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Neverwinter Nights Forum News

Discussion in 'Game/SP News & Comments' started by NewsPro, Jun 23, 2004.

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


    Joined:
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    (Originally posted by chevalier)

    Here are today's BioWare forum highlights, collected by NWVault. 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

    A silly (or perhaps brilliant) suggestion: Multiplayer licensing

    ---------------
    If such a thing is possible to do technically, I see no reason why they shouldn't be able to make money from it.
    ---------------

    Apart from the fact that it opens a legal can of worms for everyone involved (which is more reason than enough not to touch this issue), it would force us to officially support those "PW features", because if someone pays for them he can expect them to be fully supported (plus our name would be on the box and people would still associate the "world" with BioWare, which could cause some really bad image problems for us in case of "House of Leather and Whips" (just check the NWN server browser). Sorry, but as noted in a different thread already, the possiblity for this "engine license light" to happen is close to 0. We might explore different options in the future, but since NWN greatly benefited from it's free to play nature, I don't see this changeing for DA.

    Equipment Melting
    It is indeed different from the shifter, sorry, no equipment melting for the polymorph spell (through it's a simple polymorph.2da change for servers that disagree with this decision)

    Creature Weapon: On Hit: Cast Spell: Unique Power

    ---------------
    heyas; but i still dont see THE difference. okay, so if you turn on the USE ITEM TAG SCRIPTING variable, and use that if(use item tag scripting is turned on), then it will execute(and return int) the script named the same as the tag. and this is all called on the script in the onActivate slot for the module. so, if i don't want to bother turning on the variable, i just take the if off and make it do it all the time. and if i want it to execute the script itm_+tag name, i just use that itm_+tag routine. and if i don't care if an int gets returned... well, i'm left with executescript("itm_tag"); which is what i had in the first place. i just dont understand why you need all this extra rigamarole to get this to work.
    ---------------

    because it's hooked up deeper in HotU's event system to forward all events, not just OnActivate into one file. This way you have all code that belongs to a single item in one file. The benefits are obvious: Instead of checking through a good number of single event handlers (OnActivate, OnEquip, OnUnequip, etc), you have everything in a central place. Want to get rid of the item, delete the file, everything is gone. Want to share it with someone, just mail him the item and the one script file and they can put it into their module and are ready to go.It also routes pseudo events like OnSpellCastAt to the file which allows to create some really nify things.Check x2_inc_switches and x2_def_mod_load for details on this system. There is a switch to allow you to set a prefix (i.e. "itm_" if you want to do so).

    Derek French, Live Team Producer

    NWN:SoU European CD Key issues

    ---------------
    So can I expect the solution for the problem after Bioware gone back online?
    ---------------

    We have not been offline. If you submitted your CD Keys and we see that there is a problem, then we will fix it for you. If your CD Keys do not show this problem, then you will not be contacted by us.
     
    Last edited by a moderator: Jan 4, 2018
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