Author Topic: Potions that increase character attributes  (Read 676 times)

Offline manikus

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Potions that increase character attributes
« on: August 17, 2016, 01:36:08 PM »
A discussion with Dinonykos got me looking into something that Ii had kind of wanted to do for myself for a while - create potions that temporarily increase a character's attribute.

I wrote them up this morning, and thought that I would share them here, both as items that can be added directly to your designs, and as exemplar items for discussion and learning how to make other items.

I am assuming that you will be adding these to the default DC databases, if not, you will need to open the items.txt file and copy the 'Empty Vial' item as well.
Edited to add:
Big thanks to Nol Drek for fixing some issues with the scripts and providing me with the info for the endurance potion.

ITEMS: copy and paste into your text file items.txt
Code: [Select]
\(BEGIN)
name = Potion|CHA
id name = Potion of Eagle's Splendor
launch sound = none
hit sound = none
miss sound = none
missile sprite = none
hit sprite = none
ROF per round = 1.000000
combat range = 1
cost = 5000
hands to carry = 1
baseclass = assassin
baseclass = cleric
baseclass = druid
baseclass = fighter
baseclass = magicUser
baseclass = paladin
baseclass = ranger
baseclass = thief
small/medium damage dice = 1D6 + 0
large damage dice = 1D6 + 0
AC base = 0
AC bonus = 0
attack bonus = 0
experience = 0
encumbrance = 10
cursed = no
non lethal = no
readied location = WEAPON
Special Ability = item_PotionEaglesSplendor
bundle quantity = 1
weapon type = not weapon
ammo type =
usable = yes
not magical = no
scribtable = no
can drop = yes
CanHalveJoin = no
number of charges = 1
Examine Event ID = 100001
Examine Label = EXAMINE
recharge rate = never
spell effect = none
\(END)

\(BEGIN)
name = Potion|CON
id name = Potion of Bear's Endurance
launch sound = none
hit sound = none
miss sound = none
missile sprite = none
hit sprite = none
ROF per round = 1.000000
combat range = 1
cost = 5000
hands to carry = 1
baseclass = assassin
baseclass = cleric
baseclass = druid
baseclass = fighter
baseclass = magicUser
baseclass = paladin
baseclass = ranger
baseclass = thief
small/medium damage dice = 1D6 + 0
large damage dice = 1D6 + 0
AC base = 0
AC bonus = 0
attack bonus = 0
experience = 0
encumbrance = 10
cursed = no
non lethal = no
readied location = WEAPON
Special Ability = item_PotionBearsEndurance
bundle quantity = 1
weapon type = not weapon
ammo type =
usable = yes
not magical = no
scribtable = no
can drop = yes
CanHalveJoin = no
number of charges = 1
Examine Event ID = 100002
Examine Label = EXAMINE
recharge rate = never
spell effect = none
\(END)

\(BEGIN)
name = Potion|DEX
id name = Potion of Cat's Grace
launch sound = none
hit sound = none
miss sound = none
missile sprite = none
hit sprite = none
ROF per round = 1.000000
combat range = 1
cost = 5000
hands to carry = 1
baseclass = assassin
baseclass = cleric
baseclass = druid
baseclass = fighter
baseclass = magicUser
baseclass = paladin
baseclass = ranger
baseclass = thief
small/medium damage dice = 1D6 + 0
large damage dice = 1D6 + 0
AC base = 0
AC bonus = 0
attack bonus = 0
experience = 0
encumbrance = 10
cursed = no
non lethal = no
readied location = WEAPON
Special Ability = item_PotionCatsGrace
bundle quantity = 1
weapon type = not weapon
ammo type =
usable = yes
not magical = no
scribtable = no
can drop = yes
CanHalveJoin = no
number of charges = 1
Examine Event ID = 100003
Examine Label = EXAMINE
recharge rate = never
spell effect = none
\(END)

\(BEGIN)
name = Potion|INT
id name = Potion of Fox's Cunning
launch sound = none
hit sound = none
miss sound = none
missile sprite = none
hit sprite = none
ROF per round = 1.000000
combat range = 1
cost = 5000
hands to carry = 1
baseclass = assassin
baseclass = cleric
baseclass = druid
baseclass = fighter
baseclass = magicUser
baseclass = paladin
baseclass = ranger
baseclass = thief
small/medium damage dice = 1D6 + 0
large damage dice = 1D6 + 0
AC base = 0
AC bonus = 0
attack bonus = 0
experience = 0
encumbrance = 10
cursed = no
non lethal = no
readied location = WEAPON
Special Ability = item_PotionFoxsCunning
bundle quantity = 1
weapon type = not weapon
ammo type =
usable = yes
not magical = no
scribtable = no
can drop = yes
CanHalveJoin = no
number of charges = 1
Examine Event ID = 100004
Examine Label = EXAMINE
recharge rate = never
spell effect = none
\(END)

\(BEGIN)
name = Potion|STR
id name = Potion of Bull's Strength
launch sound = none
hit sound = none
miss sound = none
missile sprite = none
hit sprite = none
ROF per round = 1.000000
combat range = 1
cost = 5000
hands to carry = 1
baseclass = assassin
baseclass = cleric
baseclass = druid
baseclass = fighter
baseclass = magicUser
baseclass = paladin
baseclass = ranger
baseclass = thief
small/medium damage dice = 1D6 + 0
large damage dice = 1D6 + 0
AC base = 0
AC bonus = 0
attack bonus = 0
experience = 0
encumbrance = 10
cursed = no
non lethal = no
readied location = WEAPON
Special Ability = item_PotionBullsStrength
bundle quantity = 1
weapon type = not weapon
ammo type =
usable = yes
not magical = no
scribtable = no
can drop = yes
CanHalveJoin = no
number of charges = 1
Examine Event ID = 100005
Examine Label = EXAMINE
recharge rate = never
spell effect = none
\(END)

\(BEGIN)
name = Potion|WIS
id name = Potion of Owl's Wisdom
launch sound = none
hit sound = none
miss sound = none
missile sprite = none
hit sprite = none
ROF per round = 1.000000
combat range = 1
cost = 5000
hands to carry = 1
baseclass = assassin
baseclass = cleric
baseclass = druid
baseclass = fighter
baseclass = magicUser
baseclass = paladin
baseclass = ranger
baseclass = thief
small/medium damage dice = 1D6 + 0
large damage dice = 1D6 + 0
AC base = 0
AC bonus = 0
attack bonus = 0
experience = 0
encumbrance = 10
cursed = no
non lethal = no
readied location = WEAPON
Special Ability = item_PotionOwlsWisdom
bundle quantity = 1
weapon type = not weapon
ammo type =
usable = yes
not magical = no
scribtable = no
can drop = yes
CanHalveJoin = no
number of charges = 1
Examine Event ID = 100006
Examine Label = EXAMINE
recharge rate = never
spell effect = none
\(END)

SPECIAL ABILITIES:  copy and paste into your text file specialAbilities.txt
Code: [Select]
\(BEGIN)
name = item_PotionBearsEndurance
[CanExamineOrWhatever] = $SET_HOOK_PARAM( 5, "DRINK" );
-$SET_HOOK_PARAM( 6, 0 );
-$RETURN "Y";
[ExamineOrWhatever] = $VAR tgt; $VAR num; $VAR item; $VAR newItem;
-tgt = $IndexOf($CharacterContext());
-num = $RANDOM(4) +# 2;
-item = "Potion|CON";
-newItem = "Empty Bottle";
-$IF ($GET_CHAR_Ready($CharacterContext(), "WEAPON", 0) == item)
- {
- $TAKE_CHAR_ITEM($CharacterContext(),item);
- $GIVE_CHAR_ITEM($CharacterContext(),newItem);
- $MODIFY_CHAR_ATTRIBUTE(tgt,"CON",num,"MINUTES",120,"Constitution","Potion Bear's Endurance");
- };
\(END)

\(BEGIN)
name = item_PotionBullsStrength
[CanExamineOrWhatever] = $SET_HOOK_PARAM( 5, "DRINK" );
-$SET_HOOK_PARAM( 6, 0 );
-$RETURN "Y";
[ExamineOrWhatever] = $VAR tgt; $VAR strMod; $VAR num; $VAR item; $VAR newItem;
-tgt = $IndexOf($CharacterContext());
-strMod = $GET_CHAR_LIMITED_STRMOD(tgt);
-num = $RANDOM(4) +# 2;
-item = "Potion|STR";
-newItem = "Empty Bottle";
-$IF ($GET_CHAR_Ready($CharacterContext(), "WEAPON", 0) == item)
- {
- $TAKE_CHAR_ITEM($CharacterContext(),item);
- $GIVE_CHAR_ITEM($CharacterContext(),newItem);
- $MODIFY_CHAR_ATTRIBUTE(tgt,"STR",num,"MINUTES",120,"Strength","Potion Bull's Strength");
- $IF (strMod ># 0) {$MODIFY_CHAR_ATTRIBUTE(tgt,"STRMOD",100 -# strMod,"MINUTES",120,"","Potion Bull's Strength");};
- };
\(END)

\(BEGIN)
name = item_PotionCatsGrace
[CanExamineOrWhatever] = $SET_HOOK_PARAM( 5, "DRINK" );
-$SET_HOOK_PARAM( 6, 0 );
-$RETURN "Y";
[ExamineOrWhatever] = $VAR tgt; $VAR num; $VAR item; $VAR newItem;
-tgt = $IndexOf($CharacterContext());
-num = $RANDOM(4) +# 2;
-item = "Potion|DEX";
-newItem = "Empty Bottle";
-$IF ($GET_CHAR_Ready($CharacterContext(), "WEAPON", 0) == item)
- {
- $TAKE_CHAR_ITEM($CharacterContext(),item);
- $GIVE_CHAR_ITEM($CharacterContext(),newItem);
- $MODIFY_CHAR_ATTRIBUTE(tgt,"DEX",num,"MINUTES",120,"Dexterity","Potion Cat's Grace");
- };
\(END)

\(BEGIN)
name = item_PotionEaglesSplendor
[CanExamineOrWhatever] = $SET_HOOK_PARAM( 5, "DRINK" );
-$SET_HOOK_PARAM( 6, 0 );
-$RETURN "Y";
[ExamineOrWhatever] = $VAR tgt; $VAR num; $VAR item; $VAR newItem;
-tgt = $IndexOf($CharacterContext());
-num = $RANDOM(4) +# 2;
-item = "Potion|CHA";
-newItem = "Empty Bottle";
-$IF ($GET_CHAR_Ready($CharacterContext(), "WEAPON", 0) == item)
- {
- $TAKE_CHAR_ITEM($CharacterContext(),item);
- $GIVE_CHAR_ITEM($CharacterContext(),newItem);
- $MODIFY_CHAR_ATTRIBUTE(tgt,"CHA",num,"MINUTES",120,"Charisma","Potion Eagle's Splendor");
- };
\(END)

\(BEGIN)
name = item_PotionFoxsCunning
[CanExamineOrWhatever] = $SET_HOOK_PARAM( 5, "DRINK" );
-$SET_HOOK_PARAM( 6, 0 );
-$RETURN "Y";
[ExamineOrWhatever] = $VAR tgt; $VAR num; $VAR item; $VAR newItem;
-tgt = $IndexOf($CharacterContext());
-num = $RANDOM(4) +# 2;
-item = "Potion|INT";
-newItem = "Empty Bottle";
-$IF ($GET_CHAR_Ready($CharacterContext(), "WEAPON", 0) == item)
- {
- $TAKE_CHAR_ITEM($CharacterContext(),item);
- $GIVE_CHAR_ITEM($CharacterContext(),newItem);
- $MODIFY_CHAR_ATTRIBUTE(tgt,"INT",num,"MINUTES",120,"Intelligence","Potion Fox's Cunning");
- };
\(END)

\(BEGIN)
name = item_PotionOwlsWisdom
[CanExamineOrWhatever] = $SET_HOOK_PARAM( 5, "DRINK" );
-$SET_HOOK_PARAM( 6, 0 );
-$RETURN "Y";
[ExamineOrWhatever] = $VAR tgt; $VAR num; $VAR item; $VAR newItem;
-tgt = $IndexOf($CharacterContext());
-num = $RANDOM(4) +# 2;
-item = "Potion|WIS";
-newItem = "Empty Bottle";
-$IF ($GET_CHAR_Ready($CharacterContext(), "WEAPON", 0) == item)
- {
- $TAKE_CHAR_ITEM($CharacterContext(),item);
- $GIVE_CHAR_ITEM($CharacterContext(),newItem);
- $MODIFY_CHAR_ATTRIBUTE(tgt,"WIS",num,"MINUTES",120,"Wisdom","Potion Owl's Wisdom");
- };
\(END)

To change the value by which the potion increases the attribute, you simply have to change the "num = " line in the corresponding SA.
To change the length of time, change the value immediately after the word "MINUTES".
« Last Edit: August 19, 2016, 06:27:33 PM by manikus »

Offline Nol Drek

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Re: Potions that increase character attributes
« Reply #1 on: August 18, 2016, 12:01:54 PM »
I think the spell is "Bear's Endurance" instead of "Camel's Endurance".

I'll have to try these out!
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Offline manikus

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Re: Potions that increase character attributes
« Reply #2 on: August 18, 2016, 12:32:34 PM »
I think the spell is "Bear's Endurance" instead of "Camel's Endurance".

I'll have to try these out!

Hmm. I didn't open the game - just looked up a wiki which called it "Endurance". Same wiki gives animal names to the rest (which I have used). I picked a camel, because that seemed like a good enduring kind of animal. ;)
http://nwn.wikia.com/wiki/Endurance It doesn't even list them as potions, but as spells...

Offline Nol Drek

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Re: Potions that increase character attributes
« Reply #3 on: August 18, 2016, 01:41:55 PM »
The 2nd level Cleric spell was called "Endurance" in 3rd edition. It was renamed "Bear's Endurance" for 3.5th edition, presumably to match the animal names which the other 5 spells have. The potion grants the same effect as the spell, which is +4 to the named attribute (not a random value of 1d4 +2). These potions are just spells in liquid form.

There are a few problems in the script you posted.
1) You declare variables named "itm" and "nItm" but later use the undefined names "item" and "newItem" instead.
2) The line: -itm = "Potion|STR" does not have a semicolon at the end.

Here's the same special ability scripts with those changes:
Code: [Select]
\(BEGIN)
name = item_PotionBullsStrength
[CanExamineOrWhatever] = $SET_HOOK_PARAM( 5, "DRINK" );
-$SET_HOOK_PARAM( 6, 0 );
-$RETURN "Y";
[ExamineOrWhatever] = $VAR tgt; $VAR strMod; $VAR num; $VAR item; $VAR newItem;
-tgt = $IndexOf($CharacterContext());
-strMod = $GET_CHAR_LIMITED_STRMOD(tgt);
-num = 4;
-item = "Potion|STR";
-newItem = "Empty Bottle";
-$IF ($GET_CHAR_Ready($CharacterContext(), "WEAPON", 0) == item)
- {
- $TAKE_CHAR_ITEM($CharacterContext(),item);
- $GIVE_CHAR_ITEM($CharacterContext(),newItem);
- $MODIFY_CHAR_ATTRIBUTE(tgt,"STR",num,"MINUTES",120,"Strength","Potion Bull's Strength");
- $IF (strMod ># 0) {$MODIFY_CHAR_ATTRIBUTE(tgt,"STRMOD",100 -# strMod,"MINUTES",120,"","Potion Bull's Strength");};
- };
\(END)

\(BEGIN)
name = item_PotionBearsEndurance
[CanExamineOrWhatever] = $SET_HOOK_PARAM( 5, "DRINK" );
-$SET_HOOK_PARAM( 6, 0 );
-$RETURN "Y";
[ExamineOrWhatever] = $VAR tgt; $VAR num; $VAR item; $VAR newItem;
-tgt = $IndexOf($CharacterContext());
-num = 4;
-item = "Potion|CON";
-newItem = "Empty Bottle";
-$IF ($GET_CHAR_Ready($CharacterContext(), "WEAPON", 0) == item)
- {
- $TAKE_CHAR_ITEM($CharacterContext(),item);
- $GIVE_CHAR_ITEM($CharacterContext(),newItem);
- $MODIFY_CHAR_ATTRIBUTE(tgt,"CON",num,"MINUTES",120,"Constitution","Potion Bear's Endurance");
- };
\(END)

\(BEGIN)
name = item_PotionCatsGrace
[CanExamineOrWhatever] = $SET_HOOK_PARAM( 5, "DRINK" );
-$SET_HOOK_PARAM( 6, 0 );
-$RETURN "Y";
[ExamineOrWhatever] = $VAR tgt; $VAR num; $VAR item; $VAR newItem;
-tgt = $IndexOf($CharacterContext());
-num = 4;
-item = "Potion|DEX";
-newItem = "Empty Bottle";
-$IF ($GET_CHAR_Ready($CharacterContext(), "WEAPON", 0) == item)
- {
- $TAKE_CHAR_ITEM($CharacterContext(),item);
- $GIVE_CHAR_ITEM($CharacterContext(),newItem);
- $MODIFY_CHAR_ATTRIBUTE(tgt,"DEX",num,"MINUTES",120,"Dexterity","Potion Cat's Grace");
- };
\(END)

\(BEGIN)
name = item_PotionEaglesSplendor
[CanExamineOrWhatever] = $SET_HOOK_PARAM( 5, "DRINK" );
-$SET_HOOK_PARAM( 6, 0 );
-$RETURN "Y";
[ExamineOrWhatever] = $VAR tgt; $VAR num; $VAR item; $VAR newItem;
-tgt = $IndexOf($CharacterContext());
-num = 4;
-item = "Potion|CHA";
-newItem = "Empty Bottle";
-$IF ($GET_CHAR_Ready($CharacterContext(), "WEAPON", 0) == item)
- {
- $TAKE_CHAR_ITEM($CharacterContext(),item);
- $GIVE_CHAR_ITEM($CharacterContext(),newItem);
- $MODIFY_CHAR_ATTRIBUTE(tgt,"CHA",num,"MINUTES",120,"Charisma","Potion Eagle's Splendor");
- };
\(END)

\(BEGIN)
name = item_PotionFoxsCunning
[CanExamineOrWhatever] = $SET_HOOK_PARAM( 5, "DRINK" );
-$SET_HOOK_PARAM( 6, 0 );
-$RETURN "Y";
[ExamineOrWhatever] = $VAR tgt; $VAR num; $VAR item; $VAR newItem;
-tgt = $IndexOf($CharacterContext());
-num = 4;
-item = "Potion|INT";
-newItem = "Empty Bottle";
-$IF ($GET_CHAR_Ready($CharacterContext(), "WEAPON", 0) == item)
- {
- $TAKE_CHAR_ITEM($CharacterContext(),item);
- $GIVE_CHAR_ITEM($CharacterContext(),newItem);
- $MODIFY_CHAR_ATTRIBUTE(tgt,"INT",num,"MINUTES",120,"Intelligence","Potion Fox's Cunning");
- };
\(END)

\(BEGIN)
name = item_PotionOwlsWisdom
[CanExamineOrWhatever] = $SET_HOOK_PARAM( 5, "DRINK" );
-$SET_HOOK_PARAM( 6, 0 );
-$RETURN "Y";
[ExamineOrWhatever] = $VAR tgt; $VAR num; $VAR item; $VAR newItem;
-tgt = $IndexOf($CharacterContext());
-num = 4;
-item = "Potion|WIS";
-newItem = "Empty Bottle";
-$IF ($GET_CHAR_Ready($CharacterContext(), "WEAPON", 0) == item)
- {
- $TAKE_CHAR_ITEM($CharacterContext(),item);
- $GIVE_CHAR_ITEM($CharacterContext(),newItem);
- $MODIFY_CHAR_ATTRIBUTE(tgt,"WIS",num,"MINUTES",120,"Wisdom","Potion Owl's Wisdom");
- };
\(END)

I have tested this script in Dungeon Craft, and I have a few questions:
A) In order to use the potion, you have to Ready it, and then select the Drink option. It seems that if you select Drink, it should not matter whether the potion was Readied or Unreadied at the time.
B) If you must Ready (equip) a potion before you can use it, why not just stick with the default "Use" button rather than add a new button called "Drink"?
C) When a character with exceptional strength, such as 18(50) uses a potion of Bull's Strength, their strength becomes 22(100). I think it should just be a plain 22.
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Offline manikus

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Re: Potions that increase character attributes
« Reply #4 on: August 18, 2016, 02:08:13 PM »
This Nol, is why you are awesome. :D

Thank you for the fixes. I will update my first post just in case someone comes along and only sees the first post.

I find it peculiar that they updated five of the names, but not the sixth. Or maybe the wiki is wrong. Regardless, I am happy to go with bear instead of camel.

To answer your questions ! A & B were an aesthetic choice because I want to have "DRINK" instead of "USE". It also is fewer steps in the databases, if more for the player. To utilize 'USE', the item has to have a spell attached to it and the special ability attached to the spell as opposed to the special ability being attached to the item. This is likely going to change, but not until Paul provides us with some more options to change menus (for which I have not asked yet because we are working on other things, but this is on the list).
As for C, I need to look into this. If it is broken for the potion, it will be broken for the Girdles of Giant Strength, too. Thanks for bringing this to my attention.

Offline Nol Drek

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Re: Potions that increase character attributes
« Reply #5 on: August 18, 2016, 02:49:57 PM »
Note that I have set the stat increase to a fixed +4. You might want to keep your original idea of 1d4+1 stat increase ($RANDOM(4) + 2).

Something that puzzles me is this:

When you Drink a potion that has been Readied, it vanishes and you get a temporary stat bonus, as expected.

When you Drink a potion that is Unreadied, it still vanishes, but without granting the temporary stat bonus.

I wonder if the default behavior of choosing the examine option is to remove the item? The documentation is pretty sparse: http://www.dianneandpaul.net/UAF/Help/SAExamineOrWhatever.html
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Offline manikus

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Re: Potions that increase character attributes
« Reply #6 on: August 18, 2016, 03:25:06 PM »
Okay, updated the first post again. :)

Taking the item is in the same conditional argument as the attribute modification funtion. Neither should work if the item is not readied.

Offline steve_mcdee

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Re: Potions that increase character attributes
« Reply #7 on: August 18, 2016, 05:07:41 PM »
I liked the idea of a camel spell. Perhaps you could make a charisma lowering spell called Camel's Grumpiness or something. You could have other attribute lowering spells too ... 

Offline manikus

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Re: Potions that increase character attributes
« Reply #8 on: August 18, 2016, 05:25:58 PM »
I liked the idea of a camel spell. Perhaps you could make a charisma lowering spell called Camel's Grumpiness or something. You could have other attribute lowering spells too ...

I do want to make cursed items for inclusioin in the databases...I hadn't thought of doing a cursed potion, but why not? :D
Camel's grumpiness, kitten's strength, sloth's speed, opossum's courage, ox's intellect...what is one more for wisdom?

Offline ProphetSword

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Re: Potions that increase character attributes
« Reply #9 on: August 18, 2016, 07:40:10 PM »
Cow's Wisdom.
LANDS OF ADVENTURE: An Old-School Style CRPG

More Information Here: http://landsadventure.blogspot.com/

Offline steve_mcdee

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Re: Potions that increase character attributes
« Reply #10 on: August 18, 2016, 10:25:44 PM »
Or sheep? since they are notorious for following each other without much thought, and you already have ox's intellect. (BTW, intellect (like your other adjectives) does not really capture the negative: you might consider, eg, "dimwittedness".)

Offline SilentThief

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Re: Potions that increase character attributes
« Reply #11 on: August 19, 2016, 01:18:39 AM »
This is awesome. Temporary/one use items such as potions were my favorite kind of lower level rewards for magical items when I was DM-ing, as while they could be very good in specific situations and one-off needs, they tended to not overpower the characters.

ST (lurking due to RL busy-ness)

Offline Nol Drek

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Re: Potions that increase character attributes
« Reply #12 on: August 19, 2016, 10:43:49 AM »
Taking the item is in the same conditional argument as the attribute modification funtion. Neither should work if the item is not readied.

Which is why I'm puzzled that Unreadied potions get taken when you Drink them... Has anyone else tested this out yet?
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Offline manikus

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Re: Potions that increase character attributes
« Reply #13 on: August 19, 2016, 12:47:09 PM »
Taking the item is in the same conditional argument as the attribute modification funtion. Neither should work if the item is not readied.

Which is why I'm puzzled that Unreadied potions get taken when you Drink them... Has anyone else tested this out yet?

I have not, but this is the top of my list for this weekend (this is part of how I am going to test the latest engine build). Second and third on my list are the Transfer Event bug from Nol and the Combat Event bug from Dinonykos.

Offline manikus

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Re: Potions that increase character attributes
« Reply #14 on: August 19, 2016, 12:48:00 PM »
It just came to me that potion for lowering WIS should be Lemming's Wisdom. :D