Author Topic: Scripts in the override folder?  (Read 477 times)

Legacy_TheSpiritedLass

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Scripts in the override folder?
« on: September 01, 2010, 03:08:02 pm »


               I've had a request to modify our server's "Texture Base Spell Changes" scripts so that they work in the override directory.  Problem is... I have ZERO clue what would need to be done to make this work.  It is a very simple change to the spell scripts to remove applying the visual effect to the player for things like barkskin, stoneskin, and shadow shield.  The spell bonuses are still there, just not the visuals.  The problem is... I have ZERO clue how to meet this request as I don't tend to use the override directory and have never used it for scripts.  I did ask them to put the scripts in the override directory and that did not work for them. 

Any clues?

I know things like heads and textures will work from there so my last ditch idea is to track down the texture file that is applied to the player for those spells, make a "blank" one, and put those in the override.  That should work but now I'm curious to see how to make a script work from the override.

-- Mistress, so in need of a second cup of coffee this morning! 
               
               

               
            

Legacy_Shadooow

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Scripts in the override folder?
« Reply #1 on: September 01, 2010, 03:18:54 pm »


               Give all spellscript ncs and nss files into archive and tell the user to extract it into server's directory. For scripts, the override is best way because of priority.



The priority is bif < override < module < patch-hak < hak



this mean that if you got script in override, if you save the same script in module the module version will have higher priority, if the script would be in (patch)hak then even if you would did change to the spell in module it would not manifest until you would either remove spell from hak (and really how much users know how) or upload the modified spell into the top hak (the same issue)
               
               

               
            

Legacy_Shadooow

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Scripts in the override folder?
« Reply #2 on: September 01, 2010, 03:20:48 pm »


               However if your package contain only few spells, I see no reason to distribute them via override really. For small packages erf distribution is sufficient, when I wrote "override is best way" I meant this for global-spell-changes like my "Evasion per dnd package"
               
               

               


                     Modifié par ShaDoOoW, 01 septembre 2010 - 02:22 .
                     
                  


            

Legacy_TheSpiritedLass

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Scripts in the override folder?
« Reply #3 on: September 01, 2010, 03:34:36 pm »


               Heya ShaDoOow  *noogies*



The request is from a player, not a builder.  He doesn't want to have to edit individual module files to import the script in order to use it.  My original package was designed to be imported via an erf file.



Ahhh... That could be it though.  My downloadable erf would not have contained BOTH versions of the file (ncs and nss).  



Following your inheritance chain:  So as long as the module he is currently playing has not added a custom version of these spell scripts, then the versions in the override should work?



Thanks for the quick reply.  =)
               
               

               
            

Legacy_Shadooow

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Scripts in the override folder?
« Reply #4 on: September 01, 2010, 03:48:52 pm »


               

TheSpiritedLass wrote...

Ahhh... That could be it though.  My downloadable erf would not have contained BOTH versions of the file (ncs and nss).

wtf? not including both version is baaad idea. If you do not include ncs it wont work until builder hits "build module" and recompile all script. If you do not include nss then if someone will want to change lets say AC in barkskin he would opened the default script (since your nss is missing) and after compiling he would overwrite the ncs you included.

TheSpiritedLass wrote...
Following your inheritance chain:  So as long as the module he is currently playing has not added a custom version of these spell scripts, then the versions in the override should work?

exactly
               
               

               
            

Legacy_TheSpiritedLass

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Scripts in the override folder?
« Reply #5 on: September 01, 2010, 03:56:48 pm »


               Hmmm.  I checked the erf and you are correct, both versions of the file are in there.  I'll check with the user and see if he put both versions into the override. I'm guessing that he did.  If so, any ideas why it didn't work?



Thanks again ShaDoOoW. =)
               
               

               
            

Legacy_Shadooow

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Scripts in the override folder?
« Reply #6 on: September 01, 2010, 06:47:24 pm »


               Well you need to place content of the erf file into override not the erf itself, if he did it, then probably these spells are in module he plays.
               
               

               
            

Legacy_Lightfoot8

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Scripts in the override folder?
« Reply #7 on: September 01, 2010, 10:16:32 pm »


               Hmm,  If I am reading right what yoare trying to do, It can not be done.  Just to make sure I am right.



I am reading that you are trying to have a Player, Playing from a client, place something in his override to change the scripts that a server is useing.



If that is the case. The client can place scripts in his override, haks or anywhere else for that matter and never see a change.



The simple fact of the matter is that scripts are loaded by the server only.  The client will never load them.



If he is playing single player or running the server it will work.  If he is connection to a server over the net he is SOL.
               
               

               
            

Legacy_Genisys

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Scripts in the override folder?
« Reply #8 on: September 02, 2010, 03:31:59 am »


               But that doesn't make sense ShaDoOow...

if it goes .bif / override / module, but there is nothing in the override, then it would simply go..

.bif / module... correct?

Or are you saying it checks override, even if nothing is there?
               
               

               


                     Modifié par Genisys, 02 septembre 2010 - 02:32 .
                     
                  


            

Legacy_Shadooow

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Scripts in the override folder?
« Reply #9 on: September 02, 2010, 07:12:20 am »


               sure it check override, the override is non empty by default actually, if there is something it is loaded



also there is exception, that some files can't be put into module - 2da, tgas...
               
               

               
            

Legacy_TheSpiritedLass

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Scripts in the override folder?
« Reply #10 on: September 02, 2010, 12:53:28 pm »


               

ShaDoOoW wrote...

Well you need to place content of the erf file into override not the erf itself, if he did it, then probably these spells are in module he plays.


I did verify this with him a while back.  He did put the script files themselves in the override, not the erf file.

I am reading that you are trying to have a Player, Playing from a client, place something in his override to change the scripts that a server is useing.


I got the impression that he is attempting to use the scripts for client side modules.  Granted this is a guess on my part since he uses the term "mod" not server or PW.  He also mentioned that he is on a mac and can't "inject" the scripts into other mods.  Good to know that players can't put their own scripts in the override and have it work on the server!
               
               

               
            

Legacy_Genisys

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Scripts in the override folder?
« Reply #11 on: September 02, 2010, 02:10:17 pm »


               Actually Spirited Lass, they can...

There are 2das that override server 2das, some people know how to hack it, some don't..

I've personally witnessed more than one player log in with 254 in all stats & around 1,700 hit points...

So, it's a good idea to observe players, and even have a script to alert you of any cheaters right away...

Many of these kids today are too smart for their own good.. '<img'>
               
               

               


                     Modifié par Genisys, 02 septembre 2010 - 01:11 .
                     
                  


            

Legacy_Shadooow

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Scripts in the override folder?
« Reply #12 on: September 02, 2010, 02:16:21 pm »


               

Genisys wrote...

Actually Spirited Lass, they can...

There are 2das that override server 2das, some people know how to hack it, some don't..

I've personally witnessed more than one player log in with 254 in all stats & around 1,700 hit points...

So, it's a good idea to observe players, and even have a script to alert you of any cheaters right away...

Many of these kids today are too smart for their own good.. '<img'>

but we are talking about scripts, scripts can't

some 2das can, but ability/hp cheating is not done via them
               
               

               
            

Legacy_TheSpiritedLass

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Scripts in the override folder?
« Reply #13 on: September 03, 2010, 01:12:29 pm »


               Well it sounds like the override thing should be working but it isn't.  *scratches head*



I've asked him to send me a module that isn't doing the spell visual correctly.  That should not only make troubleshooting easier but also clear up the assumption that he is dealing with a mod versus a server.