This set of scripts was created in response to a post on the Bioware Scripting forums for a 'Scrying' spell. What I've done is overwritten the Clairaudience/Clairvoyance spell with a new script, allowing PCs to use this spell as a 'scouting' spell instead of just adding to spot/listen skill. As it is this is the first 'beta' of the script, although I've tested it myself and all seems to be functioning properly. Since I myself am NOT running a PW or large-volume server however, I cannot vouch for its effects in those environments. If you run a large-volume server I recommend caching the scripts included, this won't take much ram and will improve performance. I have included a small test module to let you test the spell before implementation. *Known bug* When in 'scrying mode' you can pass through locked doors, BUT if you approach the door from a very sharp angle you may be bounced back, this is difficult to fix as it was hard enough to get the funcionality to begin with.
Hi,
When you create the copy of the PC you need to assign it to a faction (probably Commoner). If you don't all friendly creatures in the area will attack it. To test this put a commoner in the test module, and cast your spell. The commoner will attack the copy.
I ran into this problem when first creating copies of PC's for Cut Sceens. Unless you have a very complicated faction orginization for your module, I think making the copy part of the commoner faction works best. There may be other approaches, so you may want to experiment a bit.
Jeff
Posted by Lord_Aiden at 2004-08-16 16:30:00 Voted 10.00 on 08/11/04
Thanks a lot for the advice guys, I'll definitely be making some adjustments (especially the trap immunity).Lord Aiden of the Marauders
Sentinel of Godspire
Posted by Eldernurin ( 154.20.xxx.xxx ) at 2004-08-13 23:14:00
Did you know that you can use EffectImmunity(IMMUNITY_TYPE_TRAPS) to walk over traps without setting them off? very useful indeed while scrying...
You can fix the missing resources simply by adding a void main() { } to the include file... compile the include file... then comment the main function out.
Save it.
Export it... and your package will no longer give warnings.
I haven't looked at it but, planned on doing something similar in a module in the future and RL has just gotten way too busy so, I may check out yours if I get some time.
Posted by Lord_Aiden at 2004-08-11 22:42:35 Voted 10.00 on 08/11/04
You must be Logged In to post comments in this section.