Author Topic: Community Patch project - new spell script concept - your thoughs?  (Read 1205 times)

Legacy_Genisys

  • Hero Member
  • *****
  • Posts: 961
  • Karma: +0/-0
Community Patch project - new spell script concept - your thoughs?
« Reply #15 on: August 19, 2010, 06:09:16 pm »


               Wow, Bastions of War was a stellar scripted module mate, good work there ShaDoOow..
               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch project - new spell script concept - your thoughs?
« Reply #16 on: August 19, 2010, 06:12:02 pm »


               ??? Im not Bastions of War author, I played there. I made Blood War arena, when BoW started to fade, but that arena didnt gets popular so its abadoned now.
               
               

               
            

Legacy_Genisys

  • Hero Member
  • *****
  • Posts: 961
  • Karma: +0/-0
Community Patch project - new spell script concept - your thoughs?
« Reply #17 on: August 23, 2010, 07:28:42 pm »


               I see the need for a base Include for All Spells, which should include the following..

Spell Resistance Check (based upon GetHasEffect() to return check for Dispelled - SR property?)
(Is this possible?)

Epic DC Check..  (To consider Caster Level + a bonus for Levels beyond 20)
(This may already be in use, not sure..)

Switches to turn on optional fixes (It should be an option, not a set fix)
(Like Timestop = affects everyone on the server, or not..)
(or Remove Traps = Checks abilities of caster vs trap, not a rogue skill check!)

It would be a great thing if someone would tackle this monstrous task...

Care to take something like this on ShaDoOow?

One last question, is the attack of opportunity when players use a potion, is that hard coded or an optional setting that came with 1.69?  (If optional setting is it on automatically? and where can I find the optional setting?)
               
               

               


                     Modifié par Genisys, 23 août 2010 - 06:29 .
                     
                  


            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch project - new spell script concept - your thoughs?
« Reply #18 on: August 23, 2010, 07:43:10 pm »


               This rewrite of spell script system will allow any decent scripter to make custom content like
"Uncapped spells", "Epic caster DC increased" etc. no need to include it in the patch itself. I will try to keep global preferences. Anyway the tutorial on how to do all of this will be definitely included.

Switches would be possible though. Timestop could also be rewritten to behave differently based on SP/MP enviroment. For traps, I would imagine switch for 3.0 behavior where it find traps but not destroy them.
               
               

               


                     Modifié par ShaDoOoW, 25 août 2010 - 02:44 .
                     
                  


            

Legacy_Baragg

  • Sr. Member
  • ****
  • Posts: 496
  • Karma: +0/-0
Community Patch project - new spell script concept - your thoughs?
« Reply #19 on: August 23, 2010, 09:41:33 pm »


               You make a call for scripters, I aint an Axe murder/guru, but I can script a lil bit. I do need a project to work with, may I assist? Email me please.
               
               

               


                     Modifié par Baragg, 23 août 2010 - 08:41 .
                     
                  


            

Legacy_leo_x

  • Sr. Member
  • ****
  • Posts: 403
  • Karma: +0/-0
Community Patch project - new spell script concept - your thoughs?
« Reply #20 on: August 24, 2010, 05:18:56 am »


               

Genisys wrote...

One last question, is the attack of opportunity when players use a potion, is that hard coded or an optional setting that came with 1.69?  (If optional setting is it on automatically? and where can I find the optional setting?)


if i unsderstand the question: it depends on difficulty level, but you can modify behavior for any difficulty in diffsettings.2da (which works server side, naturally). 
               
               

               


                     Modifié par pope_leo, 24 août 2010 - 04:19 .
                     
                  


            

Legacy_Xovian

  • Full Member
  • ***
  • Posts: 158
  • Karma: +0/-0
Community Patch project - new spell script concept - your thoughs?
« Reply #21 on: August 25, 2010, 03:16:25 am »


               

Genisys wrote...

I just tested a 40  monk, applied -20 SR and the character sheet didn't change, I'm wondering if there are other effects from this bug... can you elaborate what this bug actually is and does?


This was a known bug on the character sheet, but the actual "rolls" were showing correct numbers at one point.
It was heavily discussed on the old builders forum, especially when it concerned monk/shifters, and was known very well to be an update error of the character sheet simply not being updated.

I'm not sure if this is still the case, but non-modified stats such as SR and even Saves(Fort/Reflex/Will) had this issue. (Combat Prowess also had this problem if I remember correctly).

Not sure if you are experiencing the same issue, but thought you might want to be aware of it, and be watchful for it during any testing.
               
               

               
            

Legacy_the.gray.fox

  • Full Member
  • ***
  • Posts: 214
  • Karma: +0/-0
Community Patch project - new spell script concept - your thoughs?
« Reply #22 on: August 25, 2010, 02:41:11 pm »


               

Genisys wrote...

It would be a great thing if someone would tackle this monstrous task...


I did.
Have you looked at my project?


Perhaps it is not getting much visibility because it is for free?
Maybe if I make a website and charge a fee per download, then people will flock '<img'> -- haha
Seriously now, 3 years of source code are in it.
Tested, polished, commented, well organized and structured.

I am kind of surprised nobody said anything about it.
(maybe the fee for real...)


-fox
               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch project - new spell script concept - your thoughs?
« Reply #23 on: August 25, 2010, 03:26:31 pm »


               

the.gray.fox wrote...
I did.
Have you looked at my project?


Perhaps it is not getting much visibility because it is for free?
Maybe if I make a website and charge a fee per download, then people will flock '<img'> -- haha
Seriously now, 3 years of source code are in it.
Tested, polished, commented, well organized and structured.

I am kind of surprised nobody said anything about it.
(maybe the fee for real...)


-fox

You got the same problem that I had in my project - there are no files. But I found out solution - go into project, files and choose manage files in right menu. Then check Everyone button in Visibility and save. Now I would like to see your way to do this. There are various ways, until now I used core function hooking to get changed caster level, but with my new concept it will be much easier and friendly.

Your project unfortunately do not look as what I want to do. Well when it will be available to download I will take a look.
               
               

               
            

Legacy_the.gray.fox

  • Full Member
  • ***
  • Posts: 214
  • Karma: +0/-0
Community Patch project - new spell script concept - your thoughs?
« Reply #24 on: August 27, 2010, 02:06:14 pm »


               Oh!
My fault then. I am not very skilled with forums :-)

Thank you for the tip ShaDoOoW -- project edited: now everyone should be able to access it


[edit]
There is a nwscript.nss in my Hak Pak.
4 core functions are hooked in it:
- ExportAllCharacters()
- ExportSingleCharacter()
- ForceRest()
- SetXP()

I provide an include (fox_inc_core) to implement their substitutes.
I also provide a EXE I made to automate the task of seeking occurrences of said core functions -in your scripts- and insert the said #include directive where needed.
The use of the EXE is optional, of course.

Anyway all is explained within the 2 readme documents.
I think my documentation is clear.
If it is not, please point it out -- so I can improve it.


-fox
               
               

               


                     Modifié par the.gray.fox, 27 août 2010 - 01:26 .