It certainly seems worth the effort provided it's possible to circumvent the engine. Whether it's worth the effort right now is another point. There probably are more important stuff to worry about at this point, but it's something to consider later at least.AcadiusLost wrote:Would be nice if it was a simple fix for NWN2- but if it might mean making a new baseitemtype or something, might not be worth the effort.
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That's the way the ALFA healing potions worked for most of the 3 years I've been around here, and IIRC it had a number of disadvantages- made drinking a full-round action, forced the silly "activate" animation every time, weren't stackable, etc. Might have been something with attacks of opportunity as well.
The more recent adjustment actually modified the properties of the exiting bioware potions, to allow them to be target-able on others somehow. I can have a look into the NWN1 haks for the answers later, I suppose.
The more recent adjustment actually modified the properties of the exiting bioware potions, to allow them to be target-able on others somehow. I can have a look into the NWN1 haks for the answers later, I suppose.
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Drinking a potion or feeding a potion to someone else DOES provoke an AoO. It shouldn't take a full round though.
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Conjuration time and casting time are both configurable (in spells.2da) as are the animations involved for each. Maybe it's just a matter of fiddling with these parameters (for the Activate Item entry) to get it how we want it. Logically, it doesn't add up (activation would have to occur first) but worth looking into.AcadiusLost wrote:I believe changing the potions to be targetable somehow circumvented the normal "Casting Time" and associated animations for the "Cast Spell: Unique Power" mechanics.
Another possibility is that the potion script itself introduces a delay, and if so, that could easily be changed.
Reeron and player1's spell fixes and spell improvement have reduced conjuration and casting times so it doesn't take a full 6 seconds to cast spells that shouldn't take that long. Rusty is lookin' into these for play balance and I've looked at them a little. It seems they would actually balance out play better. Regardless, those to settings can be reconfigured to reduce the time it takes for potions to work.
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Inaubryn wrote:Drinking a potion or feeding a potion to someone else DOES provoke an AoO. It shouldn't take a full round though.
As far as PnP mechanics, it takes a move action to draw the potion, and then a full-round action to feed someone a potion.
Activation
Drinking a potion or applying an oil requires no special skill. The user merely removes the stopper and swallows the potion or smears on the oil. The following rules govern potion and oil use.
Drinking a potion or using an oil on an item of gear is a standard action. The potion or oil takes effect immediately. Using a potion or oil provokes attacks of opportunity. A successful attack (including grappling attacks) against the character forces a Concentration check (as for casting a spell). If the character fails this check, she cannot drink the potion. An enemy may direct an attack of opportunity against the potion or oil container rather than against the character. A successful attack of this sort can destroy the container.
A creature must be able to swallow a potion or smear on an oil. Because of this, incorporeal creatures cannot use potions or oils.
Any corporeal creature can imbibe a potion. The potion must be swallowed. Any corporeal creature can use an oil.
A character can carefully administer a potion to an unconscious creature as a full-round action, trickling the liquid down the creature’s throat. Likewise, it takes a full-round action to apply an oil to an unconscious creature.