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how to summon a night walker using a spell?


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#1
Antares

Antares
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hello, I am editnig the existing spells at my likes.
The 9 level Shades, summons elementals,while I d prefer a night walker. How can I do it?
 
I have edited the original script
 
 
            case 1:    eSummon = EffectSummonCreature("c_elmairelder");            break;
            case 2:    eSummon = EffectSummonCreature("c_elmearthelder");          break;
            case 3:    eSummon = EffectSummonCreature("c_elmfireelder");             break; etc....
 
to
 
            case 1:    eSummon = EffectSummonCreature("c_night");            break;
            case 2:    eSummon = EffectSummonCreature("c_night");          break;
            case 3:    eSummon = EffectSummonCreature("c_night");             break; etc..
 

Spoiler

 
But the spell still summons elementals as usual.
 
I have modified many other spell scripts now, and all seem to work
I have tried also to summon the Mordenkanen sword (c_msword) with this spell, but no luck. Again I get elemetals.
 
What am I doing wrong?



#2
kevL

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possibly a duplicate version of 'nw_s0_shades' in Override


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#3
Antares

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found the solution

 

The spell uses more than one script. Perhaps the script Shades.nss that I modified, is unused

 

The used file for the summoning seems to be

 

nw_s0_summon.nss

 

Here is the result

NWN2_SS_060514_154400.jpg

 

but this script is used also by other spells. I believe I have to assign a new script to the summoning option of this shade spell.



#4
kevL

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yep looks like Shades calls 'nw_s0_summon' when cast on the ground.

You could try changing the ImpactScript in Spells.2da, row 972, to a custom spellscript ....

Or in the regular summoning script, put in your own codeblock, like

if (GetSpellId() == SPELL_SHADES_TARGET_GROUND) // #972
{
    // your variables and/or function calls.
}


ah, The stock script has

case (SPELL_SUMMON_CREATURE_VIII):
case (SPELL_SHADES_TARGET_GROUND):
{
    switch (nRoll)
    {
        case 1:    sSummon = "c_elmairgreater";        break;
        case 2:    sSummon = "c_elmfiregreater";        break;
        case 3:    sSummon = "c_elmearthgreater";        break;
        case 4:    sSummon = "c_elmwatergreater";        break;
    }
}


break out case (SPELL_SHADES_TARGET_GROUND) like so:

case (SPELL_SUMMON_CREATURE_VIII):
{
    switch (nRoll)
    {
        case 1:    sSummon = "c_elmairgreater";        break;
        case 2:    sSummon = "c_elmfiregreater";        break;
        case 3:    sSummon = "c_elmearthgreater";        break;
        case 4:    sSummon = "c_elmwatergreater";        break;
    }
}

case (SPELL_SHADES_TARGET_GROUND):
{
    sSummon = "c_night"; break;
}


could use nRoll to call a custom beefed up Mord's Sword even, etc
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