Author Topic: Beholder antimagic cone?  (Read 1202 times)

Legacy_Snottling

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Beholder antimagic cone?
« on: November 13, 2013, 06:58:42 pm »


               I've never seen it in action. I Always thought it was the old PW I was playing on that had an issue, but now I understand that it's not working. At all. 

Is there a way to fix it?

Thanks! '<img'>
               
               

               
            

Legacy_WhiZard

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Beholder antimagic cone?
« Reply #1 on: November 14, 2013, 02:10:38 am »


               It works, and is used by the standard beholder creature.  It is implemented by a special AI script but only affects those with four levels in a spell casting class, and will not be applied if there are other negative effects on the target (technically the list of negative effects is limited to the more major ones).
               
               

               


                     Modifié par WhiZard, 14 novembre 2013 - 02:13 .
                     
                  


            

Legacy_Snottling

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Beholder antimagic cone?
« Reply #2 on: November 14, 2013, 07:37:28 am »


               Granted, after some testing I see it works, but only after possessing the beholder in DM client and manually firing the cone.

Why doesn't the beholder fire the cone on its own?
I've tried with multiple caster classes of 4th or higher level, but it just wont fire.
Also, the standard beholder hasn't even got the antimagic cone in Special Abilities tab. You have to add them yourself, which makes me believe that either they're too dangerous to the casual player, or they are bugged somehow.

Either way, I can't get it to fire the cone by itself. Why is that?

Thanks! '<img'>
               
               

               
            

Legacy_Shadooow

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Beholder antimagic cone?
« Reply #3 on: November 14, 2013, 08:45:46 am »


               

Snottling wrote...

Granted, after some testing I see it works, but only after possessing the beholder in DM client and manually firing the cone.

Why doesn't the beholder fire the cone on its own?
I've tried with multiple caster classes of 4th or higher level, but it just wont fire.
Also, the standard beholder hasn't even got the antimagic cone in Special Abilities tab. You have to add them yourself, which makes me believe that either they're too dangerous to the casual player, or they are bugged somehow.

Either way, I can't get it to fire the cone by itself. Why is that?

Thanks! '<img'>

they dont have to have it in ability tab, they can use it nevertheless its special AI whats control this, do you have some custom AI installed perhaps? by default they does this so something is wrong...
               
               

               
            

Legacy_Snottling

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Beholder antimagic cone?
« Reply #4 on: November 14, 2013, 03:09:25 pm »


               The only custom thing going on is Q-Necron's rays.
               
               

               
            

Legacy_Shadooow

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Beholder antimagic cone?
« Reply #5 on: November 14, 2013, 03:17:33 pm »


               

Snottling wrote...

The only custom thing going on is Q-Necron's rays.

well Im using his modification too and dont have this issue but I also modified his code a bit, try to remove it temporary from override/module if it solves the issue and post results
               
               

               
            

Legacy_WhiZard

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Beholder antimagic cone?
« Reply #6 on: November 14, 2013, 03:51:48 pm »


               Even when manually assigned it works.  G'Zhorb (a standard creature that has it assigned as a special ability and not part of his special AI) will use it.
               
               

               
            

Legacy_FunkySwerve

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Beholder antimagic cone?
« Reply #7 on: November 14, 2013, 03:55:28 pm »


               

Snottling wrote...

Granted, after some testing I see it works, but only after possessing the beholder in DM client and manually firing the cone.

Why doesn't the beholder fire the cone on its own?
I've tried with multiple caster classes of 4th or higher level, but it just wont fire.
Also, the standard beholder hasn't even got the antimagic cone in Special Abilities tab. You have to add them yourself, which makes me believe that either they're too dangerous to the casual player, or they are bugged somehow.

Either way, I can't get it to fire the cone by itself. Why is that?

Thanks! '<img'>


Make sure you're using x2 ai. It's the ai that immplemented the beholder special scripts, iirc. Older ai doesn't handle them.

Funky
               
               

               


                     Modifié par FunkySwerve, 14 novembre 2013 - 03:55 .
                     
                  


            

Legacy_Shadooow

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Beholder antimagic cone?
« Reply #8 on: November 14, 2013, 04:11:06 pm »


               

FunkySwerve wrote...

Make sure you're using x2 ai. It's the ai that immplemented the beholder special scripts, iirc. Older ai doesn't handle them.

nope this is not true, only script that is more than call to the base is x2_def_spawn where is some support for horses from 1.69 and variable check to modify number of attacks which is used only by few monsters
               
               

               
            

Legacy_FunkySwerve

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Beholder antimagic cone?
« Reply #9 on: November 15, 2013, 05:02:52 am »


               Rather than waste time arguing with you, I'm just going to post code.


//::///////////////////////////////////////////////
//:: Custom Beholder AI
//:: x2_ai_behold
//:: Copyright (c) 2003 Bioware Corp.
//:://////////////////////////////////////////////
/*
    This is the Hordes of the Underdark campaign
    Mini AI run on the beholders.

    It does not use any spells assigned to the
    beholder, if you want to make a custom beholder
    you need to deactivate this AI by removing the
    approriate variable from your beholder creature
    in the toolset
*snip*

Funky
               
               

               
            

Legacy_Snottling

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Beholder antimagic cone?
« Reply #10 on: November 15, 2013, 07:48:21 am »


               Thank you everyone for your replies!

Here's my findings so far:
Rather than disabling Q-Necron's rays, I created a new module with four different types of beholders on the map.

Then, I created an 18th level sorcerer, buffed him, and strolled up to the first beholder, cast an AoE spell on the Tyrant and just let the PC take a beating, while watching for antimagic cones. When the first beholder died from the AoE spell, I went to the next one and just stood there, whilst being pummeled by eye rays. 
I did this over and over again.

In all of the two hours I tested, I saw ONE (1) antimagic cone and it was on the beholder NOT equipped with the cone. This beholder was not attacked by an AoE spell either.

All of this on a standard module with no custom material at all.

I just don't get it. 'Posted

Thanks!
               
               

               
            

Legacy_Shadooow

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Beholder antimagic cone?
« Reply #11 on: November 15, 2013, 07:48:50 am »


               

FunkySwerve wrote...

Rather than waste time arguing with you, I'm just going to post code.

Funky

what has this to do with x2 ai :innocent:? Yes beholders has special AI script that is triggered by AI engine, but it does not need x2_def_* scriptset to work.

Snottling wrote...

Thank you everyone for your replies!

Here's my findings so far:
Rather than disabling Q-Necron's rays, I created a new module with four different types of beholders on the map.

so you wasted time, you have custom content and thats Q-Necron rays, if you want to solve it and fix it you have to temporary remove this from your module/override whereever you have it.
               
               

               


                     Modifié par ShaDoOoW, 15 novembre 2013 - 07:50 .
                     
                  


            

Legacy_Snottling

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Beholder antimagic cone?
« Reply #12 on: November 15, 2013, 08:00:49 am »


               My point by making the test module was to see if the cone works properly in a standard environment - which I dare say, it does not, as it only fired one time in two hours.
               
               

               


                     Modifié par Snottling, 15 novembre 2013 - 08:06 .
                     
                  


            

Legacy_Shadooow

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Beholder antimagic cone?
« Reply #13 on: November 15, 2013, 08:25:08 am »


               

Snottling wrote...

My point by making the test module was to see if the cone works properly in a standard environment - which I dare say, it does not, as it only fired one time in two hours.

ok

I see, so how did you installed Q-Necron rays then? imported from erf to module?
               
               

               
            

Legacy_FunkySwerve

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Beholder antimagic cone?
« Reply #14 on: November 15, 2013, 02:02:11 pm »


               

ShaDoOoW wrote...

FunkySwerve wrote...

Rather than waste time arguing with you, I'm just going to post code.

Funky

what has this to do with x2 ai :innocent:?

Check the prefix, pumpkin.

OP, I'm not sure if this is the problem, as I'm unfamiliar with the Q-Necron code you're using, but to reiterate, I would check to see if you're using the x2 ai for beholders. In Creature Properties, in the Advanced tab, click the Variables buttom, and look for a variable of type string, named:

X2_SPECIAL_COMBAT_AI_SCRIPT

with a value set to:

x2_ai_behold

If not, try setting it, and see if that doesn't fix your issue.

Funky