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Script issue with adjust reputation


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32 réponses à ce sujet

#1
DM_Vecna

DM_Vecna
  • Members
  • 280 messages
  I use the PRR system for custom factions and have about 40 total. However I have a bug that I cannot get rid of. It seems that my function is running adjust reputation twice on some of my custom faction creatures.
Here are my functions

This is in on module load:
DelayCommand(5.0, PRR_LoadModule());

This is PRR_LoadModule:
void PRR_LoadModule(){AWA_DEBUG( "Loading faction information..."); //debug
//AssignCommand(GetModule(), PRR_LoadFaction());//*AWA_LOAD_FACTORDelayCommand(1.0*AWA_LOAD_FACTOR, PRR_LoadFaction());DelayCommand(1.5*AWA_LOAD_FACTOR, PRR_LoadFaction());DelayCommand(2.0*AWA_LOAD_FACTOR, PRR_LoadFaction());DelayCommand(2.5*AWA_LOAD_FACTOR, PRR_LoadFaction());DelayCommand(3.0*AWA_LOAD_FACTOR, PRR_LoadFaction());DelayCommand(3.5*AWA_LOAD_FACTOR, PRR_LoadFaction());DelayCommand(4.0*AWA_LOAD_FACTOR, PRR_LoadFaction());DelayCommand(4.5*AWA_LOAD_FACTOR, PRR_LoadFaction());DelayCommand(5.0*AWA_LOAD_FACTOR, PRR_LoadFaction());DelayCommand(5.5*AWA_LOAD_FACTOR, PRR_LoadFaction());DelayCommand(6.0*AWA_LOAD_FACTOR, PRR_LoadFaction());DelayCommand(6.5*AWA_LOAD_FACTOR, PRR_LoadFaction());DelayCommand(7.0*AWA_LOAD_FACTOR, PRR_LoadFaction());DelayCommand(7.5*AWA_LOAD_FACTOR, PRR_LoadFaction());DelayCommand(8.0*AWA_LOAD_FACTOR, PRR_LoadFaction());DelayCommand(8.5*AWA_LOAD_FACTOR, PRR_LoadFaction());DelayCommand(9.0*AWA_LOAD_FACTOR, PRR_LoadFaction());DelayCommand(9.5*AWA_LOAD_FACTOR, PRR_LoadFaction());DelayCommand(10.0*AWA_LOAD_FACTOR, PRR_LoadFaction());DelayCommand(10.5*AWA_LOAD_FACTOR, PRR_LoadFaction());DelayCommand(11.0*AWA_LOAD_FACTOR, PRR_LoadFaction());DelayCommand(11.5*AWA_LOAD_FACTOR, PRR_LoadFaction());DelayCommand(12.0*AWA_LOAD_FACTOR, PRR_LoadFaction());DelayCommand(12.5*AWA_LOAD_FACTOR, PRR_LoadFaction());DelayCommand(13.0*AWA_LOAD_FACTOR, PRR_LoadFaction());DelayCommand(13.5*AWA_LOAD_FACTOR, PRR_LoadFaction());DelayCommand(14.0*AWA_LOAD_FACTOR, PRR_LoadFaction());DelayCommand(14.5*AWA_LOAD_FACTOR, PRR_LoadFaction());

This is PRR_LoadFaction
void PRR_LoadFaction()
{    
int nNth = GetLocalInt(GetModule(), "FactionFocus_Source");    
object oSourceFactionMember = GetObjectByTag("FACTION_FOCUS", nNth);//colunm    //while(oSourceFactionMember != OBJECT_INVALID)  
 if(oSourceFactionMember != OBJECT_INVALID)            
{            
int i = 0;            
object oTarget = GetObjectByTag("FACTION_FOCUS", i);//row            
//float fDelay;            
while(oTarget != OBJECT_INVALID)                  
 {                  
 string sSourceFactionMember = SQLEncodeSpecialChars(GetStringLowerCase(GetName(oSourceFactionMember)));                    
string sTarget = SQLEncodeSpecialChars(GetStringLowerCase(GetName(oTarget)));                    SQLExecDirect("SELECT " + sSourceFactionMember + " FROM tbl_factions WHERE tbl_player_player_character='" + sTarget + "'");                    if (SQLFetch())                            {                            int nAdjustment = StringToInt(SQLGetData(1));                            //fDelay += 0.10;// optional delay                            //DelayCommand( fDelay *AWA_LOAD_FACTOR, AdjustReputation( oFactionFocus, oTargetFocus, nAdjustRep ));//                            AdjustReputation( oTarget, oSourceFactionMember, nAdjustment );                            //AWA_DEBUG("PRR_LoadModule: target = "+GetName(oTarget)+" source = "+GetName(oSourceFactionMember)+" rep = "+IntToString(nAdjustment));                            }                            else                            {                            AWA_DEBUG("PRR ERROR: could not SELECT "+GetName(oSourceFactionMember)+" FROM tbl_factions WHERE tbl_player_player_character= "+GetName(oTarget));                            }                    i++;                    oTarget = GetObjectByTag("FACTION_FOCUS", i);                    }            }    //if (oSourceFactionMember == OBJECT_INVALID)            //{            //AWA_DEBUG("PRR_LoadFaction: finished "+GetName(oSourceFactionMember));            //nNth++;            SetLocalInt(GetModule(), "FactionFocus_Source", (GetLocalInt(GetModule(), "FactionFocus_Source") + 1) );            //}}

Thanks for any help

Modifié par DM_Vecna, 25 avril 2011 - 04:50 .


#2
DM_Vecna

DM_Vecna
  • Members
  • 280 messages
In my debugging I made a breakthrough.

Here is a portion of my nwserverlog. It appears that somehow my while or if statment is going wonkers. To test this I set the adjust reputation to 50 instead of nAdjustment.

GameSpy Server Error: Unable to query the server. You may need to open port 3306 for incoming traffic.
[Mon Apr 25 00:14:26] *** Module load script commenced ***
[Mon Apr 25 00:14:36] Loading faction information...
[Mon Apr 25 00:14:36] 100
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] PRR_LoadFaction: finished unknown
[Mon Apr 25 00:14:36] 100
[Mon Apr 25 00:14:36] 100
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
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[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] PRR_LoadFaction: finished undead
[Mon Apr 25 00:14:36] 100
[Mon Apr 25 00:14:36] 100
[Mon Apr 25 00:14:36] 100
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
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[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] PRR_LoadFaction: finished mulrok
[Mon Apr 25 00:14:36] 100
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[Mon Apr 25 00:14:36] 100
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[Mon Apr 25 00:14:36] 50
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[Mon Apr 25 00:14:36] PRR_LoadFaction: finished spell_target
[Mon Apr 25 00:14:36] 100
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[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] 50
[Mon Apr 25 00:14:36] PRR_LoadFaction: finished animal
[Mon Apr 25 00:14:36] 100
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[Mon Apr 25 00:14:36] PRR_LoadFaction: finished rogue
[Mon Apr 25 00:14:37] 100
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[Mon Apr 25 00:14:37] PRR_LoadFaction: finished neutral_dungeon
[Mon Apr 25 00:14:37] 100
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[Mon Apr 25 00:14:37] PRR_LoadFaction: finished hextorite
[Mon Apr 25 00:14:37] 100
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[Mon Apr 25 00:14:37] PRR_LoadFaction: finished elelhadez
[Mon Apr 25 00:14:37] 100
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[Mon Apr 25 00:14:37] PRR_LoadFaction: finished vlaskyoriil
[Mon Apr 25 00:14:37] 100
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[Mon Apr 25 00:14:37] PRR_LoadFaction: finished blackwillow
[Mon Apr 25 00:14:37] 100
[Mon Apr 25 00:14:37] 100
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[Mon Apr 25 00:14:37] PRR_LoadFaction: finished tarantula
[Mon Apr 25 00:14:37] 100
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[Mon Apr 25 00:14:37] PRR_LoadFaction: finished orc_2
[Mon Apr 25 00:14:37] 100
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[Mon Apr 25 00:14:37] PRR_LoadFaction: finished orc_1
[Mon Apr 25 00:14:38] 100
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[Mon Apr 25 00:14:38] PRR_LoadFaction: finished dwarven
[Mon Apr 25 00:14:38] 100
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[Mon Apr 25 00:14:38] PRR_LoadFaction: finished elven
[Mon Apr 25 00:14:38] 100
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#3
Greyfort

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ok to start go through your function script and instead of craming it on one line make them new lines for easy debuging, then when done make them on liners if you must. it always help you look at the logical flow of your script. IE

if ( a=1)
{
// something happens
}else{
// something else happens
}

I treied to copy and paste your script and its a little dificult to figure what you have commented out, and what you are useing.

I tried to clean it up a little but I dont have prr system, but if you clean the script up I might be able to find the error.


This is PRR_LoadFaction
void PRR_LoadFaction()
{
int nNth = GetLocalInt(GetModule(), "FactionFocus_Source");
object oSourceFactionMember = GetObjectByTag("FACTION_FOCUS", nNth);//colunm //while(oSourceFactionMember != OBJECT_INVALID)
if(oSourceFactionMember != OBJECT_INVALID)
{
int i = 0;
object oTarget = GetObjectByTag("FACTION_FOCUS", i);//row
//float fDelay;
while(oTarget != OBJECT_INVALID)
{
string sSourceFactionMember = SQLEncodeSpecialChars(GetStringLowerCase(GetName(oSourceFactionMember)));
string sTarget = SQLEncodeSpecialChars(GetStringLowerCase(GetName(oTarget)));
SQLExecDirect("SELECT " + sSourceFactionMember + " FROM tbl_factions WHERE tbl_player_player_character='" + sTarget + "'");
if (SQLFetch())
{
int nAdjustment = StringToInt(SQLGetData(1));
//fDelay += 0.10;// optional delay
//DelayCommand( fDelay *AWA_LOAD_FACTOR,
//AdjustReputation( oFactionFocus, oTargetFocus, nAdjustRep ));
//AdjustReputation( oTarget, oSourceFactionMember, nAdjustment );
//AWA_DEBUG("PRR_LoadModule: target = "+GetName(oTarget)+"
//source = "+GetName(oSourceFactionMember)+" rep = "+IntToString(nAdjustment));
}else{
AWA_DEBUG("PRR ERROR: could not SELECT "+GetName(oSourceFactionMember)+
" FROM tbl_factions WHERE tbl_player_player_character= "+GetName(oTarget));
}
i++;
oTarget = GetObjectByTag("FACTION_FOCUS", i);
}//end of while
}//end of if(oSourceFactionMember != OBJECT_INVALID)
//if (oSourceFactionMember == OBJECT_INVALID)
//{ //AWA_DEBUG("PRR_LoadFaction: finished "+GetName(oSourceFactionMember));
//nNth++; SetLocalInt(GetModule(), "FactionFocus_Source",
//(GetLocalInt(GetModule(), "FactionFocus_Source") + 1) );
//}
}

if you look at script you posted and this edited version it looks like in your useing // remarks messed something up, as I look at it quickly. I am groggy so I might have missed something. Also you said its adjusting a faction more then once, it makes me think of the all the un commented remarks, do you have a on altered version of your function?

#4
DM_Vecna

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 Sorry the formating got all screwie when I posted here.

Can anyone tell me how to properly post code in the new forum?

Modifié par DM_Vecna, 26 avril 2011 - 02:04 .


#5
DM_Vecna

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hopefully this is more legible. loop is still bleeding over to the next loop.

 void PRR_LoadModule()
{          
 int nNth = 0;            
object oSourceFactionMember = GetObjectByTag("FACTION_FOCUS", nNth);//colunm            while(oSourceFactionMember != OBJECT_INVALID)            
{                    
string sName = GetName(oSourceFactionMember);                    
AWA_DEBUG(sName+" "+IntToString(nNth));/////////////////////////////////////////////                    
int i = 0;                    
object oTarget = GetObjectByTag("FACTION_FOCUS", i);//row                          
 while(oTarget != OBJECT_INVALID)                            
{                                    
if (!GetFactionEqual(oSourceFactionMember, oTarget))                                  
 {                                  
 AdjustReputation( oTarget, oSourceFactionMember, 15 );                                    AWA_DEBUG(IntToString(GetReputation(oSourceFactionMember, oTarget )));                                  
}                            
i++;                            
oTarget = GetObjectByTag("FACTION_FOCUS", i);                          
}            
nNth++;            
oSourceFactionMember = GetObjectByTag("FACTION_FOCUS", nNth);          
 }
}

Modifié par DM_Vecna, 26 avril 2011 - 06:04 .


#6
Xardex

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----

Modifié par Xardex, 26 avril 2011 - 11:47 .


#7
Xardex

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Try to put your script in quotes or code brackets
[code [/code
[quote [/quote
(Remember to close the brackets with ]

I prefer quote.


EDIT

Stupid forums, not showing up your messages until you already posted another post because you thought the first one didnt get through.

Modifié par Xardex, 26 avril 2011 - 11:49 .


#8
Lightfoot8

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Here is a long shot. Make sure that you do not have any of your " FACTION_FOCUS", creatures in another area. Perhaps by having them report a debug as to the area they are in.

#9
DM_Vecna

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All FACTION_FOCUS creatures report from the same area with no duplicates.

#10
Lightfoot8

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The last script you posted looks good to me. The first one I never cluld read that well.

If I had to guess at what was going wrong, It would be the fact that it used delayed commands to itterate through the list of FACTION_FOCUS objects. The order of the list may be changing between some of the iterations. I am not sure if the order of the list by possistion is kept outside of a single code block.

If you really wanted to do it with the delays, I would sugest first building a list of your objects into a local array. The retriving your oSourceFactionMember from that.

#11
Lightfoot8

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That segustion I made about building a list if the Objects, Was a real brain fart. 

To add the delays back in it would be simpler to just pass the Faction as an argument.  something like this.

void  PRR_LoadFaction(object oSourceFactionMember);

void PRR_LoadModule()
{
   int nNth = 0;
   object oSourceFactionMember = GetObjectByTag("FACTION_FOCUS", nNth);//colunm
   while(oSourceFactionMember != OBJECT_INVALID)
   {
      DelayCommand(0.5*nNth*AWA_LOAD_FACTOR, PRR_LoadFaction(oSourceFactionMember));
      nNth++;
      oSourceFactionMember = GetObjectByTag("FACTION_FOCUS", nNth);
   }
}

////////////////////////////////////////////////

void  PRR_LoadFaction(object oSourceFactionMember)
{
      string sName = GetName(oSourceFactionMember);
      AWA_DEBUG(sName+" "+IntToString(nNth));/////////////////////////////////////////////
      int i = 0;
      object oTarget = GetObjectByTag("FACTION_FOCUS", i);//row
      while(oTarget != OBJECT_INVALID)
      {
        if (!GetFactionEqual(oSourceFactionMember, oTarget))
        {
          AdjustReputation( oTarget, oSourceFactionMember, 15 );
          AWA_DEBUG(IntToString(GetReputation(oSourceFactionMember, oTarget )));
        }
        i++;
        oTarget = GetObjectByTag("FACTION_FOCUS", i);
      }
}

#12
DM_Vecna

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I have tried this all different ways. With delays and without. I now am thinking there is an error that happens when you nest a while loop inside another. It would not be noticed unless you go through a couple of times and are adding to the previous number set, if that makes sense. I am going to try to use if statements instead and see if I get the same error.

#13
Lightfoot8

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Ok, I think I am starting to see the problem here. You are assuming that GetObjectByTag(sTag,nIndex) will always return the Objects in the same order. Or at least that is what I think you are doing. useing the nIndex to set up a square 2d array. Where the nIndex will be the same for each object in the current run of any given script, there is no Garrentee that the nIndex will return the same object in a different or even future run of the same script.

#14
DM_Vecna

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well, this is a simplified version of what I am using. However I have run it about a hundred times and it does always return the creatures in the same order. BUT, I think I found the problem. When adjustreputation fires. It changes the how how oSource feels about oTarget by nAdjustnemt but ALSO changes how oTarget feels about oSource by nAdjustment. I am not sure why it is doing this. I do havethe factions all set to 0 in the faction editor...maybe that is why? I am throwing bug test after bug test at it for three days now :D Next I am trying to see if clearpersonalrepuation might help.

#15
DM_Vecna

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So, I have still not found a fix for this. I have been bug testing this for some time and learning more about the problem but still cannot figure out a stable fix. I realize that some of my previous posts were confusing so here is a short recap.

If you take two creatures from different factions (CreatureA and CreatureB)
If you:
AdjustReputation(CreatureA,CreatureB,15)
then:
AdjustReputation(CreatureB, CreatureA, 15)
you would think that GetReputation would return 15 for both. However what I find is that the second GetReputation returns 30.
I can issustrate where it goes from there if someone would like as it starts a cycle.
Does anyone know a way to examine the Bioware function of AdjustReputation or how to get around this.
What I would like is for both to return 15

#16
Greyfort

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the issue is each time you AdjustReputation it stacks is what it seems. If your only running this function once add a local var to CreatureA,CreatureB, so when you go through the B creature if A all ready set it doesn't set again and moves to the next one. If im understanding you corectly. You would do the same thing if comparing items, objects etc

#17
Lightfoot8

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Ok I now see what you are talking about. After a couple hours of testing and looking for a workaround, I have come up with nothing. Applying the adjustments between the same two creatures again only compounds the problem. It seems like it is adding the last adjustment to the Next adjustment. For when i tested doing the adjustment again between the same two both adjustments where screwed up and not just the second one.

Right now I have no solution. I will try and dig in a little bit deeper when i get a chance again. First I guess I need to look at the faction format a little closer.

#18
DM_Vecna

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I finally figured out a next step. I am going to make the first call to adjust reputation. Destroy the first creature then spawn it again and finally make the second call. I will post the results.

#19
Lightfoot8

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I have even used an adjusted version of repadjust.2da and have so far come up with no solution to this bug.

#20
virusman

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What happens if you call AdjustReputation and GetReputation on different creatures from the same factions?

#21
Squatting Monk

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I used the following code to do this in my own module, and it worked fine (bit of my own database code, but you get the picture):

int prr_GetIsReputationInitialized(object oTarget, object oSourceFactionMember)
{
    if (GetFactionEqual(oTarget, oSourceFactionMember))
    return TRUE;

    string sFaction = prr_GetFaction(oSourceFactionMember);
    string sFaction2 = prr_GetFaction(oTarget);

    if (ss_GetDatabaseInt(PRR_REPUTATION_INIT_PREFIX + sFaction + "_" + sFaction2))
        return TRUE;
    else
        return ss_GetDatabaseInt(PRR_REPUTATION_INIT_PREFIX + sFaction2 + "_" + sFaction);
}

void prr_InitializeReputation(object oTarget, object oSourceFactionMember)
{
    if (GetFactionEqual(oTarget, oSourceFactionMember))
        return;

    int    nAmount   = GetReputation(oSourceFactionMember, oTarget);
    string sFaction  = prr_GetFaction(oSourceFactionMember);
    string sFaction2 = prr_GetFaction(oTarget);
    prr_SetExternalReputation(oSourceFactionMember, oTarget, nAmount, sFaction, sFaction2);
    ss_SetDatabaseInt(PRR_REPUTATION_INIT_PREFIX + sFaction + "_" + sFaction2, 1);
    ss_SetDatabaseInt(PRR_REPUTATION_INIT_PREFIX + sFaction2 + "_" + sFaction, 1);
}

void prr_LoadFactionReputations()
{
    object oTargetFocus = GetObjectByTag(PRR_FACTION_FOCUS);
    object oSourceFocus;
    string sTargetFaction;
    string sSourceFaction;
    int    nCurrentRep;
    int    nStoredRep;
    int    nChange;
    int    nIndex;
    int    nIndex2;

    while(GetIsObjectValid(oTargetFocus))
    {
        nIndex2 = 0;
        sTargetFaction = prr_GetFaction(oTargetFocus);
        oSourceFocus   = GetObjectByTag(PRR_FACTION_FOCUS);
        while(GetIsObjectValid(oSourceFocus))
        {
            if(!GetFactionEqual(oTargetFocus, oSourceFocus))
            {
                if(prr_GetIsReputationInitialized(oTargetFocus, oSourceFocus))
                {
                    sSourceFaction = prr_GetFaction(oSourceFocus);
                    nCurrentRep = GetReputation(oSourceFocus, oTargetFocus);
                    nStoredRep = prr_GetExternalReputation(oSourceFocus, oTargetFocus, sSourceFaction, sTargetFaction);
                    nChange = nStoredRep - nCurrentRep;
                   AdjustReputation(oTargetFocus, oSourceFocus, nChange);
                }
                else
                    prr_InitializeReputation(oTargetFocus, oSourceFocus);
            }
            nIndex2++;
            oSourceFocus = GetObjectByTag(PRR_FACTION_FOCUS, nIndex2);
        }
        nIndex++;
        oTargetFocus = GetObjectByTag(PRR_FACTION_FOCUS, nIndex);
    }
}
I did have an issue like what you described, but at a different place. It turned out that the AdjustFactionReputation() function in nw_i0_plot was bugged. Doesn't look to be what's going on here, but thought I'd throw that out there.

Modifié par Squatting Monk, 22 janvier 2012 - 01:04 .


#22
henesua

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Monk - are those rewrites of the functions in PRR 2?

#23
ShadowM

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Seem that AdjustReputation is holding the adjustment amount and adding it to any more calls after the first call that relate to the two factions in the script, it just weird. I added a third faction in testing and it was not affected.

#24
Squatting Monk

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henesua wrote...

Monk - are those rewrites of the functions in PRR 2?

Yes. I think I modified those from an NWNX version of PRR I found, but I can't seem to locate the originals anywhere. (Could be I rewote the NBDE version to use NWNX, but I don't think I was good enough at scripting to do that back in 2007 when I wrote this).

I do have my full edited versions if anyone wants them, though there are a few bugs hiding out.

Modifié par Squatting Monk, 22 janvier 2012 - 01:45 .


#25
virusman

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Looking at the implementation code, I don't really see where AdjustReputation can affect both reputations.
GetReputation, on the other side, also adds personal reputation, so try to call GetReputation on other creatures from these factions.