Hi there,
I need an advice. I have a problem with adding a special effects to my mixtures. For example, I want to make a mixture that will have one or two positive effects and few negative effects. I made, few days ago, a mixture with positive and negative effects, but the problem was, that you could choose the between the effects of the drinks.
So the question is how to make a mixture that would give both effects in the same time, just like the mae beetle juice does.
Making the strong Ale.
Re: Making the strong Ale.
You'd need to add the Cast Spell, Unique Power, Single Use item property to the item, then have a custom script to support your custom effects. Name the script i_tagofyouritem_ac and it'll automatically be run when the item is activated.
Here is an only slightly tweaked example from: http://www.nwnlexicon.com/compiled/func ... bject.html, lest it look like I put a ton of work into this.
Here is an only slightly tweaked example from: http://www.nwnlexicon.com/compiled/func ... bject.html, lest it look like I put a ton of work into this.
Code: Select all
// Example of appling a linked duration effect to the PC speaker,
// perhaps, in this case of a Freedom-type link, and visual
void main()
{
// Get the person to do the "spell" to to do.
object oPC = GetItemActivator();
// Declare the immunity to entangle, movement speed
// decreases, and the duration effect
effect eSlowImmune = EffectImmunity(IMMUNITY_MOVEMENT_SPEED_DECREASE);
effect eEntangleImmune = EffectImmunity(IMMUNITY_ENTANGLE);
effect eDuration = EffectVisualEffect(VFX_DUR_FREEDOM);
// we specially link the effects before appling them. If this was
// a hostile spell, such as a Slowing effect, and they were
// immune to slow, which was linked with an approprate visual,
// it would not apply the visual if the slow didn't work.
// The second reason is dispelling, they should all be removed
// together if dispelled.
effect eLink = EffectLinkEffects(eSlowImmune, eEntangleImmune);
eLink = EffectLinkEffects(eLink, eDuration);
// Note: We can apply it as a supernatural or extraodinary
// effect here, after its been linked, if we wished.
//eLink = EffectExtraodinaryEffect(eLink);
//eLink = EffectSupernaturalEffect(eLink);
// Set a duration (in seconds), for some reason this was
// missing from the lexicon example
float fDuration = 60.0;
// Apply the duration effect for fDuration.
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oPC, fDuration);
// Optional: Maybe it was permament? no duration needed!
//ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oPC);
// Optional2: Maybe it was an instant effect? Wired's favorite:
// effect eDeath = EffectDeath();
// ApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, oPC);
}
Cum eos testibus arripuisses, eorum corda mentesque sequentur
10/2
10/2
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Luis4u
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Re: Making the strong Ale.
Thanks for help. A strong dark Ale coming up!

