forked from phobos2077/Fallout2_Restoration_Project
-
Notifications
You must be signed in to change notification settings - Fork 39
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
v18 : EPA spore plant issues #87
Comments
Following is the fixes that I did for epac8.ssl (excluding ITEMPID.H) :
|
Another issue with the EPA spore plants : the ones on level 6 behind the force field have the wrong script, they have the ecplant script which is used for random encounter spore plants. They should have the epac8 script. |
Can't make the animation work:
doesn't do anything, as well as couple of other animation codes. |
burner1024
added a commit
that referenced
this issue
Feb 11, 2021
burner1024
added a commit
that referenced
this issue
Feb 11, 2021
burner1024
added a commit
that referenced
this issue
Feb 11, 2021
burner1024
added a commit
that referenced
this issue
Feb 11, 2021
burner1024
added a commit
that referenced
this issue
May 22, 2021
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Taken from epac8.ssl :
The EPA spore plants are supposed to use the special plant spike which is proto id 583. PID_PLANT_SPIKE refers to the vanilla plant spike. The EPA plant spike is not defined in ITEMPID.H either so I had to define it there :
This has no range limitation which is potentially problematic because they are stationery. Not really an issue with the low perception though, since the plants are practically blind and cant see the player till they get extremely close. But this raises another issue with the perception. Are they supposed to have the same perception as regular spore plants, which is a perception of 2? Even with a starting sneak skill of 19%, I can often sneak within 2 hexes of an EPA spore plant before they notice me (depending on their facing). This seems rather silly, but at the same time it does allow the player to use the plant spray properly.
Combat with a spore plant also tends to end after only one round of combat when attacked at ranges of 8+ hexes. I'm not sure what is causing this. It might have to do with their extremely low perception.
Using the plant spray doesn't award xp either, nor does it play the melted animation. Not sure why its not playing the animation though, it just creates a regular spore plant corpse which is weird because it happens instantly without the "falling down" animation that is used when the spore plant dies normally.
SLOT08.zip
Save in EPA if you want to use to test.
EPA spore plants also have the "talk" flag checked in their protos which should be removed.
The text was updated successfully, but these errors were encountered: