Re: Multi-summon spells
I was wondering if you might be able to chain it using #nextspell. Now I just gotta figure out a way to make the commanders (potentially) disappear! Thanks Burnsaber!
What I would like to do eventually, possibly after more patches that allow more modding commands, would be something like this:
SPell summons (troop of units 0).
Spell has a 30% chance of summoning (Commander 1). If spells (summons Commander 1), spell also summons (troop of units 1).
Spell has a 30% chance of summoning (Commander 2), and so on. I was thinking of it similar to magic paths, i.e. it's possible that the spell summons five different commanders, with their troops of units, and also possible that the spell summons no commanders and no troops apart from the basic troop 0.
Ideally, I wanted this to be a farsummon as well, although I see that farsummon only summons units (I wonder what happens if you attach a commander to a farsummon using #nextspell...). As for the chances of summoning things, I could potentially create units with chances of spawning other units each turn, as well as abilities that make them self-destruct (e.g. aquatic, but don't let the spell target underwater provinces, thereby drowning the dummy summoners).
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