Author Topic: Multiple Summoned Creatures?  (Read 601 times)

Legacy_MagicalMaster

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Multiple Summoned Creatures?
« Reply #15 on: March 18, 2015, 01:19:03 am »


               


at least not soon and with out some balancing testing




 


This is exactly what I was thinking, that it's a rather major balance change.  Summons are designed to be better than other spells precisely because only one can be active at a time.  99% of the time a level 6 wizard is going to get far more out of a Dire Wolf than out of a single Fireball.



               
               

               
            

Legacy_kalbaern

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Multiple Summoned Creatures?
« Reply #16 on: March 18, 2015, 02:10:13 am »


               


This is exactly what I was thinking, that it's a rather major balance change.  Summons are designed to be better than other spells precisely because only one can be active at a time.  99% of the time a level 6 wizard is going to get far more out of a Dire Wolf than out of a single Fireball.




On my own PW, there's an XP penalty, less than for respawning, if your familiar or companion dies. So to help folks treat them less like fodder and lessen the blow, all of our summons are custom and generally slightly better than the default ones. Another thing we have is options to choose unique summons, based on class, alignment, race, deity, at times. What I might play around with is allowing some of the higher level summoning spells create several lesser creatures instead of the normal single summons. Just something I'm deliberating for down the road. Right now, I'll keep it as something unique for a few of my "Boss" NPCs.


               
               

               
            

Legacy_WhiZard

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Multiple Summoned Creatures?
« Reply #17 on: March 18, 2015, 02:29:33 am »


               


What I might play around with is allowing some of the higher level summoning spells create several lesser creatures instead of the normal single summons.




 


 


That is exactly how my summon armies work.  Summon a leader with many lesser followers.  If the leader dies, the army disappears.  If you summon something else, the army disappears.  Works well with PM feats to make the class more like a necromancer.


               
               

               
            

Legacy_Terrorble

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Multiple Summoned Creatures?
« Reply #18 on: March 18, 2015, 02:45:15 pm »


               


Just wanted to say thanks for the code Shadooow. I doubt I'll allow my players to have multiple summons, at least not soon and with out some balancing testing, but I'm playing around with some NPCs and this has fit the bill nicely. I now have as one of my lower level "Boss" NPCs, a Xvart Rat Master who can summon small swarms of annoying little beady eyed rodents.




 


That's very cool.  Consider this idea sto... borrowed.  '<img'>


               
               

               
            

Legacy_Renney77

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Multiple Summoned Creatures?
« Reply #19 on: July 07, 2015, 12:17:04 pm »


               

Hey guys, the code that makes the summon temporarily undestroyable. Where does one insert that? I mean do you have to create a new script or do you copy it into an existing script? Also does it work for all summons or only for the spell summon creature?


Thanks to anybody who can get back to me on this.



               
               

               
            

Legacy_meaglyn

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Multiple Summoned Creatures?
« Reply #20 on: July 08, 2015, 01:41:22 pm »


               

Shadooow's code as he noted above goes in nw_ch_summon9 which is the spawn in script for associates/summons.  It should work for any creature that has that script as the onspawn handler in the blueprint.  I have all summon like spells going through a single routine so I do it in there instead. That has the same effect, but if you don't have that it would be easier (fewer places to change for example) to do it in nw_ch_summon9.


               
               

               
            

Legacy_Renney77

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Multiple Summoned Creatures?
« Reply #21 on: July 09, 2015, 09:10:36 pm »


               

Thank you for your time Meaglyn, though I still can't get it to work. I'll just list what I've done to try and make it take effect in a custom module of mine and if you've got the time to read this and reply I'd greatly appreciate it.


 


Basicaly I load up the script nw_ch_summon_9 in the script editior, press ok to use script edition as module exclusive. Then I have tried pasting the code Shadooow showed into various parts of the script, inside the void main() and outside to no effect ingame when I run the module.


 


If that is enough detail, am I missing an obvious step or is this just a strange thing not to work?? 



               
               

               
            

Legacy_Shadooow

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Multiple Summoned Creatures?
« Reply #22 on: July 09, 2015, 09:56:30 pm »


               


Thank you for your time Meaglyn, though I still can't get it to work. I'll just list what I've done to try and make it take effect in a custom module of mine and if you've got the time to read this and reply I'd greatly appreciate it.


 


Basicaly I load up the script nw_ch_summon_9 in the script editior, press ok to use script edition as module exclusive. Then I have tried pasting the code Shadooow showed into various parts of the script, inside the void main() and outside to no effect ingame when I run the module.


 


If that is enough detail, am I missing an obvious step or is this just a strange thing not to work?? 




The code I pasted is for scripters and module builders who wants this feature and are too lazy to rip it off from my patch on their own. The code itself is dependant on a feature called module switch which builder have to turn ON. But any builder proficient in nwscript will not copypaste this and remove the initial condition for a switch and rewrite it on his own. What I offered there is a knowhow not the complete product.


 


If you are player, all you need to do is install my community patch, spawn PC Widget item via console and enable multisummoning feature. Thats it.



               
               

               
            

Legacy_The Mad Poet

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Multiple Summoned Creatures?
« Reply #23 on: July 09, 2015, 11:51:05 pm »


               

 


 


On my own PW, there's an XP penalty, less than for respawning, if your familiar or companion dies. So to help folks treat them less like fodder and lessen the blow, all of our summons are custom and generally slightly better than the default ones. Another thing we have is options to choose unique summons, based on class, alignment, race, deity, at times. What I might play around with is allowing some of the higher level summoning spells create several lesser creatures instead of the normal single summons. Just something I'm deliberating for down the road. Right now, I'll keep it as something unique for a few of my "Boss" NPCs.

 


I know why people do this, but I hate penalizing players for class features. I only give a penalty when using a familiar because that isn't supposed to be a 'tank'. It's a small one at that.


 


It's like penalizing a fighter because they use full plate, a tower shield, and a bastard sword to amp their AC and dmg as high as possible. Just feels wrong to me.



               
               

               
            

Legacy_Supreme_Pizza

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Multiple Summoned Creatures?
« Reply #24 on: July 24, 2015, 11:33:39 am »


               

Spell School - Conjuration


 


Looking for no HAK solution.


Basically looking to reward pure (single class) casters.