Making the strong Ale.

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Luis4u
Dasarian Hero
Posts: 1006
Joined: Wed Mar 24, 2010 11:40 am
Main Player Character: Lagnapis Stormbeard
Other PCs: Geodon WoodSoul, Xanward Strombeard
Bioware Username: Banokles z Mykenu
Location: Poland

Making the strong Ale.

Post by Luis4u »

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.
Wired
Retired
Posts: 8978
Joined: Fri Aug 17, 2007 9:13 pm

Re: Making the strong Ale.

Post by Wired »

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. :D

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
Luis4u
Dasarian Hero
Posts: 1006
Joined: Wed Mar 24, 2010 11:40 am
Main Player Character: Lagnapis Stormbeard
Other PCs: Geodon WoodSoul, Xanward Strombeard
Bioware Username: Banokles z Mykenu
Location: Poland

Re: Making the strong Ale.

Post by Luis4u »

Thanks for help. A strong dark Ale coming up!
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