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.
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 at 2002-11-2518:56:00
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 at 2002-11-2011:07:00
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 at 2002-11-2011:04:00
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 at 2002-11-2009:11:00
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 at 2002-11-1213:47:00
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 at 2002-11-1210:35:00
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