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Post by scarface on Apr 8, 2009 16:54:38 GMT
I have modified what you gave me a little bit to take into account non-RDD classes, and it works great thanks ^^
Is it possible to do something like this for spell DC? I want to give bvonus DC to pure caster classes, so let's say a player has a pure level 40 Cleric, I would want his spell DC to have a +5 bonus without giving him an extra 10 Wisdom, is this somehow possible too?
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Post by FunkySwerve on Apr 8, 2009 17:57:38 GMT
Sure, but you can do easily do that from nwscript as well.
Funky
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Post by scarface on Apr 8, 2009 20:17:46 GMT
Sure, but you can do easily do that from nwscript as well. Funky I thought of ways it could be done with nwscript, but the only two ways I can think of is either by editing every spell script and adding a check for pure caster class, or use our current spellhook to do the check, which as far as I'm aware I'll still have to modify every spell within the spellhook, unless there's something I'm missing or haven't thought of?
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Post by FunkySwerve on Apr 8, 2009 20:56:05 GMT
You could also edit the GetSpellSaveDC function in nwscript. Editing nwscript isn't nearly as riske as it used to be, since there are no more updates coming. I wouldn't recommend that, though. Instead: 1) Open your module, so that temp0 with all your scripts opens. 2) Open all the scripts with a text editor (I use UltraEdit). 3) Do a find/replace of:
//:: Copyright (c)
with
#include your_inc_name //:: Copyright (c)
Make sure to add an extra space in the replacement between Copyright at the (c) if you can't stop your text editor from looping endlessly. Congratulations, you now have a modwide include file. Well, ok, it won't cover any scripts you added, but it WILL cover all bioware spellscripts, which is what you need. 4) Open the include, write a custom ScarGetSpellDC function. 5)Do a find/replace of:
GetSpellSaveDC
with
ScarGetSpellDC
6) Save all the scripts, close the text editor. 7) Compile all scripts. 8) Save your mod.
The entire process should take 30 minutes or less. Make sure your edits check for pc status unless you want the changes to inadvertantly apply to npcs as well.
Funky
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Post by scarface on Apr 8, 2009 21:26:58 GMT
When you say:
2) Open all the scripts with a text editor (I use UltraEdit).
Do you mean open up the unmodified default scripts from the default module resources? I didn't really wanna have to compile and save every spell script as a custom module script tbh, if that's what this does, I'd rather use another method if there is any, such as the first you suggested, or using NWExalt plugins.
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Post by FunkySwerve on Apr 8, 2009 21:48:10 GMT
Yup, that's exactly what it does. Why don't you want to do that? If you're concerned with mod resource count, just use the resman plugin. Or, if you like, GZ describes the other method in detail here: nwn.bioware.com/forums/myviewtopic.html?topic=468552&forum=47(he links another site in the first thread) Funky
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Post by scarface on Apr 8, 2009 22:07:20 GMT
Yup, that's exactly what it does. Why don't you want to do that? If you're concerned with mod resource count, just use the resman plugin. Or, if you like, GZ describes the other method in detail here: nwn.bioware.com/forums/myviewtopic.html?topic=468552&forum=47(he links another site in the first thread) Funky The reason I don't really wanna save them as custom scripts is through tidyness and organisation, but I took a look at the link you posted, and it explains how to edit the core functions in nwscript.nss, but from what I can tell it still requires a module wide include so in turn it's basically the same as you suggested, and I'll have to edit every script and save it as custom, unless I'm mistaken? If this is the case I'd rather not do that method, but you said that it was possible with NWExalt? I couldn't find anything in any of the plugins that I could use for this.
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Post by FunkySwerve on Apr 8, 2009 22:44:32 GMT
Actually, it makes searching through your scripts a lot easier, since you're basically sorting your scripts from two places into one, so I don't really see how organization or tidyness is an issue (this is how we do it, by the way, and I guarantee you our scripts are MUCH tidier than the bioware ones ). I didn't mean it was possible in exalt, since that isn't what you asked (I would've just linked you to the function, otherwise), I meant it's possible to write an engine hack to do this, but it hasn't been done yet - I suspect precisely because it's so easy to do without one. It's been requested on the nwnx boards, though, so acaos or someone else may eventually do one. I can't see it being that high-priority, given all the things that still can't be done, and that there's really no reason NOT to do this. Only acaos could speak to that, however. Funky
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Post by Acaos on Apr 9, 2009 1:22:42 GMT
It's not currently doable with NWNeXalt, and because it's doable completely with scripting it's pretty low-priority at this time.
Acaos
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Post by scarface on Apr 9, 2009 11:52:35 GMT
Cheers fellas, I guess I have only 1 option.
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Post by scarface on Jun 28, 2009 23:33:12 GMT
You could also edit the GetSpellSaveDC function in nwscript. Editing nwscript isn't nearly as riske as it used to be, since there are no more updates coming. I wouldn't recommend that, though. Instead: 1) Open your module, so that temp0 with all your scripts opens. 2) Open all the scripts with a text editor (I use UltraEdit). 3) Do a find/replace of: //:: Copyright (c)
with #include your_inc_name //:: Copyright (c)
Make sure to add an extra space in the replacement between Copyright at the (c) if you can't stop your text editor from looping endlessly. Congratulations, you now have a modwide include file. Well, ok, it won't cover any scripts you added, but it WILL cover all bioware spellscripts, which is what you need. 4) Open the include, write a custom ScarGetSpellDC function. 5)Do a find/replace of: GetSpellSaveDC
with ScarGetSpellDC
6) Save all the scripts, close the text editor. 7) Compile all scripts. 8) Save your mod. The entire process should take 30 minutes or less. Make sure your edits check for pc status unless you want the changes to inadvertantly apply to npcs as well. Funky I had to bump this thread because I haven't had time to try this, but I just attempted this now and my temp0 folder only contains my custom scripts, nothing from the default resources at all, so I'm a tad confused unless I'm misreading.
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Post by FunkySwerve on Jun 30, 2009 1:05:11 GMT
I didn't have that issue, since I'd already modified most of the spells in the game, but yes, this only works on your scripts, per the instructions. I don't have any recollection of how I got the ones I hadn't yet modified, though I likely just added a space and saved to make them custom. Acaos later added a modwide include, but I believe that was also mostly only to scripts we'd modified at that point - he can correct me if I'm mistaken.
Funky
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Post by Acaos on Jun 30, 2009 1:58:21 GMT
When I added our newer spell include, I brought every spell script into the mod as well.
Acaos
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Post by scarface on Jun 30, 2009 23:36:35 GMT
Ahh well, I guess I'll do it the tedius old fashioned way.
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Post by FunkySwerve on Jul 13, 2009 2:13:17 GMT
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