Sustained abilities which affect the whole party (e.g. Flaming Weapons) normally remain active until cleared by the caster.
IIRC something in the OC clears them eventually, but I'm blessed if I can find it. Does anyone know how / where this is done?
I'm trying to close an exploit in my standalone campaign. As it stands, if a mage follower casts Flaming Weapons, the party continues to benefit even if the mage is dismissed using the party picker.
I'm aware of low-level script functions that would probably allow me to do this by BFI, but surely there's an easier way?
How do we clear sustained abilities?
Débuté par
Proleric
, déc. 31 2010 05:30
#1
Posté 31 décembre 2010 - 05:30
#2
Posté 31 décembre 2010 - 08:08
The only way I know of to have them shut down when not needed is to have them end when combat ends.
#3
Posté 31 décembre 2010 - 10:15
Ability_DeactivateModalAbility in ability_h.nss
#4
Posté 01 janvier 2011 - 01:09
Thanks, Craig.
#5
Posté 01 janvier 2011 - 07:07
Here's a working solution.
@ ladydesire: thanks for the suggestion about doing this at combat end. I prefer to do it just before party picker launch, because that allows the follower to buff when entering a dangerous level and sustain the spell indefinitely until the party reaches safety.
@ ladydesire: thanks for the suggestion about doing this at combat end. I prefer to do it just before party picker launch, because that allows the follower to buff when entering a dangerous level and sustain the spell indefinitely until the party reaches safety.
#6
Posté 03 janvier 2011 - 09:51
I am not quite sure what I am missing here, but after adding that to my NPC modcore I get:Proleric1 wrote...
Here's a working solution.
10:07:04 - velanna_modcore.nss - velanna_modcore.nss(199): Undefined identifier (GetAbilityList)
line 199 being: nAbilityTable = GetAbilityList(oFollower);
Any idea what I might be missing here?
And thanks
Modifié par BTCentral, 03 janvier 2011 - 10:09 .
#7
Posté 03 janvier 2011 - 01:08
Those snippets compile OK in a vanilla module event script. Can you post the whole script?
#8
Posté 03 janvier 2011 - 01:41
Unless I am being completely stupid putting something in the wrong place I just tried it in the vanilla module event script and it did not work either - error at the same point:Proleric1 wrote...
Those snippets compile OK in a vanilla module event script. Can you post the whole script?
13:37:32 - mod_event.nss - mod_event.nss(103): Undefined identifier (GetAbilityList)
Line 103: nAbilityTable = GetAbilityList(oFollower);
Rather than posting my script (as it's obvious that it's not that causing the problem, having also tried it in vanilla, and would include a lot of additonal code), here's how I added what you specified to the vanilla module event script, in the case that I did put something in the wrong place.
http://pastie.org/1425545
Not sure if it will make any difference also, but i'm on patch 1.04 (as that's what came with the Ultimate Edition) and am using the latest version of the toolset (1.0.1008.0).
Thanks for the reply!
Modifié par BTCentral, 03 janvier 2011 - 01:43 .
#10
Posté 04 janvier 2011 - 10:11
Ah right, I actually commented on that thread a few days ago - but as I had not experienced any problems up to this point had not actually gotten round to doing that.
I can confirm that everything is working just fine after doing so, many thanks!
I can confirm that everything is working just fine after doing so, many thanks!
Modifié par BTCentral, 04 janvier 2011 - 10:11 .





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