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NWN SCRIPTS

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Title  Alcoholic Beverage Effects
Author  Wysiwyg
Submitted / Updated  01-19-2003 / 11-22-2006
Category  Scripting routines
Expansions  Works on all versions
Format  Module and Code
Type  Type - Effects
Includes  BioWare Standard
Description
Wysiwyg's Booze Scripts 1.22 09-Feb-2003

This download contains an export (ERF) of the necessary scripts to include added and cumulative effects for alcoholic beverages. A sample tavern with some drunks, kegs, and a bartender is included. Instructions for using the effects and adding your own beverages are included in wysbooze.txt which will be placed in your ERF directory along with wysbooze.erf. The hak pack only includes some sounds.

Files

NameTypeSizeDownloads
wysbooze.exewysbooze.exe
Submitted: 01-19-2003 / Last Updated: 02-13-2003
exe396.65Kb3667
--
SCORE OUT OF 10
9.88
6 votes
View Stats
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Comments (36):

  1  2 Next>

Posted by jjsparks at 2011-09-05 02:36:51    Voted 10.00 on 09/05/11
Excellent addition. Makes me wonder why I didn't add this when the server actually had players. Me and my friends are enjoying it thoroughly at any rate. Hours of Entertainment to be had with this system. It was easy to install and even easier to customize. Thank you, albeit a little late, for your work and effort.

Posted by Badwater at 2010-11-30 13:13:41    
The fix for getting this to work on a module is to change sTag to SItem, from

if (GetSubString(sTag,0,4) == "ALC_")

to

if (GetSubString(sItem,0,4) == "ALC_")

Posted by AnthroPlayer at 2007-01-15 17:36:00    Voted 10.00 on 01/15/07
booze-meister!
_________________________
@===============================================@
Vinchenzo made a post here.
Plz check out my entries. I'm currently making a few simple modules, designing 3 special characters, and hope to someday be good this stuff.

This is Vinchenzo, finishing his post with the following advice:
Don't use Latin improperly (Lupis means grey, Rufus is red, Canid is dog, so on.) Furries annoy me with their improper usage of such. And I'm a furry!!! Ugh...
Don't vote for Beta things unless told they are finished, unless posted specifically by the author.
Don't abuse the vote and post function, don't vote for your own/friends stuff just to get a high vote. Don't flame vote either just to be an ass.
There is a voting system for how the points are used, even I forget, but we should follow it (and tattoo it to our forehead, lol)
@===============================================@

Posted by NWC_Snake at 2006-03-24 09:21:06    Voted 9.75 on 03/24/06
This is fun addition to any module that includes an inn or tavern. Nice job!

Posted by The_Abbot at 2006-01-02 02:35:40    Voted 9.75 on 01/02/06
This is without doubt my favourite 'system' to add to a module. It makes taverns a heartily worthwhile and enjoyable location instead of just a place to go and find a suspicious looking halfling who will give you a quest.

It is fun to watch your mates get drunk and gag before falling unconcious in the middle of the bar (it is actually a little to like real life in that respect :o )

This is simply a must for anyone building a module or PW (and can be incorporated into the HCR stuff with only a little modification)

Wysiwyg you are a wizard!

Posted by kestrel at 2004-04-08 20:59:27    Voted 10.00 on 04/08/04

Posted by Old_Scores_Transfered at 2004-02-20 10:29:18    Voted 9.00 on 02/20/04
This is a compilation of the old system into a single score. There were 13 that made this score of 8.62 then rounded to 9.

Posted by wysiwyg ( ..xxx.xxx ) at 2003-08-05 08:07:00    
Dath KahRek

I'm back in town for a while so if you email your module to me, or just the scripts, I can take a look at it.

Posted by Dath KahRek ( ..xxx.xxx ) at 2003-08-04 12:34:00    
I have been having some trouble getting the script imported into another OnActivate Script and into another OnModuleLoad script. Perhaps someone can help me out?

Posted by wysiwyg ( ..xxx.xxx ) at 2003-05-05 14:47:00    
I've gotten it to work without problems with other on activate scripts except where someone's script expects the name of an item to be used as a script name. Whenever anyone's sent me a copy of their script it has always been an issue of a parenthesis in the wrong place or somesuch.

Posted by Cybermagi ( ..xxx.xxx ) at 2003-05-04 07:34:00    
Same problem here.. Added to my custom OnItemActivate and it's doesn't seem to work. the item gets used but no effect.
anyone manage to get this to work in a mulitple on act?


Posted by Jaks ( ..xxx.xxx ) at 2003-04-29 06:02:00    
This system rocks, its the easiest way to introduced controlled chaos into your potion/alcohol system. Its utterly beautiful. Great work man.

Posted by ray ( ..xxx.xxx ) at 2003-02-26 08:55:00    
Thanx for the great script, but when I add it to the
OnItemActivate, with my other items that activate(i.e.
emote wand, ATS book, etc) it doesn't work...damnation!

Posted by wysiwyg ( ..xxx.xxx ) at 2003-02-22 10:52:00    
Baddmojo,

The hak pack just has sounds so if you don't load it then
no sound will play when one of the custom sounds is
selected.

Posted by Baddmojo ( ..xxx.xxx ) at 2003-02-18 18:42:00    
Is the hakpak needed?...i mean the sounds are funny, but
are they mandatory?

Posted by wysiwyg ( ..xxx.xxx ) at 2003-02-13 12:36:00    
Timdalos,

The dreamscape script you mention uses the item's tag as
the name of a script to run. Since every alcoholic
beverage uses a single script that would be
counterproductive.

Posted by wysiwyg ( ..xxx.xxx ) at 2003-02-13 12:29:00    
Here are the latest changes now that I was able to post
them:

09-Feb-2003 - Version 1.22
- Fixed problem with Ring of the Hollow Leg not working if
more than one exist.

08-Feb-2003 - Version 1.21
- Added "Ring of the Hollow Leg" which lets anyone drink
like a dwarf.
- Rewrote effects coding to use a single combined effect
rather than a separate application of each effect.
- Reduced strength adjustment for Dwarves.

Posted by Timdalos ( ..xxx.xxx ) at 2003-02-10 14:18:00    
Hmmm.... if you can send me the parameters for both scripts (ie, what name/tag is needed by the alcohol script and the multi-activate... I use Deva Winblood's dreamscape_onact script myself... and accordingly (because so many people use the tag/name configuration system, and because every one seems to be unique) I'm writing a set of script functions to parse name and tag data and pass it along -- for exactly this kind of situation, where two script set's parameters are incompatible. So anyway... toss me the info (If you use EMail, be sure you say what it is in the subject... I use a pop poller and delete anything unexpected that's not identified on my server, before I even get the email on my computer ;-)

Posted by wysiwyg ( ..xxx.xxx ) at 2003-02-08 18:02:00    
FYI: The download file was NOT updated. For some reason
the text was updated but not the download file. I'll post
the changes made in a comment after I verify that the file
was updated.

Posted by Wysiwyg ( ..xxx.xxx ) at 2003-02-02 14:37:00    
Godbreaker,

I've never seen the script you mention but most of the
items in the game have all uppercase tags. If that script
uses the name of the item as a script to run then that
isn't how you'd want to code the beverages anyway. As it
stands now they all use the same call, assuming it's a
potion starting with ALC_. Making a separate script for
each drink would just be making things more difficult.
Since there is only a small block of code to add into the
module On Activate event you'd be better off just pasting
the relevent bits into whatever you're using now along
with the #include line.

Posted by Wysiwyg ( ..xxx.xxx ) at 2003-02-02 14:30:00    
Aladrian,

Actually, I think it would be possible to code the drunken
master abilities since those effects require being drunk.
Since all of the drunken effects are in one place it'd
just be a matter of adding extra effects when a certain
condition is met. I'm waiting to see what Bioware does
with prestige classes first. I don't want to make alcohol
too powerful though. Thanks for the comment!

Posted by godbreaker ( ..xxx.xxx ) at 2003-02-01 09:35:00    
I would love to use your fantastic code, however I have the
multi_activate in my mod and it requires lower casing the
name of item so it works. Would i have to name every single
beverage u created as its own code to get this script to
work? And I cant get the tag in CAPS so I have no way of
using your ALC_drinks or even making up a word it seems.

Great work though anyway, just wish I could use it within
the on_multi activate item scipt.

Posted by Aladrian ( ..xxx.xxx ) at 2003-02-01 02:26:00    
wysiwyg ,
I love this script..I'll probally even use the drunken
master idea hehe..
Tokens with special powers only usible for this case and by
monks of a certain level would work..i can think of another
way as well..A though would be a different type of drink
only monks or what not could use..add status buffs ,etc.

Posted by wysiwyg ( ..xxx.xxx ) at 2003-01-24 23:49:00    
24-Jan-2003 - Version 1.2

- Changed unconscious display from "zzzzz" to the sleep
effect animation.
- Added custom items: Rod of Dionysus' Wrath and Cloak of
the Drunken Master
- Added new alcoholic beverage effect WYSDRUNK_PUNISH. If
this is set then antidotes will not work, there is no
immunity from fear, and special alcohol related items
will give no benefits.

The rod and cloak are in the bag next to you when you
enter the module.

Posted by wysiwyg ( ..xxx.xxx ) at 2003-01-24 12:27:00    
A Drunken Master effect would be fun. Extra effects could
be coded into the drunken effects that exist now. The only
question is how to tell that someone is a drunken master.
Perhaps using the Deity or subrace fields. That'll go on my
list of things to do. :-)

Come to think of it, I think effects could be added to
item's like that since they would do nothing unless you're
drunk. The scripts that exist now could just look for the
item(s) being equipped and add/remove effects as
appropriate. Unfortunately, I have to leave town for a few
days so I probably won't be able to do it until next
week. :-(

Any ideas on items and effects? It has to be an effect
which can be applied and removed though.

How about Cloak of the Drunken Master or even "Stoned
Armor" :-) When intoxicated you receive damage reduction
with a magnitude relative to how drunk you are; Either that
or an AC adjustment per drunkeness level.

On a punative device for DMs - the code lets you assign
effects so they could all be negative if you wanted; i.e.
effects that reduce all attributes, no HP bonus, make the
player unconscious and let him have to work it off. I'll
probably need to add an optional effect which prevent's the
antidote potion/spell from working though.

Thanks for the suggestion, that sounds like a good one.
Jackie Chan would be proud. :-D

Posted by lllsnakeeyeslll ( ..xxx.xxx ) at 2003-01-24 12:14:00    
This could be modified to help create a drunkin master out
of a monk. The script could detect if the drinker was a
monk and apply similar affects as are listed for the
Pretiege class. Would be interesting, we would be seeing
monks running around drunk all the time. :)

Posted by wysiwyg ( ..xxx.xxx ) at 2003-01-24 06:31:00    
I was thinking about making a "Rod of Dionysus" and
sticking it in BootCamp. That would be easy since the code
would be like what gets used to make npcs spawn drunk. I'm
not sure that would be very punative though. :-) I think
this could be added without changing any core files using
the module activate item event with a targeted property.
You'd have to make a different item for each level of
intoxication you want to inflict since you can't tell
which unique power on an item was used if you assign more
than one.

An area affect should just be like taking a drink instead
of taking damage but a new effect would probably have to
be added to the spells.2da first.

What I would really like to do is make armor which is only
useful when you're drunk although it might be necessary to
add an item property.

The big problem with the area and armor effects is the
necessity of changing the core 2da files which I've
avoided to keep things portable.

Posted by DinoChrome ( ..xxx.xxx ) at 2003-01-24 05:13:00    
Oops dont mind the blank post pressed return to soon :-)

Great too see your still working on the drinks because i
wanted to ask you something.
We were brainstorming lastnight over a beer (or 20) and we
thought it would be cool if the intoxication effect could
be added to a sword (scurrd sword ? :-) ), so that if you
hit someone with it he gets drunk 2 hits makes them
unconscious.
Would be a great tool for a DM not for pcs ofcourse it
would be too powerfull. :-)
Sadly i dont have scripting skills i can only cut and paste
a little so if anyone would take the time to make one that
would great. :-)

A few more ideas are a drink used as a grenade when it hits
it explodes into a billowing gascloud using the mind fog
animation (cloud of intoxication).
An aura of intoxication for monsters so ppl have to use
antidote potions or drop down drunk :-)

Hmm sounds, how about the deathscream sound for when you
fall over ?
I havent done much with sounds yet :-(

I really hope someone could make the sword though :-)

Posted by wysiwyg ( ..xxx.xxx ) at 2003-01-23 13:12:00    
Yep, I added the sleep effect last night but am waiting
until Friday to post. It looks much better!

Also, I'm thinking about adding a few more sounds. Any
suggestions on other sounds to add? I'm already planning
a "whoops"-type sound for tripping, a "wheee!" with giggles
and other such silliness. Vomit noises might be a bit too
much. We need more tavern songs! :-)

Posted by DinoChrome ( ..xxx.xxx ) at 2003-01-23 09:41:00    
oh btw i put these lines in place of the speakstring zzzzz

effect eVis = EffectVisualEffect(VFX_IMP_SLEEP);
ApplyEffectToObject( DURATION_TYPE_PERMANENT, eVis,
OBJECT_SELF);



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