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Major Wizard - possible to lock yourself out from your abilities
#1
When casting an ability, the wizard holder's "locked" value is set to 1 to prevent any further abilities from being casted until it finishes.

If you cast clairvoyance, a window opens with a selection of crewmembers to choose to sense their location as well as a cancel button if you change your mind. Trying to cast other spells during that time won't work as you're already considered to be casting one with the locked value set to 1. Doing either action(select a crewmember or cancel) will finish casting the spell at which point the locked variable will return to 0 and you can continue casting other spells.

If, in some way, you lose access to the clairvoyance window, either by a freak incident or by restarting the game and having the window be gone when you come back, without selecting an option to finish it, you'll still be considered casting a spell, with no way to finish casting it, effectively locking you out of your abilities as far as I know.


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