the delayed blast delay text file is in the modules/toee file, is that gonna cause a problem for toeefe users?
I don't think so. As far as I examined the delayed blast fireball script, it seems to locate the .txt file in the default module folder, which is automatically set by the game to the folder that is defined by the module name. So, there should be no problems (though I didn't have time to test it in-game myself yet). If any ToEEFE-related problems arise, please let me know - I'll work on a fix for it. I'm currently wondering what's causing my problems with the Tenser's transformation... - Agetian
For my problem, it's something which isn't hooking up between the casting animation showing the wizard's hands glowing and then what should happen after that. Might be something my end, so not worth going on a big bug hunt unless someone else can replicate or reports the same problem. edit: and it seems that I have forgotten to say this in my initial post to this thread - bloody good work Darmagon.
Yeah the file for the delayed blast is in the modules/ToEE directory which is the default directory when working with files in the scripts. Could you re-download the zip again, Agetian. I made some changes after the last notification but got called away before I could post to let everyone know. In fact could everyone redownload just to make sure we are all on the same page. Sorry to be such a pain. The time is now 4:33 pm GMT friday december 2, 2005 Agetian, I am going to do some testing to see if I can get the spell_object to stickk around. Will get back to you later. Darmagon
Had actually tested this a long time ago with a some wands. Added the wands to the full inventory nothing showed in inventory but I could use the wands just fine on the radial menu. As far as I can tell there is no limit to the number of things you can add to the inventory but you will only be able to see 24 at a time. Darmagon
Well, there is a limit of about 200 items, since slots above 200 are used for special slots like armor, weapons, etc. that are currently worn. 255 is the absolute maximum. Also, I redownloaded the package and reinstalled it, re-tried again, still no luck. I just level up to whatever level is needed to get lvl 6 spells (with 'levelup' command, get Tenser's transformation, memorize it, rest on the shopmap, cast the spell, and then try to rest again. No luck.) - Agetian
>>Agetian: did you do a map change in between casting Tenser's Transformation and resting to clear the spell? I am so doltish I did not even think of trying this before. The game must lose track of the spell object on a map change so that it doesn't get passed properly to the destroy function. Actually, on second thought this may not be your problem as you said that only the beneficial aspects of the spell go away. Are you sure of this? I used a three step process in Tenser's Transformation to a get all of the effects I needed. First I changed the weapon type of the weapon wielded by the spell caster to Quarter staff so the caster would have proficiency (I did not include this info in my documentation because, again I am too doltish and forgot). Second I applied the spell Divine power to get the base attack bonus. And third I used the spell object to apply the other things needed by the spell (oh I also applied damage to the spell caster to get rid of temp. hp granted by Divine power. so a 4 step process really). The spell object does the following things: increases dex and con by 4, decreases str by 2 because divine power gives too big a bonus, applies feeblemind to take away spell casting ability, increases will and reflexlsaves by 4 because feeblemind, stupidly, decreases saves by for 4 , increases fort save by 9 to offset the feeblemind effect and to get the proper save granted (+5) by the spell, and increases natural armor by 4 I am including this list so you can check to see how things add up for you after the spell is supposed to have expired. I am pretty sure that a map change or something that causes the game to lose info in a similar fashion (although what that may be i haven't a clue), is your problem. If it is then I think I have a fairly simple fix. If not then I am not sure and it may be back to the drawing board. Sorry for this but it seems strange to me that a game save, with its potential for data loss of things not specifically allowed for in the game should preserve my hacks and a map change doesn't. Obviously, the game is doing something I don't understand on a map change. which is why I say I 'think' I have a fairly simple fix. but am not certain. Anyway if you could check that out for me I would be most appreciative. Darmagon
. Thanks for that info Agetian. That gives me some ideas.... EDIT: Agetian, before I waste a lot of time acting on those ideas, does that mean you know how to get access to the inventory from a script? Darmagon
Nope, no map change at all. You can rest at the shopmap by default. The shopmap is the starting map developed by Allyx. You actually start your game on it. I actually didn't mean the script, I meant the MOB file structure which actually represents the object's internal structure in memory. As far as accessing the object's inventory from the script goes... uh, not really - I know there's a way to create an object in an inventory... can't remember much more of it, really. I haven't been scripting for a couple months by now - Agetian
Is it possible that the shopmap has something different about it that would make the spell act in this way?(I know I am grasping at straws here.) could you do a test on another map to see if you get the same result? Darmagon P.S: for now, until I get things sorted out please everyone do not use delayed blast fireball, mordenkainens sword, tenser's transformation, or analyze dweomer and then change maps while the spells are still in effect if you want to save the game afterwards. If you have already done so I can write a script that will destroy the spell objects, useable from the console. Please let me know.
No, it's no different. Just retried it in True Neutral Vignette and in Hommlet, same effect... Sent my saved game to Zebedee so he can check out if it works the same for him or not - Agetian
Okay, I have tried just about everything else I can think of to get this effect and the only thing I can find is the map change. I haven't the energy right now, nor the mental focus to try to get a handle on this. I am going to get some sleep, deal with my real world stuff and then I will get back on this. If you guys can find anything in the meantime, that would be a blessing. G'night all. I'll be back probably tomorrow (from my perspective) sometime. Darmagon
Access inventory by script? I did a tutorial on it not long ago, would that help? http://rpg-rant.blogspot.com/2005/10/transferring-items.html Note that for merchants, you can jump right in and fiddle the inventories in the 'chest'. Of course, this has been known to cause crashes...
I got a PM from Zebedee, he said my save didn't work correctly for him as well, the Tenser's Transformation failed to wear off correctly. I will try to report some more later. - Agetian