Continuous Imoen, Bug Sighted |
The Black Wyrm's Lair Terms of Use | Help Search Members Calendar |
Continuous Imoen, Bug Sighted |
Jan 13 2006, 01:17 PM
Post
#1
|
|
Forum Member Posts: 58 Joined: 11-January 05 |
I posted this over on BGT forums as well, but this is really an NeJ issue.
Removal of the belt has a little bit of residue left. IMOEN.BCS still has a block for CODE IF HP(Myself,1) Global("ImoenRunning","LOCALS",0) THEN RESPONSE #100 SetGlobal("ImoenRunning","LOCALS",1) StartDialogue("ImoenP",Player1) END This should be removed, because every time you cast Raise Dead on Immy, it triggers. Even worse-this dialog block does NOT send her to AR1512! It sends her to Limbo, courtesy of EscapeArea(). CODE LeaveParty() Wait(1) GivePartyAllEquipment() EscapeArea() This will need to be yanked, as well (in case you ever kick Immy out for some reason, at the point of 1HP). Don't get me wrong--I agree with removal of the belt. I did the same thing when I made continuous Immy for BP-BGT back in 2002. Except I originally had a clumbsy script block that "jerked" her back to life. Oh, one other bit---you should give her CRE files Effect 295--Graphics:Disable Chunking Death. This should keep any unfortunate messes from happening along the way, and busting the BG2 plot in half. |
|
|
Jan 13 2006, 04:08 PM
Post
#2
|
|
Mod Developer Posts: 1399 Joined: 19-April 05 |
Okay, thanks.
|
|
|
Jan 20 2006, 06:10 PM
Post
#3
|
|
Mod Developer Posts: 1399 Joined: 19-April 05 |
Bill, this is a BW issue, I don't want to remove this original block because Imoen shouldn't die in the past. It is just an alarm to players.
This post has been edited by Vlad: Jan 20 2006, 06:11 PM |
|
|
Lo-Fi Version | Time is now: 15th November 2024 - 07:15 AM |