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.
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 at 2003-02-2608:55:00
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 at 2003-02-2210:52:00
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 at 2003-02-1818:42:00
Is the hakpak needed?...i mean the sounds are funny, but are they mandatory?
Posted by wysiwyg at 2003-02-1312:36:00
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 at 2003-02-1312:29:00
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 at 2003-02-1014:18:00
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 at 2003-02-0818:02:00
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 at 2003-02-0214:37:00
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 at 2003-02-0214:30:00
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!