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How to remove Journal (Quest)?


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#1
WhiteTiger

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I need a script to remove Journal quest.

 

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void SetGamePlotWhitJournal(object oPC, string sPlotName, int iPlotStatus, int iGold, int iXP, string sJournalID, int iJournalStatus)

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        SetGamePlotWhitJournal(oPC, "Plot_0126", 1, 0, 0, "florestchallenge", 1);
 
        SetGamePlotWhitJournal(oPC, "Plot_0126", 0, 0, 0, "florestchallenge", 0);
 
 


#2
henesua

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I am unable to write this for you at the moment, but it should be possible by - if nothing else - brute forcing the local variables set on the PC.

 

You should take a look at the journal functions on the wiki.

 

One of those functions is for Removing a JournalQuestEntry but I can't vouch for ti as I have not used it.


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#3
WhiteTiger

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yeah, thanks. it works well

 

    RemoveJournalQuestEntry("florestchallenge", GetPCSpeaker());



#4
WhiteTiger

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I was trying to put the mission as level 0 thinking that it would be deleted, but it does not happen, we can only increase. To decrease, it is necessary to delete the mission (journal) and give a new one.



#5
_Guile

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Are your journals persistent or is this an offline module?  

 

Because if a client logged out of the server, the journals would technically be removed anyway, yes?



#6
WhiteTiger

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yeah, Guile. it's a persistent module. I was trying to remove journal and plot, but I was removing only the plot. Now I can remove the journal to. The solution is RemoveJournalQuestEntry

 

it looks like this to remove absolutly plot and journal (talking with npc - action chat)

void main()
{
    SetLocalInt(GetPCSpeaker(), "your_variable_plot", 0);
    SetPersistentInt(GetPCSpeaker(), "your_variable_plot", 0);
    RemoveJournalQuestEntry("your_journal_tag", GetPCSpeaker());
}


#7
_Guile

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I believe Journal entries are best done without persistency, unless it's the main storyline, and that's because there is no need to modify those journal entries...

 

Also, as an added benefit, the players can run a quest multiple times if they like, and if it's a fun quest I'm sure they will want to...

 

If the Journal isn't persistent then it wouldn't be added again at login...

 

Likewise quest should look for an item in the PCs inventory (quest item) and remove it when the PC completes the quest, giving them the reward at the same time..

 

That's the way I would run it, because persistent journal entries really aren't always needed (or they would have coded them to say that way)...



#8
Proleric

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Does anyone know a way of suppressing the feedback message "Your Journal has been updated"?

A long shot, I know - I've tried every which way, without success.

The reason for asking is that I sometimes use temporary journal entries in dialogue, to capture which option the player has chosen, so that only one action script is needed. This improves maintainability; also, proliferation of scripts degrades toolset performance. The temporary journal has a blank description, and is removed almost immediately, but I still get that message. Of course, I still want the message to appear when a regular journal is updated.

These days, for my own purposes, I use a different method. A standard set of scripts (option1, option2, option3...) captures which option was chosen, then transfers control to a common script. However, this method is less suitable for community projects, because the community is unlikely to agree on one standard set that everyone uses.
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#9
WhiteTiger

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Proleric "Does anyone know a way of suppressing the feedback message: Your Journal has been updated.?"

 

I would like to know it and I would like to know to how to remove the message that appears in the end of level up saying how much HP the player got. I would like to remove it because if the HP are too low, the player can click cancel and try to get a better hp value.



#10
MagicalMaster

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"I would like to remove it because if the HP are too low, the player can click cancel and try to get a better hp value."

 

There's an option to hide this in nwnplayer.ini under Server Options.  However...I'd suggest you reconsider.  In PnP, a DM can make the monsters do less damage if the players get a bunch of bad HP rolls or adjust the enemies in some other way.  On a PW, not so much.  Would it make any sense for 3/4 BAB classes to have a 75% chance per level to get a BAB (meaning they could possibly get 20 BAB if they're super lucky or 0 BAB if they're horribly unlucky) rather than a static progression?



#11
WhiteTiger

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Huh, how do I did not realize it?

 

Hide Hit Points Gained  =  0

Hide Hit Points Gained  =  1

 

I was looking to do this and it was so simple, kkkkk



#12
henesua

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My suggestion for hitpoints is to eliminate uncertainty and give out max hitpoints per level. There is a setting for this as well.

 

You'll need to adjust encounters to deal with PCs having max hitpoints, but I think it is worth it. If this isn't your style of play, I don't mean to offend. I however can't stand randomness at this level so I've cut it all out on my own server.


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#13
The Mad Poet

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I also have it set to give max HP. If I remember right PnP is set to having players face 13-15 challenges equal to their level before leveling up (at least I think this is the average numbers, shoddy memory). That's with a party of 4 people. Most PW players face those threats alone, and far more than 13-15 encounters (some PW's have requirements over 100 encounters between levels). Frankly, Max HP is almost a must IMHO.


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#14
_Guile

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I also have it set to give max HP. If I remember right PnP is set to having players face 13-15 challenges equal to their level before leveling up (at least I think this is the average numbers, shoddy memory). That's with a party of 4 people. Most PW players face those threats alone, and far more than 13-15 encounters (some PW's have requirements over 100 encounters between levels). Frankly, Max HP is almost a must IMHO.

 

Yes, PnP XP is much higher than NWN, mainly because a battle can last a long time, and you are facing DM AI vs Computer AI, so monsters rarely act "stupid" & rarely do things that are irrational. :D  (A huge difference)



#15
henesua

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Interesting comments. My motivation for giving max HP is not for dealing with mechanics so much as to improve the player's sense of agency in the game. If you know the HP you will get when choosing a particular class, then that becomes a significant part of the choice you are making. If you are not sure how much HP you'll get with particular class, it becomes a gamble that is largely out of your hands. I prefer that most of the basic stats on the character sheet be within a player's control.

 

Also as a die hard board gamer, I hate dice. If you play a brilliant game, it should not come down to dice rolls. I still play Titan, a classic slugfest boardgame, now and then in an online version someone made called Collosus, but my hackles rise when improbable die rolls turn up to destroy my plans. And just because I have been an addict recently here's a screen shot of the board:

titan.jpg

Now if only I can get some people over to play a game of Caylus. Its been much too long since we hosted a game night at my place…. But then what if I could get people to play Amber Diceless Roleplaying? Woah…


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#16
The Mad Poet

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It's also one of the reasons I've never liked making spells match the PnP versions perfectly. Sometimes it's better to leave those 1 hour/level just as they are.

 

Yes, PnP XP is much higher than NWN, mainly because a battle can last a long time, and you are facing DM AI vs Computer AI, so monsters rarely act "stupid" & rarely do things that are irrational. :D  (A huge difference)

 

Absolutely. In PnP orcs and goblins don't get stuck against the furniture when charging you.  :P  At least not orcs... maybe goblins. If they aren't picking their nose while trying to shoot an arrow and accidently kill themselves.

 

 

Interesting comments. My motivation for giving max HP is not for dealing with mechanics so much as to improve the player's sense of agency in the game. If you know the HP you will get when choosing a particular class, then that becomes a significant part of the choice you are making. If you are not sure how much HP you'll get with particular class, it becomes a gamble that is largely out of your hands. I prefer that most of the basic stats on the character sheet be within a player's control.

 

One of the home rules I have for my PnP game is to have everyone roll 1d6 for HP. They then add the difference between 6 and whatever their normal HD are to the roll. For example having a barbarian (normally d12 HD) roll [1d6 +6 + Con modifier] for their HP. The Wizard (d6) would roll [1d6 + Con Mod], and the Rogue (d8) would roll [1d6 + 2 + Con Mod]. The reason I did this was because I liked the players having a chance for high HP, and a chance for low HP. But I didn't like the Barbarian rolling three 1's in a row... and somehow having the Wizard roll all 6's and end up with more HP. This way I just make the range of possible HP smaller, and is more in favor of the players themselves. In PnP I usually give the first three levels Max HP anyway.

 

I can understand wanting to keep those choices up to the player. That's kind of why Dice Rolling stats in d20 is fading away in favor of Point-Buy systems like in NWN. That and standardizing everyone so that every DM knows everyone has an equal chance to make a good character.



#17
MagicalMaster

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Interesting comments. My motivation for giving max HP is not for dealing with mechanics so much as to improve the player's sense of agency in the game. If you know the HP you will get when choosing a particular class, then that becomes a significant part of the choice you are making. If you are not sure how much HP you'll get with particular class, it becomes a gamble that is largely out of your hands. I prefer that most of the basic stats on the character sheet be within a player's control.

 

Indeed.  Imagine if a fighter rolled a d3 for skill points each level (average of 2) and a rogue rolled a d15 (average of 8).  Likewise for BAB as I mentioned above.  And it would rather stink if you play a fighter who is identical to another player's fighter (let's call him Bob) except that Bob has 20% more HP than you simply because he got better HP rolls.  Feels unfair.  No reason for you to be randomly weaker in that way.



#18
Pstemarie

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I'd really like to go hardcore on this like I do in my PnP campaign where you HP is equal to your Constitution score + size modifier (I use the same size modifiers as used in combat). The CON bonus is not added to HP, its only used to modify die rolls (saves, skill checks, etc.). An unfortunate side effect is that you have to redo all the creature hit points too.


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#19
henesua

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Pstemarie, sounds like you are a fan of some other game systems out there. :)

 

I think Top Secret moved toward stats like that from the D&D style, but I think Call of Cthulu and Rune Quest did a better job.


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#20
Pstemarie

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Yeah, my "house" rules are kind of an amalgam of many other game systems. I am currently using Pathfinder as a base, but if I see something I really like from another system I'm not shy about converting it over.