Hello. I know BW said that they will never give us these functions cause it's technically not possible... but here you can test these functions, maybe they are not stable at all, but they work for me. You need aps/nwnx2 v.2.5.3 to run this, place nwnx_functions.dll in main nwn directory. there's no help how to use them for now therefore this file is targeted to scripters but you can test it on included mod. Linux versions probably be soon. more info in readme2.txt cause of 1000chars limit
CopyItem:
crashes when SetName and SetDescription and CopyItem and DestroyObject original
crashes when SetName and CopyItem and DestroyObject original
crashes when SetName and CopyItem
crashes when CopyItem on item with name changed on previous login
Carpe Terra, Project Lead
carpeterra.com
Found a problem. After changing an items description, if you attempt to copy it with CopyItem() it crashes the server.
Posted by _Tiny_ at 2004-10-06 16:25:07 Voted 10.00 on 10/06/04
You diamond! Thanks so much for working out how to do this :)
Posted by dm_tempus ( 142.173.xxx.xxx ) at 2004-06-21 00:56:00
Works really well.
A note to people using this:
When you edit copy a Bioware item, you need to change the name. Or the SetName() function won't work.
i.e.
Edit copy a dagger.
Then via script create the new dagger and set its name
- won't work
Edit copy a dagger.
Change the name to demo_dagger
Then via script create the new dagger and set its name
- works fine
Hope this saves someone the time of not struggling with this problem like I did.
I probbaly should have been less cryptic.... there is a post further down which alludes to doing this without needing the NWNX ... I'd like to know how.
can you explain exactly HOW you acomplished this, I'd really like to know!
Posted by Anonymous ( 212.202.xxx.xxx ) at 2004-06-10 20:37:00
Trickster is right, and Bioware makes no secret of this - Nothing "really" is impossible, it's just impossible given the ressources available to Bioware when it comes to nwn.
Posted by Trickster ( 67.173.xxx.xxx ) at 2004-06-10 13:58:00
There are alot of things that Bioware says aren't possible which are. Personally I think when ever they say that they're really trying to say that they don't want to do it.
I'm looking forward to this script.
Posted by // Crane ( 206.117.xxx.xxx ) at 2004-06-10 08:17:00
Correct Zanshin, LetoScript and NWNX2 are astounding. DragonSong's work on the Unicorn language in incredible.
If you're not running NWNX2, you're really missing out.
80% of the cool things I've been able to do in my module depend on SQL in one way or another. The Bioware DB and its lack of speed/inability to do queries is no substitute.
In the future, I'd expect we'll be able to store/retrieve objects in NWNX2 via SQL BLOBs as well, thus deprecating the need for the Bioware DB entirely. (Let's just say I know someone working on this. :P)
Not bad. However, this will only work for modules hosted via NWNX, so no ingame started modules will use it. PWs would find a use for it.
For those interested in this sort of thing, I suggest you check out NWNX-Letoscript too. That can not only change name and description, but every other part of any file too (Wings on a PC for example)
Posted by Riuthamus ( 24.19.xxx.xxx ) at 2004-06-10 01:27:00
You could do that before, we used custom TAGS for this, and ti worked wonders. This was without the NWNx2 system. The only thing you had to do was recreate the object, which wasnt that hard, and had a very nice effect. But great job on this as well
If it doesn't cause horrid nasty things, as I'm sure someone will post about shortly WOOOOOOO YES YES YES, I can change the signs outside peoples homes to actually show there name instead of having a conversation to show it.
Posted by Anonymous ( 212.181.xxx.xxx ) at 2004-06-09 23:51:00
Great! I have wanted these functions for a long time now. Keep up the good work.
Regards,
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