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  #1  
Old June 12th, 2008, 08:50 PM
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JimMorrison JimMorrison is offline
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Default 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

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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Old June 12th, 2008, 09:19 PM

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Default 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
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  #3  
Old June 12th, 2008, 09:41 PM
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Default 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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Old June 13th, 2008, 01:18 AM

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Default 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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  #5  
Old June 13th, 2008, 12:31 PM
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Default 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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  #6  
Old June 13th, 2008, 03:35 PM
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Default 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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  #7  
Old June 13th, 2008, 04:18 PM
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Default 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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