Player Resource Consortium

 

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11
General Discussion / Re: The Enhanced Edition
« Latest: by -Norbert- on June 29, 2018, 06:28:51 PM »
I noticed two things with the module updater.
Moduels obtained via the Steam Workshop do now show up. You have to locate the module files in the steam folder and copy them over into the documents\...\modules folder (same for .hak if applicable).

Then I had a further issue. When just trying to update these modules (or any other modules taken from the old NWN) they crashed the patcher... unless they were renamed.
The moment I put an additional letter into the module-file's name (and nothing else) it worked like a charm.

After patching I took the extra letter out and copied the mod files back into the workshop folder, since that seems to override what you have in the documents folder.
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General Discussion / Re: NWNCX + PRC (spellcasting classes)
« Latest: by shadooow on June 18, 2018, 12:11:25 PM »
The "Manual Generator" for PRC Pack is located in SVN repository:
https://svn.code.sf.net/p/daprc/code/nwn/DocGen/
It requires copying some files from the source (icons, tlk etc) but I'm sure you'll figure this out.
thanks
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General Discussion / Re: NWNCX + PRC (spellcasting classes)
« Latest: by xwarren on June 18, 2018, 11:40:03 AM »
Quote
Currently I am trying to make some detailed documentation. Does PRC team has any tool for making anything like it? I suppose the PRC online manual was built by some script. Additionally point me to any tool or site that could help with this task, thanks.

The "Manual Generator" for PRC Pack is located in SVN repository:
https://svn.code.sf.net/p/daprc/code/nwn/DocGen/
It requires copying some files from the source (icons, tlk etc) but I'm sure you'll figure this out.
14
General Discussion / Re: NWNCX + PRC (spellcasting classes)
« Latest: by shadooow on June 15, 2018, 01:06:00 PM »
Hi, in light of the possibilities that my plugin offers I started little side project called PRC Lite.

I reimplemented few PRC classes from scratch and also made few new features in my plugin to supplement them.

It requires NWNCX or NWNX and nwncx_patch/nwnx_patch. Also, any spell-related features such as archmage elemental changes will require using spellscripts from Community Patch 1.72, so basically you must use this unofficial patch as well.

Currently I reimplemented these classes:
Acolyte of the Skin
Arcane Trickster
Archmage
Black Flame Zealot
Eldritch Knight
Elemental Savant
Harper Mage
Champion of Bane
Mystic Theurge
Red Avenger
Sacred Fist
Shining Blade of Heironeous
Stormlord
Tempest
Warlock

Note: I am not interested in cloning full PRC. I choosed most interesting and most fun classes, such that can be implemented without any ugly workarounds with the nwnx_patch plugin or community patch spell engine. I will be adding more classes but slowly and one-at-a-time.

Currently I am trying to make some detailed documentation. Does PRC team has any tool for making anything like it? I suppose the PRC online manual was built by some script. Additionally point me to any tool or site that could help with this task, thanks.

15
General Discussion / Re: personal_switch.2da questions
« Latest: by -Norbert- on June 09, 2018, 10:12:32 AM »
Thank you, especially for the power attack bit.

As for the first point, I know about C's 0 and not 0 behaviour. The issue wasn't so much if 0 == false and 1 == true, but whether the program is expecting a boolean or an integer.
And apparently it is expecting int. If you put in bool, the variable ends up being 0 regardless of whether you made it true or false. Either that or it goes back to default and that default just happened to be 0 on those few variables I tested it on.

Either way... useing int is the correct way to go. No bool in personal_switch.2da.
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General Discussion / Re: personal_switch.2da questions
« Latest: by Mindflayer on June 08, 2018, 07:19:59 AM »
0/1 are equivalent to false/true in C programming languages so you can't go wrong with using 0 for false and 1 for true, although technically any number that isn't 0 has the boolean value of true but if you have doubts about stuff, I would recommend using windows grep to search the (extracted from the haks) script files.

This is is from the ft_poweratk.nss :
Quote
<Ornedan> And a bunch of switches to control it:
<Ornedan> PRC_POWER_ATTACK - 3 values:
<Ornedan> -1 -- Disabled. Never apply the PRC PA feats to hide
<Ornedan> 0 -- Default. As it is now, you can't go higher than the equivalent BW feat you have
<Ornedan> 1 -- Full PnP. Ignores the BW IPA
<Ornedan> PRC_POWER_ATTACK_STACK_WITH_BW
<Ornedan> 0 - Default. Allow people to use both at the same time
<Ornedan> 1 - Add the BW effects in when limiting to BAB

From prc_inc_switch.nss :

Quote
* A possible value of PRC_POWER_ATTACK.
 * If this is used, PRC Power Attack is completely disabled. The feats will
 * not be granted to players and even if they somehow gain access to the feats,
 * they will have no effect.
 *
 * @see PRC_POWER_ATTACK
 */
const int PRC_POWER_ATTACK_DISABLED = -1;




PRC_POWER_ATTACK_DISABLED is a defined constant int value that you can apply to the PRC_POWER_ATTACK switch, so you need to set PRC_POWER_ATTACK to -1 for disabled, or 1 for full PNP or leave it for the default functionality at 0.
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General Discussion / Re: What i need to make my own Prestige class?
« Latest: by Mindflayer on June 08, 2018, 06:51:37 AM »
http://www.athasreborn.com/prc/manual/

There is a guide for "PrC Making" in the manual.
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General Discussion / What i need to make my own Prestige class?
« Latest: by Nameless!! on June 06, 2018, 07:10:56 PM »
well people i want to make my own prestige class , what i need? how can i edit the classes that exist in nwn to my new class?

other thing. for register the page dont send email to hotmail or gmail for activation
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Base Classes / truenamer and brimstone speaker
« Latest: by eazze on June 06, 2018, 02:20:43 AM »
hello all i need some help. i am trying to do a small modification to the truenamer and the brimstone speaker classes. i want to either remove the Law of resistance effect or in the case of the brimstone speaker have it reset after you rest. it resets for the truenamer but not the brimstone speaker. I cant seem to find the function i need to modify to fix this problem. if anyone can help me or point me in the right direction i would be grateful. I am running nwnEE and not having any problems except for this one and an easier way to set up spell progression for some of the perestige classes like AA who needs it.
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General Discussion / personal_switch.2da questions
« Latest: by -Norbert- on June 03, 2018, 09:12:52 AM »
In prc_inc_switch.nss it says the default values for some of the epic spell switches are true or false. Does that mean that those switches have to look like this:

<nr>   <switch_name>   bool   {true/false}

or do they still use int and {0/1}?


I'm also a bit confused about the switches for power attack.
I think it would go like this:
1 PRC_POWER_ATTACK_DISABLED  int  -1
2 PRC_POWER_ATTACK_FULL_PNP  int   1

But then why is there a line const string PRC_POWER_ATTACK                        = "PRC_POWER_ATTACK"; ? Do I need to set that too?
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