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Lorne fight bug.. *Solved*


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3 réponses à ce sujet

#1
Winter90

Winter90
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When I fight Lorne he starts out with 3 attacks. Which is normal. 

His attack schedule is this:

roll+AB
x+18
x+13
x+8

The problem is.. when I reduce his HP to 1 and he enters deathless frenzy he suddenly gets 5 extra attacks.. 8 total. His attack schedule becomes:

x+20
x+15
x+10
x+5
x+0
x-5
x-10
x-15

Which gives waaay to many 20 rolls...

Add +3 to all attacks if he is using greater rage.

According to the manual and the wiki frenzy gives you one extra attack. (Though I didnt need to check to know 5 extra attacks is a bug..) Only epic level characters are capable of 8 attacks per round single weapon wielding.

What is the cause of this and how can I fix this?

This ONLY happens when he enters deathless frenzy.. Which seems to be what triggers it.

Thanks...

Another thing, is there a way to fix things so that the game does not remove my buffs by itself sometimes? Its really annoying when the game remove my buffs right before my duel with lorne for instance. (But not my companions who are in the stands..) Who would remove their protection right before a duel anyway..

Modifié par Winter90, 17 novembre 2013 - 12:05 .


#2
Winter90

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Okay, thanks to people on this forum who have helped in other scripting issues Ive posted(I_raps,Tchos,Kevl) ive learned a little about scripting and gave it a go myself.. And Ive come half way..

I opened the 2000_neverwinter module in the toolset, and then opened the sript 20b_lorne_ud.

I went to line 123:

void Frenzy()
{
int nRounds = 3 + GetAbilityModifier(ABILITY_CONSTITUTION,OBJECT_SELF);
// PrettyMessage("Starting Frenzy.");
//clamp
if(nRounds < 0) nRounds = 0;
float fDuration = IntToFloat(nRounds * 6);

SetLocalInt(OBJECT_SELF, "bFrenzyExpended",TRUE);
StartFrenzyCounter(nRounds);
Bark(1);
ClearAllActions(TRUE);
__TurnCombatRoundOn(TRUE);
PlayCustomAnimation(OBJECT_SELF, "rage", FALSE);
SetBaseAttackBonus(GetBaseAttackBonus(OBJECT_SELF)+1);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectNWN2SpecialEffectFile("fx_frame_rage.sef"), OBJECT_SELF, 12.f);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectNWN2SpecialEffectFile("20_fx_lorne_frenzy.sef"), OBJECT_SELF, fDuration);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectAbilityIncrease(ABILITY_STRENGTH, 6),OBJECT_SELF, fDuration);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectACDecrease(4),OBJECT_SELF, fDuration);
SetImmortal(OBJECT_SELF,TRUE);
__TurnCombatRoundOn(FALSE);

I took the line : SetBaseAttackBonus(GetBaseAttackBonus(OBJECT_SELF)+1);

And commented it out. That fixed the issue somewhat. Now Lorne has 3 attacks at all times like he should(bonuses from rage and frenzy are applied as normal). HOWEVER he is missing the extra attack he should get while he is frenzying.

So if anyone could help me in giving Lorne the extra during his frenzy I would be very grateful.

Modifié par Winter90, 16 novembre 2013 - 07:06 .


#3
Winter90

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I suspect the problem is that Lorne is not actually casting/using frenzy, but rather the frenzy effect is applied when his hitpoints reach one.

#4
Winter90

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Fixed, with the help of Kevl in the technical issues thread.