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[1.1.5] Two summoner perma-drakes taking up slots

Posted: Tue Feb 18, 2014 3:12 pm
by Marson
While in the Dark Crypt, a summoned drake was hit with something like Time Skip from a rare. I forget the exact working ("anomaly" or similar), but a blackish orb like the portals in Temporal Rift was left behind. I could then summon another drake when my cooldown expired. I can't recall if the suspended drake ever came back, but it has remained in my party list. This happened twice, so I have two slots taken up by drakes I cannot do anything with. I don't have Detonate yet, so I can't try that, and I see no way of actually dismissing summons early. Unfortunately my log got overwritten before I thought to save it.

It was a very hectic fight with a bit of stair use to heal. I'm 90% sure I went upstairs while the first drake was suspended, so that spell probably expired while I healed. The same probably happened with the second. The non-suspended summons followed me up the stairs, but the suspended ones did not. I'm guessing this broke the the chain leading to the expiration of the summon, but I haven't looked at the code yet.

Re: [1.1.5] Two summoner perma-drakes taking up slots

Posted: Tue Feb 18, 2014 8:25 pm
by Marson
The game still thinks they are under the effect EFF_CONTINUUM_DESTABILIZATION
stuck-summons.png
stuck-summons.png (118.8 KiB) Viewed 848 times

Re: [1.1.5] Two summoner perma-drakes taking up slots

Posted: Tue Feb 18, 2014 11:44 pm
by Marson
#$%@!

I fixed it with a quick addon. I made a copy of my character, and I swear I tested it on the copy, but now my original is marked with "cheat=true", which won't go away.

*sigh*



class:bindHook("Actor:move", function(self, data)
game.party:removeMember(__uids[1917],false)
game.party:removeMember(__uids[1919],false)
end)