The LRES is a roleplaying experience system. It distributes XP according to the roleplaying activity of a PC. This activity is measured by the amount of dialog/emotes a player does that confirm to checks of length and OOC Substrings. Every PC or other specially set up object that hears the PC saying such a dialog gives that PC one dialog point. This system is not designed to give XP to lone players talking to them and the woods. If a certain amount of dialogpoints are aquired and a certain minimal time has passed, the PC gets some XP. The XP range is randomized. The time between XP givings can be randomized too, for every player. Nearly every value is runtime adjustable. PCs can be blocked and unblocked for XP distribution. The main goal was to create a light system that can be easily added to any module or PW. The second goal was easy runtime configurability. The third goal was to minimize Heartbeat load.
I need help please :)
First letme say this is the coolest looking script ive ever come accross... but now onto my problem. I have the latest version installed on my mod. I have a test NPC that is set up to listen to PCs. My problem is that the test NPC works fine and gives xp.. but when PC's talk to each other nothing happens.
I know its the holidays and all, but if anyone could find the time to help me out with it, I would greatly appreciate it :)
If this is not where I am supposed to post such a request I apologize and please point me in the direction to look for help.
Thanks so much! - James :)
Posted by dracoferox at 2005-04-23 07:26:00 Voted 10.00 on 02/17/05
Excellent, thank you Moragon :)
Posted by Anonymous ( 217.227.xxx.xxx ) at 2005-04-10 08:03:00
New in version 9.9:
A minor fix to the script if a PC leaves,
Addition of a text marker for OOC areas. In these areas no dialog points are given.
And the workaround for the NWN familiar bug.
Have fun
Moragon
Posted by Anonymous ( 217.88.xxx.xxx ) at 2005-04-08 12:40:00
The problem with the emote wands seem to be a non issue, as the scripts generating the error used GetLastSpeaker instead on GetPCSpeacker.
Posted by Anonymous ( 217.88.xxx.xxx ) at 2005-04-07 07:38:00
I was not aware of the exit problem, but it will be fixed in the upcoming version. Unfortunatly if have a lot to do in RL at the moment, so I guess the next version is still a week or so away.
I am aware of the familiar issue. it looks like a bug in NWN, as the only way to remove it is to set the master of the possessed familiar to not listening. At least with normal speach the problem seems to disappear if the master of the familiar cannot hear the possessed familiar speaking (as in he is far away, or in another area). I found a workaround for that, at least for the normal speach issue, but I guess the silent shout issue should be fixed by that too.
I was not aware about the issue with emote wands etc. I guess the problem is that there is no real scope and that the dialog is actually a sequence of independent scripts that get called. I guess the best solution would be to save the actual speaker on the object that is conversed with on the conversation start and then use that object instead of GetPCSpeaker in the dialog scripts. Another idea would be to set the PC to not listening, while in conversation, but then you need another pseudo HB for the PC to test if he is still talking or not, and you need to modifiy the conversatiopn start. I guess that is a lot more work than writing a save restore funktion that works in the conversation on OBJECT_SELF. But in any way, can you mail me a detailed description of the problem?
I guess the save/restore idea would work out best. I don't think it will be easily fixable as this problem is a problem of how NWN script was designed and what hooks you have. But I will have another look into it, when I have time.
cu
Moragon
Posted by Anonymous ( 217.88.xxx.xxx ) at 2005-04-07 07:37:00
I was not aware of the exit problem, but it will be fixed in the upcoming version. Unfortunatly if have a lot to do in RL at the moment, so I guess the next version is still a week or so away.
I am aware of the familiar issue. it looks like a bug in NWN, as the only way to remove it is to set the master of the possessed familiar to not listening. At least with normal speach the problem seems to disappear if the master of the familiar cannot hear the possessed familiar speaking (as in he is far away, or in another area). I found a workaround for that, at least for the normal speach issue, but I guess the silent shout issue should be fixed by that too.
I was not aware about the issue with emote wands etc. I guess the problem is that there is no real scope and that the dialog is actually a sequence of independent scripts that get called. I guess the best solution would be to save the actual speaker on the object that is conversed with on the conversation start and then use that object instead of GetPCSpeaker in the dialog scripts. Another idea would be to set the PC to not listening, while in conversation, but then you need another pseudo HB for the PC to test if he is still talking or not, and you need to modifiy the conversatiopn start. I guess that is a lot more work than writing a save restore funktion that works in the conversation on OBJECT_SELF. But in any way, can you mail me a detailed description of the problem?
I guess the save/restore idea would work out best. I don't think it will be easily fixable as this problem is a problem of how NWN script was designed and what hooks you have. But I will have another look into it, when I have time.
cu
Moragon
Posted by machmoth ( 68.110.xxx.xxx ) at 2005-04-04 20:17:00
Well, I looked at the creator's site, and it seems they are both aware, and working now to fix the familiar issue. Wee!
Posted by machmoth ( 68.110.xxx.xxx ) at 2005-04-04 20:00:00
I've had a few minor issues since testing this system with version 9.7. There was a minor issue where the OnExit script did not actually decriment the points needed value, and it slowly rose. That was a simple matter to tweak, by removing the "if( GetIsPC( GetExitingObject() ) )" check, since once the character exited, they no longer registered as a valid PC. I'm not sure if this was addressed in 9.8 or not.
However, two issues I can't seem to find the cause of. First and most annoying, anytime someone possesses a familiar, any speech at all (including the silent shouts caused by enemy AI) will cause the person to immediately unpossess. The second is caused by conversation menues. If another PC talks while the listener is in conversation, any scripts that target the last PCSpeaker will instead target the last person to speak. Prime examples include tools like emote wands, where talking to a person while they are selecting their emote will cause you to perform the emote instead of them.
I attempted blocking the function from running in nw_g0_conversat if the listener was possessing a familiar or in conversation, but no go. I even, for the sake of testing, using the default nw_g0_conversat, but the same thing happened. As best I can tell, that is the only part of the script that responds to speech, so I am more than slightly baffled. I'll continue to delve into the code and see if I can't fix it myself, since Legacy of the North, the server I currently build for, not only uses, but absolutely adores the system. If I find something out before anyone else, I'll certainly post it. Keep up the excellent work.
Posted by Anonymous ( 217.88.xxx.xxx ) at 2005-03-23 10:15:00
The functions for OnClientEnter and OnClientLeyve are in mvd_02_init. Just looked into the archive and they were in the erf. Just looked into the module mvd_02_init is there and also my_mod_pcenter (Module OnClientEnter Skript) and my_mod_pcleave (Module OnClientLeave Skript). I just checked with TlkEdit and they look implemented correctly in the module events.
Have fun
Moragon
Posted by Anonymous ( 24.179.xxx.xxx ) at 2005-03-21 15:33:00
Seems like a pretty darn cool system, however in trying implement this, i've noticed two scripts missing, the one needed for player enter and the one for player exit. With this update are they not needed anymore?
Posted by Anonymous ( 217.227.xxx.xxx ) at 2005-02-26 11:37:00
Finally. All code comments translated to english. YAY.
Have fun,
Moragon
Posted by dracoferox at 2005-02-17 06:07:26 Voted 10.00 on 02/17/05
Excellent RP award system, very simple to use and very well thought out. Plus the staff enable maximum on the fly customisation, excellent. I would have given it a Hall of fame recomendantion if all scripts comment were also in english instead of german. Though I'm glad Moragon did an english version at all, very cool script set, thx Moragon :)
Posted by Anonymous ( 217.227.xxx.xxx ) at 2005-01-16 09:12:00
It has been tested and is currently implemented in the german PW Delimbiyr. It should be relative bugfree, but I cannot garanity it without some 1000h our of testing. As said every important variable is runtime configurable. If you want details, a detailed manual is in the zip file. The newest version of the LRES can always be found at my Homepage.
As long as you do not allow player made scripts to run unchecked it should not be exploitable. The only thing is 2 or more players can talk a lot of junk to each other to qualify for XPs. But they will always have to wait the minimal( or [min,max] tim, depends on settings) for XPs. But that is nothing a script can defend against, as these players could alse go PG some Monsters, which should give a lot more gain than this scripts do (always depends on the settings)
Moragon
Posted by pyros ( 69.202.xxx.xxx ) at 2005-01-14 19:43:00
this idea is really cool,in fact our server was thiking of implementing it.... but I just have to wonder if it works as well as it should, could you tell a bit more of the detials you put into it mayhap?
Has it been bug tested, is it exploitable, can it be changed to fit different virables, etc.?
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