MakeDrunk(object, int)
Gets a creature drunk.
void MakeDrunk( object oTarget, int nPoints );
Parameters
oTarget
Creature to get drunk.
nPoints
Points to lower intelligence by
Description
Has oTarget play one of two animations (ANIMATION_LOOPING_PAUSE_DRUNK or ANIMATION_LOOPING_TALK_LAUGHING) and lowers his / her intelligence by nPoints for 60 seconds.
Remarks
nw_s3_alcohol.nss: 20
Only creatures have intelligence and can do these animations, so this will only work on creatures (obviously). However, not all creatures have all animations, so the animation bit might not work for all creatures. Should work for all NPC-type creatures.
Requirements
#include "nw_s3_alcohol"
Version
1.28
Example
//version 1.28 source, in nw_s3_alcohol void MakeDrunk(object oTarget, int nPoints) { if (Random(100) + 1 < 40) AssignCommand(oTarget, ActionPlayAnimation(ANIMATION_LOOPING_TALK_LAUGHING)); else AssignCommand(oTarget, ActionPlayAnimation(ANIMATION_LOOPING_PAUSE_DRUNK)); effect eDumb = EffectAbilityDecrease(ABILITY_INTELLIGENCE, nPoints); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDumb, oTarget, 60.0); // AssignCommand(oTarget, SpeakString(IntToString(GetAbilityScore(oTarget,ABILITY_INTELLIGENCE)))); }
See Also
categories: | Action on Object Functions | Effects Functions |
constants: | ANIMATION_* Constants |
author: Lilac Soul, additional contributor(s): Lilac Soul