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Viability of Disarm
Topic Started: Sep 13 2011, 04:40 AM (401 Views)
Azulfae
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Iron Tusk Warchief
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I'm a njub to scripting and stuff but could you script it that when a weapon that is marked as undroppable is disarmed it does infact leave the weilders inventory but ceases to exist when it does so.

Weapons marked as droppable could then still just drop as they should.

I.E. the concept being it still can't leave the inventory but rather than time and space having an impenatrable wall that stops you leaving it, more of a, you cease to exist when you leave time and space... can't leave, theory.

ye get me?
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Styxwash
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Blood
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edit: nvm :blink:

well to bad, I was hoping to be able to use disarm on this server after noticing it wasn't disabled. oh well more feats for pure damage.
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cryptc
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Azulfae,Sep 13 2011
11:42 PM
I'm a njub to scripting and stuff but could you script it that when a weapon that is marked as undroppable is disarmed it does infact leave the weilders inventory but ceases to exist when it does so.

Weapons marked as droppable could then still just drop as they should.

I.E. the concept being it still can't leave the inventory but rather than time and space having an impenatrable wall that stops you leaving it, more of a, you cease to exist when you leave time and space... can't leave, theory.

ye get me?

Possibly... just haven't been a priority
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MadPorthos
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Quote:
 
Afulzae wrote:
I'm a njub to scripting and stuff but could you script it that when a weapon that is marked as undroppable is disarmed it does infact leave the weilders inventory but ceases to exist when it does so.

Weapons marked as droppable could then still just drop as they should.

I.E. the concept being it still can't leave the inventory but rather than time and space having an impenatrable wall that stops you leaving it, more of a, you cease to exist when you leave time and space... can't leave, theory.

ye get me?


I don't script for nwn2, but the stuff I learned and did on my old servers in Nwn1 had me coming across these issues with disarm...

When something was created like Ceremorph's mentioned "warblades", which you didn't want to get out into the "general public", it still could get out if you tried to handle it with a "scripting" approach. What could happen is that the item would be in the inventory of the creature, possibly with other goodies and something like a lag spike or error would happen on the server, possibly to characters not even around the module where the special item was being dropped. That lagspike would do something weird and suddenly you'd have an item that should have been removed by a script from inventory on the death of a creature, or that if it hit the ground should have been ungrabbable, but that was in game and available.

I think scripting is so shakey in nwn2 bugsidian that it would be a nightmare.Besides, do you really want to be toiling home from clangor everyday with 500 lbs of junk armor and weapons? No, you kinda wish you could see occasionally ONE of those warblades drop, or ONE of those Erinyes bows.

My interest was in disarm to be useful, tactically. But it's clear as is, for it to work, it must deprive a foe of an advantage (i.e. their weapon) which even is simply seen as too powerful. Otherwise, those who had disarm as a feat and were skilled enough to use it would have a tactic to use on those warblade weilding hobgoblins, disarming them periodically so that at least they'd have to rearm rather than swing with thier mighty weapons.
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Styxwash
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Blood
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I know this server isn't high on custom class/feat content, but one could replace the disarm feats with some kind of spell like ability that decreases targets AB by xx (perhaps scaleable if possible) or simply incur concealment penalties as if the target was attacking a concealed enemy for a duration.
It could also simply blind them for a short time, disabling their ability to attack, although that would have unintended effects on creatures/players that rely on casting spells. Scratch that.

Seeing as there are so few im-passive abilities for pure melee builds, something like that would be awesome. Expose weakness is pretty insane though, in its bugged state, and really it's all the ability any pure melee build needs. I suppose.
Tuqrox, the ogrillion - Dumb brute
Edvard Morner, the pureblood - Barmy egotistical antagonizer
Enoch, the human - Dustman rebuker
Bai' Dago Vixxor, the gnome - Planar scavenger
Agkistrodon, the halfblood - Doomguard aspirant
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Mr_Otyugh
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We'll just someday click the checkbox in every creature blueprint to make them disarmable. We might also add a cool down timer, much like that in knock down.
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MadPorthos
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That WOULD be cool actually. The timer too. Does the AI just automatically instantly re-equip the weapon though on an melee armed/missile armed creature? Even so the use of an action to reequip a weapon, would be a disadvantage worth inflicting, leastwise it's SOMETHING.



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