How To Get Individual Characters Drunk After Drinking Alcohol

Volourn

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As title suggests, I'm trying to get characters drunk after they reach a certain point. Using variables doesn't help because that affects the pary as a whole.

My goal is to have 'drunk points' that go up to a max of 100. 25 would be tipsy, drunk 50, and 100 is hammered. Depending on the specific beverage they drink, they get x amount of drunk points. Certain drunks are worth minimal whiles other could, in theory, get them drunk rather quick.

Like I said, making this sort of system is easy in general for the whole group, but to make it logical, it should only effect the actual drinker.

I have access to most of the vistuella plug ins, and have no issue picking up any if I missed one needed.

Thanks.
 

Andar

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This doesn't even need a plugin if you just make a valid logic giving each actor different variables to store their drunk points.

If you already have the logic finished once, what is your probloem in applying it to different actors with different variables?
 

ZombieKidzRule

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To @Andar 's point, I think, I would have to ask how you have the drinking in your game?

Are you doing this through Item use from the inventory Menu, like a potion? So you can drink anywhere? Or are you having Events in a tavern where you choose who is drinking.

If you are using items through your inventory menu, I would think you would have to have the item (booze) call a Common Event. That Common Event is used to track your Variables for each party member who drinks.

You can set a Variable to the Game Data for Last Target Actor ID. Then you could have Conditional Branches that check that Variable. If the ID is 1, then you increase the Variable for that Actor's Intoxication. If it is 2, the 2nd Actor. Etc.

If you set the Booze up like a healing potion (1 Ally), the game will make you choose who drinks it from the inventory. That is the Last Target Actor.

If you are having Events in a tavern so you are only drinking in one or a few places (more scripted), then you could use the dialog/choices to determine who is drinking, how much, and track your Variables that way. Still similar to the Common Event.

Each party member has their own Variable for intoxication.

You would also have to consider how the actor gets less intoxicated and account for that. How to reduce the intoxication Variable for the actor and when.

There may be other ways to do this that are simpler and more efficient, but I just tested this in a sample game and it works.

Here is a quick screenshot of the simple Common Event that I tested for the Item use. I only set up 2 actors for the test because that is all that was needed to make sure it works.

And here is also a screenshot of the Booze item.

I hope this helps a little.

Booze Common Event.pngBooze Item.png

I don't think I missed anything, but if I did, I am sure someone else will point it out or feel free to ask a follow up question.
 

Dark_Ansem

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I'm not sure if you're doing this via eventing or not, but wouldn't this require judicious use of the Control variables - gamedata - last actor ID eventing function? Or that only works in battle?
 

ZombieKidzRule

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@Dark_Ansem Not sure if your post was directed at me, but I will answer anyway, if I understand your point correctly. And my solution is all Eventing with no plugins.

Initially, when I was testing this, I tried to use the Last Actor ID. However, when you are using an Item from the map (not combat), it seems that the Last Actor ID always defaults to the Party Leader. When I tested it with Reid and Priscilla, it always resulted in Reid acting as the Leader when using an item.

However, when I tried Last Target Actor ID for using a potion, it resulted in the correct Actor who was selected to use the potion.

Maybe I tested it wrong, but I couldn't get Last Actor ID to work correctly when just accessing the Item menu from the map.

If I misunderstood your point or your question wasn't directed at me, I apologize.
 

Dark_Ansem

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@Dark_Ansem Not sure if your post was directed at me, but I will answer anyway, if I understand your point correctly. And my solution is all Eventing with no plugins.

Initially, when I was testing this, I tried to use the Last Actor ID. However, when you are using an Item from the map (not combat), it seems that the Last Actor ID always defaults to the Party Leader. When I tested it with Reid and Priscilla, it always resulted in Reid acting as the Leader when using an item.

However, when I tried Last Target Actor ID for using a potion, it resulted in the correct Actor who was selected to use the potion.

Maybe I tested it wrong, but I couldn't get Last Actor ID to work correctly when just accessing the Item menu from the map.

If I misunderstood your point or your question wasn't directed at me, I apologize.
it was directed at OP, but glad you answered, I'm going to make a note of what you said.
 

Volourn

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Ahh.. Thanks for the feeback, everyone. I was using common event, and having them drink the beverage (ie. potion). I have never used Last (Target) Actor ID for anything so never thought of it. I'll try that as that if I understand the epxlainations here should work. My issue was not being to have the game know to affect the person drinking through the common invent. I'll let you know if it works out. FYI, the alcohol can't be drank during combat so hopefully that doesn't mess with things. If it does work, I can see this opening up other things. as well.

I saw your screenshots as well. They look very clean, and if it works, sweet.
 
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ZombieKidzRule

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If you want the actor to be effected by the alcohol, you would probably want to have the Common Event add a State to the Actor based on their % intoxication.

And you would probably want to start a timer with a parallel event to track how long the State should last so they become sober again.

If you run into problems, just post back with screenshots of what you did and what isn't working for you and I am sure someone can help.
 

Volourn

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Absolutely. The drinking states alreayd have timers. ie. Tipsy lasts for 250 steps for example. Characters remain with the alcohol in their system until they sleep it off. When hammered, they remain hammered til the sleep it off. By that time, the player should sleep pronto because the character because most useless in combat. l0l Realistically, being so drunk can lead to dying but I don't think I'm gonna goi that far. But, yeah, I'll let you all know. That reminds me. Part of sleeping recovery should send all drunk points back to 0.

Update: Worked on this, and it works from all signs. I even manage to get it so when players rest I can have intoxication levels drop by a specific number then check to see if the levels are lower than 0 so they don't abuse resting to get unlimited minus (making it near impossible to get drunk).

This thread was helpful in way more important ways than the drunk thing since I could live without that.

Thanks for the help!
 
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