Difference between revisions of "Adding a script to an ingredient"
Adding a script to an ingredient (edit)
Revision as of 19:04, 13 October 2008
, 19:04, 13 October 2008no edit summary
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I wanted to create a piece of poisoned cheese (clone of cheese wedge) with 4 alchemical effects neither of which would be deadly poison - but which when consumed by PC would be like a poisoned apple - bye bye.Problem is when ingredient is consumed its script will terminate. I overcame this by creating a mute quest holding variables. I don't see if it can be done with no quest. Probably checking for active effects tracking them to the cheese but this is difficult - among other things because the ActiveEffectIndex doesn't seem to be chronological. | I wanted to create a piece of poisoned cheese (clone of cheese wedge) with 4 alchemical effects neither of which would be deadly poison - but which when consumed by PC would be like a poisoned apple - bye bye.Problem is when ingredient is consumed its script will terminate. I overcame this by creating a mute quest holding variables. I don't see if it can be done with no quest. Probably checking for active effects tracking them to the cheese but this is difficult - among other things because the ActiveEffectIndex doesn't seem to be chronological. Chm er and the script terminates. | ||
Also of interest is the possibility to be extended to any actor, not only PC but also NPCs and creatures. Not sure if possible. | Also of interest is the possibility to be extended to any actor, not only PC but also NPCs and creatures. Not sure if possible. |