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Current ACR fixes: to-do list
Posted: Tue Nov 24, 2009 4:48 pm
by AcadiusLost
Starting a thread here to help organize and prioritize some fixes/adjustments with the core scripts for the next ACR hak revision. Feel free to reply with things I've forgotten, or to bump up priority of issues of particular urgency.
Top priority additions/fixes
- Fix Spawn System ACR_SPAWN_IS_ACTIVE operator (for Teric, acr_spawn_i.nss)
- Add Creature AI override switch ACR_CRE_NO_AI (for Sanderman, acr_creature_i.nss)
- Extend inventory drop/nodrop to despawned nonpersistent placeables.
- Remove unnecessary Subdual Toggle item auto-creation
- Add scripted Bardic Knowledge widget
- Fix "use untrained" with regard to the Ride skill
- Add support for Class4/Level4 in characters database table (finished)
Secondary priorities:
- Fix returns barrel scripting to remove server-specific functions from the hak
- Add ACR functions for SkillCheck, to implement synergy
- Add Contextmenu option for Appraisal of items (canon skill use)
- Alter Spider Climb implementation to add an arbitrarily large bonus to Climb skill
- Add a module switch to allow rudimentary testing without SQL database present.
- Add handling for gameworld calander rollback (last resting timestamp rollback)
Tertiary objectives:
- Integrate movement/climbing/swimming scripts by Teric
- Implement ACR language teaching/learning system
- Centralize and extend TSM travel map scripting into an ACR system
- Add better support for free-ranging travel map travel (pseudoheartbeat based checks, taking movement into account, dynamic waypoints for areas of interest)
- Integrate/finish Bartleby's configurable Summon Creature system
- Integrate TKL card game system
I suspect I'm forgetting at least one or two important things. Should be able to get the top-priority and a handful of the lower-priority systems into a hak update within the next week or two.
Re: Current ACR fixes: to-do list
Posted: Tue Nov 24, 2009 5:10 pm
by AcadiusLost
Added need for handling of inventory on despawned placeables.
Re: Current ACR fixes: to-do list
Posted: Tue Nov 24, 2009 5:13 pm
by Curmudgeon
Finalize fixes to Raise Dead & Resurrection pending creation of properly tagged diamond blueprints (Top priority for me this week).
Re: Current ACR fixes: to-do list
Posted: Tue Nov 24, 2009 5:15 pm
by Curmudgeon
Please add a note re: our ongoing discussion of a way to add random items to shop inventories.
Re: Current ACR fixes: to-do list
Posted: Tue Nov 24, 2009 9:24 pm
by Teric neDhalir
AL, I know your time is tight, thanks for continuing to sort things out for us all.
A couple of minor points;
The fix to acr_spawn_i is probably very small, it's just a case of deciding at which point to run the SPAWN_IS_ACTIVE script. (I hope).
The move skills scripts I've done have the skill synergies hard-coded into them, so if you add synergies to the ACR functionality please wave a big flag so I can take them out again.
If you're expanding the TSM travel map the system I use on 011 has pseudoheartbeats working, let me know if there's anything you want to steal from there (and I didn't write it, so it probably works

)
Re: Current ACR fixes: to-do list
Posted: Wed Nov 25, 2009 5:55 pm
by Wynna
After a PC has completed an item-based quest, picking up the item -- either the one generated for her quest or any other PC's -- will bump her quest state one FURTHER than the quest states in the journal and reward the PC with XP again.
Re: Current ACR fixes: to-do list
Posted: Wed Nov 25, 2009 11:03 pm
by hollyfant
Wynna wrote:After a PC has completed an item-based quest, picking up the item -- either the one generated for her quest or any other PC's -- will bump her quest state one FURTHER than the quest states in the journal and reward the PC with XP again.
Not necessarily. My PC picked up a quest item from a corpse, while having completed the quest already. The static then disappeared from the list of completed quests, and ended up in the to-do list - but only as a header, without accompanying text. No XP was awarded, and the static cannot be completed again.
Re: Current ACR fixes: to-do list
Posted: Thu Nov 26, 2009 1:48 am
by Regas
AC, please don't forget to workin in fixes for world hunger, global warming and male patterned baldness!!
Otherwise, list looks good
Oh and .. thank you.. thannk you .. thank you for your hard work!!
--Regas
Re: Current ACR fixes: to-do list
Posted: Mon Dec 07, 2009 9:27 pm
by AcadiusLost
Note to self: Language learning/teaching system. Needs implementing. Low to medium priority.
Re: Current ACR fixes: to-do list
Posted: Tue Dec 08, 2009 3:00 pm
by AcadiusLost
Add:
-Widget for Bardic Knowledge Checks
-Contextmenu option for canon use of Appraise skill
-Fix for use of Ride skill when untrained
Re: Current ACR fixes: to-do list
Posted: Sun Dec 27, 2009 7:10 am
by AcadiusLost
Didn't have time to do an ACR hak release before departing for vacation, but am attempting to prepare an interim update with some of my free time. So for I think I've got:
1. ACR Spawn Loot fix (resolves a recent issue)
2. Spawn % chance fix (resolves a longstanding bug)
3. Added SPAWN_IS_ACTIVE_SCRIPT handling to allow advanced spawnpoint management
4. Added creature AI switch, to avoid AI script calls when a variable is present
5. Improved creature identification code (still needs a bit of work)
6. Fixed XP penalty calculation for IC Rezes
I don't have the finished files which added the Class4/Level4 parameters, or I would work those in at the same time. Hate to repeat that work from scratch if I don't have to.
Going to try to add one or two more fixes, then iterate the alfa2_acr.hak with the new script versions in the next day or two.
Posted: Sun Dec 27, 2009 2:16 pm
by hollyfant
AL?
Don't burn out.
Srsly.

Re: Current ACR fixes: to-do list
Posted: Sun Dec 27, 2009 9:21 pm
by Teric neDhalir
AcadiusLost wrote:
3. Added SPAWN_IS_ACTIVE_SCRIPT handling to allow advanced spawnpoint management
Thank you!
Can you please let us know when/if you alter .hak files so that we know to update them and also because we'll need to update the ADL file lists.
Thanx,
Teric
Re: Current ACR fixes: to-do list
Posted: Tue Dec 29, 2009 8:42 pm
by AcadiusLost
AcadiusLost wrote:1. ACR Spawn Loot fix (resolves a recent issue)
2. Spawn % chance fix (resolves a longstanding bug)
3. Added SPAWN_IS_ACTIVE_SCRIPT handling to allow advanced spawnpoint management
4. Added creature AI switch, to avoid AI script calls when a variable is present
5. Improved creature identification code (still needs a bit of work)
6. Fixed XP penalty calculation for IC Rezes
7. Increased decay time on PC corpses to simplify tech and IC rezes
8. Removed autoassignment of subdual widgets on every login
9. Fixed Ride skill to be usable untrained
10. Edited a number of loading screen tips
Added a few more fixes to go into this update.
Re: Current ACR fixes: to-do list
Posted: Wed Dec 30, 2009 6:41 pm
by AcadiusLost
Last 2 features squeezed in before the update this morning:
Creature identification using Knowledge skills now works from the rightclick contextmenu.
Item Appraisal shows up as a contextmenu option, but will not do anything for now (but means we can implement it easily without another hak update).
New haks and tlk are on the ADL server, so logging into TSM or BG should get you the latest versions. Recompile all scripts to get the ACR script updates to apply to your module.