View Full Version : Neverwinter Nights Forum News (Feb. 20, 08)


chevalier
Fri, 29th Feb '08, 11:11am
Here are today's Neverwinter Nights forum highlights, collected by <a href="http://nwvault.ign.com" target="_blank">NWVault</a>. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.<br />
<b><font size="3" face="Verdana, Arial" color="#cc6600">Brian Chung, Technical Artist</font></b>

<b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=616077&post=5657361&forum=42&highlight=" target="_blank" >patch 1.69 disscussion(part 19)</a></b>
<hr />Currently, we can ADD a new type, but it has no effect when actually used. (I know, NWN is 3rd edition, not 3.5ed) If we were able to get extra melee types, we could implement damage types of "Cold iron" "silver" "Adamantine" "Epic", etc.

If an adamantine sword was given bonus damage type of "adamantine", and a metal golem was given a Damage Resistance to each type EXCEPT adamantine, we could somewhat mimic the 3.5 ed rules, without adding attack bonuses to them <img src="http://forums.bioware.com/_commonext/images/smiles/icon_biggrin.gif" /> <hr />You'll have to handle the bonuses yourself, the material properties don't even raise or lower the item's cost either. I left it open for scripters to modify to their liking. And since it's server-side, PWs can add more flavour to their world without the players needing to download HAKs.

As item properties, they stay with the item, so you save time having to add and store local variables to keep track of things. Plus it shows up in the description window so you can see that this sword is made out of Iron or Steel, etc.

It's not the most elegant solution, but it's the best I could do with the engine given what's available.

Also, just added in the "scaling" creatures, so far I have the base 6 races and dragons, but I might have to adjust some things some more, like apply an invisible box so it's easier to select the creature. Then some generic creature ones for the non-humanoid creatures and that should be enough I think.