Ardanis Posted December 1, 2016 Share Posted December 1, 2016 I'm dead sure that in SoD I've added RevealAreaOnMap() - or whatever action it was that enabled travel to Boareskyr Bridge area from Chapter 8, - to instants and it worked fine, no longer interruptible if player would order Corwin around and break the queue. Link to comment
Avenger Posted December 3, 2016 Share Posted December 3, 2016 I'm dead sure that in SoD I've added RevealAreaOnMap() - or whatever action it was that enabled travel to Boareskyr Bridge area from Chapter 8, - to instants and it worked fine, no longer interruptible if player would order Corwin around and break the queue. That's probably because revealareaonmap is an instant An action is not instant because it is in instant.ids but because of how it works (does it end in a single ai cycle, or returns with a value that instructs the engine to keep it in the action queue). Obviously, if an action was erroneously omitted from instant.ids, it is still an instant and adding it to instant.ids is a good thing. Link to comment
subtledoctor Posted December 6, 2016 Author Share Posted December 6, 2016 Btw looks like putting both AddSpecialAbility() and RemoveSpellRES actions into a single dialogue response is in fact no good: https://forums.beamdog.com/discussion/comment/832580/#Comment_832580 The RemoveSpellRES action didn't happen. So there's your test. I don't think I got an answer: can I force these by wrapping both inside an ActionOverride() action? Or do I need to just change them to ApplySpell() and make spells that have 171 and 172 effects? Link to comment
kjeron Posted December 7, 2016 Share Posted December 7, 2016 The RemoveSpellRES action didn't happen. So there's your test. The RemoveSpell/RES actions only decrement memorizations, they don't actually remove known spells. The Remove Spell Opcode is a necessity, but I've not had any problems with ActionOverride(AddSpecialAbility) action yet, but I also EXIT the dialogue after the action block containing it. Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.