Inhaling Witch Grass smoke will apply the following effects to the smoker: increase Wisdom by 1, decrease Intelligence by 1, increase Spot and Listen by 5 each, decrease movement speed by 10%. These effects last approximately 1 hour (game time). If more Witch Grass is smoked before these effects wear off, it will only slow the smoker down further. Trying to harvest a plant with a torch in your hand will burn the whole plant, affecting every player or creature within 10 feet.
Items
Other Items
Description
Witch Grass is a plant of unknow origin, although many believe it to be magical. It grows in any outdoor area (or anywhere, if you don't specify the areas), and provides resin covered flower buds, which can be smoked. Included in this zip is a readme file, sample module, and an .erf file for each version.
This zip file includes two versions of the update: 1.1 and 1.1alt 1.1 works the same as the old version, but has cleaner effects, code, and planting. 1.1alt is the same as 1.1, but the Unique Power is on the Bud instead of the Pipe. This will allow for expansion with other types of plants.
This is a compilation of the old system into a single score. There were 22 that made this score of 7.04 then rounded to 7.
Posted by auraleyes ( ..xxx.xxx ) at 2004-01-29 17:55:00
FYI
If you only import the alt version, which I did, there are 2 scripts missing: wg_grow.nss and witchseeds.nss. Without those scripts, planting of seeds will not work. Thanks to the handy erf-1.1 package, I unbundled the erf's, and copied in the 2 scripts.
Posted by Anonymous ( ..xxx.xxx ) at 2003-12-16 16:23:00
I have been working on the persistent location for these plants. Everything in the orginal system seems to work fine now that I have all the scripts. it would help if I knew how else a plant can be destroyed (if it can) aside from being burned in the original system. (I'm gonna change it so if the plants inventory is empty, it disappears) I'm also gonna add two more type of plants. A dirt weed that has no buds, just seeds and sensimiellia that doesnt have seeds. (not that I know anything about different types of weeds) Then make it a random or pre-set chance of growing one of the three types.
It's not the sentimantal value of adding this plant to my mod, it's part of the storyline. So it's kinda important to me to get this compatible.
Posted by Anonymous ( ..xxx.xxx ) at 2003-12-16 12:15:00
I took a look at the lib_witchgrass and found the function for the seed placement. I think i can easily do the limitation on where it grows, but the seeds dont seem to grow anything anyways. I planted a few times. Kinda hard to believe that I'm getting a 5 or 6 constantly trying to plant this stuff. So it's doesnt seem to be growing at all. The smoke effects work fine so It's not a configuration problem in the activate item module functions. One thing that does need to be added which I will.... the seeds need to be removed form the players inventory after they have been used, whether they grow anything or not. Currently the seeds dont dissapear.
Posted by Gilgon ( ..xxx.xxx ) at 2003-12-15 19:46:00
I believe there is a new script function to check if you are indoors or outdoors, so you could keep people from growing it indoors and in caves, etc.
You could also check to see if the player is one of several Areas that you allow growing in.
I've been super busy with work, but in a month or so I may come back to this and release a 2.0 version.
Posted by Anonymous ( ..xxx.xxx ) at 2003-12-11 03:00:00
I'll look into the seed script, see what I can find in there. I don't have any problems converting this to persistent as long as I know what needs to be kept track of. Basicly, if it takes more than 15 mins to grow a new plant, I have to keep track of the location of the seeds, and the growing time. Since I dont have anything tracking player effects if they log off then back on, I guess I can leave the persistency side of the effects from use alone for now. I just dont want this stuff growing everywhere. not much value in it if you can just pick it from any area. How else am I going to get my habitual offenders to go anywhere? All they'll do is stay home all the time!
Posted by Gilgon ( ..xxx.xxx ) at 2003-12-02 18:03:00
I'm not at home, so I can't be sure, but there is a script that gets run when you use the seed's unique power. It would be named the same as the tag of the seed.
In this script is where it creates the new plant. You can add a random check, like roll a d4. If it's a 1, no plant grows. Then you could make some variations of the plant: a 2 means a plant grows, but with no seeds or buds, a 3 and it has seeds, a 4 and it has buds.
The current system doesn't have any persistant variables yet. I had an idea to expand the system to make sprouts first, which you would have to water, but I haven't had any time as of late.
Posted by Anonymous ( ..xxx.xxx ) at 2003-11-24 03:39:00
This seems like a pretty straight forward system. Question I have is, where in this script do I got to limit where it can grow. The docs said edit the witchseeds script. So where is the witchseeds script? There also werent any sprouts, so is this an outdated version, an updated version or am I using the wrong version? I thought I was using 1.1 alt for new install.
Since I have your attention, is there any particular routines in this system that generate variables that need to have value for more than 15 mins of game time? I want to add this to a persistent setting and I'd need to know what I should change over.
Thanks
I didn't post my user name here cause everyone would think it was a joke. I usually do add my user name with my comments though.
Posted by Trickster ( ..xxx.xxx ) at 2003-07-07 11:56:00
HAHAHAHAHHAAH
Posted by Gemini03 ( ..xxx.xxx ) at 2003-03-14 08:33:00
Now all we need is bags of cocain and crystal meth that you can snort or smoke then make a mafia type Module in a Medieval world*L*
Posted by Baddmojo ( ..xxx.xxx ) at 2003-02-14 10:00:00
Laff, this would probaly work good with that addiction
system by Mike Janicki. I could see the junkies now....laff
Posted by Baddmojo ( ..xxx.xxx ) at 2003-02-14 10:00:00
Laff, this would probaly work good with that addiction
system by Mike Janicki. I could see the junkies now....laff
Posted by Gilgon ( ..xxx.xxx ) at 2003-01-30 21:33:00
Use the onactivateitem script that I include in the erf.
Now, my script simply tries to call a script named the same
as the used item's tag (but all lower case).
If you have one custom item in your other activateitem
script, then simply rename it to be the tag of that item.
If you have more than one item listed in your other
activateitem script, then you can either copy and paste
each one into it's own script, adding the proper main()
syntax etc., OR if that seems too complicated, just open
that other activateitem script, and Save As a bunch of
copies named after the tags of all the items.
If you're still having problems, drop me a message on the
bioware site.
Gilgon Avalrock
Posted by Flatlander ( ..xxx.xxx ) at 2003-01-30 12:16:00
Great job Gilgon!!!!
Im having a problem though :(
Similar to a problem already listed below BUT I need more
explanation.
I have the emote wand installed in my mod, and the
onactivateitem script for it. I know that this is the
problem (stopping this from working) but I am not clear on
how to combine both the onactivateitem scripts for each
into 1 file? ummm If this is indeed the correct corse of
action? LOL
P.S. I know this stuff is cake to most of ya's but it
makes my mind bleed.... If anyone could anser this question
I would be most appreciative! Thanks
Posted by MysterX ( ..xxx.xxx ) at 2002-12-11 05:36:00
I installed this and all it did was make me kind of hungry,
then I downloaded hakpaks for about 3 hours straight before
I realized I hadn't even eaten anything. Great job!
Now where I can I put a halfling witch-weed farmer...
Posted by Sir Attilla ( ..xxx.xxx ) at 2002-12-07 02:51:00
Wow! Now we have the Neverwinter Druggies!
Posted by Gilgon ( ..xxx.xxx ) at 2002-11-26 09:33:00
You can copy the portion of code for the stone of recall
out of the official campaign's onactivateitem script, and
paste it into a new script called nw_it_recall. Edit it
to take you to the right place in your mod, and then
anyone with a standard stone of recall will be able to use
it.
Posted by New Guy ( ..xxx.xxx ) at 2002-11-25 18:56:00
I've modded other games before, but kind of new to nwn so
excuse me if I ask a stupid question.
1st off, the witch grass is great, it was easy to implement
and my module now has an exclusive underground witchbud
trade going on complete with sidequests. Thanks for the
prefab.
I'm now trying to add a recall portal and I'm not sure if
the witchbud would interfere... so far the portal doesn't
work and I'm not sure if I got the portal setup wrong, or
if I need to do something about the on activate item script
that was added for the witchbud.
Any advice would be appreciated.
Posted by Gilgon ( ..xxx.xxx ) at 2002-11-20 11:07:00
Also, I'm using update 1.26. I'm not sure if this .erf
requires that you've updated, but it may.
Posted by Gilgon ( ..xxx.xxx ) at 2002-11-20 11:04:00
Be sure to use the onactivateitem script included with
this download. If you already have one in your module,
copy it and save it for each unique power item in you mod,
and name it after the tag of each item. Everything should
work. I've never experienced or heard of it crashing.
If this doesn't work, I'll need more details.
Posted by kefrem the magus ( ..xxx.xxx ) at 2002-11-20 09:11:00
say friend...i grabbed your witch grass and installed
it..but ...it keeps interfering with my other on
activate items....i have lilarcor installed..when i
drop it down..i get that other emote of your grass
thingy instead, plus it crashes big time as well sometimes
and it seems to get confused with all my
other scripts..id like to install it...think you could
give me a hand?
Posted by Gilgon ( ..xxx.xxx ) at 2002-11-12 13:47:00
Hey, erran,
Thanks for your comments. A new version should be up any
time. I've made some minor enhancements, like using Jason
Robinsons head offsets for the smoke. I've also made two
versions of the update, one of which puts the Unique Power
on the Bud instead of the Pipe, allowing it to integrate
with other smokeables (like Hobbit weed). Please feel
free to expand on this for your own modules. Try both the
sample modules to see the difference.
If you really want to expand this to work in a persistant
world, there are a couple ways you could limit it from
being a "money tree". You could change the flag on the
buds to be a stolen item, then only have a few "dealers"
willing to buy it from you. You could set it's value in
gold to be much lower. Or you could put a random check in
the witchseeds script, giving each planting a chance of
failure.
I've also been playing with the idea of having a several
day growth cycle. When you plant the seeds, it would
generate a sprout, that was useable. On use, the sprout
would start a conversation if 1 day had passed. You could
then "water" the plant, and it would grow, but still not
have any buds or seeds. After another day had passed, you
could water it again, and then it would produce buds. I
don't know, pretty complex, but it should be doable.
Posted by Laucian Pariah the Mentally Defecient ( ..xxx.xxx ) at 2002-11-12 10:35:00
next we need smokeable crack. on a serious notegilgon want
to put out a drug and clothing pack just wondering great
item though i usually have to smoke by myself when playing
nwn but now i can smoke with my dorky little elf