Author Topic: Possible Bug - Dying From Poison  (Read 170 times)

Offline ProphetSword

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Re: Possible Bug - Dying From Poison
« Reply #15 on: July 20, 2017, 03:22:54 PM »
In most games that I've played (and of their games most memorably "Eye of the Beholder"), the Slow-Poison spell lessened the rate of damage dealt by poison, while Neutralize Poison stopped all further damage from existing poison in the PC; (both only on a living PC).   I had always taken Gold-Box games where poison kills on the spot as having been bugged, because neither spell seemed to matter before a poisoning, and neither seemed suitable after they were dead.


IRRC, this was fixed (or changed) in latter GB games? (or am I not remembering it correctly?)


It was not changed as far as I'm aware, and works the same way in all Gold-Box games, even in FRUA.


Poison on a character "kills" them (though, not really).  This can be reversed completely if Neutralize Poison is cast on them within a certain time frame (if not, the character truly becomes dead).  If Neutralize Poison isn't available (due to the game being a low level adventure, for example), then Slow Poison will slow the progression of the poison during the spell's duration, allowing the player to get the character to a temple to neutralize it.  If they don't get there in time, the character will die again of the poison and actually be dead.


The Gold-Box games and the Eye of the Beholder series have different engines and do not work the same.  There were concessions made in both engines in regards to how the rules for AD&D worked at the table, but that was to be expected given the limitations of the day.  Just because it worked a certain way in one series does not mean it will work the same in another.
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Offline Paul R. Stevens

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Re: Possible Bug - Dying From Poison
« Reply #16 on: July 20, 2017, 04:51:38 PM »
Not all of the contexts you request have any meaning
in all cases. For example, the begin script would have
no single target.  We will have to talk about some of this
offline.

Meanwhile, the saving scripts can all have a caster
and a target context.  Those are the ones you need
now and they make sense.  I'll get that to you - probably
tomorrow.  Note that a caster is a character and a target
is a character.  So you don't need character context.
MOreover, character context would be ambiguous.  Does
it mean the caster or the target.
Note that spells can be cast outside of combat.  So
combatant context might not make sense.
« Last Edit: July 20, 2017, 04:54:25 PM by Paul R. Stevens »

Offline manikus

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Re: Possible Bug - Dying From Poison
« Reply #17 on: July 20, 2017, 05:03:25 PM »
Not all of the contexts you request have any meaning
in all cases. For example, the begin script would have
no single target.  We will have to talk about some of this
offline.

Meanwhile, the saving scripts can all have a caster
and a target context.  Those are the ones you need
now and they make sense.  I'll get that to you - probably
tomorrow.  Note that a caster is a character and a target
is a character.  So you don't need character context.
MOreover, character context would be ambiguous.  Does
it mean the caster or the target.
Note that spells can be cast outside of combat.  So
combatant context might not make sense.

That makes sense. Sorry I wasn't clear, but I was only asking for the contexts for the Saving Throw scripts. I just listed the others as keywords that I do not have documentation for.
Just Character context works great - in that I would be using Attacker and Target. That will work nicely.

Thank you, Paul.

Offline Paul R. Stevens

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Re: Possible Bug - Dying From Poison
« Reply #18 on: July 20, 2017, 05:50:17 PM »
Well, it seemed easy.  Engine version 3.03 is supposed to
support Attacker and Target context for the three spell
saving throw scripts.  Let me know your results.  It is
completely untested.

I'll add some documentation somewhere to say this.

Offline Paul R. Stevens

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Re: Possible Bug - Dying From Poison
« Reply #19 on: July 20, 2017, 06:10:05 PM »
Believe it or not.  Are you there, Mr. Ripley?

If you click on the 'Help" button in the spell script
editor window, you get some help from the "Help.txt"
file in the EditorResources folder.  This seems very
handy.  Perhaps we should update it and release it
with new editor versions.  We might add "Help" buttons
in various places throughout the editor.  They appear to
be easy to add and implement.  Open for contributions.

I fear it was I who implemented this "Help" button scheme
in the first place.  But I cannot prove it.  It seems to have
some of my fingerprints on it. 

Offline Paul R. Stevens

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Re: Possible Bug - Dying From Poison
« Reply #20 on: July 20, 2017, 06:17:53 PM »
I removed engine versiom 3.03.

Version 3.02 already had
SpellContext
AttackerContext
TargetContext
for the three saving throw scripts.  As documented
in the "Help" button.

Alzheimer's, perhaps.  Whatever.
« Last Edit: July 20, 2017, 06:20:51 PM by Paul R. Stevens »

Offline ProphetSword

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Re: Possible Bug - Dying From Poison
« Reply #21 on: July 20, 2017, 06:48:42 PM »
In order to keep it simple, I just used 7zip on the test module I was working on and sent it to you.  Since it was just for testing purposes, all it includes is a single 10x10 level with one combat event that takes you to a combat against 8 Giant Centipedes.  If you just stand around and wait until one of the centipedes bites you, you will trigger the error.


Hope this is good enough...



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Offline manikus

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Re: Possible Bug - Dying From Poison
« Reply #22 on: July 20, 2017, 07:01:27 PM »
@Paul:
Thanks, Paul. i din't think to look in the Help.txt. This file will definitely be included in the next and future releases. We had a conversation, maybe six monsths ago, about how i had somehow not copied this file into my editor. And it was definitely your idea to add these help buttons.

@Ben:
Thanks for the mini-mod. I'll use it tonight to fix the bug.