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How do you apply a potion of Giant Strength?

Magic (such as a potion of Giant Strength) should override that

There are no scripts I can see for potions to override the stat. However I do see that STR has a aOverride field set to -1. I think this is where the change needs to be made prior to adding more points to that field. Assume a script that checks the for a 20 on the stat before applying the override field with an entry will be a good idea.

Disclaimer: This is all speculation on my end.
 
It seems that this functionality should be built into the base system since Potions of Giant Strength are a part of the core rules. Since I know nothing of modding the scripts or anything, I'll stand by this statement.
 
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Oddly all the potions I see available are Potions of TYPEOFGIANT Giant Strength and each lists a description of what it does, but no eval scripts exist in any of them. If a solid potion of giant strength is floating around in the data files somewhere maybe it does, but I have yet to spot it.
 
Oddly enough, the editor doesn't allow for an activation on potions either, so any script you might add isn't an obvious fix.

I did the following and created copies of those potions to get the effect you wanted for myself - this is what I did:

- added to Fields:
Field ID: actName Value: Potion of Hill Giant Strength
- added to Tags
Group ID: User Tag ID: Activation Name: <left blank> Abbrev: <left blank>
- put in eval script running at Pre-Levels 10000 (as a Belt of Hill Giant Strength)

Code:
doneif (field[abilActive].value = 0)

      ~it doesn't specifically say, but I assume this item allows you to break
      ~the normal max limit of 20 on strength
      hero.child[aSTR].field[Minimum].value = maximum(hero.child[aSTR].field[Minimum].value,21)
      hero.child[aSTR].field[aMaxValue].value = maximum(hero.child[aSTR].field[aMaxValue].value,21)

Now if you could just convince LW to add this the potions that would be great right?
 
Now if you could just convince LW to add this the potions that would be great right?
The approach LW usually takes is to have "Spell Adjustments" that you apply on the Adjust tab. Then you can build the spell script logic once and its used if the spell comes from a Wand, Potion, Magic item, or spellcaster.
 
That would be wonderful. I'd do it myself, but I have never modded this program and don't even know where to start.
 
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The approach LW usually takes is to have "Spell Adjustments" that you apply on the Adjust tab.

Then we need to open a ticket with LW to change the adjustments for abilities to allow for scores over 20 or write a new one, as the temporary adjustments cap out. I don't see a 5C in the adjustment ID so that means the community doesn't own it, unless someone forgot to put a 5C in there.
 
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