
waiting forward to this!

2
Other Features / Re: Putting feats on items
« on: February 13, 2012, 12:09:25 PM »
That 2da is the list of all available item properties, you can add lines making reference to feats.2da, take Dodge item property as an example to copy and learn how to use it, youll see that there is a number at the end of the Dodge item property, which is the same number you can find in feats.2da for dodge feat.

if your crafting menu scripts pull all item properties from 2da, you should be able to see the recently added item properties!
and yes, you should be able to delete item property feat lines, tho, its not recommended!

hope this helps

3
Builders / Re: Small issues with PRC installed in my mod
« on: February 09, 2012, 01:16:49 PM »
it happens some times in our PW too, but only when PlayerOnEnter event does not trigger correctly and provides a douplicate claw in inventory, users can equip it by adding it to hotkeys, still, the equiped claw will go back to your inventory, so yeah, our solution is also dropping them.
If your mod already checks every player OnHeartbeat, you can add a function to destroy it from inventory, this will take 6 sec tops, and it will destroy it.

hope this helps

i dont know if prc's heartbeat has a function to destroy creature skins and claws in inventory, if it does, its not working in our PW for some reason lol

4
General Discussion / Re: Waiting for 3.5 final~
« on: February 06, 2012, 08:48:22 AM »
3.5 final has yet not been released, i know xwarren was providing some punctual fixs but no final 3.5 version

5
Builders / Re: Any official suggestion ?
« on: February 03, 2012, 09:26:48 AM »
ok then, ill ignore these settings then! thanks xwarren :)

6
Builders / Any official suggestion ?
« on: February 03, 2012, 07:46:48 AM »
hi xwarren, i have been looking at our nwnplayer.ini and saw that there are two variables we can change in order to "increase performance": 2da cache size and 2da engine cache size.
what values do you recomend for pw prc servers?

2DA Cache Size=10   1-??   The number of .2da files to be cached for use with Get2DAString().
(Added in patch 1.69.)
2DA Engine Cache Size=11   11-??   The number of .2da files to be cached for the use of the game engine. Editing this value might improve performance for some people.
(Added in patch 1.69.)

7
Builders / Re: Climb not possible?
« on: February 01, 2012, 03:56:44 PM »
oh, btw xwarren, i have been looking at our nwnplayer.ini and saw that there are two variables we can change in order to increase performance: 2da cache size and 2da engine cache size.
what values do you recomend for prc servers?

2DA Cache Size=10   1-??   The number of .2da files to be cached for use with Get2DAString().
(Added in patch 1.69.)
2DA Engine Cache Size=11   11-??   The number of .2da files to be cached for the use of the game engine. Editing this value might improve performance for some people.
(Added in patch 1.69.)

8
Builders / Re: Climb not possible?
« on: February 01, 2012, 03:54:46 PM »
looks good! will test it asap! thanks a lot xwarren! :D as usual

9
Builders / Climb not possible?
« on: February 01, 2012, 09:50:24 AM »
Hi again guys, i dont know if this issue has already been solved or not since we are currenly running 3.5b until we get 3.5 final :P, but, we are trying to apply climb feat and we are always getting:
"The target location is too far away to climb to. Please pick a closer target."

i took a look at prc_inc_skills, under DoClimb function and it seems that sctipt is checking distance, which is ok ofc.

Quote
     int iDistance = FloatToInt(MetersToFeet(GetDistanceBetweenLocations(GetLocation(oPC), lLoc ) ) );
     
     if (iDistance > 10)
     {
          SendMessageToPC(oPC, "The target location is too far away to climb to. Please pick a closer target.");
          return FALSE;
     }

now, i think issue comes into play now when we call GetDistanceBetweenLocations, since this function also takes into acount Z axis:
http://www.nwnlexicon.com/compiled/function.getdistancebetween.html
making climb impossible since 10 feets is way too close and we dont even cover the hight one intends to climb.
acording to nwnlexicon, we could use vectors to ignore Z axis, any suggestion ?


10
Builders / Death Attack vs Sneak Attack
« on: January 31, 2012, 07:41:12 AM »
Hi guys, sorry to bother again, i was wondering how Death Attack vs Sneak Attack is actualy working.
In previous Bioware cfg, Death Attack overrided Sneak, adding the aditional damage but keeping paralisis hability. I saw a toon yesterday which had both, rogue and assasin and no death attacks where made, only sneak attacks, is this how prc is working today? or are we having some bug?
Thx guys!

11
Builders / Re: Anti-Magic Field bug
« on: January 30, 2012, 08:20:01 AM »
you rock xwarren! thanks a lot! yeah, i ment null and anti magic, i dont know if there is any other, but if there is ill let you guys know. Thank you very much!

12
Builders / Anti-Magic Field bug
« on: January 28, 2012, 08:40:50 PM »
Hi guys, i know this is not a prc bug but our issue soy thats why im not placing it under bug section.

Anti-magic field-like effects happen to remove items properties from them and then "restore" them when effect ends.
Our issue is that when effect ends, not all properties are being restored, we think this is cuz we dont have these items added on palette, so when the effect tries to pull back the properties, the items remain blank or with non-edited properties.

For example, if there is an item in palette that was added to a chest, and then that item modified for that chest only, when effect ends, the item will be restored as the one in palette, not with the modified properties.

We know this can be solved by adding all items to palette, but unfurtunately there are a lot of shops and chests in our mod with modified items, thus, our palette is nearly overloaded.

I was wondering if you guys could help me out develop an alternative system for this, maybe this system would save the effects as local variables in the item?
or, if this is not possible, check whether if the item exists on palette and check if the properties are the same, i think this might cause a lot of lag tho... so id like to see if our 1st option is possible first.

Thanks guys, i hope we can solve this! i love the spell but its messing arround a lot of items in our mod rolf

13
Builders / Re: Hips fix?
« on: January 26, 2012, 02:55:16 PM »
well.. that might me it, we are using 3.5 first release. these might have changed over the past 2 updates lol

thx xwarren! sorry if this was missleading

14
Builders / Re: Hips fix?
« on: January 26, 2012, 11:51:26 AM »
@Heatstroke:
i wanted to do a simple modification, not to modify all prc 2da, by modifying just 1 line @ feats.2da and the script, issue is solved.
if i wanted to modify all hips an all classes, i would have to go to each 2da file for each hips class and race and modify it.

@xwarren:
i know it was prolly intended, nevertheless, i wanted some balance between hips shadowdancer and hips with prc hips.
no, prc_hips is prolly never used, i checked some hips classes i remember: ninja, net rakshasa, and they both use UR's hips system. could not find out which classes use prc's hips, but if i do, ill let you know!

thanks guys

15
Builders / Re: Hips fix?
« on: January 26, 2012, 10:11:00 AM »
this is what i did to make it similar to biowares:

feats.2da:

added a 0 to ReqAction so it does not wait till next round to trigger

Quote
3457  FEAT_UR_HIPS                                          16825533 2940        ife_X1HideSight    ****           ****   ****   ****   ****   ****   ****   ****        ****        ****        0            0            0                ****     ****  2143    ****      0.5     ****       ****       1          ****       ****       ****       ****       ****       ****     ****             ****      ****              FEAT_UR_HIPS                                   6               ****        ****     ****          ****     ****        0          0   
     


ur_hips.nss:

modified script to trigger stealth mode and deactivate it:


Quote
#include "prc_inc_spells"
#include "x0_i0_modes"

void main()
{
    object oPC = OBJECT_SELF;
    object oArea = GetArea(oPC);


        object oSkin = GetPCSkin(oPC);

if(GetActionMode(oPC, ACTION_MODE_STEALTH) == FALSE){
AddSkinFeat(FEAT_HIDE_IN_PLAIN_SIGHT, IP_CONST_FEAT_HIDE_IN_PLAIN_SIGHT, oSkin, oPC, 3.0f);
        DelayCommand(0.2, SetActionMode(oPC, ACTION_MODE_STEALTH, TRUE));
       // DelayCommand(0.21, UseStealthMode());
        DelayCommand(0.2, ActionUseSkill(SKILL_HIDE, oPC));
        DelayCommand(0.2, ActionUseSkill(SKILL_MOVE_SILENTLY, oPC));

        }
        else{
           SetActionMode(oPC, ACTION_MODE_STEALTH, FALSE);
        }

}


with this update, if anybody is interested, ull have a working hips as biowares, only exception is that, in order to trigger the hips, youll have to use the active feat in stead of move silently

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