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Post by FunkySwerve on Mar 20, 2008 2:03:49 GMT
All the fky scripts compiled just fine using the PRC compiler. I went ahead and fixed all your broken scripts, and compiled evertything for you, and sent a working copy of the mod. Again, you will not be able to compile using the normal toolset compiler anymore (it sucks anyway), and you need to use the PRC compiler. Ideally, if you need help with it, you should seek out help on their forums, but if needed I can offer some assistance with it as well.
Changelog:
appear_cont - unexpected end of file (script fragment) - entire (nonfunctioning) script commented out on_client_enter - too many brackets, oPC defined multiple times - commented out pwfxp - missing semicolon, doubled const declaration - commented out - missing const on line 175, 211 - unable to fix without knowing intent of scripter, entire void main of script commented to allow it to compile since it was nonfunctional as it was sha_on_mod_hbeat - misspelled const, misplaced brackets - fixed/commented out and replaced
PLEASE NOTE: You will have to add the missing const to pwfxp.nss and uncomment the main part of the script before you can use it, once you know what the const should be.
Funky
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Post by malikishadow on Mar 20, 2008 22:34:36 GMT
Hey man thx for all your help but still had no luck mainly due to the fact I did not have the includes in the module I sent you that was causing the problem I still have no luck with the prc compiler get errors on the client leave ounce again sorry to be so bothersome but I sent the correct one with the includes in place and hopefully you can tell me what I am doing wrong, won't blow this page up but the is more info in email and as always Thank you so much for all your help.
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Post by FunkySwerve on Mar 21, 2008 2:44:32 GMT
Ok, you are cross-included. Just change all mentions of NWNPATH in all the hgll scripts to something else, like HGLL_PATH. ONLY make this change in the HGLL scripts, it will resolve the multiple definition issue. Do the same for any other functions that are double defined, and that will resolve your issue.
Funky
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Post by malikishadow on Mar 21, 2008 3:28:11 GMT
Ok did what you said and now i get this is this the same thing I can rename letoscript to letoscripthg or am I way off base. Compiling: fergoquestlist.nss Compiling: firsbackyard.nss Compiling: fky_chat.nss Compiling: fky_chat_clenter.nss Compiling: fky_chat_clexit.nss hgll_leto_inc.nss(35): Error: Function "LetoScript" already has a body defined hgll_leto_inc.nss(49): Error: Function "SetDocumentedLevel" already has a body d efined hgll_leto_inc.nss(64): Error: Function "GetBicFileName" already has a body defin ed Compilation aborted with errors Errors occurred in compiling "*.nss"
C:\NeverwinterNights\NWN\modules\temp1>CD ..
C:\NeverwinterNights\NWN\modules>PAUSE Press any key to continue . . .
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Post by FunkySwerve on Mar 21, 2008 4:07:26 GMT
Yes, rename all of those in the HGLL include, like the const name.
Funky
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Post by malikishadow on Mar 21, 2008 4:08:11 GMT
Alright Did all that now everything compiles but stats are not changeing when char is booted maybe all the func I renamed like letoscript1 and getdocumentedlevel1 not sure maybe just need to redo the database now somehow. Well anyways Lost again but thx so much for all your help thus far.
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Post by FunkySwerve on Mar 21, 2008 4:15:11 GMT
Make sure you don't have it set to reset when empty, if you are the only tester, resetting would disrupt the leto process. Beyond that, try the demo mod - if that works, that means you installed the plugins correctly. Have you read the readme?
Funky
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Post by malikishadow on Mar 21, 2008 4:20:46 GMT
no it is not set to reload on empty, but I know nothing of scripting and I did read the readme but since it was a mergeing of scripts like fky_chat and sha_subraces I went through and merged just as I sis for the chat commands and subraces all of which work wonderfully as I am sure this will If I can ever figure out what the hell I am doing wrong like I said I renamed path to HGLLPATH at all instances in HGLL scripts and for lines like Letoscript I renamed those to Letoscript1 and did that to all that wouldn't compile till they all compiled is it possible by naming them with the added 1 that NWNx doesn't know what to do with them?
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Post by FunkySwerve on Mar 21, 2008 4:51:22 GMT
No, that's not possible. What's much more likely is that you didn't rename somehting important, or that you renamed a function outside of the hgll scripts. NWNX uses local ints set on the module inside those functions, which are unaffected by the function names. Were the edits working before, with shayans?
Funky
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Post by malikishadow on Mar 21, 2008 5:01:08 GMT
Yes and demo mod does work so it is not the pluggins as you just said but shayan still works as does simtools just tested demo mod works great only messed with HGLL scripts in my searching all works stripping of gear and conversation just does'nt right to it what if a dm char is in the same area when char is booted that doesn't matter as long as there not in conversation at the sane time right?
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Post by FunkySwerve on Mar 21, 2008 6:25:09 GMT
Sorry, I didn't understand all that. Sentences, please. And no, it doesn't matter if a dm is in the area. If I understand you correctly, the issue is that you failed to convert the functions correctly. When you did the conversion, did you rememer to convert the hgll functions in events that hgll uses, even if you had already merged the event scripts? Failure to do that would probably result in no edits occurring.
Funky
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Post by malikishadow on Mar 21, 2008 23:09:13 GMT
Alright, Yes the functions do not get applied to the PC. As far as the events go I am assumeing that you mean the HGLL_scripts, yes I did go through those renaming letoscript1, Getbicfile1, and documentedlevel1 is what I renamed them. Then I ran a find and findnext to locate any instances of those conts and renamed them as well. I am guessing at this point you pretty much think well dude your hopeless log back on to POA and leave the scripting to us. Well I understand if you are done helping me I know you have your own mod and life to deal with. But thank you for all your help
Malikishadow
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Post by FunkySwerve on Mar 22, 2008 1:02:43 GMT
No, if you rename all the consts, you will accomplish nothing, since you will still have them double-defined in both scripts. You need to rename ONLY those in hgll scripts. If you merged hgll scripts into your own, you need to rename the double defined functions in the hgll portions of those scripts as well. The idea is simple, in princple. Suppose you have include A, include B, and event script C. Event script C includes both A and B. Your problem is that A and B have some of the same functions. Let's use a sample function, call if function D. the LetoScript function is a perfect example of this. Both includes require the function, but it can't be defined twice in the same script, which is exactly what happens when you include A and B in script C. So, you need to change them in one of the includes. In this case, lets change include A. We would replace all instances of function D in include A, AS WELL AS any instances of function D in event script C that related to include A (as opposed to include B).
The end result is that the scripts all work exactly the same, but internally their function names are altered - and that's all. I urge you to attempt to work this out on your own, as your understanding of both the scripts in question and scripting in general will be enhanced. If you still can't work it out, send me a copy of the mod, will all the scripts you need merged, preferable one without your botched merge attempts in place, as that will make it twenty times harder for me to untangle.
Funky
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Post by malikishadow on Mar 22, 2008 1:29:43 GMT
HAHA Man you totally lost me with that, I kinda get it, well I dont know man thanks though.
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Post by malikishadow on Mar 22, 2008 1:48:32 GMT
when I said I ran find and find next I only did that on the HGll scripts. I dont know why they would be double defined because when they where it did not compile. I just start over I guess fresh mod and add all the scripts to see if it works that way I guess, I say this because it seems to me that if the scripts were botched they would not compile, which is how I ever got any of them to work in the first place. You have been very helpful in all of this so thank you.
Malikishadow
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