Drinks (Three Broomsticks)
Step into the Hog's Head Inn and order a drink from Aberforth, the grumpy barkeep who never quite trusted anyone farther than he could throw them. Sample the finest (and questionable) beverages in the wizarding world, from Butterbeer to Firewhiskey, each with unique effects on your health, stamina, and. coherence.
Think of it as a magical pub crossed with a buff shop crossed with a random text generator that makes you sound like you've had six too many. Which, if you've ordered six drinks, you probably have.
How Drinks Work
Visit the Hog's Head Inn (accessible from Hogsmeade once you're a 3rd year with 2+ Voldemort Encounters) and talk to Aberforth the barkeep. Select "Drinks" to see the menu, then purchase any drink that catches your fancy.
Drink Costs
Each drink has a base cost that scales with your level:
- Cost Formula: Your Level × Base Cost Per Level
- Example: If you're level 10 and a drink has a base cost of 5 gold per level, it costs 50 gold
- Higher level = higher prices - Because apparently expensive alcohol is a sign of success
What Drinks Can Give You
Each drink can grant various benefits (or drawbacks):
- Hitpoints - Restore health, either a random amount or a percentage of your max HP. Some drinks might damage you instead (poison is surprisingly common in wizarding beverages)
- Forest Turns - Gain extra turns for forest fighting. Or lose some, if the drink doesn't agree with you
- Combat Buffs - Temporary bonuses to attack, defense, or damage for a set number of combat rounds
- Drunkeness - Every drink increases your drunkeness level, which affects how you speak in chat (see below)
Feel Messages
After drinking, you'll get flavor text based on the effects:
`&You feel vigorous!`n- You gained turns`&You feel lethargic!`n- You lost turns (oops)`&You feel healthy!`n- You gained hitpoints`&You feel sick!`n- You lost hitpoints (maybe don't order that one again)
The Drunkeness System
This is where things get entertaining. Each drink adds to your "drunkeness" value, tracked per character. The drunker you get, the more your chat text gets automatically "drunkenized" when you speak in commentary areas.
How Drunkenization Works
The system applies the following transformations to your text based on drunkeness level:
- Letter Doubling - Random letters get doubled or extended
- a → aa, e → ee, f → ff, h → hh, i → iy, l → ll, m → mm
- n → nn, o → oo, r → rr, s → sss, u → oo, v → vv, w → ww, y → yy, z → zz
- *hic* Insertions - Random *hic* hiccups get inserted into your text
- Replacement Rate - Based on formula:
replacements/text_length < drunkeness/500 - Case Preservation - If the original letter was uppercase, the slurred version is also uppercase
Example Drunken Text
Original: "Hello everyone, how are you doing today?" Level 100: "Heelloo *hic* everyonne, hoow aare yoou *hic* doingg toodaay?" Level 300: "Heellloo *hic* eevveryoonnee, *hic* hhoow aaree *hic* yoooo dooiyng *hic* toodaayy?"
Maximum Drunkeness
There's a maximum drunkeness level set by the server. Once you hit it, Aberforth refuses to serve you more drinks:
"[Barkeep's refusal message]"
You'll have to wait for your drunkeness to decrease naturally over time (or through a new day reset) before you can drink more.
Disabling Slurred Text
If you find the drunken text effect annoying (you party pooper), you can disable it in your module preferences by setting noslur to true. Your drunkeness will still increase, but your text won't be modified.
Hard Drinks
Some drinks are flagged as "hard drinks" (the wizarding equivalent of hard liquor). The game tracks how many hard drinks you've consumed in a separate counter (harddrinks preference).
This counter might be used for:
- Special events or modules that check if you're a heavy drinker
- Achievements or titles for consumption records
- Random encounters that reference your drinking habits
- Aberforth silently judging you
Combat Buffs from Drinks
Many drinks grant temporary combat buffs that last for a certain number of rounds when fighting:
| Buff Property | Effect |
|---|---|
| Buff Name | Displayed name of the buff (e.g., "Liquid Courage") |
| Rounds | Number of combat rounds the buff lasts |
| Attack Modifier | Bonus (or penalty) to your attack stat |
| Defense Modifier | Bonus (or penalty) to your defense stat |
| Damage Modifier | Multiplier for damage dealt (1.0 = normal, 1.2 = +20% damage) |
| Damage Shield | Absorbs damage each round before it affects your HP |
| Round Message | Text displayed each round the buff is active |
| Wearoff Message | Text displayed when buff expires |
All drink buffs use the schema module-drinks for translation purposes.
Drink Menu Customization
The drinks menu is highly customizable through the module's settings and can be themed for different locations:
Customizable Elements
- Title - The header shown when buying drinks (default from module hook)
- Barkeep Name - Who's serving (Aberforth by default, but can be changed)
- Demand Text - What the barkeep says when you approach
- Too Drunk Text - Refusal message when you've had too many
- Return Link - Where you go after buying (usually back to the Inn)
- Drink Substitutions - Custom text replacements for flavor (e.g., "{lover}" gets replaced with your partner's name)
Variable Substitutions
Drink remarks can include these special variables:
{lover}- Your in-game partner/spouse name (from marriage module){barkeep}- The barkeep's name (color codes preserved)- Plus any custom substitutions defined in the module hook
Creating Custom Drinks
Server administrators can create custom drinks through the drinks editor (?act=editor). Each drink can be configured with:
| Setting | Description |
|---|---|
| Name | Display name of the drink |
| Cost Per Level | Base cost multiplied by player level |
| Drunkeness | How much this drink increases your drunk level |
| Hard Drink | Whether this counts as a hard drink (boolean) |
| Remarks | Flavor text shown when you drink it |
| HP Settings | Min/max HP to grant, or percentage of max HP, or always give HP |
| Turn Settings | Min/max turns to grant, or always give turns |
| Chance | Probability of granting HP vs turns (hpchance vs turnchance) |
| Buff Settings | All buff properties listed in previous section |
Integration with Other Systems
The drinks module integrates with several game systems:
- Marriage Module - The
{lover}variable is populated from the partner system - Commentary System - Drunkeness affects your chat text in all commentary areas
- Combat System - Buffs from drinks apply to forest fights and PvP
- New Day - Drunkeness typically resets or decreases at new day
- Inn Module - Drinks are accessed through the bartender conversation at the Inn
- Module Hooks - Other modules can add custom drinks via the "ale" hook
Tips and Strategies
- Buy before forest - Get buff drinks before heading to the Forbidden Forest for combat advantages
- Watch your gold - Drink prices scale with level, so budget accordingly
- Healing drinks - Some drinks restore HP cheaper than other healing methods
- Turn drinks - Gaining extra forest turns can help you level faster
- Monitor drunkeness - If you care about readable chat, pace your drinking
- Read the remarks - Drink flavor text is often hilarious and worth reading
- Hard drink tracking - If you're going for a "heavy drinker" achievement, stick to hard drinks
- Check buffs - Some drink buffs are incredibly powerful for their cost
Common Issues
Q: Why won't Aberforth serve me?
A: You've hit maximum drunkeness. Wait for it to decrease naturally or wait for new day.
Q: I can't afford any drinks!
A: Drink costs scale with your level. Early game, drinks are cheap. High level, they're expensive. Fight forest creatures for gold.
Q: My text is all messed up in chat!
A: That's the drunkeness effect. Either wait for it to wear off or disable slurred text in your module preferences (noslur setting).
Q: A drink damaged me instead of healing me!
A: Some drinks have negative HP values (poison, bad batches, "experimental" beverages). Read the flavor text carefully before ordering.
Q: Do drinks work in PvP?
A: Yes! Buffs from drinks apply to all combat, including PvP fights. Stock up before attacking other players.
Q: Can I get drunk in real life from playing?
A: No, but you can get drunk in real life WHILE playing, which makes the drunken text effect twice as confusing.
Q: What's {lover} in the drink text?
A: If you're married/partnered in-game (via marriage module), this displays your partner's name. If you're single, it might just say nothing or "your lover" generically.
Technical Details (For the Curious)
- Drinks are stored in the
drinksdatabase table with drinkid as primary key - Drunkeness is stored per-character in module preferences as
drunkeness - Hard drink counter is stored as
harddrinksmodule pref - The drunkenization algorithm runs each time you post commentary if drunkeness > 0
- Slur replacement rate is calculated as
replacements/strlen(text) < drunkeness/500 - *hic* insertions are prevented from stacking directly (*hic**hic* becomes *hic*hic*)
- Color codes (backtick+letter) are skipped during drunkenization to prevent breaking formatting
- All buffs applied with the name "buzz" internally (stacking not allowed—last drink overwrites previous buff)
- HP/turn grants include sanity checks (HP cannot drop below 1, turns cannot go negative)
- The module uses hooks extensively: "drinks-text" for custom text, "ale" for adding drinks to menu
Remember: Drink responsibly in the wizarding world. Aberforth's pub is a place of questionable hygiene, dubious glassware, and beverages that may or may not be poisonous. But at least the buffs are good, and watching drunk players try to type coherently in chat is endlessly entertaining. *hic*