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How does the game handle poison delivery?


iowercase

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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 weapons

2) 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 delivery

3) 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?

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