cscottydont Posted May 18, 2012 Share Posted May 18, 2012 After much headbanging, I've finally zeroed in on a very annoying and seemingly random bug. There is a pattern to this madness! If you are dual charging a spell that uses the condition (on the base magic effect) EffectWasDualCast and a script executes that causes the player to script Cast() a spell, EffectWasDualCast will return 0! Even though you've been sitting there charging it up. Also, if you have an ability or other magic effect that utilizes IsDualCasting: while you are charging a dual cast, it will return 1 until the player script Casts something. After that, even though you're still holding the dual charge, IsDualCasting will return 0. Link to comment Share on other sites More sharing options...
AstralFire Posted May 26, 2012 Share Posted May 26, 2012 For clarification: If the base magical effect has condition 'EffectWasDualCast' and has a script attached, will 'EffectWasDualCast' fail on the base magical effect if the script executes a cast, or will it only fail for any checks within the script regarding dualcasting? Link to comment Share on other sites More sharing options...
cscottydont Posted May 26, 2012 Author Share Posted May 26, 2012 I'm talking about scripts not related to the current spell. Scenario: You cast a scripted spell on yourself (or another actor) that after an amount of time, for some reason or other, re-casts itself through script (spell.Cast(Player, Target)) with the Player as the source.You then start charging a dual cast spell - at this point IsDualCasting and EffectWasDualCast (if the spell fires RIGHT NOW in the scenario) will return 1 (TRUE)The script from the previous spell fires off its Spell.Cast(Player, Target).You're still charging the dual cast spell - at this point IsDualCasting and EffectWasDualCast will return 0 (FALSE) even though the player actor is still using the dual cast animation. So using .Cast with the Player as the source will make the game engine forget some things about whatever the player is currently physically casting. (I'm assuming this holds true for other actors as well but haven't tested on them) This will only happen if the Player is the source for .Cast(), using another actor as the source (also remote casting from another source) will not cause the conditions to misbehave Link to comment Share on other sites More sharing options...
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