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Is there a utility somewhere that allows the creation of spells that aren't in the toolset? All I want to do right now is create a simple spell that will poison someone so I can set it on a potion. That way, if someone drinks the potion, they get poisoned.

I did look through the spells available to be set in the potion properties but all of them are happy helpful things, and won't work.
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crystalwizard: Is there a utility somewhere that allows the creation of spells that aren't in the toolset?
Yes, you can add new spells, but for what you want to do the "Unique Power -- Self Only" property combined with some tag based scripting will be much easier.
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crystalwizard: Is there a utility somewhere that allows the creation of spells that aren't in the toolset?
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MagicalMaster: Yes, you can add new spells, but for what you want to do the "Unique Power -- Self Only" property combined with some tag based scripting will be much easier.
okay, I'll bite. There isn't any way to set scripts on a potion that I can find. Just the ability to select from existing spells, none of which are spells that poison. So would you be so kind as to point me to where the potion object has the "unique power - self only" selection option and the ability to put in scripts. Please.
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MagicalMaster: Yes, you can add new spells, but for what you want to do the "Unique Power -- Self Only" property combined with some tag based scripting will be much easier.
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crystalwizard: okay, I'll bite. There isn't any way to set scripts on a potion that I can find. Just the ability to select from existing spells, none of which are spells that poison. So would you be so kind as to point me to where the potion object has the "unique power - self only" selection option and the ability to put in scripts. Please.
2 things

1) Potions can only be used on oneself, or henchman/summoned creature/familiar. Never Opponents. If you wish to make an object that provoke collateral effect on anyone that is not listed above, you'll need a bomb, not a potion

2) In the toolset, items proprieties, select "Cast Spell" and expand, nearly at the end there is an option called "Unique Power Self Only"

If you wish to make a special potion that increase skills or give special abilities when used, that's the right option. To make the unique power ability work however, you'll need to make a script for it

It's possible to add new defensive/self cast-able spells on the potions list, the the relative iprp.2da table should have would you need

iprp tables, control what propriety can be added where, including weapons, armors, potions and spell definitions for the recall scripts, although to recall a script usually the ID number is enough, no need to add it to the table
I would ordinarily expect you to be able to create the appropriate 2da entries for the spell (spells.2da, etc.) and then reference that from the itemproperty.

If the spell is going to be used as an actual spell as well that you are adding in to the game, then you might find this a more convenient mechanism for potions in general.


In this specific case, since potions can only be used once identified and an identified potion tells you what spell it is, so if you have a "Poisons User" spell, that kind of cues the player in that this is a Bad Thing which may be undesirable if you don't go the one-off script (Unique Power) route (or otherwise give an underhanded name to your "Poisons User" spell... like, "Heal").
Bluntly, what I want is to create a potion-like item called venom.

And when the user, if they are that stupid, drinks it, have them become poisoned. This is an item they either find in something - say an alchemist's goods or get out of the dead body of some creature they just killed.
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SkywingvL: I would ordinarily expect you to be able to create the appropriate 2da entries for the spell (spells.2da, etc.)
I am very new at this. My programing experience is with ROM and DIKU muds, with access to the actual game source code. But with this, I can't go open the functions and see what they are doing. And I'm just learning the scripting language. Along with not knowing what any of the premade scripts do or where to even find a list of them so I don't have to open each one and look at it.

I would love to be able to create the appropriate 2da entries - would you be so kind as to explain what that is and how to do it?
Post edited December 05, 2014 by crystalwizard
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crystalwizard: And when the user, if they are that stupid, drinks it, have them become poisoned. This is an item they either find in something - say an alchemist's goods or get out of the dead body of some creature they just killed.
Then unique power will work perfectly for you. Are you still trying to figure this out?

The official scripting forums here are also far more active: http://forum.bioware.com/forum/177-builders-scripting/
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crystalwizard: Bluntly, what I want is to create a potion-like item called venom.

And when the user, if they are that stupid, drinks it, have them become poisoned. This is an item they either find in something - say an alchemist's goods or get out of the dead body of some creature they just killed.
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SkywingvL: I would ordinarily expect you to be able to create the appropriate 2da entries for the spell (spells.2da, etc.)
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crystalwizard: I am very new at this. My programing experience is with ROM and DIKU muds, with access to the actual game source code. But with this, I can't go open the functions and see what they are doing. And I'm just learning the scripting language. Along with not knowing what any of the premade scripts do or where to even find a list of them so I don't have to open each one and look at it.

I would love to be able to create the appropriate 2da entries - would you be so kind as to explain what that is and how to do it?
Did you ever get this working? Or do you still need help?