PRC8/nwn/nwnprc/trunk/include/prc_ccc_readme.nss
Jaysyn904 6ec137a24e Updated AMS marker feats
Updated AMS marker feats.  Removed arcane & divine marker feats.  Updated Dread Necromancer for epic progression. Updated weapon baseitem models.  Updated new weapons for crafting & npc equip.
 Updated prefix.  Updated release archive.
2024-02-11 14:01:05 -05:00

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Conversation Character Creator v1.4
This is a conversation driven in-game 100% serverside character creator allowing
the use of custom content on a serverside game from level 1 (including new races
and new base classes ). It is also more secure than conventional character creation
methods
You Need:
PRC (current version is 2.2d, but this should work with any
http://nwnprc.netgamers.co.uk/
or
http://nwvault.ign.com/Files/hakpacks/data/1071643329920.shtml
or
http://nwvault.ign.com/Files/hakpacks/data/1082946089000.shtml
NWNX 2
http://nwvault.ign.com/Files/other/data/1046636009723.shtml
NWNX-Leto
http://prdownloads.sourceforge.net/leto/nwnxleto-build-03%2B18.rar?download
This is an in-game conversation driven character creator. This is designed for
servervault so that custom content is used at character creation. To work
properly however, several things need to be done.
NWNX2 must be instlled and used to run the module ( http://nwvault.ign.com/Files/
other/...636009723.shtml ) See the readme included with NWNX2 for instructions,
its very easy.
The NWNX_ODBC plugin included with NWNX2 should be installed and setup. See the
readme included with NWNX2 for instructions, this is quite straightforward but
trickier than installing NWNX2. In particular, make sure that the aps_onload
script is setup and that the database can be read to and from using the demo module
included in NWNX2. The ConvoCC should work with Access or MySQL databases.
To enable the database system for 2da caching, you must set a local int on the
module named "USE_2DA_DB_CACHE" to 1.
In addition to using NWNX2 for database storage, the cache can also be stored as
object in the bioware database. This cache is only updated when a character is
created, and is only restored when the module is loaded. This is to keep lag to
a minimum. To enable this, add RestoreCache(); to your OnModuleLoad script just
after void main() and add #include "prc_ccc_cache" above void main()
NWNX-Leto plugin build 18 must be installed ( http://sourceforge.net/projects/leto/ )
See the readme included with NWNX-Leto for instructions, its very easy.
THIS IS A VERY IMPORTANT NOTE Inside the module, in inc_letoscript, the constant
NWN_DIR must point to your servers hard disk location where NWN is installed.
After this, the scripts must be recompiled. THIS IS A VERY IMPORTANT NOTE
The player start should be placed in an area with no access to the rest of the
module. Then you should add code to jump the player to a starting waypoint in
the mod_cliententer script. There is an example commented out, if you delete
the comments ( // at the start of the line) then you can simply place a waypoint
tagged "WP_RealStart" where you want players to be jumped to.
You must connect the mod_cliententer script to the modules on client enter event.
You must connect the mod_clientexit script to the modules on client exit event.
Since much of the data is read directly from 2da's, this can be very slow,
especially for feats and spells where an enourmous amount of data is used. To
speed this process up, all 2da reads are cached via NWNX_ODBC to form a
persistant cache. This is a single tabled named "prccache". This means
that the first time a character is created it is much slower than subsequent
times will be. Also, whenever the PRC updates, or your 2da files change, you
should delete the table from the DB. In addition you must delete the bioware
database named "ConvoCC" when your 2das are updated.
If you wish to expand it to include more custom content (for example CEP portraits),
you need to change the constants in inc_fileends to define the last lines of the
relevant 2das. You will also need to recompile all the scripts.
You may be able to use FastFrenchs NWNX development, I havn't tested it
particularly, but there is no reason why not. I have also only tested it with an
MS Access database, though it should work with MySQL too.
In addition, there is now a few optional extras. These are toggled by local int
variables set on the module.
PRC_CONVOCC_AVARIEL_WINGS Avariel characters have bird wings
PRC_CONVOCC_FEYRI_WINGS Fey'ri characters have bat wings
PRC_CONVOCC_FEYRI_TAIL Fey'ri characters have a demonic tail
PRC_CONVOCC_DROW_ENFORCE_GENDER Force Drow characters to be of the correct gender for
their race
PRC_CONVOCC_GENSAI_ENFORCE_DOMAINS Force Gensai clerics to select the relevant elemental
domain as one of their feats
PRC_CONVOCC_ENFORCE_BLOOD_OF_THE_WARLORD Makes Blood of the Warlord only avliable to orcish characters
PRC_CONVOCC_ENFORCE_FEAT_NIMBUSLIGHT Enforces the "moral" feats
PRC_CONVOCC_ENFORCE_FEAT_HOLYRADIANCE
PRC_CONVOCC_ENFORCE_FEAT_SERVHEAVEN
PRC_CONVOCC_ENFORCE_FEAT_SAC_VOW
PRC_CONVOCC_ENFORCE_FEAT_VOW_OBED
PRC_CONVOCC_ENFORCE_FEAT_THRALL_TO_DEMON
PRC_CONVOCC_ENFORCE_FEAT_DISCIPLE_OF_DARKNESS
PRC_CONVOCC_ENFORCE_FEAT_LICHLOVED
PRC_CONVOCC_ENFORCE_FEAT_EVIL_BRANDS
PRC_CONVOCC_ENFORCE_FEAT_VILE_WILL_DEFORM
PRC_CONVOCC_ENFORCE_FEAT_VILE_DEFORM_OBESE
PRC_CONVOCC_ENFORCE_FEAT_VILE_DEFORM_GAUNT
PRC_CONVOCC_RAKSHASHA_FEMALE_APPEARANCE Female rakshasha use the female rakshasha model
PRC_CONVOCC_DRIDER_FEMALE_APPEARANCE Female drider use the female drider model
PRC_CONVOCC_DISALLOW_CUSTOMISE_WINGS Stops players changing their wings
PRC_CONVOCC_DISALLOW_CUSTOMISE_TAIL Stops players changing their tail
PRC_CONVOCC_DISALLOW_CUSTOMISE_MODEL Stops players changing their model at all
PRC_CONVOCC_USE_RACIAL_APPEARANCES Players can only change their model / portrait / soundset
PRC_CONVOCC_USE_RACIAL_PORTRAIT to alternatives of the same race. If you have extra
PRC_CONVOCC_USE_RACIAL_SOUNDSET content (e.g. from CEP) you must add them to
SetupRacialAppearances or SetupRacialPortraits or
SetupRacialSoundsets in prc_ccc_inc_e in order for
them to be shown on the list.
PRC_CONVOCC_ONLY_PLAYER_VOICESETS Players can only select from the player voicesets
NPC voicesets are not complete, so wont play sounds
for many things such as emotes.
PRC_CONVOCC_RESTRICT_VOICESETS_BY_SEX Only allows players to select voiceset of the same gender
PRC_CONVOCC_FORCE_KEEP_VOICESET Skips the select a voiceset step entirely, and players
have to keep their current voiceset
PRC_CONVOCC_ALLOW_TO_KEEP_PORTRAIT Allow players to keep their exisiting portrait
The ConvoCC cannot allow players to select custom
portriats, so the only way for players to have them
is to select them in the bioware character creator
and then select to keep them in the ConvoCC.
PRC_CONVOCC_FORCE_KEEP_PORTRAIT Skips the select a portrait step entirely, and players
have to keep their current portrait
PRC_CONVOCC_RESTRICT_PORTRAIT_BY_SEX Only allow players to select portraits of the same gender.
Most of the NPC portraits do not have a gender so are also
removed.
PRC_CONVOCC_ENABLE_RACIAL_HITDICE This option give players the ability to start with racial
hit dice for some of the more powerful races. These are
defined in ECL.2da For these races, players do not pick
a class in the ConvoCC but instead select 1 or more levels
in a racial class (such as monsterous humanoid, or outsider).
This is not a complete ECL system, it mearly gives players
the racial hit dice component. It does not make any measure
of the Level Adjustment component. For example, a pixie has
no racial hit dice, but has a +4 level adjustment.
PRC_CONVOCC_ALLOW_HIDDEN_SKIN_COLOURS These enable players to select the hidden skin, hair,
PRC_CONVOCC_ALLOW_HIDDEN_HAIR_COLOURS and tattoo colours (metalics, matt black, matt white).
PRC_CONVOCC_ALLOW_HIDDEN_TATTOO_COLOURS
PRC_CONVOCC_ALLOW_SKILL_POINT_ROLLOVER This option allows players to keep their skillpoints
from one level to the next, if they want to.
PRC_CONVOCC_USE_XP_FOR_NEW_CHAR This will identify new characters based on X which is
the same as v1.3 but less secure.
PRC_CONVOCC_ENCRYPTION_KEY This is the key used to encrypt characters names if
USE_XP_FOR_NEW_CHAR is false in order to identify
returning characters. It should be in the range 1-100.
If USE_XP_FOR_NEW_CHAR is true, then returning
characters will be encrypted too, so once everone has
logged on at least once, USE_XP_FOR_NEW_CHAR can be
set to false for greater security.
Change log
v1.4
Changed several systems to the more general systems the PRC will use in 2.3
Fixed alertness not being given as a racial/bonus feat
Fixed cross class skills not dissapering at 1 skill point remaining
Fixed clerical domain feats not being given correctly
Fixed bonus feats not being given correctly
Fixed quick to master feat selection not being reset correctly
Added model selection
Added wing selection
Added tail selection
Added skin colour selection
Added hair colour selection
Added preview for character customizations (model, soundset, colors, etc)
Added builder options for lots of things
Added skill point storage
v1.3
Fixed a nasty bug 1.2 introduced where all characters were given elven radial feats and appearance
v1.2
Fixed another bug with user and character names with unusual characters in
Fixed bugs with MySQL database
Added BiowareDB caching (at character creation and module load only)
Added confirmation stages
Added "keep existing" options to portrait and soundset
v1.1
Fixed bug with usernames with spaces in them
Fixed bug with cleric second domain scrolling
Fixed bug with missing scripts in erf
Added portrait selection
Added soundset selection
v1.0
First Release
*/