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 Post subject: Weapon Visuals
PostPosted: Thu Mar 29, 2007 12:29 am 
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...Having been inspired by the spells visuals topic...

I really hate the glowy things on weapons. I would much rather RP the weapon's particular properties. For instance, an acid sword may have a glow, or it might drip acid, or it might just smell and corrode things like Sati's does. An electrical-damage sword could actually visibly crackle or shock you to the touch. But none of these need huge flashy glowing effects.

Although I'll admit that the flame ones are pretty neat.


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 Post subject:
PostPosted: Thu Mar 29, 2007 1:56 am 
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Someone correct me if I'm wrong, but I believe that the effects on the weapons are hardcoded with the higher amounts of elemental damage (d6+).

There may be a way to script around it with ItemPropertyOnHitCastSpell - IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, but it might not work. I for one, don't mind the effects.


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 Post subject:
PostPosted: Thu Mar 29, 2007 3:22 am 
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Yeah, d6+, and vs. evil/good weapons of any level, and a few other effects, have it coded into NWN to show a visual effect.
I don't know if there's anything worth doing to remove them. I mean we could see if NWN's coding for it can be overwritten in scripts, or we can do "On hit cast" scripts to mimic every ability, but both of those sound like way too much trouble just to remove a visual effect.


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 Post subject:
PostPosted: Thu Mar 29, 2007 4:48 am 
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:? Looks ridiculous having that fire perpendicular out in the air like three feet on a straight weapon.


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 Post subject:
PostPosted: Thu Mar 29, 2007 6:15 am 
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Adding more then 1D6 damage forces the visual. To my knowledge there is no way to turn that off. You could do a double 1D3 bonus for about the same average...


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 Post subject:
PostPosted: Thu Mar 29, 2007 7:41 am 
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well...not....1d6 is different than 2d3....

1d6 = 1 - 6 damage

2d3 = 2 - 6 damage

slightly higher average...not that a player would really complain....but just pointing it out :P


also...in PnP, weapons with elemental properties, it was my understanding that they -usually- required a powerword to activate the effect. for the sake of the game...they skipped that part and just went straight to "weapons on" when equipped


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 Post subject:
PostPosted: Thu Mar 29, 2007 9:07 am 
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I like holy weapon effects, fire too, the only one I really hate is the sonic effect. A sonic visual effect doesnt even make sense if you think about it.


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 Post subject:
PostPosted: Thu Mar 29, 2007 10:34 am 
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I've seen these visuals removed in the past, but I have no idea how it was done. Asking the former dev monkeys of the server I experienced it on yielded nothing, as it turned out an admin/someone else had taken care of it and there was no documentation of it that I could find buried within everything else. Still... it is possible.


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 Post subject:
PostPosted: Thu Mar 29, 2007 12:00 pm 
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As someone who loves to use Katanas in-game just because they're cool, can we PLEASE use the extended blade version of katanas instead of the wakizashi the game actually gives you? It seems somewhat pointless to call it a katana when it looks like a wakizashi, but can be modified (at great expense) to actually LOOK like what it IS.

Stupid annoyment, but it's an annoyment nonetheless. ^_^


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 Post subject:
PostPosted: Thu Mar 29, 2007 1:26 pm 
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Aeternus wrote: Adding more then 1D6 damage forces the visual. To my knowledge there is no way to turn that off. You could do a double 1D3 bonus for about the same average...
Chirijiriden wrote: well...not....1d6 is different than 2d3....

1d6 = 1 - 6 damage

2d3 = 2 - 6 damage

slightly higher average...not that a player would really complain....but just pointing it out

You are both wrong, wrong, wrong and I'm right n' kewl n' all...uhm, ok. The thing is that having for example 2d6 and a double 1d6 bonus of damage isn't the same. The cost for the latter is much lower and for a good reason. I think it was CKY and I who tested this out a couple of years ago and all it does is to roll two d6 and use one of them (possibly the higher but I'm not sure). So having multiple effects of the same type doesn't unfortunately work. I do agree that the 1337 weapon effects are annoying but I just try to ignore them and don't RP around them being there in plain sight. I have removed the effects on some NPC weapons in the mod (like the guards in Settlestone and Nesme) by just swapping their overpowered weapons to plain enhancement bonus weapons. But for PCs it's of course not that easy and as it is just a visual annoyance I wouldn't spend too much time losing sleep over this. We could for example say that weapon effects should in general be ignored from a RP perspective unless the owner explicitly wants them to be RPed?


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 Post subject:
PostPosted: Thu Mar 29, 2007 2:53 pm 
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Personally I roleplay the effects on weapons much more subtly than they appear in-game.

For example, a lightning weapon might emit a crackle or a spark... rather then being a handheld tesla coil, and a flaming weapon might be red-hot like a poker fresh from the fire rather than literally dripping with flame. It may be a good idea to suggest to people that the visuals are purely a more extreme visual representation of what they 'really' do, and so should be referred to with caution in RP situations, rather than to say "ignore them" outright.


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 Post subject:
PostPosted: Thu Mar 29, 2007 4:19 pm 
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I actually enjoy most of the effects, just not a lot of it in one area. ( too many acid glows in a cave looks retarded. )

One thing I did when first learning to build and script was to play with the item properties by scripting them. Now, I couldn't ever ( nor did I try to ) remove the effects for 1d6+, but I did manage to add neat effects to a weapon as it hit a enemy by using the visual effects from spells on a custom "onHit" script.

I had one sword that was popular for a time where it did like 1d4 extra fire damage ( no visual ) the blade was wide and black ( or dark color 4 , to simulate being heated as if bathed in fire ), and when it actually hit, gave the inferno spell visual for a round afterwards. ( the "spell" did no damage, it was merely for show. to represent or RP the fire bonus.)


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 Post subject:
PostPosted: Thu Mar 29, 2007 5:45 pm 
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You can turn it off and it does kinda suck when your evil fellow has a unholy sword, kinda dead give away...


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 Post subject:
PostPosted: Thu Mar 29, 2007 7:12 pm 
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Eredruie wrote: I've seen these visuals removed in the past, but I have no idea how it was done. Asking the former dev monkeys of the server I experienced it on yielded nothing, as it turned out an admin/someone else had taken care of it and there was no documentation of it that I could find buried within everything else. Still... it is possible.
Probably a 2DA change then... 'nother community I play in is full of those. If desired, I can investigate, but it'd shut down the effects on all such weapons.


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 Post subject:
PostPosted: Thu Mar 29, 2007 8:38 pm 
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Maybe set up a poll? I know my vote would be to turn 'em off. Most such weapons in D&D can be turned off and on anyway.


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