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.
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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.
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 at 2003-12-0218:03:00
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 at 2003-11-2403:39:00
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 at 2003-07-0711:56:00
HAHAHAHAHHAAH
Posted by Gemini03 at 2003-03-1408:33:00
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 at 2003-02-1410:00:00
Laff, this would probaly work good with that addiction system by Mike Janicki. I could see the junkies now....laff
Posted by Baddmojo at 2003-02-1410:00:00
Laff, this would probaly work good with that addiction system by Mike Janicki. I could see the junkies now....laff
Posted by Gilgon at 2003-01-3021:33:00
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 at 2003-01-3012:16:00
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 at 2002-12-1105:36:00
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...