Tommmsunb
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haha I didn't realize I was talking to the guy who started xoreos. I'm a fan of your work! I'd be down to sign up and help out with Xoreos however I could as @JCarter426 suggested. Though as I said earlier in this thread I doubt I'd be all that useful as I'm greener than grass. That being said, I'll never turn down an opportunity to get career knowledge/experience even if I don't know if it would pay off down the line. You simply never know if something will pay off in life as unexpected circumstances are a natural part of the world and living. As for the section about adding functions to nwscript.nss thats exactly what I was hoping I could do. Though I haven't actually found the lookup function so far in my inspections of kotortool, I'm assuming that's hardcoded? As for the hard work and pain, I'm the kinda guy that enjoys the journey regardless of if it pays off in the end. I have an abundance of time and energy as it stands right now and I'd like to use it.
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Thanks a lot for the reply, I'm guessing that a function declaration can't have multiple children like an abstract class/method could in java, or is that wrong? Am I better off just looking for existing explanations of these concepts on stack overflow? (in other words are my questions annoying?) I haven't been able to find the functionality for effects so far in xoreos, could you link me to where you found that please? I've heard that eating your grandmother example before somewhere, I love programming humour haha. I appreciate you advising me against going down this road, however assembly/machine code has been referred to in hushed tones thusfar in my schooling and while I can see why, I'd also like to understand it all better (it kinda feels like a forbidden fruit if you feel me). I don't really expect to get anything usable out of learning about it but I like having knowledge for the sake of knowledge on things like this. I'll lower my hopes/expectations of what I can achieve mod-wise and separate the time in my schedule so that they're different endeavours. I'm starting to get a better idea of what I can realistically hope to achieve and can enter the next phase of planning for the mods I hope to create. Thank you very much everybody.
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I am in no way skilled enough to really offer any meaningful assistance to that project yet but I'll keep studying and maybe in time I will be. Who knows what the future may hold. I'm disappointed but not surprised. Thanks for the reply! I'll do some research on cracking exes but thats something Ive never even thought about doing, though I doubt anything I'd be able to produce after the learning process would be in any way distributable to others. Might be fun for me to play around with on my own playthroughs though @Qui-Gon Glenn I'll play around with it and see if there's anything funky I can do. EDIT:After a solid few hours of shenanigans I have good news and bad news. The good news is I was able to isolate the address for nAttacks in the memory using cheat engine which implies that I can maybe find a way to locate related data using odbg for cracking if I get smarter. I never thought I'd try to learn assembly/machine code before but here I am. The bad news is that simply forcing the value to anything other than what it should be using cheat engine causes a crash as soon as you try to use any attack action. Which leads me to another question. Is there anywhere I can find debug/crash info? No matter what, I'm enjoying this process so if I don't end up with anything to show for my work then I'll still be happy and won't give up.
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Hello all, just as a quick introduction to me as this is my first post. I'm a game design student with an unhealthy obsession with Star Wars, I have something silly like 10000 or 15000+ hours cumulatively between SWG/SWTOR and all the other star wars games over the last 20 years. I started modding and programming on Empire at war making very basic mods for personal use only about 10 years ago as a teen but thats where my actual video game programming experience ends outside of stuff I've done in class or as assignments. I'm looking to expand my career portfolio and have some fun by making some mods for KOTOR/TSL. I've been familiarizing myself with NWScript and how things are handled in the game files and I still have a lot to learn. I'm a total noob as far as artwork and module design goes but I'm fairly adept at object oriented programming/scripting which is a skill I'd like to further polish through this endeavour, I'd also like to learn the aforementioned skills and start making models/meshes and levels. On an aside, I'd appreciate any literature/documentation/whateveryouhave that I can use for learning for any of the above and whatever else you might think could help me on my journey. Now that thats out of the way, here is the main purpose of my posting: I haven't been able to find actual definitions for the abstracts (or at least what I think are abstracts, you don't know what you don't know etc etc) in the Nwscript.nss in any of the files I've inspected in KOTOR tool ###from nwscript.nss### // 485: Create a Modify Attacks effect to add attacks. // - nAttacks: maximum is 5, even with the effect stacked // * Returns an effect of type EFFECT_TYPE_INVALIDEFFECT if nAttacks > 5. effect EffectModifyAttacks(int nAttacks); // 486: Get the last trap detected by oTarget. // * Return value on error: OBJECT_INVALID object GetLastTrapDetected(object oTarget=OBJECT_SELF); // 487: Create a Damage Shield effect which does (nDamageAmount + nRandomAmount) // damage to any melee attacker on a successful attack of damage type nDamageType. // - nDamageAmount: an integer value // - nRandomAmount: DAMAGE_BONUS_* // - nDamageType: DAMAGE_TYPE_* effect EffectDamageShield(int nDamageAmount, int nRandomAmount, int nDamageType); As you can see, the abstracts are here in nwscript.nss. I chose this particular excerpt because I'd like to 1. potentially add effects of my own that I could use for future projects and 2. Modify constraints on existing effects, namely the modifyattacks effect. As my first foray into this I'd like to increase the maximum on nAttacks so that I can give the player more options for increasing their damage. So. Are the definitions I'm looking for found in the engine itself or something? From what I can tell in my ongoing investigation of the opensource re implementation of the Aurora engine called Xoreos found here https://xoreos.org/doxygen/da/d48/namespaceEngines_1_1KotOR2.html this doesn't seem to be the case, but I also haven't been very thorough. I also understand that KOTOR/TSL are ran by the odyssey engine; not the Aurora engine though odyssey is apparently based off of Aurora. I honestly couldn't tell you what the differences between the two are and am hoping I could be informed on that front as well TL;DR Any information you have on how nwscript/c/c++ work or constraints on making mods for kotor/tsl and especially where I can find the definitions of the functions I'm looking for would be greatly appreciated. Thanks in advance!