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Used: Ioun Stones

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Post by daveyeisley Wed Jul 02, 2008 1:13 pm

Could there possibly be a secondary power/script added to Ioun Stones that
would, when the character is not in combat, initiate a dialogue that lists all
the Ioun Stones the character has available, and allow them to toggle
them without the usual delay?

Just a convenience type of time saver thing...

If the script needed would be too involved it may not be worth
even thinking about...
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Post by The Amethyst Dragon Thu Jul 03, 2008 3:15 am

Maybe. It's an interesting idea. I'll have to ponder it and figure out how to get it to work. If it works, expect to see a change to the ioun stones. I'll let you know what I've discovered in this thread.
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Post by The Amethyst Dragon Sun Jul 06, 2008 3:20 am

I'm currently re-scripting the ioun stones so that they work off a conversation (it'll be an option through the green PC Info crystal everyone has). The options will only show if you have an ioun stone, and all activation/deactivation will be through the conversation.

I'll be removing the vibrant purple stone (spell storing), but making the lavender and lavender/green stones (spell absorption) more powerful. The other stones will still act the same, but be quicker to use.

This newer system will still allow you to have up to 6 ioun stones of different types active at the same time, and will prevent script errors caused by people trying to activate more than one of the same type (the older version is/was causing some game instability/speed issues due to script conflicts).

Thanks for the idea. My re-coding will actually make it easier to keep track of which ioun stones you have going and reduce the size of the game database (the original stones made a database entry every time they were activated or deactivated).

Not sure when the new system will be in, I'm working on the last 20 scripts right now...then I'll add in the code to automatically swap out the new versions of the stones for the old ones...
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Post by daveyeisley Sun Jul 06, 2008 7:20 am

Rock on!

*headbang*
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Post by daveyeisley Sun Jul 06, 2008 4:22 pm

Server restarted fine... Ioun stones still work the same way.

Green PC info crystal shows no change.

Please update when you can, AD, but no rush, we know you are busy.
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Post by The Amethyst Dragon Mon Jul 07, 2008 12:37 am

Yup, changes not online yet. I put them in, then logged in as a player to test them out...ended up with a bunch of script errors bogging down the game. Reverted to a previous version of the module until I can fix the problem (which I'm attempting now in the toolset).

Always a good thing to keep a backup of older versions handy Smile
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Post by Eric of Atrophy Mon Jul 07, 2008 7:24 pm

Backup is a modder's best friend! Very Happy

I'm looking forward to seeing the changes you've cooked up!
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Post by The Amethyst Dragon Tue Jul 08, 2008 12:25 am

still working on this change...dang module keeps getting corrupted or something where it won't run any scripts. Going back to the live version as the backup, the working through again, a little at a time.

I think I had a minor breakthrough on getting the stones to work properly (actually, on getting them to remove properly Razz), so now I've got to try to get it in for all 19 types of stones.

Once I get this in, I'll jump on a bunch of other additions/fixes/etc. that are waiting for my attention. But this one is bugging me, and today is my 3rd day working on it...I will get it to work!
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Post by The Amethyst Dragon Mon Jul 21, 2008 6:49 pm

This change is in, but needs tweeking. There are times when the visual effect and/or game effects aren't removed, even if the list says they are.

Still working on it, along with other stuff.
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Post by The Amethyst Dragon Wed Aug 27, 2008 2:36 am

Finally done properly.
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