igi Posted August 30, 2004 Share Posted August 30, 2004 When a script uses StateOverrideFlag(TRUE) all creatures in the current area(?) ignore their current state flags for the time specified, or until a save-game reload. I'd guess that StateOverrideFlag(i:time) would override the states for the time indicated. NB. The creatures still have the state flags set. Link to comment
Avenger Posted September 1, 2004 Share Posted September 1, 2004 You mean, it would override death/frozen etc state? Link to comment
igi Posted September 1, 2004 Author Share Posted September 1, 2004 Well, no. It doesnt override state_frozen_death. It does override state_helpless and state_sleeping. I'd guess it doesnt override any of the death states. It needs further testing, but at least there is now more info on it than there was Link to comment
igi Posted September 10, 2004 Author Share Posted September 10, 2004 I've tested this a little more, checking which states are overriden. I'd guess the states I didnt check are not overriden, as it looks like the action just makes characters seem to be paying attention to whats going on around them (ie. they are not asleep or running around), and, for example, it's irrelevant weather someone is hasted or not - they still look to be paying attention. It fits with the single use of this action in a bg2 script as well. Still, the other states do need testing... 0 = Not Overriden 1 = Overriden state_sleeping = 1 state_berserk = Untested state_panic = 1 state_stunned = 1 state_invisible = 0 state_helpless = 1 state_frozen_death = 0 state_stone_death = 0 state_exploding_death = Untested state_flame_death = Untested state_acid_death = Untested state_dead = 0 state_silence = 0 state_charmed = 0 state_poison = Untested state_hasted = Untested state_slowed = Untested state_infravision = Untested state_blind = Untested state_diseased = Untested state_feebleminded = Untested state_nondetection = Untested state_improved invisibility = 0 state_bless = Untested state_ chant = Untested state_drawuponholymight = Untested state_luck = Untested state_aid = Untested state_chantbad = Untested state_blur = Untested state_mirror_image = 0 state_confused = 1 Link to comment
Avenger Posted September 10, 2004 Share Posted September 10, 2004 So it doesn't override charmed state, but that state does disable dialogs. (which is quite lame btw) Link to comment
Kung Fu Man Posted September 13, 2004 Share Posted September 13, 2004 that state does disable dialogs. (which is quite lame btw) Are you certain of that? Because I can still talk to them in PST, as long as I select the Talk icon before clicking on them. Given that the effect is a leftover from BG1, it does sound a little odd for it to not work the same way in the other games. Link to comment
Guest Guest Posted September 13, 2004 Share Posted September 13, 2004 In bg2 it says charmed creatures don't have their own mind or such. The charm state is a kind of possession (in bg2). DLTC changes that, but we don't use the charmed state due to this flaw. Link to comment
Smoketest Posted September 13, 2004 Share Posted September 13, 2004 So it doesn't override charmed state, but that state does disable dialogs. (which is quite lame btw) In BG1 you can still talk to a character who is Charmed. Several dialogs check for STATE_CHARMED to see if a special thread should be taken. Apparently at one time the character would remain neutral/good after the charm wore off, as they had a special response in their dialog for if you spoke to them then. (There're no valid triggers for the state, but the text fits the situation.) That setup was apparently replaced by them becoming Enemy(), if not already enemy, and having a verbal constant response instead. (This is what I observed while editing and testing dialogs to better support the Charm effect and allow the player to get information/trinkets/etc.) BG2 disables the ability to talk to them in favor of allowing the player to control them to a degree, which is only possible in BG1 if you use actions inside a dialog. Link to comment
Kung Fu Man Posted September 13, 2004 Share Posted September 13, 2004 BG2 disables the ability to talk to them in favor of allowing the player to control them to a degree, which is only possible in BG1 if you use actions inside a dialog. While in Torment, you can talk and get control over them. Interesting. ^^ Link to comment
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