SimDing0 Posted May 19, 2005 Share Posted May 19, 2005 Apparently, the Empathic Manifestation on the Unseeing Eye quest can be killed either by resting outside or by raising its elemental resistance and casting an offensive spell. This is because it requires its hit points raising to die-- however, it fairly clearly *should* require a healing spell to be cast on it, so I'd be inclined to label this a bug. Not that it's worth the effort to fix. Link to comment
SConrad Posted May 20, 2005 Share Posted May 20, 2005 Not that difficult, Sim. COPY_EXISTING ~riftcr04.bcs~ ~override~ DECOMPILE_BCS_TO_BAF REPLACE_TEXTUALLY ~HPGT(Myself,2)~ ~OR(5) SpellCastOnMe([ANYONE],CLERIC_CURE_LIGHT_WOUNDS) SpellCastOnMe([ANYONE],CLERIC_CURE_MEDIUM_WOUNDS) SpellCastOnMe([ANYONE],CLERIC_CURE_SERIOUS_WOUNDS) SpellCastOnMe([ANYONE],CLERIC_CURE_CRITICAL_WOUNDS) SpellCastOnMe([ANYONE],CLERIC_HEAL)~ COMPILE_BAF_TO_BCS Link to comment
SimDing0 Posted May 20, 2005 Author Share Posted May 20, 2005 There are an awful lot more things than that which should affect it-- innates, aid, resurrection, the rod of resurrection. And anything added by mods like Cleric Remix. I'm not sure it's worth it. I suggest putting in a check to reset the HP if the player isn't in the area, since that's the significant bug, and... who gives a shit if there's some obscure exploit with fire resistance. Link to comment
SConrad Posted May 20, 2005 Share Posted May 20, 2005 Aid and resurrection's easy to add, as well. The rest may prove a bit more difficult, yeah. Resetting the HP is another way. Link to comment
devSin Posted May 20, 2005 Share Posted May 20, 2005 A "SpellCastOnMe([30],0)" check would at least keep it from dying if the player rests. I'm not too worried about the resistance thing (how do you raise elemental resistances?), but there are a couple items that protect against Lower Resistance that could possibly be used. Link to comment
SimDing0 Posted May 20, 2005 Author Share Posted May 20, 2005 SpellCastOnMe won't cover the Rod unless you modify it to actually cast the spell rather than use the effects directly. (I do this in QP.) Link to comment
igi Posted May 20, 2005 Share Posted May 20, 2005 Apply a permanent "protection from opcode -> modify fire resistance opcode" effect. Lowering the manifestations fire resistance make sno difference (seeing as it can only be killed by a heal-type spell), so there's not much to loose by dis-allowing it's fire-res to be changed. Link to comment
devSin Posted May 20, 2005 Share Posted May 20, 2005 SpellCastOnMe won't cover the RodWhat-EVAR. I'll just shut up now. Link to comment
Rastor Posted May 21, 2005 Share Posted May 21, 2005 Apply a permanent "protection from opcode -> modify fire resistance opcode" effect.Lowering the manifestations fire resistance make sno difference (seeing as it can only be killed by a heal-type spell), so there's not much to loose by dis-allowing it's fire-res to be changed. <{POST_SNAPBACK}> Wouldn't just COPY_EXISTING the CRE file and setting Fire Resistance to 100 work? Link to comment
devSin Posted May 21, 2005 Share Posted May 21, 2005 What he posted, and what I failed to read, is that the problem is you can raise resistance >100, and then cast some offensive spell (when resistance is >100, damage of that type will actually heal the character). I still think this falls into the "whatever" category, but I guess it's more likely than somebody using the Rod of Resurrection to heal the thing. Link to comment
CamDawg Posted November 14, 2005 Share Posted November 14, 2005 I'm not too worried about a party casting enough spells for the creature to go from 0 to over 100% in a resistance, but resting outside is legit. This fixes the latter: EXTEND_TOP ~riftcr04.bcs~ ~bg2fixpack/baf/riftcr04.baf~ where riftcr04.baf is IF HPGT(Myself,2) !InMyArea([PC]) THEN RESPONSE #100 ApplyDamagePercent(Myself,60,FIRE) END Link to comment
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