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An alternative to clones


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#1 temnix

temnix
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Posted 22 March 2018 - 07:22 AM

Clones created with the Project Image opcode are useful when it is important to copy both the appearance and the powers of a creature. They have limitations, though - for example, the clone of a clone comes without items and appears stripped-down (armor level 0). Changes to Project Image tend to be intrusive and affect other uses of that effect. And at other times the powers and items are not needed or even get in the way and all that matters is getting a lookalike of a creature, with perhaps completely different properties. The following trick may be useful: use a Summon Creatures EFF file on someone with a minion of your choosing; let that minion have NULL_ANIMATION and give it the following OVERRIDE script:

 

IF
    OnCreation()
THEN
    RESPONSE #1
        PolymorphCopy(LastSummonerOf)

END

 

You can extend the script, of course, and put special effects you need there. For example, if you want the original to die or lose a level when the clone is slain. PolymorphCopy stores in saved games the avatar, but not the colors; with this script OnCreation(), though, the false clone will correct itself on reloads. PolymorphCopy even reproduces the name, though not the sounds. For special-case uses, when you know who you clone, SetPlayerSound(O:Object*,I:STRREF*,I:SlotNum*SNDSLOT) should be easy enough to configure.


Edited by temnix, 22 March 2018 - 07:29 AM.