Updated to version 2.2 on December 14th, 2004: - Fixed several small issues in the stealing and bashing scripts where they were not checking to see if the owner was dead. - Added subjects to romurs in an attempt to keep NPCs from talking about themselves in the third person. This is a comma delimited list. See the demo module for examples. - Added a timer for alignment adjustments due to stealing and bashing that can be controlled. Also pulled alignment functions out to a central location. - Added a function called PRR_AdjustPartyPRR, which will adjust an entire party's PRR value for a single NPC.
Posted by Henesua at 2011-11-19 23:47:00 Voted 10.00 on 11/19/11
Upgrading my vote. I was wrong about the pause at the start. That was caused by DMFI code that I had inadvertently merged in my PRR module. I have since been working with PRR without DMFI and found it to be efficient and effective. _________________________ Vault Submissions | Arnheim | Beyond Vives
Posted by Henesua at 2011-03-19 07:17:42 Voted 10.00 on 11/19/11
Found another odd issue with these scripts. The onload scripts cause a long pause just before character creation. I'll look through them and post the fix when I find it. But in the meantime I am downgrading my vote. These scripts are very useful, but with this number of of bugs and inefficiencies a 10.00 is an inappropriate vote. _________________________ Vault Submissions | Arnheim | Beyond Vives
Posted by Henesua at 2010-12-31 00:37:20 Voted 10.00 on 11/19/11
Found another database bug in _prr_main
Since NBDE now has its own function for unloading the NBDE database objects, I believe these lines should be commented out:
Also you can replace the sample scripting for on_client_leave with a single function call to:
void PRR_OnClientLeave(object oPC);
HOWEVER - you will need to change this function to the following:
[script]
void PRR_OnClientLeave(object oPC){
// old object oPC = GetExitingObject();
SendMessageToPC(oPC, "Cleaning up for "+GetName(oPC));
object oVault = GetObjectByTag("NBDE_VAULT");
if(GetIsObjectValid(oVault)){
// get database item
int nPlayerKey = PRR_ConstructPCIdentity(oPC);
// old NBDE_FlushSingleCampaignDatabase(IntToString(nPlayerKey));
NBDE_FlushCampaignDatabase(IntToString(nPlayerKey));
// old object oDatabase = GetLocalObject(oVault, "NBDE_DATABASE_PRR_"+IntToString(nPlayerKey));
// old DestroyObject(oDatabase, 0.1);
NBDE_UnloadCampaignDatabase(IntToString(nPlayerKey));
}
}
[/script]
Posted by Henesua at 2010-12-28 00:47:12 Voted 10.00 on 11/19/11
Got it integrated, and found some bugs along the way. I am using the latest NBDE, and it looks like NBDE was not fully developed when PRR was finished. So all the bugs arose from incompatibilities between the latest versions of both of these systems (PRR 2.2 and NBDE 1.0).
PRR has three problems:
(1) PRR declares constants that are also declared in NBDE. My fix was to create a master file for constant declarations, and strip constant declarations from both systems. Then I included my master constants file where ever these constants might be needed.
(2) PRR uses an old name for a function. So I changed this to the new function name as declared by NBDE.
Old: NBDE_FlushSingleCampaignDatabase(IntToString(nPlayerKey)
New: NBDE_FlushCampaignDatabase(IntToString(nPlayerKey)
(3) PRR documentation instructs you to add the NBDE_VAULT placeable to a faction area, but NBDE has already done this for you in its own area. Do not add a second NBDE_VAULT.
Posted by Henesua at 2010-12-26 20:52:31 Voted 10.00 on 11/19/11
Amazing system and too complicated to comment on yet. curently working on integrating it into a new mod. _________________________ Vault Submissions | Arnheim | Beyond Vives
Working on implementing this now, this is a brilliant system. Will rate when I'm finished. :) _________________________ Obsidian Shore, a HoF 9.8 heavy roleplaying PW. Dark and gritty fairytale world with the opportunity to do and change the world as you wish. Link
Greycliff, a brand new NWN1 heavy roleplaying PW. A broken kingdom is all that remains from a bloody civil war. Link
Posted by azak30 at 2009-07-11 21:20:54 Voted 10.00 on 07/11/09
very nice system, one of the best.
Posted by Kolyana at 2009-05-16 10:04:59 Voted 9.50 on 05/16/09
Love the system and use it in all of my modules; it's - without a doubt - a core component of any believable system and consider it to be more essential than CEP. Would never build a module without it.
Posted by calsailx at 2008-06-09 17:17:29 Voted 9.75 on 06/09/08
Been using this in a module I'm working on and
I just want to say thanks, Really makes things come alive. Every NPC that hooks into it seems a bit more believable. Adding it was a bit of a chore, but I feel it was time well spent! _________________________ TNI01 Usable Beds || TNI02 Useable Beds || TWC03 Usable Beds
Thanks for the votes! As I said before, I've stopped supporting this for nwn1 and moved over to nwn2. In the newest version I've gone back to the original "category" element on rumors and added a new "quality" element. If you're interested, it should be pretty easy to convert it over and would give a lot of the flexibility you're looking for there. If anyone wants to take this over, just let me know and we can work something out. Thanks again!
Posted by Ondaderthad at 2008-04-12 21:39:57 Voted 10.00 on 04/12/08
It looks like i never voted before for this excellent system.
Thanks Vandalus. This is truly Hall of Fame Material.
_________________________ The Best PW system is getting even better. PLATEMAIL Tech Preview
Posted by azak30 at 2008-03-27 09:56:39 Voted 10.00 on 07/11/09
I found this very useful and made my pw building go smoother.
Posted by FrikaC at 2008-02-25 15:14:19 Voted 9.25 on 02/25/08
Well built and well commented. Must get into HOF!
Posted by Gonzo_og at 2008-02-09 12:49:43 Voted 10.00 on 02/09/08
Easily a ten. Easy to use, and it makes a tremendous impact in the feel of the game. _________________________ stuff
Posted by Kraven_Khor at 2008-01-21 00:19:07 Voted 10.00 on 01/21/08
this is HOF material, very nice, well done!
Posted by Argonbeam3500 at 2008-01-14 02:09:12 Voted 9.75 on 01/14/08
Brilliant work; this allows for both fame/infamy, and makes roleplay choices for good/evil/law/chaos SOOOO much easier to script. Thank you! _________________________ argonbeam3500
*** * **** *** *
Posted by MyHouse at 2007-10-20 17:42:00 Voted 9.50 on 10/20/07
I had given up on a NWN2 Vrs. This is great! Any chance you can add area specific rumors? 9.5 only because it's not to flexable. Still awsome work.
Posted by Shargast at 2007-10-20 02:01:49 Voted 10.00 on 10/20/07
Gangbusters! just great! The work and the attention to detail is amazing! After coffees and a half a pack of marlboros I understood it and put it into a new PW that I'm working on! A three way faction war. The Ondeath scripting mixed with codis AI and a custom time stamped respawn on Location script gave me a headache, but now I have a custom nw_c2_default7 script for each faction!
A great additon to the NWN community!
Best
Sai aka Shargast _________________________ Realms of Shargast V1-V5ab, LOTR V15, The Undeath Clave & Faithful of Aerth
Good to see some people are still getting use out of this!
Just wanted to stop by and post a quick update. I'm working on a new version of the PRR 3.0 for NWN2. I'm hoping to get it posted in the next few weeks. If someone is looking to take on maintenance of PRR 2.2 for NWN1, let me know and maybe we can work something out. The best way to contact me is as [email protected]
Posted by hexmendacious at 2007-06-10 01:29:44 Voted 9.50 on 06/10/07
I'm loving using this... what a great system, with good docu
Posted by hexmendacious at 2007-05-12 22:09:38 Voted 9.50 on 06/10/07
Awesome, I'm using it...
Posted by rikki.o at 2007-04-02 08:55:09 Voted 9.00 on 04/02/07
It is great to see such wonderful work.
rikki.o
Posted by hexmendacious at 2006-10-09 01:47:13 Voted 9.50 on 06/10/07
I hope someone takes this over and updates it, this is a cool set of scripts!
Posted by MyHouse at 2006-10-01 10:31:12 Voted 9.50 on 10/20/07
VA�.
First I want to thank you for this awesome system. It allows me to really make the PC responsible for their actions.
Ok. I have several questions.
First: How do I set a rumor that is spread by only one NPC or one Faction? Or better by area�
Second: How do I call a rumor on an INT? Does the INT have to be set to the mod or can it be set on a PC?
Third: Can I have a rumor only given to a certain alignment?
Forth: What is the sSubject for and how is it used? (Does it somehow call/Change the reputation of the tag of sSubject?)
Fifth: Can a journal be set to one PC/All PC�s or PC�s in a party?
Sixth: You have categories set like
int CAT_NORMAL = TCRM_CATEGORY_1;
int CAT_HIGH = TCRM_CATEGORY_2;
int CAT_HIGHEST = TCRM_CATEGORY_3;
But there are 31 categories. Can I set int CAT_(area) =TCRM_CATEGORY_4;?
Explain how to use this-
// This was one of his sample calls - Vendalus
// newRumour = TCRM_GetRumour(FALSE, 1, TCRM_CATEGORY_ANY, TCRM_CATEGORY_NONE, CAT_CITY_DUSKAR|CAT_PROFESSION_BLACKSMITHS);
Please be gentle. I know some basic scripting but not nearly as advance as you�.:)
Posted by twinj ( 203.213.xxx.xxx ) at 2006-06-04 09:09:54
I cant believe I didnt find this earlier!! I was actually in teh midst of creating a very very similar system! Most of the base work is done already! LOL. Then I find this and its almost exactly the same... :) Oh Well.
Good work mate!
Maybe we can get together on it and we can improve it. Or I can takeover the project ( if your not still working on it? ) and get those updates people want. ??
I am creating a BASE module with plugin capability and will be using something almost exactly like tihs.. rewritten with this and what Ive already done to suit a GLOBAL switched up module base for everyone.