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Topics - Ryu Hayabusa

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1
NwN Building / Removing Polymorph Effect from Incoming Players
« on: January 14, 2007, 04:05:51 PM »
Players are getting items through the filter by staying polymorphed when logging in.

Will using ForceRest(oPC) for the incoming player remove all polymorphed effects?

2
NwN General / Small 9AC Dueling Module Based on GS Rules
« on: January 13, 2007, 11:21:07 AM »
Anyway, after a few days of learning how to script, and with lots of help from 420, I have a small 9 AC dueling module up (on most weeknights and weekends) based on the GS rules:

Module Name: "--Ryu's 9AC Legit Dueling Released!--"
Tab: "Action"

It's really for people who aren't playing NWN2 but still looking for a place to duel.  I'm surprised that a number of former GS duelers have logged on.  Many players still miss the place I suppose.

Come visit when you guys have time!

3
NwN Building / Removing one specific visual effect from an object
« on: January 09, 2007, 04:22:06 PM »
I have this code in the module "on_activate".  It turns the user of the item into "plot" on first use, and removes "plot" on the second use.

Code: [Select]
void main()
{
    object oUsed = GetItemActivated();

    // * Script for activation of item
    if (GetTag(oUsed) == "item")
    {
        effect eVis = SupernaturalEffect(EffectVisualEffect(VFX_DUR_AURA_BLUE));
        effect eEffect;
        object oSelf = GetItemActivator();
        object oTarget = GetItemActivatedTarget();

        if (oSelf == oTarget)
        {
            if (GetPlotFlag(oSelf))
            // * Unplot user and remove specific visual effect
            {
                SetPlotFlag(oSelf, FALSE);

                eEffect = GetFirstEffect(oSelf);
                while (GetIsEffectValid(eEffect))
                {
                    if (eEffect == eVis){
                        RemoveEffect(oSelf, eEffect);
                    }
                    eEffect = GetNextEffect(oSelf);
                }
            }
            else
            // * Turn user into plot and apply visual effect
            {
                SetPlotFlag(oSelf, TRUE);
                ApplyEffectToObject(DURATION_TYPE_PERMANENT, eVis, oSelf);
            }
        }
    }
}

The script has no problem applying the visual effect, but it fails to find the visual effect when trying to remove it.  Does anyone know why?

Sorry for spamming the forum.  I'm a pure noob at scripting.

4
NwN Building / Preventing Pickpocketing
« on: January 09, 2007, 10:27:53 AM »
I have this script assigned to the module's on_acquired slot to prevent pickpocketing:

Code: [Select]
// * This script prevents pickpocketing (and kills pickpocketer)

void main()
{
    object oItem = GetModuleItemAcquired();
    object oByPC = GetModuleItemAcquiredBy();
    object oFromPC = GetModuleItemAcquiredFrom();
    object oPC;
    string sMessage;

    // * If the item is aquired by a PC and is stolen
    if (GetIsPC(oFromPC) && GetStolenFlag(oItem))
    {
        // * Remove the stolen flag and return to the owner
        SetStolenFlag(oItem, FALSE);
        ActionTakeItem(oItem, oByPC);
        ActionGiveItem(oItem, oFromPC);

        // * Give warning to pickpocketer, or if warning was given, kill player
        if (GetLocalInt(oByPC, "CAUGHT_STEALING"))
        {
            FloatingTextStringOnCreature("Pickpocket warning ignored!  Killing Player!", oByPC, FALSE);
            ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(), oByPC);
            sMessage = GetName(oByPC) + " has been executed for being a moron.";
            // * SetLocalInt(oByPC, "CAUGHT_STEALING", 0);
        }
        else
        {
            FloatingTextStringOnCreature("Pickpocket is not allowed!  Warning given!", oByPC, FALSE);
            sMessage = GetName(oByPC) + " tried to steal from " + GetName(oFromPC) + "!";
            SetLocalInt(oByPC, "CAUGHT_STEALING", 1);
        }

        // * Broadcast message to all
        oPC = GetFirstPC();
        while(GetIsObjectValid(oPC)){
            SendMessageToPC(oPC, sMessage);
            oPC = GetNextPC();
        }
    }
}

While the code does kill the pickpocketing player (after a warning is given), it fails to return the item.  I don't know why...

Thanks.

5
NwN Building / Checking if PC has expansion sets
« on: January 08, 2007, 09:59:50 PM »
How do I check if a PC has expansion sets?

6
Script Request / Making Curse Song work when Cursed by Opponent
« on: January 01, 2007, 11:15:29 PM »
Curse Song as it is scripted right now will not allow you to curse your opponent if your opponent cursed you first.  Is there a way I can script around that without completely removing the GetHasFeatEffect and GetHasSpellEffect checks?

7
NwN Building / Ports to Open in Firewall to Allow Server Hosting
« on: January 01, 2007, 02:21:43 PM »
What are the ports I have to open in my firewall to allow for server hosting and for it to be listed in Gamespy?

8
Script Request / Disabling Saving Throw Auto-Fails
« on: December 31, 2006, 06:52:30 PM »
How was the auto-fail when rolling 1's in saving throws disabled in Godspire?

9
Doriath Private / Gone 'til I graduate
« on: August 25, 2005, 01:47:59 AM »
I just uninstalled NWN... and it will stay that way until I finish my Master's degree (which is in a month or two)

If anybody is still playing by then, see ya then.

10
Doriath Private / Ryu gone for late April - late May
« on: April 18, 2005, 12:54:12 AM »
I have some important presentations to make to a company late April and then I'll be off to China and Japan for the entire month of May.  Hopefully I won't be robbed/cheated too badly on my trip.

Yeah, so meanwhile, don't boot me out of Doriath.  See you all early late May - early June.  I might be able to check in on LM while on the road.

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