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June 12th, 2008, 08:50 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
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Re: Artificial Myth and the Endgame...
Quote:
MaxWilson said:
Well, you can #copystats the original spell and modify the original version to affect only enemies, and then #onebattlespell the original. It's cumbersome to implement but perfectly satisfactory for the end-user.
-Max
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I think his point had something to do with the bug where modded spells gain IDs in different order depending on the order that mods are loaded in. IIRC it's because the #onebattlespell won't use the name, only the ID of the spell.
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June 12th, 2008, 09:19 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
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Re: Artificial Myth and the Endgame...
That's why you use #copystats. The modded version will have a known ID number (because it's the original spell), but the "original" (which is actually a new spell modded to be identical to the original) will have a number which depends upon the order in which you enable the mods. As long the original doesn't show up on the indy casting list and it's not cast by a magic item (like The Ankh/Life After Death), this solution will let you #onebattlespell modded spells with no one the wiser.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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June 12th, 2008, 09:41 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
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Re: Artificial Myth and the Endgame...
Strange, that's very clever, and it works? I'm not equipped for such things, tending not to mod because I am scriptophobic. 
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June 13th, 2008, 01:18 AM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
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Re: Artificial Myth and the Endgame...
How about a different take on royalty?
Anything the caster has beyond what's needed to summon them carries over into the summoned critter.
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June 13th, 2008, 12:31 PM
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Second Lieutenant
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Join Date: Jul 2007
Location: Durham, NC
Posts: 509
Thanks: 84
Thanked 44 Times in 14 Posts
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Re: Artificial Myth and the Endgame...
Another interesting summon: http://www.pantheon.org/articles/r/roblon.html
A mobile blood/death/nature treant perhaps?
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June 13th, 2008, 03:35 PM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
Posts: 1,045
Thanks: 177
Thanked 23 Times in 21 Posts
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Re: Artificial Myth and the Endgame...
I would think it an additional Treelord... but I don't know whether it's possible to ADD one to such a spell.
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June 13th, 2008, 04:18 PM
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Second Lieutenant
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Join Date: Jul 2007
Location: Durham, NC
Posts: 509
Thanks: 84
Thanked 44 Times in 14 Posts
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Re: Artificial Myth and the Endgame...
Unfortunately the existing tree lords are ... unappealing? Yeah, let's go with that. They're immobile, and they do not increase path diversity in any way. You already have to have an equal or higher level in nature magic to summon them and they don't even have a niche use in the game.
I think the fact that the roblon can move sets it apart, and if it granted an increase in path variety (nature into blood or death) it would fit the spirit of the thread, which is a greater diversity in endgame summons.
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