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"Lance Berg" <emporer@dejazzd.com> a écrit dans le message de news:
rvWdnfOJwYVlWjbcRVn-2A@dejazzd.com...
>
> Ezechiel wrote:
>
> > "Lance Berg" <emporer@dejazzd.com> a écrit dans le message de news:
> > hbGdnfFRArtG5DbcRVn-vA@dejazzd.com...
> >
> >>After all, you aren't -forced- to use a katana two handed just because
> >>you don't happen to have anything in your off hand.
> >>
> >
> > Well as I said i'm trying to make a medieval-japanese inspired module,
and
> > katana are swords you are supposed to wield with both hands except
during
> > rare occasions. So I really want to make two handed the basic stance.
> >
> Katana in one hand and wakasashi in the other is a very popular
> combination, I don't think you can make a very good case for "rare" in
> that sentence. I'll grant you that if your off hand is empty you'd
> almost certainly put it on the katana, but the weapon is balanced for
> use either way.
>
Well I was talking of the katana used alone. 95% of katana strikes (used
alone) are two handed.
The daisho (katana/wakizashi combo) was clearly what i had in mind when
considering having an additional weapon in off hand, but technically the
wakizashi available in CEP is a mere shortsword with a different model: it
ain't really powerfull, and I think that most players will prefer using the
katana alone for having no malus.
> >>I know there are weapons in the original campaigns which can switch from
> >>dagger to longsword to bastard sword, so the idea can clearly be made to
> >>work... this just represents different use styles instead of a weapon
> >>that literally transforms from one form to the other.
> >>
> >
> > aye, that's Enserric the sword from HotU. That's a good idea to start
with
> > but i would like it to work for every katanas in the module, would they
be
> > magical or not. And as it would be a samurai based module, there will be
a
> > lot of different katanas.
> >
> Sure, I'm just suggesting that you make up a script to let you do this,
> and put it on every katana in your module.
>
> "Katana A one handed" with a script to turn it into "katana A two
> handed", which in turn has the script to turn into "katana A one handed"
>
> This would make an ability button which the weilder could put on his
> hotkey bar to switch in and out at will.
>
Well that's the way i thought of, firstly i thought i could use the
equip/unequip event but if can of course script a "power: self" event on it
to be activated at will.
> I guess it would be a bit of a pain to have to make two versions of
> every katana, a single script which would control which graphic is used
> would be easier if it can be done...
>
The problem being that katanas could be of any shapes, colours and may have
magical effects. That's why i wanted to do it for animations, it sounded
more simple to switch from an animation to another.
> A script like this should also be on all Bastard Swords in more european
> oriented campaigns.
And on tetsubos too, it's almost ridiculous to see character wield such a
big and heavy weapon as it would have been a wood stick.
> >
> >>Also, a katana -should- have different stats used one handed versus two
> >>handed, as there's a lot more leverage at work with the second hand in
> >>place, doing this would give you the opportunity to add that factor in,
> >>while the solution you are looking at would just be different looks.
> >>
> >
> > You're right but as i'm planning to make a "social/roleplay" module it
is
> > not really important.
>
> Heh, I tend to get caught up in stuff like that, probably because I make
> swords for a living.
*g*
--
Ezechiel