On Thu, 2 Nov 1995, Erik wrote: > 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 > There are only a couple flaws with this method: 1) illusions will leave corpses 2) you have to go down to -10 HPs to die Difficult spell to code...
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