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Summoning multiple creatures


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#1
rjshae

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My understanding is that normally a PC can only have one summoned creature at a time. I think I've come up with a way to summon multiple creatures at once, although it's a bit of a fugly hack. The example I built runs from an item's tag-based activation script. It works as follows:

For each creature to be summoned:

1) Create a rat (or other simple creature) and make it script-hidden. To be on the safe side, I changed the rat faction to Defender, fitted it with associate scripts and left the AI active, although I'm not sure all that is required.

2) For housekeeping's sake, store the rat's object variable on the item. Each time through, I clean up the old rat if it still exists.

3) Using an effect, have the rat summon one copy of the appropriate creature in a suitable location by the item wielder. This spot must be chosen with a little care, otherwise all the other summoned creatures appear at the same location. The summon effect is applied with an appropriate duration, accompanied with a visual effect from the summon monster spells.

4) After a one second delay, have the rat object lookup the summoned creature object by its tag, then make the creature (not the rat) a henchman of the item wielder. Set behavior flags as needed.

5) A turn after the summoning ends, the rat commits suicide with a delayed death effect.

I used this method to create a Bardic Horn of Valhalla, which summons 2-4 3rd-level berserker barbarians (using 4 pre-generated blueprints.) The summoned henchmen serve the item owner for the duration, then are automatically unsummoned. (It's kind of fun to use in testing, actually.)

Can anybody see any possible issues with this approach? Is there a better way to do this that I'm completely missing?

I've got the activation script available to post in case anybody is interested, but it's somewhat long.

Thanks.

Modifié par rjshae, 09 septembre 2010 - 02:31 .


#2
painofdungeoneternal

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Already implemented ( two different ways i might add as well )



One is Dominated summons or setting as henchmen, other is using setting summon to plot to prevent unsummoning.



Example code and description for how i run summons is here --> http://nwcitadel.for...read.php?t=1689



I also added a lot of events to player death, the right click menu and all the other spells so it properly treats summons ( you can dispel a summon itself by targeting said summon for example ). There also are options to add your own onsummon script, your own unsummon script, your own visual effect to each summon, and vary the summon and unsummon effects.



This is 2da based to allow non scripters to modify quantity, subtables and the above options easily, and it allows summons you get to vary by area, by caster's deity, by alignment, by element and many other factors similar to how it's set up in PNP. ( the 2da is the summoning table basically for a given area )

#3
rjshae

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Ah, well my access is denied to that site by the NSFW filter. It must have some naughty stuff... :lol:

Modifié par rjshae, 09 septembre 2010 - 05:48 .


#4
painofdungeoneternal

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The citadel lol, less so than the vault lol. It is totally safe for work, not even a nudie mod. Take a look when you get home, you should not be playing games at work anyway.



I just posted complete code here -> http://nwcitadel.for...read.php?t=1786 ( updated first post, latest code is in last post in that thread )






#5
rjshae

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Thanks for the code post. I'm curious to see how you maintain the bookkeeping.



Certain companies do allow limited personal internet usage on your break. But yes I agree that actually playing a game would be frowned upon.

#6
M. Rieder

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I think I'll check it out too. I miss the days of summoning whole armies of creatures in baldur's gate.

#7
The Fred

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Back in NWN1, I built a system where instead of summoning creatures, henchmen were created and added to your party who pretended to be summoned creatures. The method pain mentions, where creatures are summoned and THEN added as henchmen, works better, however, because the engine still treats them a bit like summoned creatures even though they are now flagged as henchmen. So - if I remember correctly - they will still be unsummoned by resting and dispels (though I think you need to modify Banishment and Word of Faith to recognise them).

#8
rjshae

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The Fred wrote...

Back in NWN1, I built a system where instead of summoning creatures, henchmen were created and added to your party who pretended to be summoned creatures. The method pain mentions, where creatures are summoned and THEN added as henchmen, works better, however, because the engine still treats them a bit like summoned creatures even though they are now flagged as henchmen. So - if I remember correctly - they will still be unsummoned by resting and dispels (though I think you need to modify Banishment and Word of Faith to recognise them).


Undoubtedly true, although I can't access it since I'm a neoludite who has declined to get home internet access. (Financial security paranoia will do that to you. :blink:) Does Pain's method prevent a previously summoned creature from being unsummoned?