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Messages - Mindflayer

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Spells, Feats, and Skills / Re: Swordsage Leveling issue with feats
« on: April 05, 2018, 08:03:03 AM »
What module are you playing? I haven't really played the class but at least I never got my feats at the wrong level. That I can't pick a second insightful strike at lvl 12 happens for me, too, though. Looking at the code in prc_enforce_feat.nss, I can't quite figure out why.

int Swordsage(object oPC = OBJECT_SELF)
    int nClass = GetLevelByClass(CLASS_TYPE_SWORDSAGE, oPC);

        int nWF = GetHasFeat(FEAT_SS_DF_WF_DW, oPC)
                + GetHasFeat(FEAT_SS_DF_WF_DM, oPC)
                + GetHasFeat(FEAT_SS_DF_WF_SS, oPC)
                + GetHasFeat(FEAT_SS_DF_WF_SH, oPC)
                + GetHasFeat(FEAT_SS_DF_WF_SD, oPC)
                + GetHasFeat(FEAT_SS_DF_WF_TC, oPC);

        if(nWF > 1)
            FloatingTextStringOnCreature("You may only have one Discipline Focus (Weapon Focus). Please reselect your feats.", oPC, FALSE);
            return FALSE;

        if(nClass > 3)
            int nIS = GetHasFeat(FEAT_SS_DF_IS_DW, oPC)
                    + GetHasFeat(FEAT_SS_DF_IS_DM, oPC)
                    + GetHasFeat(FEAT_SS_DF_IS_SS, oPC)
                    + GetHasFeat(FEAT_SS_DF_IS_SH, oPC)
                    + GetHasFeat(FEAT_SS_DF_IS_SD, oPC)
                    + GetHasFeat(FEAT_SS_DF_IS_TC, oPC);

            if((nIS > 1 && nClass < 12)
            || (nIS > 2 && nClass > 11))
                FloatingTextStringOnCreature("You do not have the correct amount of Discipline Focus (Insightful Strike). Please reselect your feats.", oPC, FALSE);
                return FALSE;

        if(nClass > 7)
            int nDS = GetHasFeat(FEAT_SS_DF_DS_DW, oPC)
                    + GetHasFeat(FEAT_SS_DF_DS_DM, oPC)
                    + GetHasFeat(FEAT_SS_DF_DS_SS, oPC)
                    + GetHasFeat(FEAT_SS_DF_DS_SH, oPC)
                    + GetHasFeat(FEAT_SS_DF_DS_SD, oPC)
                    + GetHasFeat(FEAT_SS_DF_DS_TC, oPC);

            if((nDS > 1 && nClass < 16)
            || (nDS > 2 && nClass > 15))
                FloatingTextStringOnCreature("You do not have the correct amount of Discipline Focus (Defensive Stance). Please reselect your feats.", oPC, FALSE);
                return FALSE;
    return TRUE;

Help / Re: Need Craft Rod Fix
« on: April 03, 2018, 07:10:54 AM »
Recipe option? You mean the "Examine recipe and craft item"? Afaik that's just a remnant of an old version and doesn't work in general because recipes were removed. At least it doesn't do anything when I try to use it, maybe your module has a custom recipe script?

What I fixed was explicitly the same as that old thread, i.e. the conversation crafting. Now you can use "craft item" on a rod and choose from a list or just cast your spell on the rod to craft it (which worked already).

General Discussion / Re: Can't patch PRC into OC
« on: March 31, 2018, 07:41:57 AM »
Do you have all the prc files in the right folders in your nwn directory?

General Discussion / Re: The Enhanced Edition
« on: March 30, 2018, 11:50:54 AM »
I haven't tested it but shouldn't the manual installation through the toolset (as described in the manual unter installation) work fine?

If anyone still wants a fix for Skirmish with ranged weapons (actually, it worked with darts etc.), I found what was wrong with the script.

oItem          = GetSpellCastItem();

GetWeaponRanged() function doesn't recognize projectiles so I added another condition to account for all ranged projectile weapons, throwing weapons and melee weapons:

if(GetLocalInt(oPC, "ScoutSkirmish") && ( GetWeaponRanged(oItem) || IPGetIsProjectile(oItem) || IPGetIsMeleeWeapon(oItem)) ) 

I had to add functions to make the damage type change adapt to the ammo/base weapon type (it was going for magical damage due to ammo not having a damage type itself) but there might be more elegant ways to do that and anything else I did but for now all the weapon types I tested (slings, crossbow, bow, dart and a handaxe) worked fine.

I also applied the Eventscript to each ammunition slot (was too lazy to do if conditions for each case):

AddEventScript(oAmmo, EVENT_ITEM_ONHIT, "prc_scout", TRUE, FALSE);

I am not sure how important it is to remove each instance of the EventScript at the end so I left it out for now, that might be something to look out for.

Help / Re: Need Craft Rod Fix
« on: March 29, 2018, 07:36:45 AM »
Okay, I tested it and the convo rod crafting did work. The problem wasn't just that it called for the wand function instead of rod, the line was even //'d out.

Help / Re: Need Craft Rod Fix
« on: March 28, 2018, 06:21:19 PM »
What do you mean when you say it's corrupt? Did you follow the steps and try to add it to the prc_scripts hak?

I checked the .nss file and assume that the problem is that the issue is that it tries to do CICraftCheckCraftWand instead of CICraftCheckCraftRod for rods. If that's all, it would be relatively simple to compile the fixed script.

Help / Re: Presentations and a basic doubt
« on: February 21, 2018, 04:38:59 PM »
You forgot to write what happens when you try to "start the new classes".

But it's probably the usual problem of not being able to select new classes and races during character creation which is normal. You need to use the java character creator, leto or some other program to make a character with those classes (or select them starting from lvl 2).

Help / Re: Spells do nothing after installing PRC
« on: October 31, 2017, 03:46:08 AM »
Did you install NWN + expansions, patch to 1.69, run the prc module updater and add both the prc pack and the OC fix to the OC campaign?

Help / Re: PC Appearance
« on: October 31, 2017, 03:42:25 AM »
You will have to try out the switches. Since the appearance reset happens when you load the module, it's possibly necessary to open the module in the toolset, go to edit -> module properties -> advanced -> variables 
  * Enforces racial appearance as defined in racialtypes.2da

if this switch is there and set to 1, change it to 0, if it's not there, add it with a value of 0. That's just a guess, though.

Other switches:,1587.0.html

Help / Wizardry stops working after reset
« on: March 26, 2017, 07:46:18 PM »
For my Sorcerer Shadow Adept Archmage, wizardry works when I first acquire an item with wizardry, but after (apparently) resetting the server it doesn't work anymore. Wizards don't seem to have the issue since the spellslots generated by Wizardry are the same as regular ones, but the PRC spellbook doesn't usually recognize spellslots unless added with wizardry, to begin with.

Unequipping the items before reset and only equipping them after the restart and before resting fixes it.

I see, that's good to know. If I changed bard song uses granted by classes, I would again need to recompile a bunch of scripts, right? The on-rest, on-lvlup/down and the bardsong I can guess, but is there a set of general rules I can apply to any other ability I affect through the includes? Well, aside from spells/powers/invocations needing to be recompiled to calculate caster level properly.

If I want to add a damage modifier to eldritch blast, say I want Disciple of Asmodeus to add 2d6 divine damage if he has dread might, do I only need to change and recompile the includes and the blast scripts?

Something rather different: I am trying to buff summons by using a modified version of the AugmentSummonedCreature() function, it works even though I had to rewrite some scripts so they give me a string for the resref to use with it. But the Gate spell behaves oddly. It only works for the PRC custom creatures and the elementals, but the balor, slaadi and vrock are unaffected.

Greater Planar Binding seems to have the same issue. Is there something going on that overrides the PRC spell for creatures from the standard nwn spells? It seems to apply to all the creatures that are in my localized language (except for elementals). But the summon I-IX spells work properly, as far as I have tested.

Or are they not qualifying for this?

    object oSummon = GetAssociate(ASSOCIATE_TYPE_SUMMONED, oSelf);
        if(GetResRef(oSummon) == sResRef && !GetLocalInt(oSummon, "Augmented"))



I have managed to fix the summon issue, resrefs were uppercase which messes with ==.
By the way, the Marilith in TRUE GATE is the Thrall of Grazz't Marilith who is stuck at lvl 1.

There is a 'USESPERDAY' field in feat.2da.
Oh, I see, thanks.

**** is unlimited uses, but what exactly does -1 like with stunning fist do? And if I wanted to add a use per day every couple of levels I would need to automatically grant the feat again at those levels or could I use some value to emulate 1/4 class(or character) levels? "Bard Songs" has 44 uses per day, is there some other variable that Determines how the uses are actually gained?


You can add other class levels to the blast lvl calculation.

Also, I get the feeling that the function GetInvokerLevel doesn't take anything but the main class into account.

    if(nSpecificClass != -1)
            return 0;

        nLevel = GetLevelByClass(nSpecificClass, oInvoker);
        if(DEBUG) DoDebug("Invoker Class Level is: " + IntToString(nLevel));
        if(GetPrimaryInvocationClass(oInvoker) == nSpecificClass)
            //Invoker level is class level + any arcane spellcasting or invoking levels in any PRCs
            nLevel += GetInvocationPRCLevels(oInvoker);
            nLevel += PracticedInvoker(oInvoker, nSpecificClass, nLevel);
        nLevel = GetLevelByClass(GetPrimaryInvocationClass(oInvoker), oInvoker);

Based on a simple damage = 1 * GetInvokerLevel ability, where I only get my Warlock level, Acolyte, Mephistopheles and Practiced Invoker aren't taken into account. Am I calling the function wrong?

Nevermind, I had to actually invoke an invocation for the invoker level to register.

Odd: My invoker level keeps changing depending on which invocation/essence I last activated.

Well, I can work around that.

Where are daily uses of abilities, eg. Fiendish Glare, defined?

You like toying with rookie scripters , huh? ;D

I'll use Grep to look for EvalPRCFeats() to make sure I get all of them

Yep, getting invocations with a Disciple of Mephistopheles now, and it increases chain bounces. Now I just need to put all the warlock feats into these classes 2das and maybe add a bit of synergy between their own abilities and the blast.

Thanks a lot!

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