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Post by daveyeisley Sun Feb 19, 2012 6:55 pm

If I am remembering correctly, the idea behind these stones was as a sort of "ranged" light source. In other words, similar to a glowstick that could be tossed ahead of a PC into a dark area in order to provide light at a distant point, rather than the regularly available light sources that are only available centered on the holder of the item.

My suggestion is, to dig into the scripting for alchemist fire's activated "throw" ability. Should be similar to caltops, acid flasks, thunderstones, and tanglefoot bags, etc.

The goal would be to possibly consolidate multiple scripts (if each item uses a different script) using multiple checks to trigger the different effects, based on the tag of the item being "used".

Then you could just add the "throw" ability to the Faeriestones - and have the specific effect for that portion of the consolidated "throw" script be to copy/spawn an invisible "off-palette" NPC at the targeted point who has the appropriate type of faeriestone in inventory, and then issue a command via the same script to have the NPC drop the faeriestone and despawn (if possible, I think it is, and if not, then just issuing a kill or destroy command on the NPC should drop the stone as long as it is flagged droppable).
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Post by daveyeisley Sun Feb 19, 2012 6:56 pm

Would also be neat to have a section of the Contunual Flame script be able to create a Faeriestone if targeted on specific types of gems Smile
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Post by daveyeisley Sun Feb 19, 2012 6:58 pm

Oh, yeah, and the radius on the effect is a bit small.... perhaps increase the light radius a bit.
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Post by daveyeisley Sun Feb 19, 2012 7:01 pm

Another note before I forget...

If using the off-palette NPC idea, make sure it is faction neutral to all NPCs, so that it wont draw aggro, make enemies waste spells, move around, etc.
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Post by Eric of Atrophy Sun Feb 19, 2012 8:50 pm

One more thing about the faeriestones ... when currently dropped, they have the "oh no, an item was dropped, here it is so you don't lose it" flare attached to them. While I understand the reasoning behind the flare, it seems out of place on items that are intended to drop. Perhaps if scripting work is done, this can be investigated as well.
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Post by The Amethyst Dragon Wed Feb 22, 2012 10:08 am

Throwing faeriestones: That was already on my mind when I made them. Just hadn't gotten to making the "throwing" scripting and 2da changes yet. Smile

These came about due to a question someone had on the BioWare forums. The original intent for them wasn't actually a thrown item, just a droppable "I've been here" marker for exploration. I just added in the ambient light when dropped (they don't glow when just in inventory) for some interest.

Light radius: This is purposefully low. They're supposed to be a relative dim glow, not even close to that of a torch.

Enchanting via continual flame and a certain gem: Good idea.

"Dropped item VFX": Thanks for pointing this out. I'll fix it in the toolset. These things are pretty much their own signal that you'd dropped them. Smile

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Post by Eric of Atrophy Wed Feb 22, 2012 11:05 pm

Rock!
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