Echon Posted September 16, 2015 Share Posted September 16, 2015 Is this action known to be buggy? Or not work in specific instances? The reason I ask is because this block loops: IF !Allegiance(Myself,GOODCUTOFF) Allegiance(LastSummonerOf(Myself),ENEMY) THEN RESPONSE #100 DisplayString(Player1,1) // Why hast thou disturbed me here? Hast thou no manners? Get out! ChangeEnemyAlly(Myself,GOODCUTOFF) SetGlobal("MaxStrength","LOCALS",0) END This block on a normal enemy gnoll worked fine: IF !Allegiance(Myself,GOODCUTOFF) THEN RESPONSE #100 DisplayString(Myself,1) ChangeEnemyAlly(Myself,GOODCUTOFF) END Link to comment
Skye Posted September 17, 2015 Share Posted September 17, 2015 I won't pretend that I know what's going on, but I did recently encounter some funkiness with allegiance changes as well. Whether it's a bug or a deliberate feature is beyond me, but sometimes it just doesn't seem to work as intended. Link to comment
Echon Posted September 17, 2015 Author Share Posted September 17, 2015 I tried a couple of different things to see if anything changed, but it never worked as intended. Now I have made a simple workaround that does not require ChangeEnemyAlly. Link to comment
Avenger Posted September 21, 2015 Share Posted September 21, 2015 I saw a lot of uses of ChangeEnemyAlly, never seen it buggy. Link to comment
Jarno Mikkola Posted September 21, 2015 Share Posted September 21, 2015 DisplayString(Player1,1) // Why hast thou disturbed me here? Hast thou no manners? Get out!Does this even work ? Cause I would think, it would not. Link to comment
Echon Posted September 21, 2015 Author Share Posted September 21, 2015 DisplayString(Player1,1) // Why hast thou disturbed me here? Hast thou no manners? Get out!Does this even work ? Cause I would think, it would not. Ignoring for the moment that this is unrelated to the issue at hand, yes, yes it does. The block loops and the string is displayed over and over. You know, I do run my scripts before I ask people to help me fix them. Link to comment
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