is it possible to add addictions to potions?

Post » Wed Jun 20, 2012 8:24 pm

Hey guys

I just saw that you can set an addiction chance and an addiction to a potion, and I thought about adding an addiction to skooma or something like that.

The problem is that I don't know if it's even possible since I believe the addiction is used for a future Fallout and wasn't meant to be in Skyrim.

If anyone has any idea about how addictions could or might work, please help me

Cheers
Phil
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Scarlet Devil
 
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Post » Wed Jun 20, 2012 9:12 pm

Well you could add a delayed Debuff to the potion effect (have it cast an 8 hour debuff spell on the player after it's normal effect wears off) that temporarily goes away if you drink more, and if it stacks too many times, becomes permament, only cancelled out by drinking more of the potion.
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Eire Charlotta
 
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Post » Wed Jun 20, 2012 4:12 pm

So you don't do it by filling in an addiction in the blank box? How do you do a delayed debuff?
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rebecca moody
 
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Post » Thu Jun 21, 2012 2:15 am

Skooma addiction :D
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Tom
 
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Post » Wed Jun 20, 2012 6:11 pm

Potions page on the wiki says its not used. Could try and see if anything happens when you try using it. Fallout 3 definitely had addictions, so the code was there in the engine at some point.
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No Name
 
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Post » Thu Jun 21, 2012 7:19 am

The debuff would be a Script archetype magic effect with the duration set in the spell that applies it. When it is applied, it would increment a global "Stack" variable (Just a global variable indicating how many of these debuffs are currently stacked on the player) Make a function that the potion's script calls that makes the debuff reverse it's debuffs for the duration of the potion. In the debuff's OnEffectStart() event, it would increment the stacking variable, and in it's OnEffectEnd() it would decrement the stacking variable. The debuffs would need to be made non-cumulative of course (the Effect of the debuff would remain the same regardless of how many are stacked, but if the stacking variable ever reached, say, 10, it would toggle a "Permanent" boolean to indicate the character will always have the debuff from then on when the potion isn't in effect.

Once the "Permanent" boolean is True, when the OnEffectEnd() event fires, it would check the stack variable, and if it was "1" (Meaning this is the last debuff) it would Re-Cast another debuff on the player.
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vicki kitterman
 
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