How would I go about this?
By default they are potions with one of three alcohol effects. Can I create new spells and have them show up on that list and simply select mine instead? Or do I need to do something else?
I already have plenty types and brands of alcohol created as custom items, but I need the right effect to put on them.
I’m looking to create quite a few spells - around 10 I’d say - as certain types will be more potent than others, some will be enchanted to have no negative side effects, some will have a chance to have collectible items under the lid when opened, etc.
I don’t think I will have any problems scripting the actual spells, but I can’t seem to find much information on creating new spells. Any directions would be appreciated, thanks.
Sincerely,
Charles.
Edit: Script is now finished. It seemed I needed quite a bit of help “scripting the actual spells” after all which I got for which I am very grateful. Thank you.
As it is currently, the script makes drinkers roll a fortitude save against poison. If the save fails, the drinker is dazed and takes some dex, con, int and wis damage; if it succeeds the dex damage is negated, the rest is halved and charisma is buffed by the same amount. If the drinkers con is set to 3 from drinking, they are knocked down and warned against consuming any more alcohol and it if is 3 when drinking and they fail the first save, they must roll again to avoid dying from alcohol poisoning. The script prevents queing alcohol to ensure players can react to the warning. The potency of the alcohol determines the DC, damage and duration.
This means dwarves are really good drinkers due to not only having a CON bonus, but also a +2 save against poison. It means Ironguts help resist the effects of alcohol and it means some classes will eventually be immune.
It requires alcohol items to have a local int on them corresponding a variable called in the script (default “Proof”/“nProof”) with a number representing the alcohol volume. It also requires that alcohol items sold in shops NOT be in infinite quantities or the local int will disappear and default to 0. It is a self only unique effect and is called from another script placed in module > OnActivateItem which requires that the name of the script and the tag of the item be identical.
You are welcome to use it if you like. It’s at the bottom of the thread.
Charles.