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Topic: Some editing help needed


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Author: Albadaran (simondekker [at] hotmail [dot] com)
Date: 04-Apr-09, 15:45:03
The script checking if an item is a plot item did not work. I changed the general conversation script to include this check, now it works properly. :)
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 04-Apr-09, 02:04:01
I do not know the Omega Forge.
I can not help you. NOVA can, maybe?

-fox
 
Author: Albadaran (simondekker [at] hotmail [dot] com)
Date: 03-Apr-09, 23:59:05
Hehe, sorry for the misunderstanding.

I need some advice with the Omega forge. I use V 3.2 and it messes up with custom items.

I set it to refuse custom items, but it still upgrades them, and at no cost (I get the line that the item it set back to level 1, blabla... no cost)

BTW: I'm not using CEP.
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 03-Apr-09, 17:41:29
So I did stay online LESS, the other day, for NOTHING?! Grr?

Okay.
This time I foxgive you. But next time...!

-fox
 
Author: Albadaran (simondekker [at] hotmail [dot] com)
Date: 03-Apr-09, 01:11:30
It may take some time. The module is not finished yet. And with a sunny weekend coming up I won't work on it either :)
Need to make 4 more horrorquest maps and a few add on's. Also a lot of balancing issues. And of course I would like to play some games myself too. Working on the mod is starting to feel like... Well working lol. Time to take a break!
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 01-Apr-09, 16:06:35
Haha. NOVA lurks around :-)

Yes, Albadaran, squeeze the module and send it to my foxy mail.
Don't forget a text to give info ahead, so I have an idea what it is about.

No worry for my slow connection.
My contract forbids me to share the details, but I can say it is satellite, not dial-up.

Each of us may navigate for N hours per day.
So I may stay online a little less now, and have more time to spend on downloads later.
Or tomorrow. So no worry.

-fox
 
Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM)
Date: 01-Apr-09, 01:46:42
I would humbly suggest you just compress the module file (for instance using winRAR). By way of example, the Rhun module is about 105 meg but compresses down to just over 6 meg using winRAR. That's quite a compression ratio and will make your resultant file easily downloadable in about 20-25 minutes even using a dialup connection.

NOVA

P.S. We would all probably also like to have a copy of your module !!!!
 
Author: Albadaran (simondekker [at] hotmail [dot] com)
Date: 31-Mar-09, 20:29:42
Nice lexicon!

Something different: Fox, I would like to send you my mod when its finished, but its very big (almost 60 MB) and I know you have a slow connection. Is there a way to send it to you?
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 31-Mar-09, 16:27:24
-- Albadaran:
[i]I don't know for sure if I understand you correctly about tag's. The only thing I know is that if I let the player use something with Unique Power Self Only, than I need to make a script with the same name as the item's tag to make it work.[/i]

Know that TAG-based scripting is not the only way to do such things.
When you use a "Unique Power Self Only", you are "activating" an item.
A specific core function exists to get you the item that was last activated.
From there, you can decide what to do with it.
TAG-based scripting is only a helper thing, not even part of the core game.
It's implemented via mere scripting. Nothing that you could not do (and better) on your own.


-- Albadaran:
[i]You say there is somekind of encyclopedia describing them?[/i]

Yes, the [b]Lexicon[/b]. You can download it from here:
http://nwvault.ign.com/View.php?view=Other.Detail&id=1340

Many versions exist.
This one is the most recent I know of. And the one I use.
It is not 100% complete. It is not 100% reliable -in accuracy of contents-.
But you can not find a better reference for NWScript.
There is also some bonus content in it, like a crash-course on NWScript and tutorials to do cute things.


-- Albadaran:
[i]A simular thing seems to be 'Void' --name--. Has such a name a particular function? Is it simular to a scriptcall? Or a label for a set of commands?[/i]

All correct, except the "Has".
It does not "have". It "is".

The complete answer is too long to write here.
I try to make a fast explanation, but I must leave out lot of details. Beware.

"void" is the name given to one of the primitive types-of-data (or [i]datatypes[/i]), much used in programming.
In particular, void is the special-purpose datatype that indicates "nothing".

To your aid is the fact that (in NWScript) the keyword "void" can only appear to the left side of a funcion's name.
So where-ever you see "void" written, that is a function 101% sure. No exceptions.
In the specific, a function the name of is preceeded by "void" is a function that returns "nothing".
Or better said, it returns a "void", which is a "unusable value". And so, returns "nothing you can use".

In fact: [b]void main () {}[/b] is a function.
Empty. Wants no input. Returns nothing. Does nothing (in this case).
But it's a function all the same. Even legal to compile.


-fox
 
Author: Albadaran (simondekker [at] hotmail [dot] com)
Date: 30-Mar-09, 19:54:37
Good to see you are back Fox!

I don't know for sure if I understand you correctly about tag's. The only thing I know is that if I let the player use something with Unique Power Self Only, than I need to make a script with the same name as the item's tag to make it work.

As for include: yes I found many of those scripts in the core NwN settings (all scripts). You say there is somekind of encyclopedia describing them?

A simular thing seems to be 'Void' --name--. Has such a name a particular function? Is it simular to a scriptcall? Or a label for a set of commands?

I'm still painting the maps. On the moment I start working on scripts, it instantly takes the rest of the day to make some progress, if any. So I'm delaying the script editing to the moment most of the maps are finished. And than there's a LOT to do lol!
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 29-Mar-09, 17:39:17
TAG strings are stored inside the very game resource the TAG belongs to.
So to learn the TAG of a specific thing, you must open that specific thing's Properties Window (an Area, a Sword, a NPC...), and look up its TAG.

Note that:
- TAG strings can be edited at will,
- do not need to be Unique,
- can contain more than 16 characters of text,
- do not need to be all UpperCase (standard game TAGs are uppercase only to help you identify them as TAGs. But this is a guideline, not a rule).


--------------------------------------------------
How do you know what to include?
You must know it.

The majority of Script functions have no include (example: GetIsObjectValid() ).
This means those functions are part of the core game.
As such, they can be accessed freely by any script.

Custom functions are always stored in some file some where.
Many custom functions exist.
At times they are helpers, written to automate a tedious task: like checking a given weapon type against the complete list of melee weapons, to determine if the given weapon is melee or not.
Other times they are wrappers, written to bypass some limitations peculiar to NWScript, like the inability to directly delay a function that returns a value other than void.

Lexicon usually tells you where to find a custom function.
In some cases Lexicon doesn't know it: maybe the function is post 1.68 patch.
When that happen there's no choice, you must find out manually.

There are few places to look in, so it's quick.
Usually include files have the "_inc_" in their name.
Some master include files instead have the "_i0_" (i-zero) in their name.
Most, if not all, custom functions you may need are found inside one of such files.

As you edit the standard scripts you will notice what are the most wanted includes, and begin to remember where is what.


-fox
 
Author: Albadaran (simondekker [at] hotmail [dot] com)
Date: 28-Feb-09, 20:50:10
There are a few recources which I did not find yet. I hope someone can explain to me:

-Where are the Tag's stored? Theoretically items with magic 'Cast spell uinique power self only' should have a tag with the same name as the script which has to be activated. But most tags cannot be found in the script section... Where are they?

#include "name"

Where can I find the "name" to include? And how do I know what to include?
 
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