Bug: Wildmagic Zombie shift

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Bug: Wildmagic Zombie shift

Post  BobbyBrown15 on Mon Oct 08, 2012 10:33 pm

Sometimes when the Wildmagic turns you into a zombie getting it dispelled does not work, in fact your character gets stuck walking as a zombie.
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Re: Bug: Wildmagic Zombie shift

Post  Shar on Mon Oct 08, 2012 11:14 pm

This is a known ( and very annoying ) bug...

wild magic has some undesirable effects that are intended but also some that get stuck due to what i can only assume is the sheer complexity of the scripts.
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Re: Bug: Wildmagic Zombie shift

Post  Valerion on Tue Oct 09, 2012 2:30 am

Massive Al Dohral Thriller Flashmob anyone?^^
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Re: Bug: Wildmagic Zombie shift

Post  DM Drachen on Tue Oct 09, 2012 10:17 am

Valerion wrote:Massive Al Dohral Thriller Flashmob anyone?^^
This.

I want.

Could Eri/Ehye post a fix though? I believe through the wild magic an item is applied to the creature armor that the PC wears, the zombie walk. Maybe a wand of misc option to remove the properties on the PC Creature armor slot? (I believe its armor slot name is technicly CARMOUR or something like that. PCs or DMs can't view it from inventory.)
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Re: Bug: Wildmagic Zombie shift

Post  Eriniel on Tue Oct 09, 2012 12:08 pm

Mordenkainen's Disjunction

I will relook at code see why its missing the zombie walk.


As for fix in meantime -

Target PC with Wand of Misc Tools
Choose More options.
The Equip/UnEquip Creature's Hide

If the target PC is NOT a subrace/lycon/vampire then simply replacing the hide with the standard PC hide is the quickest fix.

For Lycons or Vampires - Destroy the hide, and use the Lycon System - Process Extras option in the Wand of Misc Tools. This will replace the hide with a fresh one with all the right properties.

For subraces... There is a possible fix by getting the Haggis repair trigger to reprocess the PC's subrace (after you've taken the hide). To get the subrace reprocessed set the integer SubRaceID to 0 on the PC's runestone ( ##SetVarInt SubRaceID 0 ) before porting them to haggis.


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