There are two types of magic staffs in games.
- Just sticks that give bonuses to casting skills in some way or another, example: magic+5, fire damage+5%. It could be a decent feature for items system, I mean increasing spells output via items.
- Elemental ranged weapons that actually shoot fire/lightning/whatever. Sometimes they don't even have attack checks and thus never miss.
While I do want elemental weapons, I'm not sure that we should use only staffs for that, or even make them ranged.
I know that you wanted that so I've coded the new BE with that in mind. The trouble at the moments is that elemental weapons make magic almost obsolete. They have damage of their own + possibility for a critical strike + elemental modifiers. I am not deep enough into testing new BE now my guess is that this completely frecks up the system.
Speaking of critical strike, in nwn the damge you can inflict with it depends on weapon too. It basically has modificators right in the description, like x2, x3, etc.
It will help a lot with creating more various weapons.
We can always add new field to items (there will be a couple of new once no matter what we do...). But I have plans to add weapons damage in any case, new Be makes adding code like that seem like a walk in the park.
Possible options:
- restoring items, for health and mp at very least, and removing debuffs like poison.
- effects, like regeneration or mp regeneration. In theory, it's possible to even use items for that, like some rare armor that restores hp over time (maybe in battle only, maybe not, it doesn't matter much).
These effects could use a parameter that sets their power, like "regeneration 1" or "poison 1" means +1 or -1 hp per turn.
- disposable and expensive offensive items, powerful enough to be useful in many cases when you are in trouble. Example: a Pandora's box that inflictes 100 damage to all enemies no matter their affinities, defense and evasion.
- I don't want items for buffing. People tend to ignore them (or even sell). Spells will do it if needed.
All of this is possible and easily added. The trouble is that I atm have not even added 1 line of code that would allow using items on the battlefield or any sort of logic to filter out the items that can be used on the battlefield.
You can't do the same things with greatsword and dagger.
Errr.... we could debate that forever. Rusty Old GreatSword vs Enhanced dagger that adds Scorched Earth Skill (I have plans for that as well

) is not a very good bet. It will be a matter of skills and weapon damage in the end.
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Bit of an update on the BE (Since you guys seem to be tagging your asses off, I don't want to fall behind

)
- Positioning is more or less ready (just few more lines of code, it's always just a few more lines... (to get it purrfect)

).
- Battlelog in a viewport Dark requested is ready (we'll need to come up with abbreviations for everything because full sentences I am using now look off-base).
- Base damage is ready.
- Graphical effects are ready.
- 90% of skills we had in Jake's BE are ported with perfect aiming (100% will be ported by tomorrow).
Note @CW: Whatever you did with sprites is obsolete. It is
never a good idea to try and offset something with empty space in an image with in an engine like Ren'Py where you have positioning, anchoring, alignments and offset at your disposal for every displayable in the game (save one or two absolutely unique exceptions out of thousands of cases none of which is relevant to the BE). With new system you can practically chose if you want to hit a heart or a head

*(obviously we're still talking offsets cause I would not have an idea on how to analyze the content of sprites. But at the very least you can now target the dead center or center top or center bottom
of the sprite with the new setup with allows almost pinpoint precision for the attacks. Your fire/ice arrows are now almost flawless and look really good.)
- UI uses default themed Ren'Py elements and will have to be improved (several times) (I managed to pick the worse theme somehow...).
- Everything to do with rows is working really well (imo).
- Targeting seems perfect for both single and multiple targets. (this was not as easy due to rows as I've imagined

)
- Death is working (still trouble with MC dieing (ends the entire game) but I will fix that soon).