Author Topic: Poison system: suggestions?  (Read 411 times)

Legacy_DM_Vecna

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Poison system: suggestions?
« on: September 26, 2010, 06:55:18 pm »


               I am looking to implement a poison system in my pw.

I am looking for suggestions from anyone that really likes a certain set of scripts. (hak packs are okay)

I had a few from the vault saved a long time ago but lost them in a crash. I currently have CEP installed but the C.R.A.P. system is incomplete and I dont know that it is the best way to go. So any suggestions are very welcome.
               
               

               
            

Legacy_kalbaern

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Poison system: suggestions?
« Reply #1 on: September 26, 2010, 07:11:40 pm »


               The Bioware one is under used. It allows for making custom tag based poisons. It's been awhile since I played around with it, but check "x2_s2_poisonwp" it should be explained in its comments how to expand the current sytem.
               
               

               
            

Legacy_Terrorble

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Poison system: suggestions?
« Reply #2 on: September 26, 2010, 10:17:34 pm »


               Not sure if this is the sort of thing you want, but I've created a set of custom poisons for assassins in our PW.  It requires no haks.



I made different poisons, with Cast Spell: poison weapon ability on it.  Their tags have a number at the right to identify it (e.g. TarofPearl_14, BlackIce_15).  



When you use the poison, it runs x2_s2_poisonwp.  In there, it puts OnHit acidsplash on the weapon for some duration based on assassin levels.  It also sets the number of the poison on the player.



When the weapon hits something, it fires x2_s0_acidspash, which I editted to create pseudo-heartbeat effects based on the number of the poison used.



It lets me do a number of things I like over the normal system.  

I grant a large save bonus for having poison immunity, diamon body, or venom immunity, but none of those grant complete immunity.  

The poisons last on the weapons for a while (player convenience).  

The effects and DCs scale with assassin levels.

The effects continue longer with more assassin levels.

I can make much stronger/deadly effects than what the standard Bioware options have.

You can't simply use an universal antidote and be cured in 3 seconds.

Some poisons don't have saves for becoming poisoned, only saves for dealing with the effects.



Ex. Marsh slime:  33% chance they get poisoned on a successful hit.  If they fail a fort save, it begins draining their CON every 1-2 rounds.  The duration/amount is based on assassin level.  They get no further saves on this, the target either needs level/ability drain immunity or to restore the CON drain as it occurs, or die.
               
               

               
            

Legacy_DM_Vecna

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Poison system: suggestions?
« Reply #3 on: September 27, 2010, 04:05:01 am »


               I would love to get a copy of those scripts if you would be willing to post them.



Thanks!
               
               

               
            

Legacy_Terrorble

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Poison system: suggestions?
« Reply #4 on: September 27, 2010, 06:51:14 am »


               I'll get them posted soon.

*edit*
If I did the posting right on nwvault, it should show up under scripts here soon after they approve it

er I forgot to say it's under Assassin Poison System if you search or if this url works:  http://nwvault.ign.c....Detail&id=3778
               
               

               


                     Modifié par Terrorble, 28 septembre 2010 - 04:59 .