iowercase Posted February 14, 2012 Share Posted February 14, 2012 I'm tinkering with overhauling some alchemy effects, especially getting rid of the bevy of crummy poison effects like ravage m/h/s and replacing them with rare interesting AOE shenanigans, like fireball tips or paralysis bombs. Now I know how to make an arrow itself in the CK that has an explosion on impact, but the problem with the poison system is: 1) only accepts F&F/Self-type magic effects as valid effects for poisoning weapons2) explosions and even magicPlaceExplosionScript seem not to work with these kinds of magic effects, at least in the case of these effects being applied via poison delivery3) I can apply hazards with no problem, yet even hazards won't trigger if I, say, smack a wall with the poisoned weapon/arrow, which is something I'd like to have happen. I've looked up and down through the script manager and the wiki and can't find any info about how the game actually handles poison application and delivery. Any clues? Link to comment Share on other sites More sharing options...
gsmanners Posted February 14, 2012 Share Posted February 14, 2012 I've looked into this, and it does seem like a hidden property in the game engine itself. Good luck modifying how that works. Link to comment Share on other sites More sharing options...
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