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Script compilers that don't need NWN


Darkkender

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As I recall HazardX's script compiler is a port in compiler that ports into Torlack's NWN compiler, right Darth?

 

If that is correct then the fact comes down to Torlack's NWN script compiler does make calls to and make use of NWN main directories because those are the programs I have both HazardX's and Torlack's NWN script compiler(all versions of it) and I continue to get errors poping that it cannot find find NWN installed on my computer. The only thing I can think of is that it is not installed to the right directory or that I need to set a default source directory and haven't found the method yet.

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HazardX's port of Torlack's compiler is one that eliminates the directory check for NWN and replaces it with one for KotOR.

 

Check to make sure you have a String Value called Path set in your registry under

HKEY_LOCAL_MACHINE\SOFTWARE\Bioware\SW\KOTOR

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After re going through the tutorial I came across a link for version 1.03 of Torlack's NWN compiler the final release which seems to not need NWN however when using it, it doesn't seem to want to compile the scripts. the first script of 3 it try's to compile is the nwscript.nss which I added a new supernatural ability line and activated a couple of property calls that were turned off. When it runs the compile from the Batch that came with version 1.03 it pops errors nearly every line down and prompts that it cannot be compiled due too errors. Now just as a test I reset the nwscript.nss back too normal and it gives the same errors. The other two files that has changes in it returns that it cannot compile it because it is an include file. Anybody got any Ideas why these would be happening.(other than the thought that you can't compile nwscript.nss)

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Originally posted by darkkender

After re going through the tutorial I came across a link for version 1.03 of Torlack's NWN compiler the final release which seems to not need NWN however when using it, it doesn't seem to want to compile the scripts. the first script of 3 it try's to compile is the nwscript.nss which I added a new supernatural ability line and activated a couple of property calls that were turned off. When it runs the compile from the Batch that came with version 1.03 it pops errors nearly every line down and prompts that it cannot be compiled due too errors. Now just as a test I reset the nwscript.nss back too normal and it gives the same errors. The other two files that has changes in it returns that it cannot compile it because it is an include file. Anybody got any Ideas why these would be happening.(other than the thought that you can't compile nwscript.nss)

The compiler is not the problem here. You cannot compile or add lines like this to nwscript! You should rather use the existing functions there in your other scripts. What are kind of mod are you trying to do exactly? :confused:

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well that stinks but on the other hand makes sense.:( I was thinking when you add a force power or supernatural ability you also need to define it in nwscript.nss because that is where they are defined initialy for programming purposes. The other thing I was doing is turning on effect damage_bonus it's effect number 8 specifically which was turned off. Ok so what about the other scripts are there specific scripts that cannot ever be compiled other than nwscript.nss:confused: That way maybe I can jump straight to the scripts that you write force powers and supernatural abilities in espesially new ones that do not replace existing powers. If ya know which ones these are I'll jump there. ;)

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:confused: I am not really sure about what you are trying to do. If you want to make a new force power, you have towrite your custom script using the functions that are in nwscript.nss. Maybe You can download the AIOFPM and look at the source code to give you an idea of how it works, you have tons of examples in there: http://www.pcgamemods.com/7313.

 

Maybe you could post the script you are trying to compile so we could help you better :)

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What I'm really wanting to know is where to write a new supernatural ability and where to implement it at with a character pc or npc. the reason I lumped it with force powers is because they are listed in the nwscript file with force powers and some of the supernatural abilities are in the k_inc_force.nss file. The supernatural abilities are like canderouses regeneration and zalbaar's rage an ability that just happens with out activating it. I guess the real question comes out is do I need to write my own script file seperate from the main script files when writing a whole new power or supernatural ability or do you insert it into an existing script file at the bottom below the other scripts? If it is a case of inserting the script I need to figure out which script to insert the supernatural ability in, and then preceed to editing the pc and npc's to implement said supernatural ability(I know this should be possible because the canderous jedi mod turns off the regen). :( I know maybe I should just start a bold print thread saying "anybody messed with or wrote supernatural abilities" that way I get all of the forums input on that subject.:D I do apreciate the help your offering darth I already have the AIOFPM maybe I should unpack it and take a looksee.:p:atat: I guess I should get back to being what I'm listed as and just do it myself.:rolleyes:

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Canderous' "supernatural" regeneration comes from a hidden item (g_i_crhide007). You can find this by looking at p_cand.utc under Equip_ItemList. Note the structure ID of this item is 131072 which in hexadecimal is 20000. That means it is equipped in a special hidden inventory slot which is documented in this thread.

 

So maybe a better question to ask would've been "How does Canderous regenerate?"

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Originally posted by tk102

So maybe a better question to ask would've been "How does Canderous regenerate?"

It has been aswered here already :Dhttp://www.lucasforums.com/showthread.php?s=&threadid=135685

 

Consequently, instead of having multiple threads on the same subject, I am locking this one. Please redirect the discussion to the other thread.

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