Gort Posted November 23, 2006 Share Posted November 23, 2006 i almost sure it isn't fixable, but since it's not mentioned anywhere, i decided to mention=). All spell effects work during the time stop, even on creatures who are "stopped". You can die from poison, for example, buffs can expire, and so on. Link to comment
SimDing0 Posted November 23, 2006 Share Posted November 23, 2006 Incidentally, can we not prevent scripts firing off ForceSpells during Time Stop by applying something like Pause Caster to everyone? Are there situations where we *want* creature scripts running? Link to comment
CamDawg Posted November 23, 2006 Share Posted November 23, 2006 Regardless, I don't think pause caster would stop existing effects--true sight and poison damage are going to continue to accrue during a time stop. Link to comment
Gort Posted November 24, 2006 Author Share Posted November 24, 2006 well, at least you can add it to "not fixable" Link to comment
CamDawg Posted November 24, 2006 Share Posted November 24, 2006 Unfixable docs updated with this. Link to comment
Nythrun Posted November 25, 2006 Share Posted November 25, 2006 Pause Caster doesn't stop scripts anyway (at least in my install, hee); it's almost meaningless when used outside of party members. All three varieties of Hold and Feeblemind do stop scripts, but you'd need to find a way to temporarily suspend the effects of minhp1 items, which prevent all of these effects as of Fixpack (though I have no idea why Pause Caster is included in the immunities section). Link to comment
SimDing0 Posted November 25, 2006 Share Posted November 25, 2006 Ahhh, right, of course it doesn't. I don't know why I suggested that. Link to comment
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