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Neverwinter Nights Forum News

Discussion in 'Game/SP News & Comments' started by NewsPro, Sep 16, 2003.

  1. NewsPro Gems: 30/31
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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.

    Georg Zoeller, Designer

    Resting on HotU: There will be some kind of resting penalty, i.e. wandering monsters disturbing your sleep if you rest carelessly in a dangerous place like the underdark. There will be no food, sleep, etc system, because we do not think it is fun for the vast majority of players simulating mundane needs in an epic/heroic adventure.

    Quote: Wanted to get a quick confirmation here. Are the dynamic properties and static properties two separate entities? Basically, you can't use the dynamic functions to remove a Toolset defined property? (i.e. Turning a +1 Sword into a regular one by removing it's enhancement bonus) And also does this mean that dynamic properties won't show up at all in the item description like the static properties summary? Or can we choose whether it would show up or not?

    There are no "dynamic" item properties as opposed to "static" ones. Hordes of the Underdark will add the ability to dynamically add "item properties" during runtime. However these item properties are exactly the same as in the toolset, when applied with permanent duration. When added as temporary properties (something you can not do in the toolset), they go away after the duration runs out or the game ends. When added as permanent properties, it is exactly the same as when you would added.

    Permanent and Temporary item properties can be removed using the RemoveItemProperty command. They can not be removed temporary, you need to script around that. The name of an item is not modified by changing its item properties. Temporary item properties do not add to cost, they appear as blue colored text in the examination window and disappear once you leave the game. No plans to include functions that mess around with any core statistics of a character (skills, feats, attribute scores).

    No differences, No anonymous flag. It does not matter if you add item properties via toolset or scripting language, the result it the same.

    You can apply an existing ItemProperty property via the scripting language, it does not. If your question was if there are plans to include more negative properties than the ones currently existing, the answer is no. SetName is not going to happen. Period. There will be GetFirstItemProperty, GetNextItemProperty, GetItemPropertyType (returning an ITEMP_PROPERY_* constant) as well as an GetItemPropertySubType function.


    Quote: I am unsure how PrCs will work with epic levels. Will an Assassin (for example) still be capped at 10 levels? This could make a big difference because of things like the DC of Death Attacks. Even more so things like the classes with summoning abilities.... a blackguard's 'Summon Fiend' is great at lvl 9, but not worth taking into battle against monsters out there to kill lvl 40s. Im curious.

    Any prestige class that can reach level 10 can go into epic levels (11+) in Hordes. However, to get past level 10 in a prestige class, your overall character level has to be at least 20. The Harper scout is an example for a class that reaches only level 5 by the book, because of that, can not reach epic levels (in that class)


    Derek French, Assistant Producer

    Patch 1.32: The 1.32 Update is entering its final testing stage. To account for this and for organizing a simultaneous release for non-English languages, we are going to schedule the 1.32 Update to be released on Thursday morning, September 18th. While this seems like a delay it is only one such that we can have the release at the same time for all languages.

    Quote: I'd think the english servers are the majority of the servers running 24/7, wouldn't it be a good idea to let them have the patch as soon as it's available?

    And that is what exactly causes the non-English owners of NWN to start screaming. Its what we have done in the past and been taken to task for. In a certain sense, you already have the 1.32 Update and nothing is really changing from the Beta to final in this case.


    David Gaider, Designer

    Quote: If I'm level one, and my sword is dynamically imbued with a +3 power, temporarily, and the ELC settings are enabled (meaning that I can't use certain level restrictive items), will my character unequip the sword because he's not a high enough level to use it?

    I believe minimum level restrictions for items are only changed by permanent properties. And if the item's ELC did change, I suspect that the item would not be unequipped... though if you ever did unequip it you likely would not be able to re-equip it.


    Quote: So if there are any cursed items in HotU, they will blatently advertise their ability curses under their examination window? (Once activated at the OnEquip event of course!)

    Okay, I've posted this elsewhere, but let me try again. There IS a "cursed" flag that can be set on an item. This will mean that the item cannot be removed from inventory... it cannot be dropped or given to someone else. Also handy for giving henchmen equipment you don't want them to give up. There IS NOT an "anonymous" flag for any properties. When I mentioned this, way back, it was regarding the fact that scriptable item functions (via OnEquip/OnUnEquip and OnHit:UniqueSpell) would work well for cursed items because these scripted functions would not appear on the list of item's properties when examined. That's all. If you give the item properties in the toolset or add them by scripting, they are still visible on examine.


    Quote: This last bit is unclear. Does it goes like this :

    - a permanent effect would appear in the description

    - a temporary effect would not appear in the description

    Is this correct?


    No, that is incorrect. Both permanent and temporary item properties appear in the description of an item. What does NOT appear are scripted functions. So if I add an item property to an item (say I add Enchantment +1), that would show up on the item when it is examined, whether that enchantment is temporary or permanent. If I add a script to the module's OnEquip function that, say, causes anyone with a Strength of less that 15 to immediately unequip and drop the sword... that would NOT appear on the on the item's description. If I add an OnHit:UniqueSpell function to the sword that causes anyone hit to make a Fortitude save or I apply a poison effect to them, that effect also would NOT appear on the item's description... although the fact that there is an OnHit:UniqueSpell item property WOULD appear because it must be added to the item. You just wouldn't know what that UniqueSpell did.
     
    Last edited by a moderator: Jan 4, 2018
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