Neverwinter Vault

Expand AllContract All -Site -My Profile -Features

Neverwinter Nights 2

-NWN2 Files -NWN2 Game Info -NWN2 Resources -NWN2 Community

Neverwinter Nights

-NWN Files -NWN Game Info -NWN Resources -NWN Community

Vault Network
RPG Vault
VN Boards
IGN Vault
Vault Wiki
· Age of Conan
· Anarchy Online
· Asheron's Call
· Dark Age of Camelot
· City of Heroes
· D&D
· EVE Online
· EverQuest
· EverQuest 2
· Final Fantasy
· Guild Wars
· Lineage 2
· Lord of the Rings Online
· Middle Earth
· Neverwinter Nights
· Pirates of the Burning Sea
· Rise of the Argonauts
· Star Wars Galaxies
· Tabula Rasa
· The Matrix Online
· The Witcher
· Titan Quest
· Two Worlds
· Vanguard
· Warhammer
· World of Warcraft

Planet Network
Planet Hub

IGN
Games
Cheats
Entertainment

The Web   The Site  



NWN SCRIPTS

- Jump to comments -
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
Cast Your Vote!

PORTFOLIO
Add this entry to your portfolio so you can track it
Manage your existing portfolios or create a new one.
SCREENS





You Must Be Logged In to Participate.
Comments (29):

1 2 3

Posted by godbreaker at 2003-02-0109:35:00    
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 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);

1 2 3

You must be Logged In to post comments in this section.

 
Most recent posts on the MMO General Boards
Analyst: Star Wars: The Old Republic Could...Analyst: Star Wars: The Old Republic Could Sell 3M: more numbers
- last reply by Acao on Aug 15, 2011 06:15 PM
which class will your first character be
- last reply by Blisteringballs on Aug 15, 2011 05:50 PM
New Community Content!
- posted by Vault_News on Aug 15, 2011 05:00 PM
New Community Content!
- posted by Vault_News on Aug 15, 2011 04:00 PM
NWN Idea Database Update
- posted by Vault_News on Aug 15, 2011 03:46 PM
Missing Votes for NWN2 Hall of Fame
- posted by Vault_News on Aug 15, 2011 03:40 PM
Missing Votes for NWN Hall of Fame
- posted by Vault_News on Aug 15, 2011 03:39 PM
Random Questions and game altering suggest...Random Questions and game altering suggestions!!!
- last reply by ArkadyTepes on Aug 15, 2011 03:22 PM
State of the game?
- last reply by LyricOpera on Aug 15, 2011 01:37 PM
Yesterday streaming, now demanding downloa...Yesterday streaming, now demanding download :(
- last reply by Sinane-tk on Aug 15, 2011 10:23 AM
 

   


IGN Entertainment
By continuing past this page, and by your continued use of this site, you agree to be bound by and abide by the User Agreement.
Copyright 1996-2011, IGN Entertainment, Inc. | Support | Privacy Policy | User Agreement | RSS Feeds
IGN’s enterprise databases running Oracle, SQL and MySQL are professionally monitored and managed by Pythian Remote DBA.


NWN2 Hall of Fame

HOF NWN2 Modules


View all Hall of Fame entries


Neverwinter Nights 2

TOP NWN2 Modules

NEW Modules

NEW Reviews

NEW INTL. Modules

TOP Hakpaks

TOP Gameworlds

TOP Tutorials

TOP Prefab:Areas

TOP Blueprints

TOP Plugins

TOP UI

TOP Other

TOP Visual Effects

TOP Scripts

TOP Tools

TOP Movies

TOP Models

TOP Characters





Hall of Fame

HOF NWN Modules


View all Hall of Fame entries


TOP NWN Modules

NEW NWN Modules

NEW Reviews

TOP Intl. Modules

TOP NWN Hakpaks

TOP NWN Gameworlds

TOP NWN Models

TOP NWN Portraits

TOP NWN Scripts

TOP NWN Prefabs

TOP NWN Other

TOP NWN Movies

TOP Sounds

TOP NWN Textures

TOP NWN Creatures

TOP NWN Characters