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Beholder antimagic cone?


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35 réponses à ce sujet

#26
Snottling

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Yes, of course I rebuffed when stripped of magic.
And yes, the eye rays are working fine, it's just the cone that rarely fires.

That being said, my son came home and did a workaround on the module with Q-Necron's rays, so the cones now fire every d4 rounds if there's something to dispel. Don't ask me how he did it, because I have no idea and am rather useless when it comes to scripting.

I'm a pretty happy beholder fan right now :)

And thanks to every poster. I appreciate your help. :)

#27
Shadooow

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MagicalMaster wrote...

That said, ShaDoOoW, his point about making sure that the actual beholder AI was getting called was quite relevant, even if he could have been far clearer. Older mods may be running the original AI scripts rather than the updated ones which don't call the special creature stuff.

Well if this would be that rare case that module was created pre expansions and module author modified nw_c2_ scripts and nw_i0_generic include, x2_def_ script set would not helped to run the special ai script anyway. There was just nothing more than executing original scripts in x2_ai_ thorought nwn official version history, i checked that. So no it wasn't relevant since even if there was old scripts in module actual script set wouldn't and doesn't matter.

Anyway, closer look to their special AI revealed that they should work merely the same even without special AI. Their special AI script just allows them to teleport when they have low hitpoints etc. which was used in HotU campaign I think and some more goodies of course, but they can use their attack even without this.

They can fire dispell cone everytime when they make their ray attack. As long as its not beholder mage it should fire the first time beholder uses rays against fully buffed sorcerer.

Modifié par ShaDoOoW, 16 novembre 2013 - 07:38 .


#28
MagicalMaster

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Actually, I was thinking more of a module that renamed the original AI scripts when editing them.  Which means x2 would call the proper AI.

#29
FunkySwerve

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MagicalMaster wrote...
That said, ShaDoOoW, his point about making sure that the actual beholder AI was getting called was quite relevant, even if he could have been far clearer. Older mods may be running the original AI scripts rather than the updated ones which don't call the special creature stuff.


I think Shad's a bit more concerned about his e-peen than helping the OP. :P My point was pretty simple, and he's well aware that I've worked extensively on ai, as I've posted code for him in the past. The suggestion, for example, that I'm not aware that x2_ just routes to nw_ ai in most cases, is just silly, as the ai I posted for him was built on x2.

I actually think 'older' ai is about as clearly as I could've put it. I knew it was a potential issue because we had that selfsame issue back in 2005 or so, when I built our beholder hive. Modded versions of pre-hotu ai, shockingly, don't check for post-hotu vars. Crazy, I know. Whatever, OP got his issue resolved.

Funky

#30
WhiZard

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Snottling wrote...

Yes, of course I rebuffed when stripped of magic.
And yes, the eye rays are working fine, it's just the cone that rarely fires.


Last question if you are still there.  You wouldn't happen to have any party members with your sorcerer?  If the sorcerer stays back and fires his spells while a henchman/summon/companion/familiar is closer, the sorcerer will never be a target of an anti-magic cone, though he would be targeted by some (possibly all) of the eye rays.  Since standard summons, familiars, and animal companions rarely meet the qualifications for an antimagic cone to fire, the cone would not be fired.

#31
Shadooow

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FunkySwerve wrote...

I actually think 'older' ai is about as clearly as I could've put it. I knew it was a potential issue because we had that selfsame issue back in 2005 or so, when I built our beholder hive. Modded versions of pre-hotu ai, shockingly, don't check for post-hotu vars. Crazy, I know. Whatever, OP got his issue resolved.

as i said - your suggestion was wrong nevertheless, if this would be the case x2_def_ ai scriptset wouldn't matter anyway

and yes its abot my e-peen because you tried to turn your wrong answer into my misinterpretation and instead of admit the fact that you were wrong you started flame about what you actually in fact meant which is not what you meant its only a cover for the same reason you accusing me of continuing in this flame - your e-peen

Modifié par ShaDoOoW, 17 novembre 2013 - 03:11 .


#32
Snottling

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WhiZard wrote...

Last question if you are still there.  You wouldn't happen to have any party members with your sorcerer?  If the sorcerer stays back and fires his spells while a henchman/summon/companion/familiar is closer, the sorcerer will never be a target of an anti-magic cone, though he would be targeted by some (possibly all) of the eye rays.  Since standard summons, familiars, and animal companions rarely meet the qualifications for an antimagic cone to fire, the cone would not be fired.


I I did not have another party member, 'twas only I. At some point I did have a summon (which I buffed), but it got killed and I didn't bother summoning another one.

*Fires a Disintegration ray on this flaming thread* There...



Thanks for your help guys!

#33
Shadooow

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MagicalMaster wrote...

Actually, I was thinking more of a module that renamed the original AI scripts when editing them.  Which means x2 would call the proper AI.

Hmm I see, so you actually assumed that a OP has a module which:
1) was created before expansions
2) original module builder (OMB) edited nw_c2_* scripts and nw_i0_generic include
3) OMB renamed nw_c2_* scripts to different naming concention from whatever strange reason
4) OMB bought expansions and then opened module in toolset and saved it - thus converted module to expansion.
5) then OMB made a copy of a beholder from palette which became selectable now (added in HotU) and assigned this beholder (who has by default x2_def_* script set) his own AI script set for whatever strange reason
6) then he came complaining here that his edited Beholders with edited AI doesn't use dispel cone - or just assume that OMB is long gone and OP just inherited his module

if you two really assumed this special rare case which is pure theory and I can't believe it could happen at all, then I apology because in this case Funky's suggestion would be indeed usefull and working:innocent:

Modifié par ShaDoOoW, 17 novembre 2013 - 12:52 .


#34
MagicalMaster

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I didn't assume anything. I never thought it was likely or even true that the AI was being incorrectly called. I just acknowledged it as a possibility to check in order to be safe.

#35
FunkySwerve

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ShaDoOoW wrote...

if you two really assumed this special rare case which is pure theory and I can't believe it could happen at all, then I apology because in this case Funky's suggestion would be indeed usefull and working:innocent:

We didn't assume any of that - I just wanted to rule it out, as already explained. Given that I've seen that particular problem in my own mod in the past, it seemed a prudent step. When you assume that something is not the case, as you seem bent on doing, you open yourself to overlooking obvious problems. Why are you so bent out of shape over this?

Funky

#36
Vincent07

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Q-Necrons Eye Ray scripts leaves out the line or two from the original Bioware Eye Ray scripts that fires the Anti magic cone. Having recently installed Q's code on my server, I had to copy those few lines over so that my Beholders would continue to use their cone.

Of course, I made other... more sinister changes as well. <.<