Re: Mirror image

From: waliczek gary jason (gwalicze@coewl.cen.uiuc.edu)
Date: 11/02/95


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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