New Healing Potions

Scripted ALFA systems & related tech discussions (ACR)

Moderators: ALFA Administrators, Staff - Technical

Locked
User avatar
AcadiusLost
Chosen of Forumamus, God of Forums
Posts: 5061
Joined: Tue Oct 19, 2004 8:38 am
Location: Montara, CA [GMT -8]
Contact:

New Healing Potions

Post by AcadiusLost »

Thanks to some legwork by Paazin, we now have potions useable on others.

Two new rows have been added to baseitems.2da, one for backpacks, another for ALFA healing pots. They are stackable, look and weigh just like NWN2-default potions, but have the line "May be used on others as a full-round action" in their description.

I've made blueprints which have ALFA-correct pricing as well.

In order to keep them from being used as a direct replacement for healing spells, I've added the following controls to alfa_spellhook.nss-

Healing potions may not be used on hostiles- if attempted, the potion will spill and be wasted (keeps them from being used as positive energy damage attacks vs. undead, as well as from accidentally healing enemies in the midst of combat.)

Healing potions may not be used on others who are "in combat"- since the mechanic is supposed to represent feeding the potion to another player, it's simply not possible in the thick of battle. One can still use healing potions on themselves in combat, or on creatures at 0 or fewer hitpoints (they wouldn't be moving, so easier to apply to).

I've included this modified spellhook on the TSM beta- OAS2 doesn't need it, since their potions are stock (no 2da changes). Should we bundle the potion blueprints into alfa_items.hak, or leave them as an erf?
User avatar
ç i p h é r
Retired
Posts: 2904
Joined: Fri Oct 21, 2005 4:12 pm
Location: US Central (GMT - 6)

Re: New Healing Potions

Post by ç i p h é r »

AcadiusLost wrote:Should we bundle the potion blueprints into alfa_items.hak, or leave them as an erf?
I prefer the latter if players don't need to have them. It'll help keep file sizes down.
Locked