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Post by Terragen on Jun 15, 2005 17:16:45 GMT
Terragen's Twister
OR Fantesia's Espresso would work since she's my best character and pretty much represents me
Either one sounds yummy to me
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Post by FunkySwerve on Jun 22, 2005 0:13:01 GMT
Drink requests are officially reopened, by the way. If you want a drink to make it into Rip'sa, you've gotta spend at least as much time on it as it will take me to put it in the mod. Using that criteria, I only added Lion's Brew to the selections at Rips. Descriptions are necessary guys! Funky
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Post by Phantanya on Jun 22, 2005 16:57:12 GMT
Ok....here goes....
Trinnys Pixie Chicken Homebrew. Make it cute...modify charisma somehow, or polymorph character into pixie or chicken. A bonus to bardsong "singing chicken" would be funny.
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Post by mrbubbles on Jul 6, 2005 5:18:06 GMT
Are requests still going?
I would like to make a request for Mister's Bubbling Brew (or just Bubbling Brew if you think that sounds better)
Description:
After a long night of fierce drinking, Doc passed out while exiting Rips Wretched Brewery. When he awoke, he found himself in Farmer Bob's crate holding a bottle of this mysterious beverage. On the bottle was a note that said this: "Take one sip and you will see, Nothing is as it should be. Just take a sec' to look around, Where you were cannot be found! This isn't just a measly dream, Reality's ripping at a seam. But careful where the darkness seeps, Inside a shadow slowly creeps. If you get scared don't run away, Or duck and hide, or kneel and pray. [Just close your eyes and count to ten. Hey look! What's that! You're back again!" ]
A variation of the bracketed part could go: "Just close your eyes and count to eight. The view will slowly dissipate."
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Post by FunkySwerve on Jul 11, 2005 7:28:33 GMT
Adding these two to update. Funky
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Post by borangus on Jul 14, 2005 5:34:41 GMT
Hey I got one !! Grumpy's Grog.. Best servered in a tankered. Oh you should eat before drinking this one.
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Post by FunkySwerve on Jul 14, 2005 9:10:45 GMT
Drink requests are officially reopened, by the way. If you want a drink to make it into Rip'sa, you've gotta spend at least as much time on it as it will take me to put it in the mod. Funky Nuff said.
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Post by Balduvard on Jul 24, 2005 6:47:39 GMT
I had some (under-exaggeration) spare time and came up with this idea for a drink. I'm not too crazy about the values for it, but I think this idea might be an interesting twist:
Tonkin's Vitality Tonic
A mysterious concoction that creates a temporary burst in the production of new tissue in the body, allowing for enhanced endurance when the situation calls for it. Sadly there are some severe side effects that have been reported to occur occasionally with the use of this product (more commonly as one drinks more), ranging from temporary brain and body damage to a complete shutdown of the brain, sending the user into a state of coma.
Now the purpose of this one is a temporary HP boost (100?), but initially at the cost of intelligence and charisma. I started with those abilities as the HP would be more appealing to a caster. Fighter abilities followed afterward, and docking constitution was low on the list since it would effectively negate the HP boost, making the tonic useless. If someone drinks enough of this, the brain will cease to send signals to the body, leaving the drunkard paralyzed in a catatonic state (unless someone can find a way to bring them back). There is also a lite version of this tonic that has less severe side effects, but also a lessened boost effect.
For the light version of the drink, maybe make the HP increase only 50, take the ability modifiers down to 4, and create a fourth drink, removing the paralyze effect and the confuse effect for drinks 2 and 3, putting only the confuse effect on drink 4. In addition to confusion, the 4th drink could lower abilities by another 2. Once someone is in the catatonic state they will need to be given an antidote, which you could call Tonkin's Smelling Salts. Basically all that does is perform a RemoveEffect(targetPC,EffectParalyze); on the target PC (again, I'm not good enough with scripting to know exactly how that one would work).
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Post by FunkySwerve on Jul 24, 2005 12:55:07 GMT
Wow, cool idea. If you can get a working script I'll put it in. That one won't, and I'm not spending time scripting custom drinks, sorry. Fyi, the movement ratre function returns a value from 0 to 8 depending on what the objects BASE move rate is, while the speed increases and decreases do just that to the base rate, by a percentage equal to the number inputted. Changing them doesn't affect the base rate, only the resulting speed. Funky
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Post by Balduvard on Jul 31, 2005 21:37:52 GMT
Alright I finally got this one to work thanks to Lilac Soul's script generator (it still wasn't easy keeping track of all the if's, else's and else if's). After putting so much into it, I decided I should take the credit by renaming it. Desc: Balduvardarian Lifebane Tonic
A mysterious concoction that creates a temporary burst in the production of new tissue by sapping energy from other parts of the body, allowing for enhanced endurance when the situation calls for it. Sadly there are some severe side effects that have been reported to occur with the use of this product (worsening as one drinks more), ranging from temporary brain and body damage to a complete shutdown of the central nervous system, eventually leading to death.Just throw the whole thing at the end of the OnActivateItem script for the module, then just make sure the tags match when you create the item: if(GetTag(oItem)=="BalduvardTonic") { int nInt; effect eEffect; object oTarget;
object oPC; oPC = GetItemActivator(); oTarget = oPC;
if (GetLocalInt(oPC, "newbie")== 1) { if (GetLocalInt(oPC, "drinks")== 1) { oPC = GetItemActivator();
oTarget = oPC;
eEffect = EffectTemporaryHitpoints(100);
eEffect = SupernaturalEffect(eEffect);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 120.0f);
eEffect = EffectAbilityDecrease(ABILITY_STRENGTH, 4);
eEffect = SupernaturalEffect(eEffect);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 120.0f);
eEffect = EffectAbilityDecrease(ABILITY_DEXTERITY, 4);
eEffect = SupernaturalEffect(eEffect);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 120.0f);
SetLocalInt(oPC, "drinks", 2);
} else if (GetLocalInt(oPC, "drinks")== 2) { oTarget = oPC;
eEffect = EffectTemporaryHitpoints(100);
eEffect = SupernaturalEffect(eEffect);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 120.0f);
eEffect = EffectAbilityDecrease(ABILITY_WISDOM, 4);
eEffect = SupernaturalEffect(eEffect);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 120.0f);
eEffect = EffectAbilityDecrease(ABILITY_CONSTITUTION, 4);
eEffect = SupernaturalEffect(eEffect);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 120.0f);
SetLocalInt(oPC, "drinks", 3);
} else if (GetLocalInt(oPC, "drinks")== 3) { oTarget = oPC;
eEffect = EffectTemporaryHitpoints(100);
eEffect = SupernaturalEffect(eEffect);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 120.0f);
eEffect = EffectParalyze();
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
SetLocalInt(oPC, "drinks", 4);
} else if (GetLocalInt(oPC, "drinks")== 4) { oTarget = oPC;
//Visual effects can't be applied to waypoints, so if it is a WP //apply to the WP's location instead
nInt = GetObjectType(oTarget);
if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_PWSTUN), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_PWKILL), GetLocation(oTarget));
eEffect = EffectDeath();
eEffect = SupernaturalEffect(eEffect);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 60.0f);
SetLocalInt(oPC, "newbie", 0);
SetLocalInt(oPC, "drinks", 0);
} }
else { oTarget = oPC;
eEffect = EffectTemporaryHitpoints(100);
eEffect = SupernaturalEffect(eEffect);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 120.0f);
eEffect = EffectAbilityDecrease(ABILITY_INTELLIGENCE, 4);
eEffect = SupernaturalEffect(eEffect);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 120.0f);
eEffect = EffectAbilityDecrease(ABILITY_CHARISMA, 4);
eEffect = SupernaturalEffect(eEffect);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 120.0f);
SetLocalInt(oPC, "newbie", 1);
SetLocalInt(oPC, "drinks", 1);
} } }
Let me know if you have any questions/thoughts/suggestions on this one. I should probably also add the suggestion that this drink be on the more expensive side due to it's benefits (5,000+?).
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Post by FunkySwerve on Aug 21, 2005 16:53:15 GMT
Put the tonic in the next update, to be released as soon as DS updates the ints. Here's the final script, in case you are curious: #include "x2_inc_switches"
void main() { int nEvent = GetUserDefinedItemEventNumber(); object oPC; float fDur = 300.0; int nDrop = 2; effect eHeal = SupernaturalEffect(EffectTemporaryHitpoints(20)); effect eStr = SupernaturalEffect(EffectAbilityDecrease(ABILITY_STRENGTH, nDrop)); effect eDex = SupernaturalEffect(EffectAbilityDecrease(ABILITY_DEXTERITY, nDrop)); effect eCon = SupernaturalEffect(EffectAbilityDecrease(ABILITY_CONSTITUTION, nDrop)); effect eInt = SupernaturalEffect(EffectAbilityDecrease(ABILITY_INTELLIGENCE, nDrop)); effect eWis = SupernaturalEffect(EffectAbilityDecrease(ABILITY_WISDOM, nDrop)); effect eCha = SupernaturalEffect(EffectAbilityDecrease(ABILITY_CHARISMA, nDrop));
switch (nEvent) { case X2_ITEM_EVENT_ACTIVATE: oPC = GetItemActivator();
if (GetLocalInt(oPC, "bdrinks")== 0) { ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eHeal, oPC, fDur); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eInt, oPC, fDur); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eCha, oPC, fDur); SetLocalInt(oPC, "bdrinks", 1); } else if (GetLocalInt(oPC, "bdrinks")== 1) { ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eHeal, oPC, fDur); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eStr, oPC, fDur); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDex, oPC, fDur); SetLocalInt(oPC, "bdrinks", 2); } else if (GetLocalInt(oPC, "bdrinks")== 2) { ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eHeal, oPC, fDur); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eWis, oPC, fDur); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eCon, oPC, fDur); SetLocalInt(oPC, "bdrinks", 3); } else if (GetLocalInt(oPC, "bdrinks")== 3) { ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eHeal, oPC, fDur); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectParalyze(), oPC, fDur); SetLocalInt(oPC, "bdrinks", 4); } else if (GetLocalInt(oPC, "bdrinks")== 4) { ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_PWKILL), GetLocation(oPC)); ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(), oPC); DeleteLocalInt(oPC, "bdrinks"); } break; } SetExecutedScriptReturnValue(X2_EXECUTE_SCRIPT_END); }
Best, Funky
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Post by Balduvard on Aug 21, 2005 17:17:56 GMT
Looks like I need to work on my scripting skills some more. I understood everything except the HotU script references, but I suppose that points to my inexperience in that area. Let me know though when something doesn't look right so that I can put in the time to fix it; it may take me a while to get it right but it is after all my suggestion--you have enough on your table to deal with. Still, thanks for doing it.
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Post by FunkySwerve on Aug 23, 2005 6:12:54 GMT
All I had to do was change yours over to tag-based scripting, which are what the 'hotu' references are, and it woulda worked fine. But the Scriptgen tends to produce bloated scripts with a lot of redundancy. Its an incredible learning tool, but I wanted a cleaner script to go into the mod. There was an extra int, for instance, and a lot of redundnat reassigning of eEffect, mostly I just cleaned it up and organized, you shouldnt feel bad at all, was very nice, and not particularly easy to do. I only posted the final version in case you wanted to see it, and to show that I had nerfed the potion a bit. Funky Best, Funky
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Post by Balduvard on Aug 24, 2005 1:08:13 GMT
Yeah I can understand your comments on the script generator. After looking through the script I generated with it for that test area I sent you, I was also able to shrink it down a lot. I'll have to look more into that tag-based scripting to save on space and processing time; the generator is a good aid, but it by no means creates the best useable product.
Of course, not knowing about a few things (DeleteLocalInt? Oops.) didn't help me much, but I'm glad that I was able to make something that was easier to refine than to create a whole new script.
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Post by FunkySwerve on Aug 24, 2005 2:43:16 GMT
Accourse if I had really wanted to streamline it I could done a second switch statement instead of the if/else chain, but the extra eensy weensy time savings just didnt seem worth the work. Like this: int nInt = GetLocalInt(oPC, "bdrinks"); switch (nInt) { case 0: blah blah; break case 1: blah blah; break case 2: blah blah; break case 3: blah blah; break case 4: blah blah; break } Now isn't scripting fun?
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