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Neverwinter Nights Forum News

Discussion in 'Game/SP News & Comments' started by NewsPro, Jun 12, 2003.

  1. NewsPro Gems: 30/31
    Latest gem: King's Tears


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    (Originally posted by Veldrin)

    Here are today's Neverwinter Nights forum highlights. 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.

    Derek French, Assistant Producer

    Linux Client: Just an update - we are still waiting on final approval for release of the NWN Linux Client. It should be out within a week. Until then, Beta 6 is pretty much identical to what the Final will be, so enjoy!

    Darcy Pajak, Assistant Producer

    Seeker Arrows: The seeker arrow is a magic arrow that appears in the player's bow which tracks the target giving it a awful sting. So, no you cannot cast seeker arrow on a special arrow and get a 100% chance to hit.

    David Gaider, Designer

    Quote: Is what David saying here, is that we no longer need to have "OnActivateItem" scripts for custom weapons/items etc? The script for the unique power can now be "HOOKED" into the item itself?!?!?

    No. Items cannot have their own scripts, and never will. I'm not sure how you get this out of what I said, which was mentioning that there would be scripting functions which can determine the exact properties a given item has. OnActivateItem will still be necessary for making custom items, as will the upcoming OnEquipItem/OnUnEquipItem.


    Quote: David can you confirm this?

    I confirm nothing. It's still a wee bit early to make concrete promises about the next expansion.


    Quote: With SoU, will we be able to do all this inventory and buffing stuff with the henchmen from the NWN OC?

    You'll be able to adjust their inventory via the radial menu... but the ability to ask them to cast spells and use abilities is a function of dialogue. Their dialogue would have to be re-written in order to accomodate that... and it hasn't been.


    Quote: Will the inventory management be hard coded or will there be scripting functions directly available to the user which can be called to perform the management upon the specific henchman?

    The ability to open the inventory is hard-coded into the radial menu. There is also a scripting command to open their inventory, as well.


    Quote: Will there be a clean way to be able to modify/create radial menus? Either through a 2da or.... This would be nice.

    Not currently, no.


    Quote: The problem that I have found is that once a henchman goes into combat mode that they become "to busy to talk to you". I assume this is no longer an issue? Especially for dialog mode commands.

    This hasn't changed. Once in combat, you can't initiate dialogue with the henchman. You can, however, open their inventory as that's done via a radial command and not via dialogue.
     
    Last edited by a moderator: Jan 4, 2018
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