On Thu, 2 Nov 1995, Daniel W. Burke wrote: > Anyone sucessfully get mirror image coded? > > I've tried a few different ways, with mix results, non of them do what > it's supposed to..... > > I have it in mag_affects(), > > af.location = APPLY_MIRROR_IMAGE; > af.modifier = dice(1, (level > 1) + (level > 5) + (level > 15) + (level > > 25); > > > however, I can't seem to find an appropreiate spot in fight.c to > successfully check for mirrors, and subtract them, displaying the > "hit's your mirror image" message.... > > > I've been mulling this one over also, in anticipation of future free time. The route I was thinking of though, was to load X amount of wimpy mobs, say 1hp or so, and give them players name, and basic attributes/stats. Add them as followers to casting player, and they will then be subject to enemy attacks, just as standard pets are. Result _should_ be that in fight.c, during all the (victim = loop_thru_players) checks, that one of them would be chosen. Any "hit" would kill them, just as the original definition of the spell. The only real drawback I see ahead of time, is that other players would be able to tell the difference. But, provided the above works as I hope it to, a special_proc should be able to redirect any "look at 2.joeblow", etc. commands to the real player, thus increasing the illusions deception. Brandobaris of Sojourn
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