Author Topic: Custom poison spell  (Read 329 times)

Legacy_Surek

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Custom poison spell
« on: August 26, 2014, 07:26:19 am »


               

I have a question about spell icons. I did not like the way poison was handled in the game so I basically made my own poison scripts. But anytime the effect is applied I don’t get any type of icon that shows up in the top right corner like a normal effect would have. Is there any way to apply an Icon at the top just for a visual cue aka aesthetic purposes only to show that a PC has been poisoned?


               
               

               
            

Legacy_Shadooow

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Custom poison spell
« Reply #1 on: August 26, 2014, 07:40:46 am »


               

two methods


 


one is to use my new poison engine in my community patch, but okay you stated you dont want to use it so I will skip this method


second is to use NWNX, nwnx_funcs (windows not sure about linux) allows to make a null effect with just icon, but you still wont get the usual green hitpoint bar (unlike the first method)



               
               

               
            

Legacy_Surek

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Custom poison spell
« Reply #2 on: August 26, 2014, 08:01:54 am »


               

Thank you for your response shadooow. It’s not that I have anything against your patch in fact I would like to use it but I use project Q on my server and I’m not really good at editing 2das and I know I would have to do some tweaking to them to get things running right and I don’t think I could get it working right together.

               
               

               
            

Legacy_Shadooow

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Custom poison spell
« Reply #3 on: August 26, 2014, 08:16:19 am »


               

Well if thats the only concern of you then I can tell you that 2DA merging is not required at all, its recommended to do but not vital for anything, if you want I can help you integrating any CP version into your module/PW, send me a message.


 


As far as poison related, my new poison "engine" allows several things that would help you to make basically anything you want.


 


My new poison system allows to apply custom poison without any effects except effect you will code in script. Retaining the poison icon and green hitpoint bar (or not if you dont like). And it assign the effects of the poison to the newly constructed object which acts as an effect creator so all poison effects can be identified in other scripts like Neutralize Poison spell, so even if you make a poison that apply, Idontknow paralysis, the new Neutralize Poison spell in CP will automatically cure it. The DC is still problem however that can be workarounded with new custom poisons in poison.2da where you can code a "generic poison" with rising DC, that is 10 for first line, 11 for second. (Hmm neat idea, will probably do for CP 1.72 myself)