Dead but being used to test things
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NIFE: Potions Plugin
Posted: Posted June 16th by Xhin

This plugin adds Potions, which are drinkable items that alter stats and traits when consumed.

First thing you do is select the plugin and then click the big "Activate!" button inside the Potions Plugin panel.



  • Create new potions here. This is much like creating new items -- and in fact you are creating new items as you create new potions!



  • Down at the bottom you see the list of potions. You can edit the item it belongs to or delete it (which also deletes the item it's attached to).



    Clicking "Edit Effects" goes here.

  • Effects are based on NIFE properties.. there's a self-duplicating select box here that lets you add various property-based effects to the potion.

  • Potions can have multiple effects.

    Supported effects

  • Set Stat [Amount] -- Sets the stat to this amount (ex -- set Health to 75)

  • Increase Stat by 1 -- Increases the stat by one, unless that would go over the maximum value.

  • Decrease Stat by 1 -- Decreases the stat by one, unless that would drop it below 0.

  • Add to Stat [Amount] -- Adds the amount to the stat.

  • Subtract from Stat [Amount] -- Subtracts from the stat.

  • Fill Stat -- sets the stat to its maximum value

  • Drain stat -- sets the stat to 0.

  • Add trait -- if the property you attached is a trait instead of a stat, drinking the potion will give the drinker this trait.

  • Remove Trait -- if the drinker has this property, they'll lose it.

    ^ The above two are particularly useful for element assignment, but you can use it anywhere traits are used (removing characters from the sparring system for example).

    Note that anywhere in the above list where you see "[amount]", you use the amount box provided.

    Percentages

    You can also change the "Amount Type" from "Value" to "Percent" -- in anything that uses Amount, it then reads the amount as a percentage of the maximum value.

    For example if you have:

  • [Set] Health to [50] [Percent] -- And their health maximum value is 200, then it sets their health to 100.



  • Probably not worth adding to this post, but here's what the auto-action looks like.

  • There are 9 Replies

    @Moonray:

    Posted June 16th by Xhin
    Xhin
    Ignorance is strength, freedom is slavery

    Also a couple of things I want to do that I forgot about:

  • Affect maximum values or stat gains, not just stat amounts.

  • Let potions be used on items too. (I think these would be called something different maybe)

  • Posted June 16th by Xhin
    Xhin
    Ignorance is strength, freedom is slavery

    One question as I can't test it myself right now. Are stat changes time based? IE, you drink a bad potion and it reduces your health for 24 hours, or you drink a potion and it gives you fire immunity for 48 hours, etc? If not could there be an option for them to be?

    Let potions be used on items too. (I think these would be called something different maybe)


    So like add poison to a sword? Or give a gun a health potion so that it boosts health or something? That would be cool but couldn't it already be done via the crafting system? Just make a recipe that combines the potion and item and have the new item apply whatever stat/trait changes you want?

    Posted June 16th by Moonray
    Moonray
     

    @Moonray:

    Are stat changes time based? IE, you drink a bad potion and it reduces your health for 24 hours, or you drink a potion and it gives you fire immunity for 48 hours, etc? If not could there be an option for them to be?

    That'll require the Status Effects plugin probably. Right now it changes stats permanently (so it's closer to the Powerup plugin than the Potions plugin really).

    So like add poison to a sword?

    Yeah, things like that. Right now maybe not so useful (although you could totally pour a potion onto a weapon to turn it into a Spear or something). However Status Effects probably use the Traits system, in which case you could pour a potion onto a weapon to make it stun players on contact. If not, I'll find some other way of making those work.

    Just make a recipe that combines the potion and item and have the new item apply whatever stat/trait changes you want?

    Yeah you could do that too, but you'd have to create a new item for each possible combination -- though the alchemy plugin might make that automatic.

    NIFE Feedback

    There's going to be a crazy amount of feedback in NIFE v4 and v5.. for example you could:

  • Use a portable "Prospector" machine to show a hidden mine.

  • Mine "Amazonite" from that mine.

  • Craft Amazonite into a Quantum Potion.

  • Drink the Quantum Potion to gain Teleportation for 24 hours.

    I'm really excited about these new features because you can do all kinds of cool creative stuff with them.

  • Buy "Premium Fuel" from a Shop.

  • Drive your Ferarri and use it to drink the Premium Fuel potion.

  • Make the Ferarri's Auto Actions go up by 3 for 2 rounds.

    Or like maybe something more useful for you..

  • Plant a Bone Seed in a plot. Harvest it 24 hours later and get "Bone Soup".

  • Drink Bone Soup and your Bones stat goes up by 100.

  • Use the "Summon" Auto-action to summon an "Elephant Skeleton" to where you are.

  • But, maybe Elephant Skeletons are actually Vehicles so now you can drive around in it.

  • Posted June 16th by Xhin
    Xhin
    Ignorance is strength, freedom is slavery

    That'll require the Status Effects plugin probably. Right now it changes stats permanently (so it's closer to the Powerup plugin than the Potions plugin really).


    Ok, I figured you would say that's what status effects will do but thought I'd ask anyway :)



    And if you wanted a "Healing Potion" or "Medkit" you'd just use the "Add to stat" option, because the max value for health would prevent it from going over?

    Edited June 16th by Moonray
    Moonray
     

    @Moonray: yes, add/increment/decrement/subtract uses the limits. With set you can do overloading (which is kinda necessary for stats that shouldn't have a maximum value, like if they're holding id's or something)

    Posted June 16th by Xhin
    Xhin
    Ignorance is strength, freedom is slavery

    @Xhin:

    Done skme testing and potions don't seem to be consumables? Seems like it'd make a lot more sense for them to be.

    Posted June 17th by Moonray
    Moonray
     

    @Moonray: they are consumables. What were you trying to consume2 specifically and in which game? I'll check it out.

    Posted June 17th by Xhin
    Xhin
    Ignorance is strength, freedom is slavery

    I think it was just me being stupid actually.

    Posted June 18th by Moonray
    Moonray
     
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