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Old September 27th, 2004, 09:13 AM
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Default 2 Horror Harmonica Bugs

Transcribed from a thread I created, thanks to my magical ability to overlook sticky Posts and not realize this thread exists:

Of course, one of the titular bugs could be a deliberate feature. Both these bugs were encountered in SP, running Version 2.14.

1) A golem was repeatedly teleported into battle against various indies, scripted to play the Harmonica and cast Returning before the summonned horror could killicate him. Each and every ensuing indies vs. horror battle ended, without exception, when the indies were autorouted, with each and every troop or commander dead. Throughout these battles, the black smoke effect signifying the Harmonica's mass terror kept showing up, as though the golem were still present.
It also seems that, if said Harmonica-bearing golem is scripted to simply cast Returning, and another golem, without any quipment whatsoever, is also teleported in with explicit orders to stand there and do absolutely nothing, the lingering mass terror effect is more than enough to rout most indie armies, without a horror being summoned or a single casualty being inflicted.

2) This is, as mentioned, possibly a feature, and seems to also apply to the Staff of Storms. It may well hold true of all battlefield item spells. It seems the Harmonica's Call Horror spell ignores Quickness(At least the sort conferred by the Boots thereof). A golem, equipped with the footgear in question, a Starshine Skullcap, the Harmonica, and a Staff of Storms, was scripted first to "Call Horror, Returning", then to "Hold a turn, Call Horror, Returning".
Under the first script, the golem always called the horror the first round and, if alive and capable, returned the second round. Under the second script, the golem waited a turn, then cast returning. The message "<golem> has cast Call Horror" did appear, but no horror was called.

And that's the end of that chapter.
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