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Post by dordon on Mar 9, 2009 19:44:24 GMT -5
Here's a few things I've noticed so far:
1. 2 of 3 transitions out of the enchanted lands do not work. The only one that does work is to Cazic-Thule
2. The anti-magic ray of the beholders is dispelling my 'permanent' Forest Master buffs like immunity to critical hits. Some of them are not being dispelled however. Seems to always be the same set, I can make a list if it's important.
3. The gate to Fallen Gate can be opened, but you can't use it to transition anywhere.
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Post by Kaedrin on Mar 9, 2009 20:38:15 GMT -5
#2 : I didn't alter the script that BRock did but now that you point it out I see a few problems with it. I'll fix it and roll it into 1.36.1.
Edit: Supernatural effects will no longer be removed. The routine will not short circuit on the first complex effect. All non-supernatural effects *will* be removed.
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Post by mammothtruk on Mar 9, 2009 23:03:44 GMT -5
I second the transition issues
The auto dispelling hurts like no ones business... Its like ZOMG where was my power saves against that crap hahaha
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Post by Kaedrin on Mar 9, 2009 23:25:44 GMT -5
Right now there is no save, no remedy. I haven't gone back to the books to see what it *should* be but that's what's there now.
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Post by mammothtruk on Mar 10, 2009 11:37:59 GMT -5
well if your looking to overhaul that behold eye ray script.... two rays per round for gauth and three for full beholder no antimagic cone on the gauth antimagic cone on the beholder is 150' caster level 13 and runs like an antimagic field HERE yeah I hate the SRD but its an easy quick reference for something simple like this. Oh and you dont get a save verse the cone at all witch is fine if it was supressing the effects and not dispelling even whats not suppose to be effected. And they are firing all its rays at once every round witch isnt suppose to be happening. However they can multitarget the rays witch is way way coool! I wish players could.
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Post by Loudent2 on Mar 10, 2009 12:12:39 GMT -5
Kaedrin, I run an updated version of the beholder scripts so that they're eye power progresses in response to monster level Please let me know of any changes you make so I can roll them into my own version.
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Post by Kaedrin on Mar 10, 2009 12:23:38 GMT -5
void DoRemoveEffects(object oTarget) { effect eEff = GetFirstEffect(oTarget); while (GetIsEffectValid(eEff)) { if (GetEffectSubType(eEff) != SUBTYPE_SUPERNATURAL) { if (GetEffectType(eEff) != EFFECT_TYPE_DISAPPEARAPPEAR && GetEffectType(eEff) != EFFECT_TYPE_SPELL_FAILURE ) { if (!(GetEffectDurationType(eEff) == DURATION_TYPE_PERMANENT && GetEffectType(eEff) == EFFECT_TYPE_AREA_OF_EFFECT && GetEffectCreator(eEff) == oTarget ) ) { RemoveEffect (oTarget, eEff); eEff = GetFirstEffect(oTarget); } } else { eEff = GetNextEffect(oTarget); } } } }
I only changed the DoRemoveEffects code.
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Post by dordon on Mar 11, 2009 8:49:56 GMT -5
I think the dispel magic traps may need this same treatment. I'm 90% sure I was losing my Forest Master bonuses to them as well.
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Post by Loudent2 on Mar 11, 2009 12:03:03 GMT -5
They they must not be supernatural effects. I mostly call the standard dispel magic code that all dispells use.
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Post by Kaedrin on Mar 11, 2009 17:14:37 GMT -5
The core dispels and cutscene functionality doesn't care about supernatural and probably has the exact same looping bug. It's in a LOT of OEI/Biowares code.
All of the Forest Master abilities are Supernatural.
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Post by Loudent2 on Mar 11, 2009 17:31:17 GMT -5
Interesting because I tested both the beholders and the traps with a swiftblade and it never stripped the haste ability from me.
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Post by Kaedrin on Mar 11, 2009 19:56:50 GMT -5
The remove code I posted is what I used to resolve the Overland Map issue in SoZ. I rechecked the scripts and they are all supernatural so I don't know why it would work for some and not others.
How many levels of swiftblade did you have? That will help me narrow down what I'm looking at but I'm seriously at a loss on how to proceed.
It's possible the internal engine code uses the same busted cycling that some of their scripts use. If so it might be getting locked up on one of the swiftblade effects and kicking out where it keeps going on the Forest master.
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