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Topic: Need help with a NwN problem


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Author: Albadaran (simondekker [at] hotmail [dot] com)
Date: 22-Jun-09, 21:22:43
Thank you gentlemen :)
Those are useful suggestions. Easiest way is to replace the original script logic, but it won't be a 'dummy-replacement' hehehe!
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 22-Jun-09, 15:25:49
Hello Albadaran.

Faction points work like "percentages".
From 0 to 100.
0 is total enemy.
50 is perfect neutral.
100 is total friend.

Look at the two lines:
AdjustReputation(oPC, oFacMember, 100);
AdjustReputation(oPC, oFacMember, -50);

The first line makes the faction of the Bats 100% friendly to the oPC.
It adds +100 points to the current reputation value.
100 is also the maximum limit, so this is a sure way to make a faction friendly, in 1 shot.

Immediately after, the second line adds -50 points to it, dropping the reputation to 50%
So the bats faction becomes Neutral to their killer.

At this point if anyone in the bats faction has a Conversation file, the PC may converse with them.
So you see this was probably part of a "plot" thing.
The amount of bats killed is irrelevant.

My guess: those bats did not belong to the "Hostile" faction in the first place.
They were part of a custom faction. Which you do not have in your Module.
So the Toolset "arranged" them in the standard faction that is closer to the original custom one, and chose the Hostile faction.

The end result: you kill 1 bat -> every Hostile in your module turns Neutral to you.
And stays Neutral until you attack them first (or another script does something).


NOVA suggestion is good.
Remove the offending script.
If you then build the module, the toolset will complain that a required resource could not be found.
But the module will play without errors all the same.

If warnings annoy you, do not physically remove the script.
But modify it into:
[code]
void main () {} // <-- this one line
[/code]

Build the module, It will not complain.


Undo all other changes you made to fix the bug.
They only introduce more problems you may not see immediately.


-fox
 
Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM)
Date: 22-Jun-09, 01:08:49
What about simply deleting the offending script (instead of trying to replace it with something)?

-NOVA
 
Author: Albadaran (simondekker [at] hotmail [dot] com)
Date: 21-Jun-09, 12:46:42
Hmmm, the sonic bats had a weird ondeath script: faction_animal:

\\\\\\\\start script\\\\
void main()
{
object oPC = GetLastAttacker();
object oFacMember = OBJECT_SELF;
int PCCurrFac;
AdjustReputation(oPC, oFacMember, 100);
AdjustReputation(oPC, oFacMember, -50);
}
\\\\\\\end script\\\\

If I read this right, for every bat I kill my faction grows +50 towards the faction of the bats (hostile). There is a huge cloud of bats in this dungeon. Could this script be the problem? I replaced it by the script:
Factionattack
Which makes the PC who killed a bat move -50 away from the (hostile) bat faction. Tested it and had no problems yet.

I also put the script nw_d1_attonend4 onheartbeat of the map. This script makes every spawned creature attack the player:

/////////////start script/////
#include "nw_i0_generic"
void main()
{
object oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR,
PLAYER_CHAR_IS_PC);
DetermineCombatRound(oPC);
}
///////////end script/////////

But that did not solve the problem before: in the next dungeon nothing spawned lol.

So I unchecked all global effect properties in the Faction editor (meaning that faction shouts don't xfer to the next map, but only affects monsters on the same map). That did not help.

But, as I started with: Replacing the Ondeath script of the bats by the Factionattack script seems to solve it. Need to make more runs to test it.
 
Author: Albadaran (simondekker [at] hotmail [dot] com)
Date: 20-Jun-09, 23:38:37
There is some kind of bug in my mod which is giving me head aches. This is what happens:

In the Butcher's dungeon when fighting with a monk (maybe ooincidence but its always with one of the monks) on level 2, sometimes monsters stop attacking. Instead a text balloon appears above the monsters head's if you click on them. When leaving the dungeon monsters don't attack the chr. anymore until you decide to attack one of them.

I already set faction the same: even vampires and undeath are Hostile now. To avoid mixing up alignments when I kill someone opposed to a certain faction. It does not help.

I'm looking for a way to avoid this, or a script that resets faction or something (whatever would help), I'm pretty clueless here.
 
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