Prop Doppleganger

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===Prop_Doppleganger===
Effect: Doppleganger
Targets: Mobs, Items, Rooms, Areas
Parameters: nothing, or a level change + or -, a level %, or args:

MIN="NUM" MAX="NUM" LEVELADD="NUM" LEVELPCT="PCT%" PLAYERSONLY=true/false PLAYERSNFOLS=true/false ASMATERIAL="RESOURCE" DIFFADD="NUM" DIFFPCT="PCT%" LEVELCODE=0/1/-1 DIFFGRP="true/false" SAVEPCT="PCT%"

Examples: 10

150% MAX=20 MIN=5 LEVELADD=0 LEVELPCT=100% PLAYERSONLY=false MAX=20 MIN=5 ASMATERIAL=IRON

Description: When this property is on a mob, it makes the mob the same level as those in the room with it, or as those who are fighting it. The mob will only change, however, if the mob is at full hit points, to prevent mobs from being "softened up". By default the level is the average of qualifying room mobs, but can be the lowest level if LEVELCODE=-1, or the highest level if LEVELCODE=1. When the property is on armor or a weapon, it will adjust the strength and level of the item appropriate to its owner.


A parameter may be given to always adjust the level of the item up or down from normal, be multiplied by the level as a percentage, or a number of parameter variables like: MIN to set a minimum level, MAX to set a maximum level, LEVELADD to add a fixed number to the level, LEVELPCT to multiply a percentage by the level, PLAYERSONLY to limit the level calculating mobs to players only, PLAYERSNFOLS to limit the level calculating mob to players or their followers only, and ASMATERIAL to change the material of the item only for stat calculation purposes. The difficulty of the mob relative to the level change can also be affected using DIFFADD and DIFFPCT. These will change the difficulty of the mob relative to their level. Saving throw bonus per level can also be applied by setting SAVEPCT=0-100. These difficulties can be multiplied by the number of threats by setting DIFFGRP to true, which also will include group members not present in the math.


Notes

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