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Item Idea: DwarfStar Energy Drinks

Discussion in 'Modding' started by mori, Apr 12, 2012.

  1. mori

    mori Member

    I spend a lot of time inside my head and hopped up on energy drinks while at work. While buzzing around today it occurred to me: there really needs to be energy drinks in all of my favorite games. Since I seriously doubt it'll be possible to get Morte to chug a Red Baruiar in Planescape: Torment, let's go for the next best thing: DwarfStar in DoD!

    I've come up for 3 drinks so far, but there's always room for more flavors. I'd like to do at least 1 or 2 more (White D* and... Purple D*? Orange? That nasty Coconut stuff?), so feel free to chip in with ideas.

    Black DwarfStar
    "The original formula, for when you want to party like a dwarf. Beware the side effects, however."
    :alchemy:: 1 Potion of Healing, 1 Black Powder. Requires level 1. +1 crafted at level 3.
    Effects on drink: +10:life: for 1 turn. +10:melee_power: and +10:crit: for 10 turns.
    After 10 turns: Jittery Mess effect (-10 :counter:, :sneakiness:, and :edr: for 20 turns. Can stack.)

    Blue DwarfStar
    "Zero the carbs. All of the magic."
    :alchemy:: 1 Potion of Mana, 1 Night Cap. Requires level 3. +1 at level 5.
    Effects on drink: Major Mana Potion (+68:mana:). +10 :magic_power: and +10 :haywire: for 10 turns.
    After 10 turns: Blue Funk (-20 max :mana: and -10 :mana_regen: for 20 turns. Stackable, of course)

    Yellow DwarfStar
    "It's like a lemon and a voltaic cell were blended together into a refreshing beverage. In a good way, mind you."
    :alchemy:: 1 Potion of Replenishment, 1 Voltaic Cell. Requires level 5.
    Effects on drink: + 25 :life: and :mana:. +10 :life_regen: and :mana_regen: for 30 turns.
    After 15 turns: Slight Overcharge (-5:resist_voltaic: and -1:sight: for 15 turns)

    I hate to be one of those folks who suggests an idea but doesn't put the effort into modding it, but I've got a newborn son I constantly have to keep an eye on. I very likely wouldn't have the time to put into making this idea a mod, so if anyone's willing to pick it up and roll with it, feel free.
     
  2. Kazeto

    Kazeto Member

    By all means, do you mean that it is supposed to heal for 10 points?

    And I can write the code for you if you want (it's not that difficult, to be honest), but you'll have to get the icons from somewhere. Are you okay with that?
     
  3. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    SPRITES

    I HAS THEM

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  4. Glazed

    Glazed Member

    It should be +10,000:life: for 1 turn.
     
  5. Kazeto

    Kazeto Member

    Okay, here you go.

    It's different from what you wanted (partially for the sake of simplicity, and partially because I'm just plain nefarious), but it should work (it didn't crash my game, at the very least, but I didn't exactly have time for extensive testing).

    If there's anything you want to say about that, feel free to do so, regardless of whether it's critique or praise.

    Edit: It should be downloadable now. Curse Dropbox and my inability to use it...
     

    Attached Files:

    mori likes this.
  6. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    403 Forbidden. Attach it to the forum plzkthx.
     
  7. mori

    mori Member

    Very neat. Thanks for coding it up! Let me know if you (or anyone else) gives it a try!

    Quick question: Did you flag the drinks as buyable or findable, as well as craftable?

    also, yes, I meant heal for 10 points on drinking. whoops!
     
  8. Kazeto

    Kazeto Member

    They are craftable and marked as special but not as crafting-only, so you can find them in the dungeon.

    They heal more. All of them give you some health and mana at the start (the amount varies), and then every one gives you a different effect. Some time after said effect ends you get a minor (in my opinion at least) debuff that should be stackable (I haven't tested this part, but it should be)
     
  9. mori

    mori Member

    What I had in mind was that they'd work like real life energy drinks in terms of the self perpetuating cycle drinking them can cause. You drink one, enjoy the benefits, get the energy crash afterward, and (if you're desperate) you have another one to alleviate the very effects you got from drinking the first one. The only exception to this case is Yellow D*, but I meant for that to be a high-level Alchemy upgrade to the Potion of Replenishment.

    My only major concern (other than balance) is that whether this would even be useful other than Lutefisk-fodder?

    Just came up with a possible idea for White D*...boosts various resistances (the non-elemental ones, I guess?) by 5 points, but then decreases :dodge: and :magic_resist: by 10 after? I'd think this out more but I have a crying baby to attend to :(
     
  10. Kazeto

    Kazeto Member

    That is what I did, though I chose to give them the same "crash" debuff instead of different ones, since it's stackable either way and the crash always comes from "caffeine" (or whatever is in it). Obviously you can just wait when you get crashed, but that's because I'm reluctant to make the debuff last even longer. Still, if you do try it and decide that something's too weak/too strong, just let me know and I'll change it.

    I think it should be. Even if it's not the bonuses you wanted, getting 4 melee power and 5 critical for two dozens of turns (or something equivalent) with some healing to jump-start you is something one can't ignore, especially when it doesn't really require any "rare" ingredients.

    I'll see what can be done.