There are a number of non-standard magical items that I've so far seen in IWD that I'm so far not quite sure what to do with. This includes weapons that give bonus elemental damage, or boots that give a hefty AC bonus against missile weapons etc... ToEE's engine will not support many of these non-standard items, so I'd like to ask the community to discuss what we should do with these items. We could: 1) Cut the non-RAW items out completely. 2) Replicate the items as close as possible to the IWD version using what is available in ToEE. 3) Make the non-RAW items as presented in IWD with custom scripted where possible. When I find any non-RAW items, I will post the stats' and descriptions here in the hopes that a workable solution for that item can be found.
I like the option #4: "When I (you) find any non-RAW items, I (you) will post the stats' and descriptions here in the hopes that a workable solution for that item can be found." I'd imagine that the results of such discussion would be either #1, #2, or #3 for that particular item(s). Some items may be trivial and can be left out, but that also means that it won't be available to be sold to a vendor for cash. So if an item is slated to be cut out, then please replace it with some treasure of similar value. It really all boils down to your wallet; at least at the beginning of the game when you are just getting into the stride of the game. It has been many years since I've last played IWD. I just finished playing Pool of Radiance: Ruins of Myth Drannor for the first time (and probably the last time), so I can load up IWD to get familiar with game again.
Personally I would like to see everything from the original game in the conversion. Of course this is purely a nostalgic wish and I'm sure it will turn out great with whatever you decide to include, or exclude.
I too want to stay as faithful to the original as I can, I fear that in various ways it may not always be possible, but we'll see. The NWN style mini magic items that were very common at the start of the game (IE +1 rank to some skill or another) always bugged me though as they were not (as I saw them) official magic items because they weren't in the PnP game I knew and loved. I hope IWD doesn't turn out to be the same.
"Replicate the items as close as possible to the IWD version using what is available in ToEE." In general I think it best for such en epic task to choose the most pragmatical approach. And something like posting any single item and discuss stats is the opposite of an economical or pragmatical approach to me. Since you have chosen to walk quite a distance with this project I can hardly hope you will reach the final goal: presenting us with a complete IWD game in ToEE style. So my advice in general is make it simple. Anyway, anything playable from IWD in ToEE style will be extremely apreciated by me.
Certainly, but it was chosen to use plain ToEE for the IWD TC. FWIW I second Oleg Ben Loleg's suggestion to keep it simple. It's a big enough undertaking as it is.
That is an interesting point, unfortunately I just plain and simple don't know how to mod ToEE with Temple+. I know how to do a lot of ToEE modding, but Temple+ adds a new layer I'm not familiar with. Is there a tutorial or something?
You can add item effects through Python. C++ is only required for adding new infrastructure. There's not much of a tutorial yet, but I may compose a wiki entry from the q&a I'm having with Winston. Adding item effects is fairly straightforward too.
Well perhaps let me provide an example item: Now I can add the following to the property parameters, but it will be 100% of the time - not 50% and will not add a stunning effect: Monster Bonus Damage Electricity 1d3 Given also that a round in 3.5ed is 6 seconds, 3 seconds is half a round... which would I guess be a Move Equivalent action. The same Character also has: I don't think ToEE has a way to add that kind of property to an item, though I could create some boots that can cast Protection from Missiles, and have the character prebuff with that spell to simulate the effects of it.
Is it possible to do a D6 - 3 for damage? This way if the D6 result was 1, 2, or 3, then there is 0 damage, and if the D6 result was 4, 5, or 6, then the damage is 1-3 and so you get the automatic "50% chance of dealing extra damage" calculation built in to the damage. This means that there is a 100% chance of "dealing" the extra damage, but 50% of the time that damage would be 0.
I can test it tomorrow, but I'm not sure if that would work, it may just add hit points on a low roll.
It'd be an interesting test. Using a simple scenario: If a character has a 6 strength, then there is -2 damage due to the low strength, so in combat if there was a roll of 1 for damage, then the modified result would be -1 damage. The game should know not to add 1 hit point to the enemy.