I was playing around the dragon dungeon, and naturally got poisioned a few times. I had 3 "lesser cure" potions, all three of them when drunk failed to cure the poision.
So to check, I loaded the add menu and used a normal cure potion.
that "failed to cure the poision"
So I added a "greater cure potion" and that too, failed to cure the poision.
Are there some poisions that you can't cure? Maybe their is a bug in the cure potion script?
[FIXED] Cure potions: Not working?
Xuri, I still could never get cure potions to work, nor could anyone on my shard.
So I went through your script and replaced myUser.poisoned=0
to:
myUser.SetPoisoned(0,0);
and sure enough, it cures now.
Oh, and by the way, my heal poitions ALSO cast night sight. Is this how OSI does it? Or is the heal potion case also going to the nightsight case? And easy way to check is to be in a dungeon pitch black with a mage, drink a potion, and the mage will see for quite some time.
Thanks!
So I went through your script and replaced myUser.poisoned=0
to:
myUser.SetPoisoned(0,0);
and sure enough, it cures now.
Oh, and by the way, my heal poitions ALSO cast night sight. Is this how OSI does it? Or is the heal potion case also going to the nightsight case? And easy way to check is to be in a dungeon pitch black with a mage, drink a potion, and the mage will see for quite some time.
Thanks!
- Xuri
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To fix the night-sight on healing potions, open the potions.js script and remove the entry saying
under case 4 (Heal Potion).
Thanks for the fix to the cure potions, btw
Code: Select all
DoTempEffect( 0, pUser, pUser, 2, 0, 0, 0 );Thanks for the fix to the cure potions, btw
-= Ho Eyo He Hum =-
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Grimson
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On the first lines of the potion.js we have:
The pUser.isUsingPotion will be set and unset by the tempeffect number 26, so I guess it was planned to have a a specific no "potion drinking"-timer.
Code: Select all
if( pUser.isUsingPotion )
{
socket.SysMessage( GetDictionaryEntry( 430, socket.Language ) ); //You must wait a while before using another potion.
return false;
}
- Xuri
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I added the following to each case in the script, to avoid players downing potions like there's no tomorrow:
Seems to do the trick. 
Code: Select all
pUser.isUsingPotion = true;
DoTempEffect( 0, pUser, pUser, 26, 0, 0, 0 );-= Ho Eyo He Hum =-