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https://github.com/NWNX/nwnx2-linux/blob/master/plugins/structs/nwnx_structs.nss
In the old NWNX_Structs plugin we had the ability to do a lot of things which manipulated internal structures. One f…
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I have a function to hide the icon of an effect:
```
effect HideEffectIcon(effect e)
{
struct NWNX_EffectUnpacked strUnpacked = NWNX_Effect_UnpackEffect(e);
strUnpacked.bShowIcon = FALS…
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Hello everybody,
I have just a question.
What about the nwnx names plugin? Is it working?
I didn’t have the time to test it and I am trying to understand if the plugin is working or if it mu…
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Currently the names plugin for PCs allows the masking of character name in the playerlist, and so on, but does not support changing the name in the .bic file. In NWNX2, there was the NWNX_Names_SetNam…
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- ON_OPEN_INVENTORY, with bypass.
- ON_SELECT_INVENTORY_PAGE, with bypass. So we can restrict inventory space
Related, make OpenInventory() work for non-henchmen too, or an extra NWNX function.
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It looks like if you call SkipMessage, and later call SendMessage within the same event, it actually skips both messages instead of just the original.
In 1.69, you could do a SkipMessage and then i…
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Hello.
Function GetUptimeServer ().
Time from the beginning of the server start in milliseconds.
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Fails to do anything, most notable return the index/spell to a ready state.
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Used the command to make katana's & quarterstaff's fineeseable for medium creatures.
Such worked, but somehow rapier, which is fineeseable in vanilla, became unfineeseable.
Using the setweaponfi…
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I am using this script to try and set max HP on players and nothing changes:
```#include "nwnx_creature"
void main()
{
object oPC = GetPCSpeaker();
int nLevel = GetLevelByPosition(1, …