Author Topic: Community Patch discussion and development thread  (Read 21050 times)

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #645 on: November 05, 2014, 04:10:47 pm »


               


Drat. Okay. I seem to have just merged in an old version of 1.71 "final" from dec 2013 called NWNPatch171_EN.zip.  The new final version does have the spells change you mentioned (and is 7zipped and has some nwnx files in it). Time to go see what else is different '<img'>


 


Edit: Also the 1.71 builder resources have a lot of script changes including the x3_inc_horse file which I thought was a 1.72 thing.  Is 1.71 still changing?




1.72 extended upon this, some of the fixes specifically not losing skin under ELC/ILR was already in 1.71


 


final 1.71 was released in march 2014 i think or month later, after that there were few updates: first update one day later because of a bug I dont recall now, then there were several updates for language translations which needed to repack the installerversion but there were no changes to any other files


               
               

               
            

Legacy_meaglyn

  • Hero Member
  • *****
  • Posts: 1451
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #646 on: November 05, 2014, 06:56:35 pm »


               

My bad... I seem to have used the wrong bits '<img'>  Doesn't seem to be that much to re-merge at least. Still, 1.71 bif does not have x3_inc_horse while 1.71 builders resources does. Seemed odd. 



               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #647 on: November 05, 2014, 07:21:51 pm »


               


My bad... I seem to have used the wrong bits '<img'>  Doesn't seem to be that much to re-merge at least. Still, 1.71 bif does not have x3_inc_horse while 1.71 builders resources does. Seemed odd. 




i will check this, its possible i messed 1.72beta with 1.71final for builders recources


               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #648 on: November 11, 2014, 10:04:03 am »


               


My bad... I seem to have used the wrong bits '<img'>  Doesn't seem to be that much to re-merge at least. Still, 1.71 bif does not have x3_inc_horse while 1.71 builders resources does. Seemed odd. 




in my local copy there is no x3_inc_horse in builders resources for 1.71 nor is this include present in community patch v. 1.71. I checked the downloads on new vault but the 1.71 builders resources matches with my local copy -> no x3_inc_horse in them.


 


x3_inc_horse was changed in 1.72 beta but afaik I havent actually published builders resources for this version, so its quite weird '<img'>


               
               

               
            

Legacy_meaglyn

  • Hero Member
  • *****
  • Posts: 1451
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #649 on: November 12, 2014, 02:45:17 am »


               


in my local copy there is no x3_inc_horse in builders resources for 1.71 nor is this include present in community patch v. 1.71. I checked the downloads on new vault but the 1.71 builders resources matches with my local copy -> no x3_inc_horse in them.


 


x3_inc_horse was changed in 1.72 beta but afaik I havent actually published builders resources for this version, so its quite weird '<img'>




Unfortunately I did not keep the thing I downloaded. Fairly certain it was the stand alone 1.71 builders resources zip. But whatever, its not there now, so no worries.


 


Btw, I'm working through merging your spell fixes into the ones I have already modified (about 190 '<img'> ) but there's a lot of good fixes there. Thanks for all the work on those (and the rest of it)!


               
               

               
            

Legacy_EzRemake

  • Full Member
  • ***
  • Posts: 220
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #650 on: November 12, 2014, 08:13:26 am »


               

I've just come under the information that the default nwn armor crafting menu can be used to dupe items, and that the CPP has the fix. Would someone please be able to PM me the x2_im_start_a? I'm assuming that's where the bug fixes occur?



               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #651 on: November 12, 2014, 12:32:01 pm »


               


I've just come under the information that the default nwn armor crafting menu can be used to dupe items, and that the CPP has the fix. Would someone please be able to PM me the x2_im_start_a? I'm assuming that's where the bug fixes occur?




this wont help you by itself as this exploit is not possible to fix at least without NWNX. So what I did in CPP is that I tagged the duped item in one of the crafting scripts (think its the end conversation script, not the one you mentioned - there is light bug fix) and then destroyed this item next time player logs in (in OnAcquire event script x2_def_mod_aqu)


               
               

               
            

Legacy_meaglyn

  • Hero Member
  • *****
  • Posts: 1451
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #652 on: November 20, 2014, 01:47:04 pm »


               

 HI,


 x0_s0_sunburst (as of 1.71) has this code:



//saving throw wasn't successful
if(nDamage > 0 && (nDamage == nOrgDam || GetHasFeat(FEAT_IMPROVED_EVASION,oTarget)))

Which means if the target has IMP_EVASION it counts as failing the save. I assume you meant something like this:



if(nDamage > 0 && nDamage == nOrgDam && !GetHasFeat(FEAT_IMPROVED_EVASION,oTarget))

               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #653 on: November 20, 2014, 03:07:17 pm »


               


 


 HI,


 x0_s0_sunburst (as of 1.71) has this code:



//saving throw wasn't successful
if(nDamage > 0 && (nDamage == nOrgDam || GetHasFeat(FEAT_IMPROVED_EVASION,oTarget)))

Which means if the target has IMP_EVASION it counts as failing the save. I assume you meant something like this:



if(nDamage > 0 && nDamage == nOrgDam && !GetHasFeat(FEAT_IMPROVED_EVASION,oTarget))



it correct, the statement is true if target failed saving throw


 


whis is true if:


if any damage was done AND target has improved evasion (in this case succeed = 0 dmg / failed = 1/2dmg) OR if any damage was done AND damage pre evasion check is equal damage done (because if succeed with evasion = 0 dmg, if succeed without evasion = 1/2dmg, if failed both cases damage = damage)


 


The point of this code is to simplify the spell to doing only single saving throw roll as it should be not two



               
               

               
            

Legacy_meaglyn

  • Hero Member
  • *****
  • Posts: 1451
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #654 on: November 20, 2014, 07:27:15 pm »


               

Nice. Subtle... but nice.  That's what comments are for '<img'>



               
               

               
            

Legacy_meaglyn

  • Hero Member
  • *****
  • Posts: 1451
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #655 on: November 22, 2014, 12:43:21 am »


               

Hi Shadooow, The online main readme says this:


 


"Unused and nonfunctional itemproperty Wounding enabled and implemented as a negative regeneration (this will however work only in modules using default and unmodified equip script x2_def_mod_equ, or in modules updated to work with community patch)."


 


But there is nothing in the x2_def_mod_equ script except an include of 70_inc_itemprop. What I am missing?  The code in 70_inc_itemprop is not referenced in the 1.71 scripts or 2das. Something has to call ApplyWounding somewhere doesn't it?  What does modules updated to work with community patch mean for this feature?


 


Thanks!



               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #656 on: November 22, 2014, 01:46:20 pm »


               


Hi Shadooow, The online main readme says this:


 


"Unused and nonfunctional itemproperty Wounding enabled and implemented as a negative regeneration (this will however work only in modules using default and unmodified equip script x2_def_mod_equ, or in modules updated to work with community patch)."


 


But there is nothing in the x2_def_mod_equ script except an include of 70_inc_itemprop. What I am missing?  The code in 70_inc_itemprop is not referenced in the 1.71 scripts or 2das. Something has to call ApplyWounding somewhere doesn't it?  What does modules updated to work with community patch mean for this feature?


 


Thanks!




you are correct, somehow the piece of code that was supposed to do this wasn't added into 1.71 final


 


I added it in 1.72 beta:



 


Neverwinter Nights Community Patch 1.72 beta 4 content:


Fixed broken stuff from previous Patch versions:

- Added missing code for Wounding itemproperty handling (somehow didn't make it into 1.71 final due to the overlook).




 



    //1.71: wounding item property handling

    if(GetItemHasItemProperty(oItem,69))

    {

        itemproperty ip = GetFirstItemProperty(oItem);

        while(GetIsItemPropertyValid(ip))

        {

            if(GetItemPropertyType(ip) == 69)

            {

                ApplyWounding(oItem,oPC,GetItemPropertyCostTableValue(ip));

            }

            ip = GetNextItemProperty(oItem);

        }

    }




               
               

               
            

Legacy_meaglyn

  • Hero Member
  • *****
  • Posts: 1451
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #657 on: November 22, 2014, 05:47:58 pm »


               

That explains why it did not look like it did anything '<img'>   You're treating wounding as a negative property I gather, sort of a curse.  Since I've got onhitcast on all weapons I think I'll do this as a benefit instead, but thanks for clearing up my confusion. I'll need to do something about  the cost table of course but that's easy enough. 


 


On a slightly different note, you have these new item value properties named A-F. Is that one character name what keeps them from showing up in game?


               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #658 on: November 22, 2014, 06:56:45 pm »


               


 


On a slightly different note, you have these new item value properties named A-F. Is that one character name what keeps them from showing up in game?




? I dont follow. They should be visible in game unless you have modified itemprops.2da / itempropdef.2da / iprp_costtable.2da etc. in which case you need to merge them.


 


If you ask whether any more than 1 character is allowed then yes it is. I just needed something I can reuse without need to add new lines into dialog.tlk so the uppercase alphabet letters became best choice. A means 10 B 100 C 1000 D 10000 E 100000 F 1000000 and +1-+10 / -1 - -10 is multiplier. +- as it doesn't work this way when there are more than one itemproperty due to the way how item cost is calculated.


               
               

               
            

Legacy_meaglyn

  • Hero Member
  • *****
  • Posts: 1451
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #659 on: November 22, 2014, 08:44:20 pm »


               


? I dont follow. They should be visible in game unless you have modified itemprops.2da / itempropdef.2da / iprp_costtable.2da etc. in which case you need to merge them.




Sorry. I read, in the readme I think, that these don't show up in the item detail in game. i.e. that they are not visible to the player. I though that was done by not having a tlk reference for the name or something, but then these have both Name and label so I was thinking it was just the shortness. So I could change them to something more readable. It's the blank GameStrRef and description that make them not show in game isn't it...