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- Fires the original spell script with an illusion parameter and illusion strength parameter set
- This affects one aspect; the metamagic is filtered. You can't apply Extend to spells that don't allow it for instance.
- The illusion parameter causes anyone targeted with SignalSpellCastAt to get a saving throw
- This is not perfect but it is "good enough for now":
- The Saving Throw is vs. Will and SAVING_THROW_TYPE_ILLUSION which is a new saving throw type and clarifies what the save is for.
- Save has to be redone each time in AOE scripts, but per-round stuff with DelayCommand(6.0, FurtherEffects()) we might need to figure something out (maybe a local variable to store it).
- It takes into account situations like Cure spells having variants depending on the target, plus Charm spells which are signalled as non-hostile due to their resulting effects
- However it fires the saving throw very early (before immunities and other "valid target" checks even)
- This is not perfect but it is "good enough for now":
- There are 3 potential consequences of passing the saving throw (for hostile spells only):
- 1. The random dice roll, or static amount, for damage is modified by the percentage (eg 10 damage, with 20% strength, does 2 damage). Some other hostile variables might be also affected by this (eg amount of penalty to speed), but not save DCs, ability checks etc.
- 2. The duration of effects is modified by the percentage (eg 10 rounds, with 20% strength, becomes 2 rounds)
- 3. There is a chance for no effect to take place (eg 20% strength, you roll a d100, 21 and over and you don't take any effect) this is for instance effects like EffectDeath for instance and things that don't fit into the above two situations.
- What we can't do:
- We cannot have effects like Mage Armor or Fire Shield selectively apply to attackers, so these are a little more powerful (but you're using a higher level spell slot for not much gain - not even metamagic - except possibly casting spells from a restricted school as a Wizard)
- We cannot have a "can" aspect to the saving throw. If you wanted to take damage (for some reason) tough you might save
- However we can allow "good" effects through uncontested.
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