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Lorne fight bug..


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7 réponses à ce sujet

#1
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..

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.

#2
kevL

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try inserting something like this where the old line was:


int nBAB = GetTRUEBaseAttackBonus(OBJECT_SELF);
if (nBAB < 0) nBAB = 0;
int iAttacks = (abs(nBAB - 1) / 5) + 1;
SendMessageToPC(GetFirstPC(FALSE), "-----\\n. base Attacks per Round of enemy is " + IntToString(iAttacks));

int iAttBonus = 1;
if (iAttBonus > 0)
{
    if (iAttBonus + iAttacks > 6) iAttBonus = 6 - iAttacks;
    SendMessageToPC(GetFirstPC(FALSE), ". Attacks per Round of enemy increased by +" + IntToString(iAttBonus));

    SetBaseAttackBonus(iAttBonus + iAttacks);
}


#3
Winter90

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You mean in the place of the line I commented out? Will try!

#4
kevL

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good luck :)

#5
Winter90

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Allright, that fixed the problem with Lorne missing an attack with his frenzy.

However, there is also another bug in his attack schedule..

Its normally:

18
13
8

But now sometimes he gets:

18
8
18

This is before frenzy.

The bug has been fixed to my satisfaction anyway, but if you have a solution for that bug as well Ill implement it.

That problem was there before I added your command lines though. I suspect it is tied to me commenting out the line I mentioned.

This bug is a little weird though. Because it doesnt happen every time..

Thanks.

Modifié par Winter90, 17 novembre 2013 - 02:56 .


#6
kevL

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yeh.. to an extent the combat quirks are just something we gotta live with

I was reluctant to post that code because, as you note, things are somewhat unpredictable. But hey glad it works alright,

#7
Winter90

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Im glad you did post it.I couldnt possibly fix it myself and it worked out for the better. So thanks again.

#8
kevL

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yur welcome