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 4 ... 78
16
Help / Re: Looping dialogue to select spells at character creation
« on: December 03, 2016, 03:43:20 AM »
Spellbook system for new spellcasting classes uses database to store information about spells for given class. If this information is damaged you may experience problems you described.

If there are no spells available for given class you will encounter the dialog loop - the level up script marks that class should know x spells on y level, but the spell-learn dialog can not find any, so the only option it can display is 'End dialog'.

Similar situation with spell casting feats - they read spell id from database - if there is no such information (return 0) the character will always cast Acid Strorm because it is line 0 in spells.2da.

Could you try reinstalling PRC Pack or trying different module, please? Or try turning on PRC_DEBUG switch and check the log for errors.

17
Help / Re: Looping dialogue to select spells at character creation
« on: December 02, 2016, 02:30:29 PM »
It looks that the database may be corrupted. If you have the rar version of PRC Pack you can try to extract prc_data.* files to your database folder. Or try to remove them completly (a new database should be created). This should fix both of your problems.

18
General Discussion / Re: Question about truenamer.
« on: October 25, 2016, 05:17:30 PM »
There are many switches for Truenamer. You can customize almost every aspect of the class. You need to check prc_inc_switches.nss file in prc_include.hak. I can't extract hak files on this computer, sorry.

19
Help / Re: How does a custom class script get included from a hak-pak?
« on: April 23, 2016, 05:42:43 AM »
When you modify a script file (.nss) you need to compile it (.ncs) and put the resulting file in a hak with highest loading priority (this step is the same as with 2da's and other files).

20
Help / Re: PRC builds prc_data biowaredb even eith MySQL activated
« on: April 23, 2016, 05:40:30 AM »
Sorry for late replay. I confirm that your database is in whole made by prc scripts. As I wrote before - "clean" database is several MB in size (i think it was around 12 MB on my computer). It seems that the database object has been read and saved multiple times. NWN doesn't actually delete old entries from the database - it only makrs them as 'deleted'. That's why your database file is so large. There was a tool on Windows that could delete those entries - I am not sure if there is one for Linux. If there is you need to run it once in a while to keep your database in good condition. If there is not I only see two solutions:
1. create a copy of fresh database (I would suggest packing it with zip or something - it easier to check if the archive was corrupted), write a batch script that would copy the backup and overwrite files in database folder and then start the server.
2. modify the Get2DACashe() function and recompile all srcipts

21
Help / Re: Getting nwnx_funcs to work
« on: April 12, 2016, 09:59:43 AM »
Hi. The latest version won't work - try an older build of the plugin.

22
Help / Re: PRC builds prc_data biowaredb even eith MySQL activated
« on: April 12, 2016, 09:58:40 AM »
PRC scripts use bioware database to store cache object with data from various 2da files (Please check Get2DACache() function). To disable bio-db completly you would have to disable this function and recompile most of PRC scripts. The 'clean' prc database (prc_data.*) is several MB in size - yours is 2 GB?!? That's strange. Bioware database files get easly corrupted (especially when they are that large). Could you check what else is stored in the db, please?

23
General Discussion / Re: Question about switches
« on: February 26, 2016, 05:34:10 AM »
Most of them are integers (0 for false or 1 for true), various multipliers are type float, and if it's not a number it's most certainly a string.

I have checked PRC_BIOWARE_HEAL switch - I think the code is bugged a bit. If the switch is set the spell is uncapped but it only heals 10 x caster level hit points (so 400 hp for 40 lvl caster). I will have to fix that.

Edit: I am analyzing the code and found another problem - mass heal/mass harm require touch attack if used to harm enemies (this seem illogical, how can the caster touch multiple targets at once?). SRD says nothing about touch attack, so it's probably a bug...

24
General Discussion / Re: Question about switches
« on: February 25, 2016, 08:48:18 PM »
Yes,  you got that right. Switches are local variables set on module. you can change them in game through PRC options menu. Or outside in Toolset or switches.2da.

I don't know why it doesn't work for Heal - i'll check the code tommorow.

25
Other Features / Re: About securing my server
« on: February 21, 2016, 04:28:21 AM »
I attached same scripts but with debug messages. I hope these will help with tracking the problem.

26
Other Features / Re: About securing my server
« on: February 20, 2016, 07:30:27 PM »
You will have to put the ncs files int the top hak for your module. It won't work the way you described because scripts in hak files have higher priority over scripts in mod files.

Edit: you can even put them in prc_2das.hak because it's higher on the hak list than prc_scripts.hak

27
Other Features / Re: About securing my server
« on: February 19, 2016, 02:34:43 PM »
I have added the script from FunkySwerve to PRC Pack (updated the svn). Compiled scripts ready for testing in attachment.

I have added new switch - PRC_PW_SECURITY_CD_CHECK, you'll have to manually set it in your module to 1

The verification is made in OnEnter event. When the switch is set, an extra script is executed that performs the check and adds keys to database (it should work both with bio db and mysql/sqlite).

If a player needs to add new cd key - he'll have to use PRC Options feat, go to 'Miscellaneous options'. There is a new option there. As I said before - I can not test the script in game. It compiled without errors so it should be OK, but can't guarantee anything.

28
Other Features / Re: About securing my server
« on: February 19, 2016, 12:27:28 PM »
OK, I need some help. How would you like it to work? There's an OnEnter script, and a conversation for adding new key. ConvoCC is only launched for new characters. So I can not put that code there, because if someone wanted to add new cd key, he would have to make new character, go through ConvoCC, log out and log in with different key.

29
Other Features / Re: About securing my server
« on: February 19, 2016, 07:43:53 AM »
We are talking about PRC ConvoCC, right? What type of database do you use?

I could modify the scripts, but at the moment i can not test the result...

30
Character Builds / Re: Arcane Trickster, how?
« on: February 17, 2016, 08:44:42 PM »
I think in PRC Pack Arcane Trickster gets improved Sneak Attack in epic levels (I would have to check the scirpst to confirm this). I had another biuld - I called it "Arcane Sniper" and it utilised Spell Sneak Attack - I remember dealing over 100 points of damage with Ray of Frost (yeah - 0 level spell!). x2 with critical hit :) I am sure that character had over 20d6 of Sneak Attack...

In my opinion Arcane Trickster is not a very good option for Beguiler. True - both classes have similar skill sets, but Beguiler doesn't really benefit from taking levels in AT. No ray spells, so no Spell Sneak Attack. As a Beguiler you should stay away from melee combat, so the only option would be ranged sneak attack. Anyway I think you'll get better skills and feats if you stay with a Beguiler.

Pages: 1 [2] 3 4 ... 78