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Some questions about item properties and mechanics.


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#1
KantVersusHume

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 By the way, I am using Cdaulepp's Random Loot Generator, so, it is quite possible that these items do not actually exist in the regular OC, but, I would imagine that all of the item properties should.  Also, the Random Loot Generator is truly random--still maintaining loot matching the progression of the game as far as quality--so, sometimes, from what I have read, you can get items with bizarre combinations.  

1.  I have a set of hide armor called "The White Puzzled Hide Armor".
     
    Special Properties:
    +1 AC vs Dragons 
    On Hit: Doom (1)
    Use: Clear Sequencer Single Use

a.  What is "Clear Sequencer Single Use"?  It has been a long time but I seem to remember NWN had sequencer robes, rods, etc.  Clearing the sequence would make such an item "re-programmable".  But, and here my memory is hardly reliable, I thought that sequence clearing would be a property only of items that you could sequence effects/spells upon.  

Is this a case of a random quality from the loot generator that basically has no use in this case, or, is there some other explanation?

Are there sequencer items in NWN2?

By stating, "Single Use", would that mean that the armor could be used, theoretically, to clear a sequencer item once and then that quality would be nullified?  


b. Isn't there a way to show all effects in play during a round, so that, in this case, I could actually see if will saves are being attempted when I am hit, and, if failed, that Doom is being applied?   Some sort of console command I would assume.
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2.  I have a pair of gauntlets called "Kukul's Rain".

    Special Properties:
    AC Bonus +1 (Deflection)
    Enhancement Penalty: -1

To what/to what might  this "Enhancement Penalty" refer?  Putting the gauntlets on, I see no obvious penalty applied in my stats.
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3. Is there any way to re-order/organize what is in your magic pouches and bags, on the fly?  In other words, must I constantly empty the bag to, for example, make sure all of my books are together in one part of the list, gems in another part, molds, etc?  I obviously wouldn't do the latter as that would be tedious to the point of serving as a presentation of mental instability.  Anything on the vault that allows dynamic rearranging of bag contents for us mentally rigid--erm...fastidious--twerps?:happy:

Modifié par KantVersusHume, 24 août 2010 - 01:16 .


#2
I_Raps

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1. "Clear Sequencer Single Use" is a wasted slot in this case.



Sequencers still work, actually. But you'll have to build it in the toolset. You need a "Use Sequencer" (something like that) property to go with the "Clear Sequencer." Actually, you don't even need the "Clear Sequencer." You can load a Sequencer without "Clear," you just won't be able to change the spell afterwards.



2. Enhancement Penalty is just the opposite of Enhancement (-1 to Attack and Damage). On Gloves, that only applies to using the Gloves as a weapon (i.e. Unarmed attacks).



3. There is in fact a rhyme and reason to the inventory, including bags. Let's say you put A B and C in a bag in that order. Now you take out B. The next thing you put in will go into B's slot (number 2). When you reload the game, all the empty slots are erased. Sometimes loading a new area will do it, though not always.

#3
Tony_Akino

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I have a question about the item properties in the toolset. Looking at the properties of an Item, you can assign a set number of properties to any given Item, but my question is this, can you assign a variable set of properties to an item without resorting to scripting it, and creating/destroying an item for each iteration of the said item? what I mean is, for example, you have a sword that for a level 1 character is a +1 hit/dam , for a char lvl3 would have cure light x3/day and +2 hit/dam, for a lvl5 would be a +3 hit/dam and heal 1/day, etc...

#4
Kaldor Silverwand

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Tony_Akino wrote...

I have a question about the item properties in the toolset. Looking at the properties of an Item, you can assign a set number of properties to any given Item, but my question is this, can you assign a variable set of properties to an item without resorting to scripting it, and creating/destroying an item for each iteration of the said item? what I mean is, for example, you have a sword that for a level 1 character is a +1 hit/dam , for a char lvl3 would have cure light x3/day and +2 hit/dam, for a lvl5 would be a +3 hit/dam and heal 1/day, etc...


No. You would have to use a script to change its properties when it is equipped. This isn't hard to do though. I use scripts on Nasher's items to change their properties, and I have werewolf claws (invisible daggers actually) that change properties based on the level of the character wielding them.