StefanRode Posted October 4, 2005 Share Posted October 4, 2005 Mod Contents: ------------- fp_disarm.ncs - The force disarm script if_disarm.tga/.txi - The icon for force pull k_search.ncs - The melee search script spells.2da - list of force powers with Force Disarm on the end source files - I've included the source .nss files for making it compatabile Where are the source files? Link to comment Share on other sites More sharing options...
Prime Posted October 4, 2005 Share Posted October 4, 2005 I don't really know what you are talking about. Have you tried contacting the mod's author? Link to comment Share on other sites More sharing options...
Darth333 Posted October 4, 2005 Share Posted October 4, 2005 You'll find the source code in the .rar file. Link to comment Share on other sites More sharing options...
StefanRode Posted October 5, 2005 Author Share Posted October 5, 2005 I can't find the source code in the rar Where can I download the mod Force Disarm with source code? Link to comment Share on other sites More sharing options...
010_sWitch_010 Posted October 6, 2005 Share Posted October 6, 2005 that's my bad yeah sorry about that. I was going to put it in but i was in a rush when i posted it so i must have left it out. Here are the two files i made fp_disarm.nss // //FORCE POWER: DISARM // //created by 010_sWitch_010 //July 2005 #include "k_inc_force" #include "k_inc_gensupport" #include "k_search" int FORCE_POWER_DISARM = 282; void main() { SWFP_HARMFUL = TRUE; SWFP_PRIVATE_SAVE_TYPE = SAVING_THROW_REFLEX; SWFP_PRIVATE_SAVE_VERSUS_TYPE = SAVING_THROW_TYPE_MIND_AFFECTING; object oTarget = GetSpellTargetObject(); effect eLink1, eLink2; effect eInvalid; SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId(), SWFP_HARMFUL)); //Make Immunity Checks int nResist = Sp_BlockingChecks(oTarget, eLink1, eLink2, eInvalid); int nSaves; if(nResist == 0) { nSaves = Sp_MySavingThrows(oTarget); if(nSaves == 0) { //find what the target currently has equiped int nWeaponType = 0; object oWeapRight = GetItemInSlot(INVENTORY_SLOT_RIGHTWEAPON,oTarget); object oWeapLeft = GetItemInSlot(INVENTORY_SLOT_RIGHTWEAPON,oTarget); int nNPC_AI = GetNPCAIStyle(oTarget); //determine weapon type if ( GetIsObjectValid(oWeapRight) ){ nWeaponType = GN_GetWeaponTypeFromBaseItem(GetBaseItemType(oWeapRight)); } //if weapon type is 2, then target has a ranged weapon //can apply force power on target if ranged if (nWeaponType == 2) { //tell target to unequip items in hands AssignCommand(oTarget, ActionUnequipItem(oWeapLeft)); AssignCommand(oTarget, ActionUnequipItem(oWeapRight)); //effect to show it worked ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectForceFizzle(), oTarget); //adjust NPC AI form nNPC_AI = NPC_AISTYLE_MELEE_ATTACK; SetNPCAIStyle(oTarget,nNPC_AI); //search the targeted NPC's inventory for weapon then equip it. oWeapRight = searchInventory(oTarget); AssignCommand(oTarget, ActionEquipItem(oWeapRight, INVENTORY_SLOT_RIGHTWEAPON)); } } } if(nResist > 0 || nSaves > 0) { ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectForceFizzle(), OBJECT_SELF); } } k_search.nss // ::k_search.nss:: // //Searches the NPC's inventory and returns //the first melee weapon it finds, otherwise //returns a short sword // //created by 010_sWitch_010 //July 2005 #include "k_inc_gensupport" int NOT_FOUND = 1; int FOUND = 2; void main(){ } object searchInventory(object oTarget) { int found = NOT_FOUND; int nWeaponType = 0; object oWeapRight, oFirst, oSearch; //get first item in inventory oFirst = GetFirstItemInInventory(oTarget); //determine weapon type if (GetIsObjectValid(oFirst)){ nWeaponType = GN_GetWeaponTypeFromBaseItem(GetBaseItemType(oFirst)); }; //nWeaponType = 1 should be a melee item if (nWeaponType==1){ //stop searching and return found melee Item oWeapRight = oFirst; found = FOUND; return oWeapRight; } else{ //search rest of inventory. while (found == NOT_FOUND){ //get next inventory item oSearch = GetNextItemInInventory(oTarget); //determine weapon type if (GetIsObjectValid(oSearch)){ nWeaponType = 0; nWeaponType = GN_GetWeaponTypeFromBaseItem(GetBaseItemType(oSearch)); }; if (nWeaponType==1){ //stop searching and return found melee Item oWeapRight = oSearch; found = FOUND; return oWeapRight; }; if (oSearch==oFirst || oSearch== OBJECT_INVALID){ //done a complete circle or there are no more items to search //then give the NPC a short sword string sItemTag = "w_melee_01"; oWeapRight = CreateItemOnObject(sItemTag,oTarget,1,0); found = FOUND; return oWeapRight; }; }; }; return oWeapRight; } Link to comment Share on other sites More sharing options...
StefanRode Posted October 6, 2005 Author Share Posted October 6, 2005 I want to compile the files but I get an Error! C:\Programme\LucasArts\SWKotOR2>NWNNSSCOMP -co Override\* Override\ Modified NeverWinter Nights Script Compiler/Decompiler Copyright 2002-2003, Edward T. Smith Compiling: fp_disarm.nss fp_disarm.nss(10): Error: Unable to open the include file "k_search" Compilation aborted with errors Compiling: k_search.nss k_search.nss(30): Error: Syntax error at "t" k_search.nss(51): Error: Syntax error at "ch" Compilation aborted with errors Total Execution time = 31 ms C:\Programme\LucasArts\SWKotOR2>pause Drücken Sie eine beliebige Taste . . . Link to comment Share on other sites More sharing options...
stoffe Posted October 6, 2005 Share Posted October 6, 2005 I want to compile the files but I get an Error! k_search.nss(30): Error: Syntax error at "t" k_search.nss(51): Error: Syntax error at "ch" Compilation aborted with errors The forum has messed up the code since it contained text longer than 50 characters without any whitespace in between. Remove the extra spaces it has inserted where it says oFirs t and oSear ch so it reads oFirst and oSearch. Make sure you have the k_search.nss file in the same folder as nwnnsscomp.exe as well, or the compiler won't find it. Link to comment Share on other sites More sharing options...
StefanRode Posted October 6, 2005 Author Share Posted October 6, 2005 New Error d:\dokumente und Einstellungen\Stefan Rode_2\Desktop>NWNNSSCOMP -co Override\* O verride\ Modified NeverWinter Nights Script Compiler/Decompiler Copyright 2002-2003, Edward T. Smith Compiling: fp_disarm.nss fp_disarm.nss(14): Error: Syntax error at "(" fp_disarm.nss(41): Error: Syntax error at "Right" fp_disarm.nss(70): Error: Unexpected end of file Compilation aborted with errors Total Execution time = 32 ms d:\dokumente und Einstellungen\Stefan Rode_2\Desktop>pause Drücken Sie eine beliebige Taste . . . Link to comment Share on other sites More sharing options...
stoffe Posted October 6, 2005 Share Posted October 6, 2005 New Error fp_disarm.nss(41): Error: Syntax error at "Right" Same thing there, a line of code that was too long without any whitespaces, prompting the forum to forcibly insert spaces. Change oWeap Right to oWeapRight and it should work better. Link to comment Share on other sites More sharing options...
010_sWitch_010 Posted October 7, 2005 Share Posted October 7, 2005 bugger didn't notice those gaps, woops Link to comment Share on other sites More sharing options...
StefanRode Posted October 7, 2005 Author Share Posted October 7, 2005 Hi 010_sWitch_010 can you send me a new source code without any errors. Thank You. Link to comment Share on other sites More sharing options...
StefanRode Posted October 7, 2005 Author Share Posted October 7, 2005 At this moment I have the following Errors! d:\dokumente und Einstellungen\Stefan Rode_2\Desktop>NWNNSSCOMP -co Override\* O verride\ Modified NeverWinter Nights Script Compiler/Decompiler Copyright 2002-2003, Edward T. Smith Compiling: fp_disarm1.nss fp_disarm1.nss(14): Error: Syntax error at "(" fp_disarm1.nss(70): Error: Unexpected end of file Compilation aborted with errors Total Execution time = 31 ms d:\dokumente und Einstellungen\Stefan Rode_2\Desktop>pause Drücken Sie eine beliebige Taste . . . Link to comment Share on other sites More sharing options...
stoffe Posted October 7, 2005 Share Posted October 7, 2005 At this moment I have the following Errors! Compiling: fp_disarm1.nss fp_disarm1.nss(14): Error: Syntax error at "(" fp_disarm1.nss(70): Error: Unexpected end of file Compilation aborted with errors You've probably made some mistake when saving the code. I just copied the code that was posted in this thread and made the above mentioned corrections and everything compiled just fine without any errors. Try to copy the code again from the forum post to a new text file and see if it works better. Link to comment Share on other sites More sharing options...
StefanRode Posted October 7, 2005 Author Share Posted October 7, 2005 NEW ERROR d:\dokumente und Einstellungen\Stefan Rode_2\Desktop>NWNNSSCOMP -co Override\* O verride\ Modified NeverWinter Nights Script Compiler/Decompiler Copyright 2002-2003, Edward T. Smith Compiling: fp_disarm.nss k_search.nss(30): Error: Undeclared identifier "GN_GetWeaponTypeFromBaseItem" k_search.nss(51): Error: Undeclared identifier "GN_GetWeaponTypeFromBaseItem" k_search.nss(65): Error: Too many arguments specified in call to "CreateItemOnOb ject" fp_disarm.nss(41): Error: Undeclared identifier "GN_GetWeaponTypeFromBaseItem" Compilation aborted with errors Total Execution time = 47 ms d:\dokumente und Einstellungen\Stefan Rode_2\Desktop>pause Drücken Sie eine beliebige Taste . . . Batchvorgang abbrechen (J/N)? Link to comment Share on other sites More sharing options...
StefanRode Posted October 7, 2005 Author Share Posted October 7, 2005 Or can you sent me the corrected source codes as file (*nss) Link to comment Share on other sites More sharing options...
stoffe Posted October 7, 2005 Share Posted October 7, 2005 Compiling: fp_disarm.nss k_search.nss(30): Error: Undeclared identifier "GN_GetWeaponTypeFromBaseItem" Make sure you have the include file k_inc_gensupport.nss in the same folder as your nwnnsscomp EXE. This is a standard include file that comes with the game and can be extracted from Scripts.bif with KotorTool. GN_GetWeaponTypeFromBaseItem() is a custom function that is declared in that include file. Link to comment Share on other sites More sharing options...
StefanRode Posted October 7, 2005 Author Share Posted October 7, 2005 ok. Thank You. everything compiled just fine without any errors. Link to comment Share on other sites More sharing options...
Darth333 Posted October 7, 2005 Share Posted October 7, 2005 If you look at the beginning of the script, it says: #include "k_inc_force" #include "k_inc_gensupport" #include "k_search" You have to extract k_inc_gensupport.nss and k_inc_force.nss in the same folder as the script you are trying to compile and nwnnsscomp.exe. If you look at k_inc_gensupport, you will find "GN_GetWeaponTypeFromBaseItem". Edit: stoffe beats me again Link to comment Share on other sites More sharing options...
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