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0xec copyself (simularum, project image, mislead)


Avenger

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Posted

This effect is less hardcoded than I thought (though it is still somewhat restricting)

 

based on parameter2, it applies the following spells on the copy:

 

1 - MISLEAD

2 - PROJIMAG

3 - SIMULACR

 

This means, it is possible to alter the restrictions/visuals as the restrictions and visual effects are coded in those spells.

Posted

Sorry, i don't see any place where it sets scripts.

If anyone wants to take a peek, effect offset is: 0x0053C9BF

Posted

As far as I can tell, all script slots are cleared for all types.

The Mislead type (1) has something special: If the master had a class script set, the resref is adjusted by appending an 'M' (or setting the eighth char to 'M') and then assigned to the mislead copy as class script.

Posted

I thought always it appended M and ended up with itself (i.e., useless with eight-char scripts). Nice to know that it isn't quite as worthless as I'd (for whatever reason) believed.

 

It is used in the game (Jon's finale at the tree, but it's broken because the source's class script has to exist and actually do something IIRC), so at least they had a purpose for it. I think there are a couple MAGE* generics with their *Ms too, but I don't remember them being used with scripts that were both A) actually assigned, and B) actually cast Mislead. It's too inflexible to really be useful in any case.

Posted
As far as I can tell, all script slots are cleared for all types.

The Mislead type (1) has something special: If the master had a class script set, the resref is adjusted by appending an 'M' (or setting the eighth char to 'M') and then assigned to the mislead copy as class script.

 

Wow, nice. I didn't find it because i looked for whole resrefs.

Posted
Wow, nice. I didn't find it because i looked for whole resrefs.

 

It's been in the IESDP for ages (not often I get to say that to you Avenger :hm: ) - that's what prompted by query about scripts set by this opcode in the first place.

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