> From: Erik <madison@nevada.edu> > 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. Or, somewhere inside struct char_data *ch, add unsigned byte image_number. Make the spell a MAG_MANUAL | MAG_AFFECTS. In fight.c, when checking for a hit, do: if (dice(1, image_number) != 1) { act("blahblahblah' ... TO_CHAR); act("Blablahbalbh"... TO_ROOM); image_number = MAX(1, image_number - 1); } heck, you don't even need an AFFECT flag... just check if image_number > 1, and if it is... you're imaged... this sure beats the way I imp'ed it... in which mirror-image is just the mage's version of a parry. -Billy H. Chan ~{3B:FH;~} <bhchan@csua.berkeley.edu> For more, check out http://www.csua.berkeley.edu/~bhchan NovaCmdr. 'Suicide Strom' of Clan Wolf | FiestyFly FireMoth Variant "If you're going under 100kph, you might as well stand still"
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