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 .





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