Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
Joined: Sep 2015
A
addict
OP Offline
addict
A
Joined: Sep 2015
Dear Raze/developers,

for my current mod project - and the general knowledge base of the modding community - I'd like to ask for information on the engine's handling of potions and effects, especially on the limit of usable handles. It would be very helpful to get clarity on these things, as we already have on item handles to a certain degree.

So here are my questions:

1) Are there separate pools of handles - or actually handle counters, from what others said - for potions and effects?

2) Does every potion and every effect use a (new) handle, regardless of how they are induced (by item consumption, by skill usage, by story or object scripting, as a loop effect or a play-once effect, as a permanent potion or a temporary potion etc.)?

3) How many handles are available for potions and how many for effects?

4) What amount of used potion and of used effect handles do you assume for one average playthrough of the main campaign?

5) As a specific question for my purposes:
Do you think that a weather system (implemented into the main campaign) which adds potion status influence (AddStatusInfluence(__Me,CONSUME,20,[Potion name])) to characters with active script whenever they a) enter a building, b) leave a building, c) 'enter' an atmosphere trigger, or whenever d) one hour of real time passes (on average) would finally break the game due to the potion handle limit?

Thanks in advance (whenever you find time to answer),

Abraxas


My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan
Joined: Dec 2016
Location: United States
member
Offline
member
Joined: Dec 2016
Location: United States
While I cannot speak definitively on the matter, I will say that Epic Encounters makes liberal use of potion effects; both with CharacterConsume and AddStatusInfluence. I suspect that if a limit similar to that of item handles existed for the use of these, it would have had crashes very quickly.

Joined: Sep 2015
A
addict
OP Offline
addict
A
Joined: Sep 2015
I thought of your mod, too, and would also expect a higher limit, though I'll probably have even more handles to use than Epic Encounters, which primarily uses potions for combat situations, with a carefree and handleless future for most participants.


My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan
Joined: Mar 2003
Location: Canada
Support
Offline
Support
Joined: Mar 2003
Location: Canada

Statuses do have handles, but they are unique per character/item, so each "can handle quite some statuses".

Joined: Sep 2015
A
addict
OP Offline
addict
A
Joined: Sep 2015
Originally Posted by Raze
Statuses do have handles, but they are unique per character/item, so each "can handle quite some statuses".

Good to hear! That explains why I believed to see identical handles in different status entries of the save file... So "quite some statuses" practically means: we won't reach the limit without exceptional means (say, eating a slice of Gorgombert every 10 seconds, for a period of 200 hours)?
Concrete numbers would be interesting, but I'm fine with this information already. Thanks, Raze.


My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan

Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5