Author Topic: OnPlayerChat based crafting system?  (Read 2336 times)

Legacy_TheSpiritedLass

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OnPlayerChat based crafting system?
« Reply #15 on: July 23, 2010, 05:13:45 pm »


               For anyone currently using Mad Rabbit's Player Chat Commands v1.05, I've begun my tweaking of this system.  So far I have worked on the /itm commands located in file com_s_itm.  If anyone is interested in my changes, I'm more than happy to share.  Here is a brief description:



MRPCCommandReplaceDesc - Replaces the description with what the player types in.  So you do not have to use /itm del to erase the current description then use /itm add to set the new description.



MRPCCommandResetName - Same as the /itm rst command but it only resets the name and not the description.



MRPCCommandResetDesc - Same as the /itm rst command but it only resets the description and not the name.  NOTE!  This is the same function name that the original /itm rst function used.



MRPCCommandResetDescAndName - New function name, same exact code as the command /itm rst.  Basically I just needed to make the function name reflect what it is actually doing since I split the original function into two parts.



MRHelp - Update with the new/altered commands.  I reworked the display information quite a bit on this one so y'all might not want to use it.



-- Mistress, happily enjoying playing in this new sand box.
               
               

               
            

Legacy_Knight_Shield

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OnPlayerChat based crafting system?
« Reply #16 on: July 23, 2010, 08:01:47 pm »


               Yes to add to yuor Ondaderthad...I have set it to option three and made the include  cep statement active then built mod several times.I have tried it in one of my mods without cep and one with.I cant get it to use the tokens ? If there may be anything else you guys can think of great ..if not I we leave it to money .Probably leave it to money anyways if its this buggy.
               
               

               
            

Legacy_Knight_Shield

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OnPlayerChat based crafting system?
« Reply #17 on: July 23, 2010, 09:55:05 pm »


               Ah hah I'm on to something . The module haks were in the wrong order. Put them in correct order and now it takes the forges ..only thing is if you dont have a forge (token) he doesnt tell you like he is supposed to.

               
               

               
            

Legacy_Genisys

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OnPlayerChat based crafting system?
« Reply #18 on: July 24, 2010, 01:44:43 am »


               So rewrite the Starting Conditional?
               
               

               
            

Legacy_Knight_Shield

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OnPlayerChat based crafting system?
« Reply #19 on: July 24, 2010, 02:16:23 am »


               Could you clarify Genisys ...pretty please ?
               
               

               
            

Legacy_TheSpiritedLass

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OnPlayerChat based crafting system?
« Reply #20 on: July 24, 2010, 02:18:40 pm »


               Progress notes on my ongoing tweaking of Mad Rabbit's amazingly cool Player Chat Commands v1.05:



I’ve finished my updates to com_s_dce, the file that controls the various dice rolls.  If anyone is interested in my changes, I'm more than happy to share. Here is a brief description:



MRDiceRoll – removed the 9 dice limit.  You can now roll as many dice as you want.  However, the resulting math gets a bit wonky if you decide to roll something silly like oh… 9999d2.



MRDiceCommandHelp – new built in help function.



MRSkillRoll – new skill roll function.  It takes the class restrictions into account for animal empathy, perform and UMD.  This will return a result of 0 if a player attempts the roll without having invested some skill points in those skills.  The skills take into account bonuses from the player’s gear and take 20.

               
               

               
            

Legacy_TheSpiritedLass

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OnPlayerChat based crafting system?
« Reply #21 on: July 24, 2010, 03:51:33 pm »


               Progress notes on my ongoing tweaking of Mad Rabbit's spiffy Player Chat Commands v1.05:



I’ve finished my updates to com_s_vis, the file that controls visual effects on wielded melee weapons. Y’all can thank Shia for these fixes.  That is enough for today.  RL is calling.



If anyone is interested in my changes, I'm more than happy to share. Here is a brief description:



RemoveVisualProperties – Completely redid this function so the effect is removed.  This was keeping the effect commands from working after the first one was applied.



MRWeaponEffectsCommandHelp – new built in help function.



Main – Reworked the code and added feedback messages.

               
               

               
            

Legacy_Genisys

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OnPlayerChat based crafting system?
« Reply #22 on: July 25, 2010, 05:02:02 pm »


               

Knight_Shield wrote...

Could you clarify Genisys ...pretty please ?


Basically I mean write your own StartingConditional for the Token Check, it's rather simple to do with Lilac Soul's Script Generator.. you place the script where the old Token Check (Starting Conditional / Text Appears When) is...  I haven't looked at the Omega Forge in some time, but I've done my own tweaking on it, cause it did have some bugs, like it allowed Plot Items to be forged, amoungst other things..

If you want sincere help, start another post on this, instead of intruding on her topic / dicussion.   '<img'>

Who knows, maybe even OmegaDM might pop up to answer your questions Himself.  XD
               
               

               


                     Modifié par Genisys, 25 juillet 2010 - 04:05 .
                     
                  


            

Legacy_Knight_Shield

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OnPlayerChat based crafting system?
« Reply #23 on: July 25, 2010, 05:57:32 pm »


               Ok good idea ..*moves out of TheSpirirtedLass light* I will start another post.
               
               

               
            

Legacy_TSMDude

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OnPlayerChat based crafting system?
« Reply #24 on: July 25, 2010, 06:27:48 pm »


               Hey Spirited, sending you a PM as I am intrested in that. I would love to add those changes to Funkys Sims Tool with the PC Description and Walk toggle...yes...I know that is something I should just look at but I am in the middle of revamping our crafting as well and we elected to keep it conversation based for the simple fact I have to sleep once in awhile...silly humans...
               
               

               


                     Modifié par TSMDude, 25 juillet 2010 - 05:28 .
                     
                  


            

Legacy_Genisys

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OnPlayerChat based crafting system?
« Reply #25 on: July 25, 2010, 07:07:04 pm »


               I spent a month reworking my own custom OnPlayerChat event script, which included a pretty large include & integrated SimTools (or at least parts of it), if you want to see that work, you can find it in my new CEP v2.2 / 1.69 Starter Module (comming soon)  It added color to text speech, custom commands, among a host of other things / systems I've implimented.  I'll post a link to it in my main post about Custom Content...



The problem with integrating SimTools into a OnPlayerChat event is, you only want use one of their custom includes of the SimTools system (The main one that includes all thier other includes), and I'd recommend if you do any editing to their custom funtions, you just create your own custom function calling one of their functions, otherwise you may be causing a lot of unessary debugging for yourself.
               
               

               
            

Legacy_TheSpiritedLass

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OnPlayerChat based crafting system?
« Reply #26 on: July 26, 2010, 11:57:11 am »


               Genisys and Knight_Shield - Thanks.  *sleepy smiles*



TSMDude - I don't see a PM yet.  So I'm going to guess you have not sent it yet.  *sleepy grunts*  I'm not much help on the Sim Tools, as I have not messed with NWNx YET.  Mad Rabbit's system is pretty awesome and has been very easy to update.  Just let me know which changes you want. =)



-- Mistress, sucking down the first cup of coffee for the day.
               
               

               
            

Legacy_TheSpiritedLass

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OnPlayerChat based crafting system?
« Reply #27 on: July 27, 2010, 08:34:05 pm »


               Progress notes on my ongoing tweaking of Mad Rabbit's rocking Player Chat Commands v1.05:



I’ve finished my updates to com_s_fam, com_s_cmp, com_s_sum and com_s_spk, the files that control interacting with the various types of associates (familiars, animal companions, etc.)   Since I have combined these four original Mad Rabbit scripts into a single script, this set of updates is the least… friendly for those in the community with no scripting knowledge.  The changes require editing the module level OnPlayerChat script to allow the multiple commands to reference a single script.    As always, if anyone is interested in my changes, I'm more than happy to share.



That being said, here is what I’ve been up to:



The short version:  Added setting the associate’s description, added alternate spelling for a couple commands, added built in help, and added controls for charmed creatures.



The long version (with a slight change in format to make it easier for those familiar with this rocking system):



ANIMAL COMPANION CONTROL (Script: m_chat_pets)

/cmp dsc DESCRIPTION or desc DESCRIPTION = Sets the description of the player’s animal companion to DESCRIPTION

/cmp nme NAME OR name NAME = Sets the name of the player's animal companion to NAME

/cmp spk TEXT = Animal companion will speak TEXT

/cmp sth = Toggles the player's animal companion's stealth mode on and off

/cmp det = Toggles the player's animal companion's detect mode on and off

/cmp hlp, help, OR ? = Built in help



CHARMED CREATURE CONTROL (Script: m_chat_pets)

/chm dsc DESCRIPTION OR desc DESCRIPTION = Sets the description of the player’s charmed creature to DESCRIPTION

/chm nme NAME OR name NAME = Sets the name of the player's charmed creature to NAME

/chm spk TEXT = First Charmed Creature will speak TEXT

/chm det = Toggles the player's charmed creature's detect mode on and off

/chm sth = Toggles the player's charmed creature's stealth mode on and off

/chm hlp, help, OR ? = Built in help



FAMILIAR CONTROL (Script: m_chat_pets)

/fam dsc DESCRIPTION or desc DESCRIPTION = Sets the description of the player’s familiar to DESCRIPTION

/fam nme NAME or name NAME = Sets the name of the player's familiar to NAME

/fam spk TEXT = Familiar will speak TEXT

/fam det = Toggles the player's familiar's detect mode on and off

/fam sth = Toggles the player's familiar's stealth mode on and off

/fam hlp, help, OR ? = Built in help



SUMMONED CREATURE CONTROL (Script: m_chat_pets)

/sum dsc DESCRIPTION or desc DESCRIPTION = Sets the description of the player’s summoned creature to DESCRIPTION

/sum nme NAME or name NAME = Sets the name of the player's summed creature to NAME

/sum spk TEXT = First Summoned Creature will speak TEXT

/sum det = Toggles the player's summoned creature's detect mode on and off

/sum sth = Toggles the player's summoned creature's stealth mode on and off

/sum hlp, help, OR ? = Built in help
               
               

               
            

Legacy_TheSpiritedLass

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OnPlayerChat based crafting system?
« Reply #28 on: July 28, 2010, 01:51:07 pm »


               Upgrades to com_s_emo, com_dance, and com_smoke are done.  I've combined those 3 files into one.  I added some of my favorites in from the DMFI emote listener system as well as a couple others I came up with.



- Added the following new commands:  head shake, fit, bye, hi/hello, yawn/stretch, mock, cheer, tired, snore, sing/hum, whistle, no, yes, bully, sway, chair, and stop.  Most of these use a voice chat.



- Added the following alternate commands:  curtsey, sip, wave, swipe, chuckle, nod, peer, chat, and help/?.
               
               

               
            

Legacy_TSMDude

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OnPlayerChat based crafting system?
« Reply #29 on: July 28, 2010, 03:26:50 pm »


               In the SIMS Tools (yes I know you do not use them) there is some language functions and DM/ADMIN functions that I would hate to part with. Do you think it is possible to add those in? As your system sounds pretty darn impressive so far.