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Used: Crystal of Adjustible Auras

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daveyeisley
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Post by Maeglin Dubh Wed Dec 03, 2008 7:07 pm

Similar to the infinite dyepot (maybe even make this one finite) but the idea is a readily available way to change the visual effect of your weapon, or set it to not have one.

I found a crystal of static today, and used it on my scimitar, which changed the effect from fire to lightning. Not so bad, but then I found a crystal of dissolving, and realized that I'd much rather have a cold aura on the weapon, but to get it, I'd need to waste a crystal to get the effect, since I already have 1d8 cold on it.

Is there even a way to change this in the game engine?
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Post by sevenar Wed Dec 03, 2008 7:12 pm

I know on some other servers I've played on you just type in a command such as "wep glow neg" for negative, or "wep glow fir" for fire or something like that so I know it's possible. Would be a nice little addon since the weapon glow can add a lot to the look of your character
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Post by Maeglin Dubh Wed Dec 03, 2008 7:37 pm

Right... that's why I'd rather have cold, or even no aura... I know Derik's gone for the whole lightsaber look, but he's a bit crazier than I am. From the beginning, I never wanted my character to look overtly magical... And acid just looks creepy. I've actually held off on applying the crystal of dissolving to my weapon just so I can keep the lightning aura for now (which is tolerable).
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Post by The Amethyst Dragon Wed Dec 03, 2008 11:56 pm

The first crystal you apply controls the permanent visual right now....so applying other crystals will not change the visual away from the lightning.

And how did you get 1d8 cold?

Boy, I sure wish NWN had a way to apply just a generic colored glow effect to a weapon (instead of just the "elemental" visuals).

I like the idea of being able to change the visual effect via the VC system. Something I might put in.
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Post by daveyeisley Thu Dec 04, 2008 12:10 am

Maeglin performed a quest to collect items to have the Dwarf Wizard add 1d8 cold to his weapon.

His post should be very near the end of the thread.
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Post by The Amethyst Dragon Thu Dec 04, 2008 12:13 am

Ah, ok. I was just curious.
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Post by Maeglin Dubh Thu Dec 04, 2008 12:33 am

Oh! And when the dwarf wizard was done with the weapon, it forgot that it had crystals on it, so the static one overlapped.
So if I add acid, it will still be electric. Cool.
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Post by RustyDios Thu Dec 04, 2008 6:27 am

The Amethyst Dragon it is possible to mess around with weapon VFX's.. I've seen it on the vault, I have an overide for some 'better' weapon vfx's,, however I like Visual Effect: Divine, as a kind of all-round glowy visual...

Weapon VFX

I removed the acid visual from my overides.. it looked like the electric one...
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Post by Kefrem Thu Dec 04, 2008 8:41 am

On an interesting note...the acid which is cool...works real well to simulate the pnp weapon *Dagger of Venom*...reminds me of dripping poison..hence why spyder has a pair of em Smile
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Post by The Amethyst Dragon Thu Dec 04, 2008 9:45 am

RustyDios wrote:The Amethyst Dragon it is possible to mess around with weapon VFX's.. I've seen it on the vault...
I've seen this before. Yes, you can alter the existing visuals, but you can't add new ones like I would prefer.
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Post by RustyDios Thu Dec 04, 2008 11:15 am

That drop down list for the visual effects in the toolset must refference something to know what the options are.. those options must somehow relate to applying the new visual models to the weapon... ah well its your area, not mine.. and I'm sure you've looked thouroughly.. ..

Is it possibly to script it in?.. create a new visual effect in the effects 2da and apply it to the weapon?..

I know the visuals appear in the scripts if you #include "x2_inc_itemprop" ..

// these are the different visuals.. ensures the weapon looks as it should
ItemPropertyVisualEffect(ITEM_VISUAL_COLD);
ItemPropertyVisualEffect(ITEM_VISUAL_HOLY);
ItemPropertyVisualEffect(ITEM_VISUAL_ACID);
ItemPropertyVisualEffect(ITEM_VISUAL_SONIC);
ItemPropertyVisualEffect(ITEM_VISUAL_ELECTRICAL);
ItemPropertyVisualEffect(ITEM_VISUAL_EVIL);
ItemPropertyVisualEffect(ITEM_VISUAL_FIRE);

These can then be pplied to weapons using :
IPSafeAddItemProperty(oItem,ipVis,fDur,iIPR,bDur,bSub);
where oItem = item to apply
ipVis = One of the above
fDur = Temp/Perm (how long it lasts)
iIPR = property policies.. there are three of them ;
X2_IP_ADDPROP_POLICY_REPLACE_EXISTING - remove any property of the same type, subtype, durationtype before adding;
X2_IP_ADDPROP_POLICY_KEEP_EXISTING - do not add if any property with same type, subtype and durationtype already exists;
X2_IP_ADDPROP_POLICY_IGNORE_EXISTING - add itemproperty in any case - Do not Use with OnHit or OnHitSpellCast props!
-- -- I'd recommend the first for the proprosed crystal -- --
bDur = TRUE/FALSE will ignore any similar Item prop if set true
bSub = TRUE/FALSE will ignore any similar Subtype if set true
-- -- with both booleans set TRUE a new add item prop visual WILL replace an old one, but ignore any other item properties that are not visual effects.. ..

I know this works.. I've used it.. I copied this and edited from one of my own scripts.. I can send ye the script if ye want it The Amethyst Dragon.. sooo considering they can be scripted in.. you must be able to add new ones as long as you can tell the script what actual effect you want to use...

I'm not sure how to do that, but most of the CAPS "int" thingi's represent something from a 2da.. so it must be somewhere..
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Post by The Amethyst Dragon Thu Dec 04, 2008 12:02 pm

Yes, that part's easy enough to script (so your original idea will work, eventually, once I have some more time).

The weapon visuals are hardcoded into the game. You can replace the models, and you can add a "None" entry in the proper .2da file (which I've already done Smile), but you can't add new visuals beyond that.
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Post by RustyDios Thu Dec 04, 2008 2:30 pm

Hmm ... I'm sure someone somewhere will find a way if they want to.. and The Amethyst Dragon your work with NWN is already amazing.. there are few names that spring instantly to mind for changing/updating/overhauling/adding content to NWN... I'm sure in time you'll find out how to add new ones.. I thought it was simply a case of adding entries to the 2da and having the correct model files for it to refference and load ... it obviously goes much much deeper then that... ... ...

However back to the original post.. is a crystal of visual effect changing possible and/or likely?...
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Post by MannyJabrielle Thu Dec 04, 2008 3:05 pm

RustyDios wrote:The Amethyst Dragon it is possible to mess around with weapon VFX's.. I've seen it on the vault, I have an overide for some 'better' weapon vfx's,, however I like Visual Effect: Divine, as a kind of all-round glowy visual...

Weapon VFX

I removed the acid visual from my overides.. it looked like the electric one...

They look a bit better. The lightning one is just a little too much though.
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Post by The Amethyst Dragon Thu Dec 04, 2008 4:19 pm

RustyDios wrote: is a crystal of visual effect changing possible and/or likely?...
Yes and/or yes.
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Post by Anthroplayer Tue Dec 09, 2008 1:33 pm

Why not just change the visual effect? Isn't that what everyone is talking about? You could possibly just by a crystal similar to light crystals and called them "sparking crystals", that would be nice, since the light is mostly aesthetic (it does hinder stealth) but then again these visual effects should probably be cheaper then the low light version of crystals. Maybe between the cost of dim and low light crystals, since this is only merely cosmetic, and the light crystals add light, which is cosmetic/vision-enchancing/stealth-hindering. Oh, items that cause light only seem to hinder stealth on characters with the light item equipped... maybe then cosmetic visual effects should cost as much as low light crystals?
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Post by The Amethyst Dragon Fri Feb 06, 2009 12:32 am

After the next reset, look for spectra's aurashift powder in a certain shop.
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