Author Topic: HR Base 9.75  (Read 814 times)

Legacy_Hekatoncheires

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HR Base 9.75
« Reply #15 on: November 19, 2015, 08:35:46 am »


               

hmm....is there a switch to turn off the debug messages anywhere?


Putting the aa_onhit function on armor and weapons worked in my testing, btw.



               
               

               
            

Legacy_ShadowM

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« Reply #16 on: November 20, 2015, 04:49:51 am »


               

I have not put in a module switch yet. I just gotten use to all the debug stuff so if I have a problem with colliding systems than I can track it down easier. If you want to comment out the debug with on-hit system, it in script hr_inc_spells / function hr_OnHitCastSpell .


The spell debug is in hr_spells_router and hr_spell_routab


Make sure to compile the hr_spells_router to save the changes to the include.


Just comment out the SendMessageToPC


I prob. put one in this weekend.



               
               

               
            

Legacy_Hekatoncheires

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« Reply #17 on: November 21, 2015, 12:19:19 am »


               

Ok, I've noticed that every spell is routed through your spell router, and your spell router file refuses to compile. This invalidates all the work I've put into my spells. Is there a way to remove this?



               
               

               
            

Legacy_ShadowM

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« Reply #18 on: November 21, 2015, 12:58:59 am »


               

Super Note: This was compiled using nwntx-full-1.0.5 And it highly suggested

you use it for personal compiling.


 


Do you have the spell routing flag enabled on your module?


If you not using Tool set extended or it compiler it will not compile.


I recommend using it or it compiler fixed a lot things and can handle more IDs


If you do not want to use though you can run them through individual scripts, but that make sure to have the inc scripts.


I run them all through one or two routers so save on making more scripts and can make changes fast and easy.



               
               

               
            

Legacy_Hekatoncheires

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« Reply #19 on: November 21, 2015, 01:04:35 am »


               

Do you mean the module variable to set a spell hook? Its running spells through the spell router even if I delete it.


I've got a lot of custom spells and have done a lot of modifications to original bioware spells. Are you saying that I can put an include file in them and the router will use them as default?



               
               

               
            

Legacy_Hekatoncheires

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« Reply #20 on: November 21, 2015, 01:12:21 am »


               

What Im saying is, how can I bypass the router to use my separate, original scripts?



               
               

               
            

Legacy_ShadowM

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« Reply #21 on: November 21, 2015, 01:59:49 am »


               

If you want your custom spells to not use the router just change where they point too in the spell.2da to the name of a script you want to use or you could just make a new custom function of your custom spell in the spell include and then have the router script point too it. The basic bioware spells, you can do the same thing just overwrite the custom function spell with your own and compile the include and the router script and your changes are made. This will save you on scripts and you can easily make a lot of changes fast and easy.  Look at some of the examples I made. I hope this helps, I set it up pretty easy to make changes to all bioware spells and add new ones pretty easy and more efficient. If you want to give me a sample new spell or sample change to bioware spell I can go over putting it into the router system.


 


Router


nSpell is just looking for the spell from the spell.2da


switch(nSpell)

     {


case:Some number from spell.2da (say your custom spells or any spell is number is here.)


//Function that call your spells


Mycustomspell(oTarget);


 


}


 


Router include (called hr_inc_spells)


 


void Mycustomspell(object oTarget)


{


Do you spell stuff here


 


}



               
               

               
            

Legacy_Hekatoncheires

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« Reply #22 on: November 21, 2015, 02:09:11 am »


               

k, now Im getting somewhere! Thanks ShadowM.


Most of my modifications are to stuff like caster level and the like. If I can get this working this will actually save me a lot of files.