Player Resource Consortium


Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - xwarren

Pages: [1] 2 3 ... 78
General Discussion / Re: NWNCX + PRC (spellcasting classes)
« on: June 18, 2018, 07:40:03 AM »
Currently I am trying to make some detailed documentation. Does PRC team has any tool for making anything like it? I suppose the PRC online manual was built by some script. Additionally point me to any tool or site that could help with this task, thanks.

The "Manual Generator" for PRC Pack is located in SVN repository:
It requires copying some files from the source (icons, tlk etc) but I'm sure you'll figure this out.

Help / Re: Need little help/suggestion - Ita Admin
« on: January 02, 2018, 10:24:28 AM »
I use nwnnsscomp.exe to compile scripts. You can find it in PRC SVN repo or on the Vault:
PRC Neverwinter Script Compiler v2.0

You can find usage example in this post:

I'm sure you will find more if you search the forum for 'nwnnsscomp'

Good luck!

Help / Re: NWN prc barbarion in my save bug
« on: August 11, 2017, 10:26:15 AM »
I suppose you could edit classes.2da, but you would also have to edit dialog.tlk (you need special tool to do this) - I don't know if there is any way to load custom tlk before loading a module. In my opinion this is not worth the hassle.

Help / Re: NWN prc barbarion in my save bug
« on: August 10, 2017, 09:32:45 AM »
The name of the class is stored in custom tlk file associated with the module. Before you load the module (and a tlk file) the game can not recognize character class properly - that's why it displays 'Barbarian' instead (it's class number 0 in classes.2da so it is default). We can not fix this - that's how the game works.

General Discussion / Re: NWNCX + PRC (spellcasting classes)
« on: May 06, 2017, 07:09:24 AM »
From my understanding this allows you to learn new spells with prc classes without using the clunky menus you had to use before this?
Yes, although I noticed some bugs ('Bad strref' instead of name for some spells and spells with subradial options do not work correctly). I am not sure if I have the latest version of nwncx_patch.dll though.

Also, custom classes at start without using the char creator? Does this apply to races too?
Again, Yes. You can select custom races by typing the name in subrace field.

General Discussion / NWNCX + PRC (spellcasting classes)
« on: April 22, 2017, 10:09:58 AM »
Some of you probably know that Community Patch Project is distributed with one very neat plugin for NWNCX. This plugin is developed by Shadooow exclusively for CPP and among other things allows to create new characters with custom classes (yes, from level 1!) and also adds support for 'bioware spellbooks' for custom classes. Since we have many new base classes and many new spellcasting classes in PRC Pack I had to try it out ;)

WodahsEht made modification for 'original Bioware' prestige classes - you can check it out here: Prestige Spellbook Pack.
So I modified classes.2da for compatibility with this patch and created new file with information about spells for every spellcasting class in PRC.

I consider it to be work in progress. I have noticed some bugs, and some PRC features will simply not work with bioware spellboks (ie. advanced learning). I would like to now your opinions/suggestions regarding this project.

Since this forum won't let me to attach file this big I'm posting a link to Dropbox where you can download my test compilation
PRC Spellcasters TEST.7z

Help / Re: Shifter PNP and item spells
« on: March 23, 2017, 08:21:04 AM »
The code responsible for this is located in spellhook (as you can see potions and 'on hit cast spell' are not restricted). I am no PnP expert. That's how it has been coded. If there are rules in PnP saying that magical items can be used without verbal or somatic component I will change that.
Code: [Select]
            // Potion drinking is not restricted
            if(GetBaseItemType(oSpellCastItem) == BASE_ITEM_ENCHANTED_POTION
            || GetBaseItemType(oSpellCastItem) == BASE_ITEM_POTIONS)
                return TRUE;

            //OnHit properties on equipped items not restricted
            int nSlot;
            for(nSlot = 0; nSlot<NUM_INVENTORY_SLOTS; nSlot++)
                if(GetItemInSlot(nSlot, oCaster) == oSpellCastItem)
                    return TRUE;

I'm not really sure what -1 do - in case of stunning fist the uses per day are hard coded into game engine (different value for monks, different for everyone else).

We have a script which sets desired number of uses. It is located in prc_inc_function.nss. You will have to set maximum uses in feat.2da and modify the script. For bard song it looks like this:
Code: [Select]
void BardSong(object oPC)
    // This is used to set the number of bardic song uses per day, as bardic PrCs can increase it
    // or other classes can grant it on their own
    if(!GetHasFeat(FEAT_BARD_SONGS, oPC)) return;

    int nTotal = GetLevelByClass(CLASS_TYPE_BARD, oPC);
    nTotal += GetLevelByClass(CLASS_TYPE_DIRGESINGER, oPC);
    nTotal += GetLevelByClass(CLASS_TYPE_VIRTUOSO, oPC);
    nTotal += GetLevelByClass(CLASS_TYPE_SUBLIME_CHORD, oPC) / 2;

    if(GetHasFeat(FEAT_EXTRA_MUSIC, oPC)) nTotal += 4;

    FeatUsePerDay(oPC, FEAT_BARD_SONGS, -1, nTotal);

I think I've tried some time ago changing Acolyte of the Skin to give him full caster progression, and back then I just put a "1" instead of a "2" in classes.2da in its place... I believe it worked, but I cannot say for sure.
This would only affect spells per day for original NWN classes (wizard, cleric, druid etc) - no caster level increase though. New caster classes added by PRC require some more scripting.

Xwarren, could you tell me where are the prerequsites for Epic Eldritch Blast? When I gave epic progressions to eldritch disciple and theurge they were not able to take epic eldritch blast despite having invoker level higher than 20 - I also couldnt do it with warlock 16/something 4 with practiced invoker, which leads me to believe it is coded to require 20 levels of warlock instead of 9d6 eldritch blast, which requires invoker level 20, unless you are also an enlightened spirit (continues eldritch blast but does not increase invoker level), which is not added to PRC.
I just checked cls_feat*.2da for eldritch disciple and eldritch theurge - there are epic feats in there. I remember that I was working on epic progression for these classes (I am using files from SVN). I will test if it is working.

Edit: I have tested this a with a following character: Warlock 6/Dread Necromancer 4/Eldritch Theurge 10+
- epic Eldritch Theurge progression is enabled - I didn't have to change anything to get 11th level ;)
- You can select Epic Eldritch Blast feats on Eldrith Theurge levels
- The scripts will make sure that you have at least 9d6 blast damage - I couldn't take this as my first epic feat because of that (so I took Practiced Invoker instead) - after that I could select this feat on following levels (with only 6 levels of Warlock).
- a function i prc_enforce_feat.nss checks for blast damage:
Code: [Select]
        int nInvLvl = GetInvokerLevel(OBJECT_SELF, CLASS_TYPE_WARLOCK);
        int nEldBlast;
        if(nInvLvl < 13)
            nEldBlast = (nInvLvl + 1) / 2;
        else if(nInvLvl < 20)
            nEldBlast = (nInvLvl + 7) / 3;
            nEldBlast = 9 + (nInvLvl - 20) / 2;

        if(nEldBlast < 9)
            FloatingTextStringOnCreature("You must have 9d6 eldritch blast to take Epic Eldritch Blast.", OBJECT_SELF, FALSE);
            return TRUE;

There is a 'USESPERDAY' field in feat.2da.

I should probably mention that you'll need to compile 'prc_levelup.nss', 'prc_onenter.nss' and 'prc_onleveldown.nss' for it to work :p

(actually all the scripts that use EvalPRCFeats(), but compiling those I mentioned before should do)

Builders / Re: Adding Manifester Progression
« on: March 20, 2017, 03:49:08 AM »
That is actually the only file you need to change - remember to compile all scripts that use it afterwards.

From the logic of your script you are planning to add extra 6 manifester levels for 10 levels of Tempest. You are right - the progression will start at 2nd level since lvl 1 Tempset will get 1-1 =0 bonus levels.

Actually there is one more check before adding new invoker levels:

if(GetLocalInt(oCaster, "INV_Caster") == 2)

This is set in prc_inc_function.nss and you have to add information about new classes there as well. No 2da edits are necessary. And yes - putting files in top hak will work.

You have to compile 'prc_amagsys_gain.nss' as well - this should enable new classes to gain invocations. If you switch PRC_DEBUG on it should display info regarding blast level etc. That way you can track files which may require recompilation...

Help / Re: PRC Script Compiling
« on: March 01, 2017, 06:47:21 PM »
I have searched for 'CHUNK_SIZE' in PRC source code - only found two occurrences and none of them had 'const' qualifier. Which PRC version are you using?

To compile our scripts it is recommended to use nwnnsscomp.exe. It is a command line tool so if you double click on the exe it will do nothing - you need to pass parameters in command line for it to work. Hope this helps ;)

Pages: [1] 2 3 ... 78