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.
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 at 2003-02-0102:26:00
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 at 2003-01-2423:49:00
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 at 2003-01-2412:27:00
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 at 2003-01-2412:14:00
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 at 2003-01-2406:31:00
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 at 2003-01-2405:13:00
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 at 2003-01-2313:12:00
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 at 2003-01-2309:41:00
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);