Author Topic: HR DM TOOL  (Read 2463 times)

Legacy_ShadowM

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HR DM TOOL
« on: December 06, 2010, 12:30:00 am »


               HR DM TOOL (HOUSE RULES DUNGEON MASTER TOOL)

HR DM Tool is a more streamlined version of the DMFI package into a
single conversation and add features. Some of the added features are as
follows

*No more widgets needed for the DM, but two are included for use by
PC helpers and a widget for PCs. ERF version and Hakpak version and CEP
version. No more trying to find the right widget you need or using tons
of quick slots that you could be using for others stuff.

*Switching to DM integers that can be used in functions with endless
possible setting, saving scripts used and add flexibility. Examples
will given latter in using HR DM TOOL.

*Switching to DM string, similar to integers, but for use with string / words input.

*Ability to scale all standard creatures in game by the DM, a CEP version for 2.2 in

included for scaling all of CEP monsters.

*Ability of the DM to see any skin on PC and creatures in game, this
will allow you to see real specific information about creatures like
damage reduction, immunity, resistances, etc...

*Ability of the DM to swap out skins in game of PC / Monsters. This
will allow you to adjust creatures in game. Example putting a undead
skin on cow (undead cow). Allow you take away PC abusing the skins /
claws / bite hidden item slots for bonus abilities and remove though
items.

*A DM GUIDE added with standard info in game for the DM to look at
include lists of appearances, poisons, diseases, tails, wings, eyes,
item slots, polymorph. Include description of what basic setting on
items are and much more.

*A PLAYER GUIDE added with basic information about the game. Many
area left empty for PW builders to add there own information to the PC.

*A basic database system that will keep track of each DM own setting and save them from game to game.

*A persistent notes setting that allow DM to write in personal notes
to help them keep track one adventure to the next and carry over to any
module you take the DM too with HR DM TOOL system installed.

*Easy installation into any module with little fuss, that allows you to jump and start DMing right away.

*Built off DMFI. This will be very familiar to DMs who have used
this system so you be able to move to the new system quickly and easily.

*More in depth information when you click on any object in the game
you will get a short hand version of it most of it information.

*Tons more streamlined conversation, no more starting all over after
you change a setting on placeable, item, creature, area. You still be
able to stay in the conversation and keep doing more work on the
targeted object.

*Instant feedback, when you make a change it will more then lightly
will show up in the shorthand info above. Letting you know that your
changes have been applied.

*Small things that you can do that I believe are not in DMFI at the moment.

*Ability to change the sky box in game.

*Ability to change spell resistance in game.

*Ability to change undead turn HD in game.

*Ability to change the fog level in game.

*Ability to change portraits in game

*Ability to change hair, skin colors

*Ability to change phenotypes in game.

*Ability to move placeable (static and non static) any direction in game up/down east/west , north south.

*Ability to make placeable usable / non usable.

*Much more '<img'>



Read hr dm tool pdf for installation and info.



V. 1.25

Fixed voice thrower not working when possessing NPC

Added ability to issue chat command with targeted voice thrower.

Added /followdm chat command to allow PC to follow possessed NPC and
to have DM have creatures follow him/her when him/her is possessing
another creature.

Added ability to change fog color to any color in game.

Added prefab fog colors from Biowares

Took out all animation out of conversations.

Added chat commands to language conversation for quick reference.

Added race info in the short hand info.

Added version number to the start of player and DM conversation.

Fixed an issue with leveling first class (a good amount of bioware standard creatures cannot be leveled in game.

Fixed Dwarf barbarians and bards NPC not being the right alignment to DM level up.



V. 1.50

Add ability to add / remove item properties in game.

Under item abilities DM CRAFT

Added class/level info to short hand info (like race all short hand
info is compatible with custom classes/ races, so if you have PRC you
still know what class and/or race when short hand info pops up.

Updated hr dm tool with a little more info.



V. 1.51

Fixed a issue with items with unique power fire with other module events (specific with HCR2)

1.51a re-added the dm icons that were missing in 1.51 hak versions, sorry

1.52 Fixed an issue where dm does not have dm skin which is required.



V. 1.75

Added Saving throws to DM short hand information.

Added Gold on creatures / Pc  in short hand information.

Added CR to short hand information.

Removed HD from short hand information (just add up all class levels)

Fixed error where adjusting(dmi) or DM String were being said by the targeted creature.

Fixed spelling error of meditate and worship

Added spell information to DM guide and player guide

Added information of prestige classes to DM guide and player guide

Added information of all feats to DM guide and player guide

Added bioware standard combat AI to DM tool under combat AI

1: RANGED (creature moves away when enemy comes within melee range)

2: DEFENSIVE (use defensive feats like knockdown and expertise)

3: COWARDLY (good for animals)

4: AMBUSHER (move out of sight range of enemy and use invisibility or hide then attack)

HR DM TOOL
               
               

               


                     Modifié par ShadowM, 25 août 2011 - 09:21 .
                     
                  


            

Legacy_Daijin

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HR DM TOOL
« Reply #1 on: January 13, 2011, 12:20:10 am »


               I use this and like it '<img'>
               
               

               
            

Legacy_ShadowM

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HR DM TOOL
« Reply #2 on: August 25, 2011, 10:20:38 pm »


               Version 1.80 released
               
               

               
            

Legacy__Guile

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HR DM TOOL
« Reply #3 on: September 06, 2011, 11:24:40 am »


               Thanks for making this mate, I know a lot of people don't really take the time, but I do, good work sir, well worth downloading, excellent job!
               
               

               
            

Legacy_Sarcose

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HR DM TOOL
« Reply #4 on: January 15, 2012, 10:10:09 am »


               Hey, this is awesome, and with it I can do a lot of stuff I wanna try. I have one question though: I use a Nostromo and plan on creating a ton of macros to quickly access different DMing functions. At first those macros involved typing in the console and were very limited, but with everything concentrated in one dialogue - and furthermore no item casting lag - I could potentially macro any feasible DM action into a single keypress for awesome results.

Now my question is, is there a hotkey or way to access items whose position in the conversation is greater than 10? 1-0 accesses items 1-10, but beyond that I can't figure anything out. I noticed that holding shift+number doesn't return a result at all, meaning the conversation is affected by the shift state of the key (which returns a punctuation mark). Being an extremely novice amateur coder I can merely postulate as to how this all works - it seems to me that since the game is able to generate numbers for responses it generates hotkeys as well. It would probably do this via an algorithm I imagine and I am further imagining that the key chosen is based on an address or an ID from a database.

Now, via playing around with autohotkey, I know there is software can recognize input from nonexistent keys namely, F13-F24 ; I'm not sure if there are additional keys or if this is some sort of future-proofing that never took off, whatever. So I know it is possible the hotkey algorithm is returning keys that don't exist, which would make it simple to build a macro to access the chat function - or it is possible the algorithm returns an address that doesn't point anywhere. In which case maybe we can script something to the address?

Or maybe I'm way off base in my estimations, and what I need to ask for is how to script the conversation nodes such that every choice can be linked to a hotkey.

Edit: I was wrong about the conversation not responding to holding shift. Ctrl, alt, or shift cause strange things to happen with the conversation in terms of which numbers it can respond to. And it probably does not indicate anything profound to speak of.
               
               

               


                     Modifié par Sarcose, 15 janvier 2012 - 10:14 .
                     
                  


            

Legacy_ShadowM

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HR DM TOOL
« Reply #5 on: January 18, 2012, 05:34:28 am »


               If I'm understanding you correctly, then yes this is the way it is with standard nwn, I think there is some Nwnx functions that would let you do what you want. Do search for conversation node and nwnx
               
               

               
            

Legacy_ShadowM

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HR DM TOOL
« Reply #6 on: January 12, 2013, 09:52:18 pm »


               OK PRC version up now. Tested it out and give me some feedback. Thanks

HR DM TOOL
               
               

               
            

Legacy_ShadowM

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HR DM TOOL
« Reply #7 on: February 18, 2013, 12:15:56 am »


               OK Project Q version up now. Tested it out and give me some feedback. Thanks

HR DM TOOL
               
               

               
            

Legacy_Pstemarie

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HR DM TOOL
« Reply #8 on: February 18, 2013, 01:34:56 am »


               I've just finished testing this with my PW and I'm glad to report it works great. I had integrated the earlier release with Q and had no trouble switching over to your new implementation. So far everything is working just like it did before upgrading to this version. Great job!

The only suggestion I have is that you might want to move all your custom functions from hr_speak_q to a separate include file. IMO it makes the PlayerChat event script easier to read and looks cleaner.

EDIT - I'm working on a version of apptail.2da and tailmodel.2da that includes ALL the Q monsters (overwriting and additions). If you want them for your package when they're done just lemme know. I'm in the middle of moving so it might take me a few days to get them both done.
               
               

               


                     Modifié par Pstemarie, 18 février 2013 - 03:09 .
                     
                  


            

Legacy_ShadowM

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HR DM TOOL
« Reply #9 on: February 18, 2013, 11:13:47 am »


               Omg that be great, thanks. I knew I was forgetting something. '<img'>
               
               

               
            

Legacy_Talon

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HR DM TOOL
« Reply #10 on: June 26, 2014, 09:52:59 am »


               

Links broken :/



               
               

               
            

Legacy_ShadowM

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« Reply #11 on: June 28, 2014, 07:39:45 pm »


               

Yeah the old vault is switch to archive, I get a new link up as soon as I can.



               
               

               
            

Legacy_ShadowM

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HR DM TOOL
« Reply #12 on: June 29, 2014, 07:45:23 pm »


               

Ok moved over it to the other vault with new link


HR DM TOOL


 


Also you can click on the link below my posts.



               
               

               
            

Legacy_Talon

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HR DM TOOL
« Reply #13 on: July 03, 2014, 06:29:07 pm »


               

i'd try install the dm tool using hak files..i had already in my module some old DMFI script and object..i must delete them?or could create problems?



               
               

               
            

Legacy_Talon

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HR DM TOOL
« Reply #14 on: July 05, 2014, 06:48:44 pm »


               

I'd try install it on my module..but when open radial menu i could not see the icons!


I tried both hak and erf way :/