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Double Weapons


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#1 Taanyth

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Posted 07 August 2009 - 05:21 AM

This is a crazy idea I've had for a while, however my exp in modding BG is limited to minor modifications (Items, a bit of 2da editing, etc).

I thought that since there is already an anim for staffs and two weapon fighting is actually implemented in game, i wandered if there was somehow a way to make the it a double weapon.

The simplest approach would be to make a staff ability that changes it into another item that gives you an extra attack per round (Kinda like the way versatile bastard swords and katanas were implemented), however, that would mean one can use TWF without penalties despite not having the profs. Then i though you could add the extra attack and incur a penalty to thaco however that woul suck for those that actually want to use the profs. These would actually work well for IWD though, you could even add both and make the non penalties one a ranger only weapon.

Since those were rather crappy solutions i tried to think outside the box and to came with a rather unorthodox method. A rather sloppy implementation would be to make 2 identical items, one for each hand, and have them to show the staff animation when they are equipped (For the ones who think that is not realistic enough, you could always theorize that it's a magical weapon that gets it's true power once you join both parts with a command word or something like that) instead of the dual weapon anim.

The last solution i came with was a mix of those above, you could have a normal staff or you could change it into the dual weapon with an special ability

Now, is it possible for example to show the staff anim while you are holding a weapon in each hand?

#2 GeN1e

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Posted 07 August 2009 - 06:57 AM

I suspect you can indeed wield a 1h staff and something animationless in your offhand. If does work then I see no much trouble in implementing what you suggest.

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#3 Slyde

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Posted 08 August 2009 - 11:49 PM

(For the ones who think that is not realistic enough, you could always theorize that it's a magical weapon that gets it's true power once you join both parts with a command word or something like that)


If this idea is not favored, would it be feasible to have an effect on a 1h'd staff (or whatever weapon you wanted) that when equipped,  a (animation-free) weapon in the shield slot is created, similar to the way that a Flame Blade appears in the caster's hand?
This way:
1) No interlocking part back story (not necessarily bad, but it all depends on the writing)
2) This would stop the weirdness of being able to wield just the invisible half (and depending on how the 2-part would be implemented stop any problems with equiping the invisible half in the wrong hand)
3) Allows you to put enhancement bonus' depending on which "side" hits the enemy (as opposed to the "simplest approach" of  simple staff)
4) Allows use of TWF properly  (as opposed to the "simplest approach" of simple staff)

Only problem is that what happens if you put the staff in the shield hand?

AFAIK the animations should be fine, as long as the off-hand weapon has none. However don't take my word on it, I'm not an overly advanced modder.

Just a few thoughts on it and it sounds like it could be a pretty cool idea (especially if you implement two enchantments, one on each side)

Edited by Slyde, 17 August 2009 - 11:33 PM.

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#4 Zyraen

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Posted 09 August 2009 - 12:38 AM

Actually, what I think some people might like is to have a configurable script, where equipping one 1-hand item in mainhand will allow me to automatically equip another offhand item.
Why so? This allows me to switch from 1HWeapon-Shield to Bow to 2 Weapons to 2H Weapon without ever opening my inventory. Just F2, F3, etc.
Wonder if it can be done :)

Back to topic - one way to implement this is to cause an equipping of the 1H weapon to auto-cast a spell on the bearer, that creates a (temporary) Weapon in his Offhand. The weapon created can be in a similar way to Flame Blade, just in a different slot, and the casting style you can look at Staff of Magi for a Cast on Equip ability.

You can use the Baldur.bcs or some other global script to eliminate the spell (and consequently, the offhand weapon) the moment the 1H weapon is no longer in the Mainhand.

Edited by Zyraen, 09 August 2009 - 12:40 AM.

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