It is definitely not of high importance or priority, but is it at all possible to add new weapons to the server without the use of Hak files? I think it would add quite a lot if new weapons are added. For example: mauls, one-handed spears, javelins (that actually can be thrown), falchions, etc and basically any weapon that makes sense for the setting and is easy to implement.
Note: These weapons should not have their own weapon type though or they will end up like the trident and lance. A maul should perhaps use the halberd as its weapon type and so on. (Assuming this suggestion is feasible.)
I don't know anything about it myself, but I would love to see one handed spears and Mauls, or just two handed hammers. It'd make my day.
Requires a hak
If I recall right, most of these new weapons don't have focus or specialization working for them either, but that may have changed since then.
MAULZ
Dualy Spearz
I've seen one-handed spears without a hak before..
Adding ~new~ weapons is impossible without a hak. It's possible to change and add new weapon statistics though, such as one-handed spears or finesse-able longswords. Dunno if this will be a priority or not.
I would love to see quarterstaves made into double weapons, however >.>
Does this mean two-handed warhammers? =D
Fleeting Heart, there have been quarterstaves in-game before. Just gotta find a couple and there you go.
I'd love a finessable katana. But maybe 1d10 damage is too much, 1d8 would be fine. And a dual quarterstaff too.
I've talked about finesse-able katanas before. It was quite frowned upon.
guns
chakram, xena plz.
IMO, any changes in this part should be towards P&P weapons that are missing in NWN engine. Since it is possible, the ones I see fit: One handed spear, Maul (Two handed warhammer) and Falchion (two handed scimitars). Then to adapt the weapons, add +1d2 for scimitars and call it a falchion, etc. I'm not sure if rescaling is possible for weapons, also, one that picks focus on scimitar would get falchion for free ...
One-handed spears and mauls are purely awesome and if this can be done with some sort of ease then hopefully it will be done xD
They can be done. The question is do we want it?
It gets a little funky. For example, the change would be implemented server side, but require you to have an override to take advantage of it, just as Dual Wielding Whips requires an override right now. So, with the override in place, ALL spears would become one handed. All warhammers would become two handed. At least as far as your character is concerned. Anyone else could still use the weapons as their original counterparts if they chose not to install the override.
Perhaps an override would be designed for each weapon...it'd be tedious though.
It doesn't require the use of an override, afaik. They are "new" weapons.
Similar to the spear and Maul thing would it be possible to see Bastard swords used two handed as well, as they are hand-a-half swords?
Quote from: Mannykins;139764Similar to the spear and Maul thing would it be possible to see Bastard swords used two handed as well, as they are hand-a-half swords?
Mauls are not war hammers. Similar, but bigger. They deliver more base damage than 1d8. However, at least in P&P, any medium weapon can, deliberately, be wielded with two hands. In fact, the bastard sword is a two handed martial weapon, the exotic proficiency is only to wield it with one hand.
As for NWN, I'm not sure if it is possible to make it switchable. In NWN2, if you have no off hand weapon or shield, you automatically wield it with two hands, but it is a completely different engine.
I believe just working towards getting the light spear, maul and falchion is already a great addition, if not too hard to do. I just wonder how would those be treated feat wise. If their base type is considered the same of their smaller counterparts, then would be unbalanced to take, for instance, weapon focus in war hammers and getting focus on mauls for free.
Quote from: FleetingHeart;139679I would love to see quarterstaves made into double weapons, however >.>
I wouldn't. Quarterstaves are supposed to be easy to use, whereas a double weapon is nothing of the sort.
A quarterstaff is the easiest weapon to use aside from your fists. It can be used as a flailing weapon, (Hold one end a swing, hard) it is more versatile, and durable, than a double sword, and indeed, both ends can be used to devastating effect. (I know, i got a reward for best use of a quarterstaff in my karate school).
THey are indeed double weapons.
Quote from: Thomas_Not_very_wise;139798(I know, i got a reward for best use of a quarterstaff in my karate school)
I wonder how hard it is to impress students of the art of EMPTY hand (Karate) with your quarter staff skills ...
Anyway, quarterstaves are not double weapons. Some very skilled warriors actually manage to get two attacks with them, using both ends! As soon as they reach level 6 ...
As a disclaimer, this should only work offline. However, to save yourselves from a possible banhammer, make certain it is not installed in the overrides whenever you log into EFU:A, or any other server, for that matter.
Anyway, the file attached with allow the following:
- Double-Weapon use of Quarterstaves
- One hand use of Spears. (gogo Spartans with Round Medium Shield, Spear, Red Loincloth, and Helm)
- Two handed use of WarHammers (say hello to Mauls, the damage is also changed to match that of a Maul, however this won't show up in the description of the item, only in your character sheet)
- Dual Wielding of Whips (just like on EFU:A)
Also not that as a side-effect, small creatures can now use spears two handed and cannot use warhammers at all, since these weapons are now classified as Medium and Large respectively.
Give it a try if you want. :-) If the DMs choose, they can implement this on the Server and thus allow anyone to use weapons in these ways online. If you do not have the override, you will use the weapons in the default manner, if you do, you will use them as above.
EDIT: New Damage ranges
Spear = 1d6 (20/x2)
Warhammer/Maul = 1d10(20/x2)
(http://img242.imageshack.us/img242/613/spartaj.jpg)
[hide="Spoiler-blocked the huge image"](http://img195.imageshack.us/img195/4729/spartanm.jpg)[/hide]
I'm pretty sure this override won't work correctly on the server. The server will be expecting the items to be equipped one way, while the client is trying to equip them another (for example, the client will try to equip a shield or offhand weapon with the spear, but the server is expecting it to be one-handed).
This isn't an issue with the dual-wielding whips because the whips, by default, only work in the off-hand, but still allowed a primary-hand item to be equipped. The modification simply allowed this primary-hand weapon to also be a whip.
Also, the damage dice changes should (hopefully) not be applied by the client. The ability to make a 99d99 spear client-side doesn't mean when you log in to EFUA that it'll be 99d99. It should be whatever the server has (1d8). If the server added this override, all spears would become 1d6 - but only people with the override would be able to equip something off-hand, too.
I believe ExileStrife was thinking about NWNX functions earlier to modify spawned item properties. I'm pretty sure this is not something that should be done with overrides.
I am. Somebody has taken the time to make a nice weapon library for NWNX.
I am gladly getting the feeling this is going somewhere, and feel excited about it. Kudos to Wern8 for bringing it up, whether it works or not, we all at least now know that it is possible.
yeah, I figured there would be some other issues with doing this via override. Still, funny to see. However, if these things (animations and everything) can be changed via NWNX that'd be amazing and awesome.
Also, just curious, but what options does this NWNX module offer? Trying to find it to read any documentation on it. Sounds nifty
No, please don't mistake this for progress and get your hopes up on my behalf. "Knowing about something" is quite a bit different that "wanting to do something," and that's even very different from "going to do something." I have no desire to spend the time thinking about how this is going to work.
http://www.nwnx.org/
The forums should be more up-to-date than the website. Documentation is... scattered... We use the Linux plugins, since our server is Linux. You'll see some posts by ExileStrife in there. ;)
Also, just because a plugin exists doesn't mean it'll work on our server - it also has to work with the currently-compiled version of NWNX that our server is running.
It's not just a module or a collection of scripts, it's sort of like an enclosing environment for nwserver that intercepts data and replaces it. Or at least, that's my understanding of it.
Also my understanding, Scotty. Thanks for the link. :-)
Oh wow. Not that these would be used, but that weapon plugin allows for crits to be disabled against PCs while remaining enabled against NPCs. (like, PvP no crits, PvE yes crits).
Also allows for any ability score to modify the attack roll and makes all light weapons finessable >.> So Wisdom based attacks -could- be possible afterall! :-)