Author Topic: Hidden pg/npc info  (Read 455 times)

Legacy_Talon

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Hidden pg/npc info
« on: June 18, 2014, 09:28:32 am »


               

I want the player in my module could not see in login the class/level of the other pg in game.


And i want remove the info when you look in game the description of enemy (like immunity to, bonus..)


how could i do it?



               
               

               
            

Legacy_meaglyn

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Hidden pg/npc info
« Reply #1 on: June 19, 2014, 03:16:37 am »


               

I don't know about the first part. But the second part can be changed in the server section of the nwnplayer.ini file:



          Examine CR On Creatures=0

          Examine Effects On Creatures=0


               
               

               
            

Legacy_Talon

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Hidden pg/npc info
« Reply #2 on: June 24, 2014, 11:13:51 am »


               

Thanks! for first i didn't know..the other is ok !!



               
               

               
            

Legacy_Talon

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Hidden pg/npc info
« Reply #3 on: June 25, 2014, 08:35:13 am »


               

There is the way to set it by script and no with ini file??


i Mean if i have:


5 point in Lore i could see others bonus stats or CR if they have  my level -2.


10 = my level


15 = my level +3


20 = my level +5


25 = my level +10


etc..


               
               

               
            

Legacy_Proleric

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« Reply #4 on: June 25, 2014, 03:18:32 pm »


               I believe it can only be done via .ini, because there's no equivalent script function.
               
               

               
            

Legacy_meaglyn

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« Reply #5 on: June 26, 2014, 02:08:49 am »


               

You can make  your own examine routine and update the creature's description with the appropriate information depending on lore skill etc of the PC doing the examine. It's a fair bit of work. But you still want to disable it with the Ini file. Check out ShadowM's HR_BASE module as it does something like this.



               
               

               
            

Legacy_Proleric

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« Reply #6 on: June 26, 2014, 06:56:40 am »


               Is that using NWNX or similar?
               
               

               
            

Legacy_meaglyn

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« Reply #7 on: June 28, 2014, 06:50:18 pm »


               


Is that using NWNX or similar?




 


Sorry Proleric, missed this question.  No, it does not use NWNX. It turns off the CR and immunities with the ini and has a radial menu examine function which is scripted. It uses lore like checks to determine what you learn. You get the feedback via SendMessageToPC not the creature description window although it does open that up for you.  Depending on how well you roll you get more info, creature type, relative challenge, immunities and special abilities. 


 


I suspect you could modify the description with that info before opening the examine window and then clear it later somehow. Have not looked into that, The sendmessage way means it only goes to the PC doing the examine, whereas changing the description could be seen by others.


 


edit: forgot to mention that the system sets the name and built in description to something generic on spawn. It then restores these to their original values when passing the lore check. So if you just look using the default examine it does not show much.



               
               

               
            

Legacy_Squatting Monk

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« Reply #8 on: June 29, 2014, 01:32:00 am »


               

You can use NWNX's OnExamine hooks to do this with the standard examine mechanic, rather than making a scripted feat to do it. Set the desired description for the creature using SetDescription().



               
               

               
            

Legacy_meaglyn

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« Reply #9 on: June 29, 2014, 03:37:20 pm »


               

Yes, but once you do that it won't work single player and it makes it harder to test.  I may end up doing that in the end now that I've pulled in some of the HR stuff because I want to be able to add the new feats to the PC not skin.  On the skin they don't get counted in the level up page.  If only there was a pre-processor for


nwnscript...


               
               

               
            

Legacy_ShadowM

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« Reply #10 on: June 29, 2014, 07:03:27 pm »


               

The feat are added to the pc on creation. I just add them also to the skin for legacy characters, same reason bioware added a skin for horse mount / unmount feats.



               
               

               
            

Legacy_Squatting Monk

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« Reply #11 on: June 29, 2014, 07:17:16 pm »


               

If only there was a pre-processor for nwnscript...




Dunno if it has what you're looking for, but Skywing's compiler added some limited pre-processer capability. NWNTX hooks the toolset to use Skywing's compiler so you don't need a separate utility to get the features.



               
               

               
            

Legacy_meaglyn

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« Reply #12 on: June 29, 2014, 10:16:46 pm »


               


The feat are added to the pc on creation. I just add them also to the skin for legacy characters, same reason bioware added a skin for horse mount / unmount feats.




 


The ones that I was seeing that issue with are the ones added to rangers when taking a Combat Style.  You get rapid shot or whatever, but can still select it in the level up menu as if you did not have it and it does not count when required by another feat.  I did not mean that is an issue with this examine feat, but more generally with the ones added later, but outside of the normal level up mechanism.   


               
               

               
            

Legacy_meaglyn

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« Reply #13 on: June 29, 2014, 10:25:21 pm »


               


Dunno if it has what you're looking for, but Skywing's compiler added some limited pre-processer capability. NWNTX hooks the toolset to use Skywing's compiler so you don't need a separate utility to get the features.




 


Interesting, I may look into that.  That's a little complicated though because I do most of my scripting on linux without access to windows or wine. I'd need  a stand alone linux version that can point to an include directory of all the bioware scripts.  I do toolset on a different system using wine and I think I have gotten that to work when started as NWNTX but I have not verified that it actually did pick up the new compiler.


 


My current plan is to pull in the NWNX includes and the put a wrapper around them that I can conditionalize the same way I do the persistence interface, so I can flip between multiplayer and single player for testing etc.  e.g.   if (have_nwnx()) add feat to pc else  add feat to pc skin etc.  A little cumbersome, but once in place will work.


 


But this is getting a little off the original topic '<img'>


               
               

               
            

Legacy_Talon

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« Reply #14 on: June 30, 2014, 10:07:40 am »


               

well...but was interesting know your opinion and ideas!


for now ...only .ini file. i'm not good like you! '<img'>