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Topics - Daniel1975

Pages: [1]
1
GodSpire General / BUGS?
« on: March 17, 2005, 02:36:01 PM »
Hmmmm GodSpire seems to have some bugs with the NPCs running around there. We were a small crowd standing around the "annoying halfling" one player attacked it and died instantly. I attacked it too using a special attack with my arcane archer but instead of me the other player got killed everytime LOL
Then I was dueling someone (far away from the halfling) and another player attacked this halfling (NPC) and then I got killed in the midst of my duel (and not by my opponent!) ... very strange...

2
JustBehave's Server / Spellcasters/Melee
« on: January 29, 2005, 04:49:17 AM »
This poll is to see how others think about the new idea.

3
Antediluvians / Back to the roots...?
« on: January 28, 2005, 12:43:52 PM »
Is it just me or are there some others who think we got too far away from our roots?
*sigh*
I see nearly everyone running around with some annoying overpowered archer and dueling is no fun at all anymore!
Those archers hit you three, four or may be five times and all your hp is gone!
I really begin to hate this! Where were the times were Antediluvians used to be mages???!
I know that this is just my opinion and no one else thinks this way but I really can't understand why one should be
an archer? What do they do? Just staying there and shooting arrows...oh yes they cast true strike...my oh my ... wow I forgot!
But what do you need to duel with an archer???
If you are a spellcaster you have to choose different spells each round and it depends on your opponent which spells you cast...
so each time it is different.
I'm really angry because of those annoying archers...and I mean REALLY angry! *darn*
It's not that I don't like this clan anymore, no I am spending more than 90% of my free time for it. Trying to make things better,
trying to maintain all those folks somehow, trying to keep this clan together...I don't want anyone to say "Hey Gwyd, you are fantastic!"
No I don't need that!
All I want is to get back something of what we have lost...something like an old tradition.
Okay you all know that I'm not some sort of 12 years old jerk ;) I tend to be a bit old fashioned, trying to hold to the basics, to the roots where we came from. And I also know (and some of you may have already encountered me this way) that I can be weird or angry in some situations.
I'm the oldest Antediluvian I think but still there is a little child in me that comes out from time to time... ;)
But I'm getting off from topic... *sigh*
I already once had the idea of dividing the clan in two groups, a group of ranged melee and the other group spellcasters. I don't want to divide the clan, the idea was to have two "sub-groups" in our clan if you understand what I'm trying to tell you.
Alkti could then be the leader of the ranged melee group (he still would be Leaderof all antes!) and I could be the leader of the spellcasting group. So each group could get more focused on their skills and discuss about things that matters to them. Get what I mean?
It's just an idea...may be an idea for the future when Antes will grow further like they do now.
Smaller groups would be more easily to maintain than one big group though!
And I think it would be more fun again to play! ... but as I said in the beginning...may be it's only me that thinks this way... :(

Sincerely...Gwyd!

4
Script Request / dispelling
« on: January 14, 2005, 04:48:35 PM »
Since spellcaster duels are no fun at all on our server because of these wretched dispelling spells of all kind I once more call for help pleasssssse :excl:

Can someone - possibly mel - post or mail me all dispelling spells as they are on GS or an arivs???
I can't change them, therefore my knowledge is not enough.
Please I don't like to beg so much but to play sorc or wiz is really no fun on our homeworld  :(

5
NwN Building / Toolset - Leto
« on: January 12, 2005, 08:23:15 AM »
Is there a way to make a NPC created with the toolset, export it somehow to make changes to it with LETO and then import the changed version into the toolset again???  :blink:

6
Script Request / Text above head of player
« on: January 12, 2005, 05:38:26 AM »
I want to make a door that can't be opened.
Everytime someone tries to open it I want a small text to appear above the head of the player that gives him the reason why he can't open it or what he can hear behind the door. I don't want to use this FloatingTextStringOnCreature. Just this plain white normal Text (same as when players talks smt.)
What command to use???  :blink:

7
Script Request / 6 sec hiding rule for pvp
« on: January 11, 2005, 05:01:14 PM »
I found this script on the nwvault. It sounds interesting but sadly it was not mentionent where it should be placed in the mod:

int GetTimeSeconds();
void DoHideCheck(object oPC, int nCurrentTime);

float THINK_THINK_DECREMENT = 0.1; //10 Checks per second...
void ThinkChecks(float nTimeLeft);
void ThinkChecks(float nTimeLeft)
{
    int nCurrentTime = GetTimeSeconds();
    object oObject = GetFirstPC();
    while(oObject!=OBJECT_INVALID)
    {
        DoHideCheck(oObject, nCurrentTime);
        oObject = GetNextPC();
    }
    DelayCommand(THINK_THINK_DECREMENT, ThinkChecks(nTimeLeft-THINK_THINK_DECREMENT));
}

void main()
{
    ThinkChecks(8.0); //think throughout HB
}
int GetTimeSeconds()
{
    return  (GetCalendarYear())*12*28*24*60*60 +
            (GetCalendarMonth()-1)*28*24*60*60 +
            (GetCalendarDay()-1)*24*60*60 +
            GetTimeHour()*60*60 +
            GetTimeMinute()*60 +
            GetTimeSecond();
}

void DoHideCheck(object oPC, int nCurrentTime)
{
    if (!GetHasFeat(FEAT_HIDE_IN_PLAIN_SIGHT, oPC))
        return;
    talent tHide = TalentSkill(SKILL_HIDE);
    string VAR_LAST_HIDDEN = "TIME_LAST_HIDDEN";
    string VAR_LAST_VIS = "TIME_LAST_VISIBLE";
    int nHideDelay = 6; //you can only hide once per round
    int nLastHide = GetLocalInt(oPC, VAR_LAST_HIDDEN);
    if (!GetActionMode(oPC, ACTION_MODE_STEALTH))
    {
        SetLocalInt(oPC, VAR_LAST_VIS, TRUE);
    }
    else if (GetLocalInt(oPC, VAR_LAST_VIS) && nLastHide > nCurrentTime)
    {
        string sHideTime = IntToString(nLastHide-nCurrentTime);
        ActionUseSkill(SKILL_HIDE, oPC); //toggle
        SetActionMode(oPC, ACTION_MODE_STEALTH, FALSE);
        FloatingTextStringOnCreature("*You cannot hide for "+sHideTime+" seconds*", oPC, FALSE);
    }
    else
    {
        SetLocalInt(oPC, VAR_LAST_VIS, FALSE);
        SetLocalInt(oPC, VAR_LAST_HIDDEN, nCurrentTime + nHideDelay);
        SetActionMode(oPC, ACTION_MODE_STEALTH, TRUE);
    }
}


if anyone has a clue where this script fits into please let me know  :(

8
Script Request / saving LocalInt permanent
« on: January 10, 2005, 06:04:25 AM »
Another riddle  :D

I want to store a LocalInt on a player permanent so even when the module reloads or the player relogs this LocalInt can be retrieved.

I want to use that LocalInt for giving access to a gate. I use an item that can be activated on a player and a script sets a LocalInt on him (SetLocalInt...)
So far the script works fine but when the player relogs or the module is reloaded or offline the LocalInt is gone and the player has no access to that gate anymore.

Oh and btw, how can I BAN someone for a specific time just by activating an item on him?  :blink:   :blink:

9
Script Request / OnModuleLoad
« on: January 10, 2005, 05:35:21 AM »
I wanted to give some objects in our mod visual effects and set certain properties to them.
Therefore I made a script and placed it in -> module properties -> OnModuleLoad

effects and/or LocalInts are set like this:

object oThroneGwydion = GetObjectByTag("Throne_Gwydion");
SetLocalInt(oThroneGwydion, "NoKilling", 1);

These two lines stick a LocalInt to only one object that
has the tag "Throne_Gwydion"

so far so good but I have lots of objects that need such a LocalInt and I don't assume I have to give every object another single tag.
How do I have to change the lines if I want to set that LocalInt to every object
that has a certain tag?  :blink:   :blink:

10
Script Request / on/off script for chairs/thrones
« on: January 10, 2005, 05:26:54 AM »
This is a script I made that applies an effect to a throne when the person with the correct cd-key will sit on it:

void main()
{
 object oPC = GetLastUsedBy();
 object oThrone = OBJECT_SELF;
 effect eVis = EffectVisualEffect(VFX_DUR_GLOW_YELLOW);

 if(GetIsObjectValid(oThrone)&&
   !GetIsObjectValid(GetSittingCreature(oThrone)) &&
    GetPCPublicCDKey(oPC)== "xxx")
     {
      AssignCommand(oPC, ActionSit(oThrone));
      ApplyEffectToObject(DURATION_TYPE_PERMANENT, eVis, OBJECT_SELF);
      SetLocalInt(OBJECT_SELF, "DM_No_Magic", 1);
     }
 else
  {
   string NoSit = "You are not allowed to sit on this throne!";
   FloatingTextStringOnCreature(NoSit, oPC);
  }
}


Now I think it would be more funny when the visual effect is removed again when the person moves out of the throne.
I fear I have to use a loop?? And how?  :blink:

11
Script Request / script for a gate
« on: January 05, 2005, 05:24:33 PM »
I made a big gate and I don't want to use a key to open it as we have enough items already.
I like to have a cd-key check on the one who tries to open the door.
If the cd-key matches the door will unlock and open.
I made one like this:

void main()
{
 object oOpener = GetLastUsedBy();
 object oDoor = GetObjectByTag("TagOfTheDoor");

 if(GetPCPublicCDKey(oOpener) == "xxx"||
    GetPCPublicCDKey(oOpener) == "xxx")
    {
     SetLocked(oDoor, FALSE);
     ActionOpenDoor(oDoor);
    }
   else
    {
     SetLocked(oDoor, TRUE);
    }
}


the gate is locked in the beginning when the module loads.
But this script won't work as the closed door won't open.
What did i do wrong?
I placed this script in "OnUserDefined" and the gate is an area-placeable

12
Script Request / scripting spells
« on: January 05, 2005, 08:30:50 AM »
Is there anyone here who can tell me what command(s) I have to use to change a spell that it only affects hostile players? (like some spells on arivs or GS)
because I seem to be unable to figure it out  :(
I could change the hellball script that it won't affect the caster but it still affects all other players around  :(
Could anyone post an example please?

thx  :excl:

13
Script Request / stunning script
« on: December 31, 2004, 01:26:14 PM »
This is our script that declares the functions of our stunner.
But there is a problem I am not able to find...I'm sure the problem is pretty simple but still I can't see it  :angry2:
The script is divided into two parts

  if (GetTag (oItem) == "SpielerStunner")
   {
    object oTarget   = GetItemActivatedTarget();
    int iStunner     = GetLocalInt(oSpieler, "Stunned");
    int iChanged02   = GetLocalInt(oTarget, "AppChanged");

    if (iChanged02 == 1) return;

    if(GetIsDM(oTarget))return;

    if (iStunner == 0)
     {
      effect eVisual1 = EffectVisualEffect(VFX_IMP_LIGHTNING_S);
      effect eVisual2 = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
      effect eVisual3 = EffectVisualEffect(VFX_DUR_FREEZE_ANIMATION);
      effect eVisual4 = EffectVisualEffect(VFX_DUR_ICESKIN);
      effect eVisual5 = EffectVisualEffect(VFX_DUR_PARALYZE_HOLD);
      effect eHold    = EffectStunned();
      effect eHold2   = EffectParalyze();
      effect eHold3   = EffectDominated();
      effect eHold4   = EffectPetrify();
      effect eHold5   = EffectFrightened();

      AssignCommand(oTarget,ClearAllActions());
      SetLocalInt(oTarget, "DM_Hold_Flag", 1);
      SetLocalInt(oTarget, "DM_No_Magic", 1);

      ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisual1, oTarget);
      ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisual2, oTarget);
      ApplyEffectToObject(DURATION_TYPE_PERMANENT, eVisual3, oTarget);
      ApplyEffectToObject(DURATION_TYPE_PERMANENT, eVisual4, oTarget);
      ApplyEffectToObject(DURATION_TYPE_PERMANENT, eVisual5, oTarget);
      ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHold, oTarget);
      ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHold2, oTarget);
      ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHold3, oTarget);
      ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHold4, oTarget);
      ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHold5, oTarget);

      SetCommandable(FALSE, oTarget);
      SetCutsceneMode(oTarget, TRUE);
      DelayCommand(0.2, SetPlotFlag(oTarget,TRUE));
      SetLocalInt(oTarget, "Stunned", 1);
     }
    if (iStunner == 1)
     {
      // object oTarget =  GetItemActivatedTarget();
      // int iFlag = GetLocalInt(oTarget, "DM_Hold_Flag");

      effect eEffect = GetFirstEffect(oTarget);
      effect eVisual = EffectVisualEffect(VFX_IMP_HEALING_L);
      effect eVisual2 = EffectVisualEffect(VFX_IMP_HEAD_HEAL);
      AssignCommand(oTarget, ClearAllActions());

      ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisual, oTarget);
      ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisual2, oTarget);

      while (GetIsEffectValid(eEffect))
       {
        RemoveEffect(oTarget, eEffect);
        eEffect = GetNextEffect(oTarget);
       }
      SetLocalInt(oTarget, "DM_Hold_Flag", 0);
      SetLocalInt(oTarget, "DM_No_Magic", 0);
      SetCommandable(TRUE, oTarget);
      SetCutsceneMode(oTarget, FALSE);
      DelayCommand(0.2, SetPlotFlag(oTarget,FALSE));
      SetLocalInt(oTarget, "Stunned", 0);
     }
    }


As it is right now it only stuns the target  <_<
This is how it is supposed to work:

The first time you activate the stunner on a player the player will be stunned and can't do anything...most of us know this effect I suppose  :D
Then when you activate the item a second time on the stunned player the effect is supposed to be undone with some effects.

For Mel:

When you read this please could you simplify this script a little? That would be really great...I tend to do most things a little too complicated  :D

Thanks a lot!

A happy new year to everyone!!!

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