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Re: Spell / Scroll / Feat Bugs

Posted: Sun Dec 04, 2011 4:21 pm
by Rasael
That is a different fix BMD, it checks if you are immune to Ability decreases and switches the Hellfire mode off if you are. That is a check that cannot be dispelled, it isn't a spell effect as such but simply code that needs to run to cast a spell.

Any other ideas? I might try forcing it to switch the mode Off and On again from the code if you use it.

Re: Spell / Scroll / Feat Bugs

Posted: Sun Dec 04, 2011 5:02 pm
by Blackman D
no clue then, i know hellfire shield gives an aura but the aura does nothing :?

Re: Spell / Scroll / Feat Bugs

Posted: Sun Dec 04, 2011 5:29 pm
by Rasael
Drat, let's hope Luna knows or maybe I'll PM Kaedrin - he might know something about it.

Re: Spell / Scroll / Feat Bugs

Posted: Mon Dec 05, 2011 6:33 am
by Rasael
I'm going to code a new dispel mechanic that will actually remember the level the the spell was originally cast at, not remove these Hellfire things and dispel spells of Dark vision / Lowlight vision if they are active and also make those spells works.

We already have acess to the casterlevel and DC the spell was cast at originally so I don't think it will be a lot of work.

Re: Spell / Scroll / Feat Bugs

Posted: Mon Dec 05, 2011 12:17 pm
by Rasael
Rasael wrote:I've fixed the lowlight and darkvision spells by having them give you the feat so you can turn it on and off for the duration. I recoded the dispel mechanics to remove these feats if dispelled. I still need to test if they get removed and deactivated though.

In the process I also made the new dispel functions report on the dispel check they make for each spell they try to affect so you get to see the rolls. It will also use the correct caster levels from both the original caster and the dispeller of the spell in the dispel check. The Area dispel will now also correctly try to go from the highest CL spell to the lowest and dissapate if it dispels once with success or has no succes on any active spell. Both parties should get the feedback messages.

This fixes the Hellfire warlock dispelling bug by not allowing those effects to be removed. I've set the Hellfire shield and blast to not be valid dispel targets if the ID comes up - that will probably remedy the hellfire bug.

(I still have to clear it with Luna though)

Re: Spell / Scroll / Feat Bugs

Posted: Mon Dec 12, 2011 6:47 pm
by Rasael
I'll take a look at Evard's Tentacles - I get the feeling something may be wrong with them too. :geek:

Re: Spell / Scroll / Feat Bugs

Posted: Mon Dec 12, 2011 7:04 pm
by testmon
Rasael wrote:I'll take a look at Evard's Tentacles - I get the feeling something may be wrong with them too. :geek:
is it possible..i don't know..that you kind of keep that active here? point is, i am going to knock at my last possible spellchange soon and EBT is on top for getting kicked out if unchanged...and knowing my luck it will get awesome if i kick it and pointless if i keep on.
(in exchange, a smily that will sweeten your day: ) :D

Re: Spell / Scroll / Feat Bugs

Posted: Tue Dec 13, 2011 3:27 am
by Luna
I hope not. I think we basically use the one from Kaedrins pack so it should be pretty much debugged by now.

Re: Spell / Scroll / Feat Bugs

Posted: Tue Dec 13, 2011 9:45 am
by Rasael
Yeah it looks good - I think it's just that most monsters have relatively high saves. It scales with CL so a high CL will help you a lot.

Re: Spell / Scroll / Feat Bugs

Posted: Tue Dec 13, 2011 10:05 am
by LISA100595
Only problem I have with the High saves is that by the time your character is high enough CL you're too high to be in that area for any decent xp... or i've noticed at least with my arcane and divine casters.

Re: Spell / Scroll / Feat Bugs

Posted: Mon Dec 19, 2011 5:33 pm
by BeefEater
Not sure if this is the right place to post this, but I think I found a bug with the new spell, Greater Sanctuary. I read the spell description and noticed it was replacing Etherealness and I thought cool, cause Etherealness basically didn't work at all for me. I memorized it, rested and walked outside Candlekeep to give it a test.

I cast the spell on myself and it looks like I turn Ethereal, as per the original spell, and I think cool, they fixed it, yet made it look the same. So I run down the lions way towards the crossroads to turn to Beregost, and run by an Ogre on the road. He immediately starts following me, and I figure he's a spotter, as sometimes when I use Ethereal Jaunt, a random monster will still follow me around, but can't attack me. I decide to stop and see if that's the case here, and the Ogre catches up to me and tries to bash me with his club, my toon immediately counter attacks and now my greater sanctuary spell ends. Basically it seems to me it's like Etherealness got renamed but nothing else, because what I described above happened to me the only time I used the original spell as well (basically exact same scenario, I cast the spell, ran by a hill giant and it throws a big rock at me, then runs towards me and I am forced to kill it, ending my spell). At least Ethereal Jaunt works even if the graphics go buggy and people can still see you, to me it doesn't seem like Etherealness, and now, Greater Sanctuary work as intended at all other than make it LOOK like you are ethereal (but you're not).

Re: Spell / Scroll / Feat Bugs

Posted: Tue Dec 20, 2011 3:12 am
by Luna
Beefeather, it's getting reverted back to ethereal effect right now.

Re: Spell / Scroll / Feat Bugs

Posted: Tue Dec 20, 2011 3:27 am
by Aelcar
BeefEater wrote:Not sure if this is the right place to post this, but I think I found a bug with the new spell, Greater Sanctuary. I read the spell description and noticed it was replacing Etherealness and I thought cool, cause Etherealness basically didn't work at all for me. I memorized it, rested and walked outside Candlekeep to give it a test.

I cast the spell on myself and it looks like I turn Ethereal, as per the original spell, and I think cool, they fixed it, yet made it look the same. So I run down the lions way towards the crossroads to turn to Beregost, and run by an Ogre on the road. He immediately starts following me, and I figure he's a spotter, as sometimes when I use Ethereal Jaunt, a random monster will still follow me around, but can't attack me. I decide to stop and see if that's the case here, and the Ogre catches up to me and tries to bash me with his club, my toon immediately counter attacks and now my greater sanctuary spell ends. Basically it seems to me it's like Etherealness got renamed but nothing else, because what I described above happened to me the only time I used the original spell as well (basically exact same scenario, I cast the spell, ran by a hill giant and it throws a big rock at me, then runs towards me and I am forced to kill it, ending my spell). At least Ethereal Jaunt works even if the graphics go buggy and people can still see you, to me it doesn't seem like Etherealness, and now, Greater Sanctuary work as intended at all other than make it LOOK like you are ethereal (but you're not).
Yes, it happens sometimes with Greater Sanctuary...it looks like the enemies, at times, pass their save (and the spell gives none, unlike the 1st Circle version). Reverting to Ethereal is perhaps safer.

Re: Spell / Scroll / Feat Bugs

Posted: Sun Jan 08, 2012 3:53 pm
by testmon
i wonder, is it completely impossible to deactivate attacks of opportunity while ethernal/sancturied? i know there is going into parry mode but that means deactivating other combat modi and makes the whole situation kind of hard in panic situations. also it is kind of pretty strange, sometimes my char does AoO when sancturied, sometimes not.

Re: Spell / Scroll / Feat Bugs

Posted: Sun Jan 08, 2012 4:02 pm
by Rasael
There is a cutscene function that stops a character from making AOE's but it seems to require the char being set to plot. There is also a function that makes characters not cause AOE's.