Comments (5)
It looks like their falling down animation is triggered but quickly overridden by another script action.
How is this possible ...? I mean, I thought that on EE games the entire Trolls fall down mechanics did not rely upon scripts, but only upon op232
...
Also, now that I think of it, I would use op272 // p1=1, p2=3: once per second
in place of op232
(since the former is supposed to trigger faster) and add a leading op318
effect to trollreg.spl
checking for STAT CURHITPOINTS >= 2
(or some other value...)
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I could track the issue back to commit ccf774c made by @CamDawg .
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I can confirm this is an issue, and directly caused by the new 146s in trollreg.spl. Looking at alternatives now.
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Fixed by CamDawg@01b21e2
Effectively, moving the cure sleep opcode (2) from the troll fake death spell into the #cureslp spell causing it to fire after the troll's own sleep opcode--so it sleeps to fake death, and then immediately gets cured of sleep. I've basically hacked out an exception where trolls retain op 2, and then block the op 2 from #cureslp, preserving the working effect ordering. It's a bit of a hack, but worked in my testing.
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Confirmed as working. Issue can be closed.
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Related Issues (20)
- Mace of Disruption should be able to destroy undead creatures
- WED files attribute "Unused bytes?" HOT 2
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- Small problem HOT 2
- Unholy Blight fix is actually breaking the spell HOT 1
- [iwd] Fixpack main component should perform a clean uninstallation
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- Problem with the journal pop-up HOT 5
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- The Black Pits II - Gladiators of Thay (Dialog's Bug)
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