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OnPlayerChat based crafting system?


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#26
Genisys

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I spent a month reworking my own custom OnPlayerChat event script, which included a pretty large include & integrated SimTools (or at least parts of it), if you want to see that work, you can find it in my new CEP v2.2 / 1.69 Starter Module (comming soon) It added color to text speech, custom commands, among a host of other things / systems I've implimented. I'll post a link to it in my main post about Custom Content...



The problem with integrating SimTools into a OnPlayerChat event is, you only want use one of their custom includes of the SimTools system (The main one that includes all thier other includes), and I'd recommend if you do any editing to their custom funtions, you just create your own custom function calling one of their functions, otherwise you may be causing a lot of unessary debugging for yourself.

#27
TheSpiritedLass

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Genisys and Knight_Shield - Thanks. *sleepy smiles*



TSMDude - I don't see a PM yet. So I'm going to guess you have not sent it yet. *sleepy grunts* I'm not much help on the Sim Tools, as I have not messed with NWNx YET. Mad Rabbit's system is pretty awesome and has been very easy to update. Just let me know which changes you want. =)



-- Mistress, sucking down the first cup of coffee for the day.

#28
TheSpiritedLass

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Progress notes on my ongoing tweaking of Mad Rabbit's rocking Player Chat Commands v1.05:



I’ve finished my updates to com_s_fam, com_s_cmp, com_s_sum and com_s_spk, the files that control interacting with the various types of associates (familiars, animal companions, etc.) Since I have combined these four original Mad Rabbit scripts into a single script, this set of updates is the least… friendly for those in the community with no scripting knowledge. The changes require editing the module level OnPlayerChat script to allow the multiple commands to reference a single script. As always, if anyone is interested in my changes, I'm more than happy to share.



That being said, here is what I’ve been up to:



The short version: Added setting the associate’s description, added alternate spelling for a couple commands, added built in help, and added controls for charmed creatures.



The long version (with a slight change in format to make it easier for those familiar with this rocking system):



ANIMAL COMPANION CONTROL (Script: m_chat_pets)

/cmp dsc DESCRIPTION or desc DESCRIPTION = Sets the description of the player’s animal companion to DESCRIPTION

/cmp nme NAME OR name NAME = Sets the name of the player's animal companion to NAME

/cmp spk TEXT = Animal companion will speak TEXT

/cmp sth = Toggles the player's animal companion's stealth mode on and off

/cmp det = Toggles the player's animal companion's detect mode on and off

/cmp hlp, help, OR ? = Built in help



CHARMED CREATURE CONTROL (Script: m_chat_pets)

/chm dsc DESCRIPTION OR desc DESCRIPTION = Sets the description of the player’s charmed creature to DESCRIPTION

/chm nme NAME OR name NAME = Sets the name of the player's charmed creature to NAME

/chm spk TEXT = First Charmed Creature will speak TEXT

/chm det = Toggles the player's charmed creature's detect mode on and off

/chm sth = Toggles the player's charmed creature's stealth mode on and off

/chm hlp, help, OR ? = Built in help



FAMILIAR CONTROL (Script: m_chat_pets)

/fam dsc DESCRIPTION or desc DESCRIPTION = Sets the description of the player’s familiar to DESCRIPTION

/fam nme NAME or name NAME = Sets the name of the player's familiar to NAME

/fam spk TEXT = Familiar will speak TEXT

/fam det = Toggles the player's familiar's detect mode on and off

/fam sth = Toggles the player's familiar's stealth mode on and off

/fam hlp, help, OR ? = Built in help



SUMMONED CREATURE CONTROL (Script: m_chat_pets)

/sum dsc DESCRIPTION or desc DESCRIPTION = Sets the description of the player’s summoned creature to DESCRIPTION

/sum nme NAME or name NAME = Sets the name of the player's summed creature to NAME

/sum spk TEXT = First Summoned Creature will speak TEXT

/sum det = Toggles the player's summoned creature's detect mode on and off

/sum sth = Toggles the player's summoned creature's stealth mode on and off

/sum hlp, help, OR ? = Built in help

#29
TheSpiritedLass

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Upgrades to com_s_emo, com_dance, and com_smoke are done. I've combined those 3 files into one. I added some of my favorites in from the DMFI emote listener system as well as a couple others I came up with.



- Added the following new commands: head shake, fit, bye, hi/hello, yawn/stretch, mock, cheer, tired, snore, sing/hum, whistle, no, yes, bully, sway, chair, and stop. Most of these use a voice chat.



- Added the following alternate commands: curtsey, sip, wave, swipe, chuckle, nod, peer, chat, and help/?.

#30
TSMDude

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In the SIMS Tools (yes I know you do not use them) there is some language functions and DM/ADMIN functions that I would hate to part with. Do you think it is possible to add those in? As your system sounds pretty darn impressive so far.

#31
TheSpiritedLass

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Send me the source code of what you want added and I'll see what I can do? DM commands are something I'm more likely to add to Tink (my dm listener system) versus this player based, no restrictions on who can do what, system.



Very very old version of Tink, she has learned a lot since this posting: http://nwvault.ign.c...d=20023&id=3477



And this isn't my system, I'm just adding some things to Mad Rabbit's work. =) He made it very easy to adapt and expand.

#32
TSMDude

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KK...will send it to you via your norm mail and one of my 212 alts, lol...will not be able to do it till tomorrow though due to work.

#33
TheSpiritedLass

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Only 212? Come on... isn't that number a bit low? *sassy grin*

#34
TheSpiritedLass

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I've done some work on the remaing emote and animation type commands. Hug, tch, etc. Round one of the code is done but I'm out of time to test it before heading on vacation tomorrow. I'll pick back up working on this system sometime after we get back. Probably not right away though.

#35
TheSpiritedLass

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/emo commands are all tested and done.



The /hug, /lap, /tch and /sex ones I'll have to test on the server.



I've added a new set of commands to toggle ACTION_MODE_* on and off.



ACTION MODES

(*) Indicates a special feat or class is required to use this action mode.

/act cst = Defensive Casting (*)

/act dct OR dtc = Detect

/act dty = Dirty Fighting (*)

/act exp = Expertise (*)

/act fob = Flurry of Blows (*)

/act iex = Improved Expertise (*)

/act ipw = Improved Power Attack (*)

/act pry = Parry

/act pwr = Power Attack (*)

/act rap = Rapid Shot (*)

/act stl = Stealth