Demivrgvs Posted December 30, 2007 Share Posted December 30, 2007 While modding simulacr.spl and projmag.spl i've noticed that there are two "set AI script" per spell: one is the script assigned by Quest Pack while the other is assigned by SCS II. Is it a flawless solution? Link to comment
DavidW Posted December 31, 2007 Share Posted December 31, 2007 While modding simulacr.spl and projmag.spl i've noticed that there are two "set AI script" per spell: one is the script assigned by Quest Pack while the other is assigned by SCS II. Is it a flawless solution? It's intended to be, which isn't to say that it is. I might double-check it. Link to comment
Demivrgvs Posted January 2, 2008 Author Share Posted January 2, 2008 I've one further question...is it possible to script Misleaded clones to destroy themselves if they are too far from the caster? It would be a good way to avoid the spell exploit of having the image out of sight granting un-removable invisibility. The only other way i've found at the moment to nerf mislead is reducing the clone duration to 6 rounds. Link to comment
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