Neverwinter Vault thread:
https://neverwintervault.org/forums/neverwinter-nights-2/nwn2-scripting/...
This package contains raw scripts and raw code that can further execute your custom code if and when a controlled-character physically attacks and hits an NPC creature. The catch is that the damage delivered *must exceed* an amount that is calculated by these scripts: that amount attempts to be the highest non-critical value that the controlled-character is capable of delivering with its standard attack. In other words, the hook is triggered if a critical hit (or a sneak attack, etc.) delivers more damage than would be possible without a critical hit.
The code is currently set to run a screen-shake when that condition is met.
Credit: jestemwlodzimierz came up with the idea for NwN2
Notes:
- requires intermediate to advanced NwScript experience.
- at higher PC-levels, this implementation comes up against a hard-coded limitation. When dual-wielded attacks are swinging fast & furious then onhand-offhand attacks can occur nearly simultaneously. The stock function for returning GetLastWeaponUsed() begins to glitch at that point, and returns either the onhand or the offhand weapon pretty much arbitrarily for both attacks.
- so I advise not use these scripts for plot-critical triggers. it is intended only for interest or as a so-called cosmetic enhancement (although you could get away with using it to open a non-required secret door or having an NPC surrender prematurely or applying a special visual/sound effect ... as is, the screen shakes for a bit)
- compiled files are not included.
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Nice idea, and it makes sense to apply custom critical hit effects this way. Now all we need is a Baldur's Gate-style gibbing effect.
jestem linked a video w/ gibbing: NWN2 Custom Critical Hit
(I believe he's primarily a modeller and may have uploaded the chunks.)
Hmm, interesting. I wonder whether that is random particle emission of 3D giblet models or an animated model?
oO
try him(?) quick PM... i doubt he knows this package is up yet
It's an animated model I made for testing. It's not very good so I didn't upload it here.
tks Jest,
neither are these scripts tbh. i guess they should work fine at low-level single-player, but with high-level multi-player I'm sure wackiness would ensue