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