Fable: The Lost Chapters Mod Scene
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Re: Magic mushrooms [message #50031 is a reply to message #50030] Tue, 17 March 2009 03:24 Go to previous messageGo to previous message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
Okay, look, here's what you have at your disposal.

OBJECT entries >> Main OBJECT entry >> CBonusItemDef
SPECIAL_ABILITIES_DRUNKENNESS_DEF entries >> SPECIAL_ABILITIES_DRUNKENNESS_DEF_INSTANCE

CBonusItemDef determines a lot of things for specific items.
Health modifier;
Fat modifier;
Will modifier;
Seconds health/will given;
Will experience;
Skill experience;
Strength experience;
Morality change;
Agreeableness modifier;
Attractiveness modifier;
Scariness modifier;
Health capacity increase;
Will capacity increase;
Change to day boolean;
Change to night boolean;
Attack speed multiplier;
Attack speed increase time;
Particle effect;
Is alcoholic boolean;
Alcoholic strength.

SPECIAL_ABILITIES_DRUNKENNESS_DEF_INSTANCE determines the following:
Which texture sprite is used for the effect;
Maximum alpha of the sprite used;
Horizontal speed;
Rotational speed.

And that's it. All your guy did was make an apple an alcoholic item, then jacked up the alcoholic strength to a bazillion. Then trade out the graphic used with that of a mushroom.

Do please understand why I'm not impressed and don't care about this idea.
 
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