Difference between revisions of "Adding a script to an ingredient"

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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 then 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.
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 then 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.
Anonymous user