Fixes issues with the AoE spells Invisibilty Sphere, Circle of Protection Against Good, Circle of Protection Against Evil, Silence, Battletide and Dirge. The AoE stays with the center of the effect. In other words, it doesn't dispell after moving five feet.
Those spells suffer from a different bug unrelated to the fix provided here by Rabidness. Offensive AoE spells with durations are all bugged in that theiyr Heartbeat scripts don't fire. This bug popped up around patch 1.32 or so, last fall.
Posted by Luiggi ( ..xxx.xxx ) at 2004-09-21 02:03:00
Hello,
I would just like to say that some other AoE you didn't mention are bugged or don't work correctly in MP. Those are not circles (I don't know if the difference in scripting is big or not, I know zero about scripting :D) but spells that remain on the same place, like some clouds and, over all, Storm of Vengeance (a very powerful spell that is useless in MP because it does not do checks every round...).
Just that, I hope you can fix it, and good job with already fixing these circle spells.
Wow... yes, confirmed.
It's a bioware issue but a workaround will be out soon.
Thanks for the tipoff. :)
Posted by mumble ( 66.92.xxx.xxx ) at 2004-09-04 19:24:00
I tested Dirge last night in PVP, and after the opponent's Dexterity reached 3, it then flipped over to 255!
I am not sure if this is a bug in your code or Bioware's though. I'm suspicious it's Bioware's code, because you didn't touch the DoDirgeEffect in x0_i0_spells, and thats where it actually calculates the penalties. EffectAbilityDecrease() is called without checking whether or not the penalty will bring them below a stat of 3.
Seems like something EffectAbilityDecrease() should handle on it's own, but I guess it doesn't do it correctly.
I think we might need a new DoDirgeEffect that calculates what is OK to pass into EffectAbilityDecrease().
So, would the person who hosts a MP game just put these in their override folder, and then everyone would have the spell fixed during the MP game?
Many an ancient lord's last words have been, "You can't kill me because I've got magic aaargh."
- Terry Pratchett, In Death
Thank you! (Sorry it took me so long to reply :) )
I'm looking through all the various spellscripts, and while there are a number of them with AoEs, I think you've covered the ones that are supposed to move with the target quite nicely, thank you!
The one possible candidate I see is Silence, perhaps? The other semi-related question is "do Monster auras (nw_s1*) need to worry about this or not?" I've never really noticed a problem with them, but I don't use them much and I've never picked them apart either.
Thank you! (Sorry it took me so long to reply :) )
I'm looking through all the various spellscripts, and while there are a number of them with AoEs, I think you've covered the ones that are supposed to move with the target quite nicely, thank you!
The one possible candidate I see is Silence, perhaps? The other semi-related question is "do Monster auras (nw_s1*) need to worry about this or not?" I've never really noticed a problem with them, but I don't use them much and I've never picked them apart either.
Thanks for publishing this! I'd taken care of the Circle vs Alignment spells, but hadn't gotten to the other spells yet. Have you had a chance to look at Battletide at all?
>> I never realised there was a problem. What exactly is involved in this fix?
When a character cast one of the AoE spells that are centered on their object... the AoE would simply be set at that location, for the most part.
A creature who goes into the AoE is given the buffs, it then leaves the area of effect... and the effects of the aoe would be stripped off. Like they should be.
This also means, due to lag or other issues, a creator of the effect could (and would) run out of their own AoE. ...the AoE would be stripped off of the center.
So, simply... the AoE change makes certain not to dispel if the owner of it is leaving. And sets a delay to strip the effects for the center.