spawn690 Posted September 17, 2006 Share Posted September 17, 2006 I have a new creature (in a book i read it mentioned the Monarchs, or insanly strong/huge attnorches (sp) here what i got, and want being i dont know how too add new spell effects. new creature Storm Monarchnew spell summon storm monarch but being as i cant make the storm monarch a summon spell. I make a new spell and script it. However i dont want just a large storm atnorch(sp) heres the script i have Scriptname StormMona Begin oncast player setscale 2.0end so you see my delmima all i can get or not sure if it can even work havnt tested the script will be locked onto the spell itself. advice woild be nice. thanks in advance-shane Link to comment Share on other sites More sharing options...
Vagrant0 Posted September 17, 2006 Share Posted September 17, 2006 Ok, do you want these creatures to act as both summonables, and as spawnable oponents? The reason why I ask is because you'll need to attach factions to the summonable version so that guards don't attack it, and so it doesn't go on a rampage slaughtering everything in sight (including you). You should attach the prey fastion, the adventurer faction. You should also set the personality of the creature to 30, and the aggression to 10. With this done, you need to script the spell to add the creature, then remove the creature. You need to do something like:scn customsummonscript ref pet short doneonce begin scripteffectstart if doneonce != 1 set pet to player.placeatme *ID of creature spawned*, 1, 256, 1 set doneonce to 1 else pet.kill set doneonce to 0 end begin scripteffectfinish pet.kill set doneonce to 0 endPlace this script within a spell that works on the player, with a duration. Then on the creature to be summoned, place a script like:scn Removesummonscript begin ondeath removeme end If I havn't made any mistakes, when cast, the spell places the creature behind the player. When cast again, or the duration ends, it kills the creature, and instantly removes the body. Now this won't make your creature follow the player or do anything else other than stand there. In order to change this, you will need to add AI packages. Link to comment Share on other sites More sharing options...
SerpentofShadow Posted September 17, 2006 Share Posted September 17, 2006 If I havn't made any mistakes, when cast, the spell places the creature behind the player. When cast again, or the duration ends, it kills the creature, and instantly removes the body. Now this won't make your creature follow the player or do anything else other than stand there. In order to change this, you will need to add AI packages. I started a reply to this earlier then thought "Vagrant0 will find this and do a much better job then me". I was apparently proven right. For the AI package Vagrant mentions I would suggest looking to see what is done for the normal summons as a refrence. Link to comment Share on other sites More sharing options...
spawn690 Posted September 17, 2006 Author Share Posted September 17, 2006 thank you both very much on the insite, since my main cpu does not have the internet im copying the thread and saving it too my jump drive thne continueing the mods, maybe by next friday i can release my first mod (some new summons and weapons yadda yadda nothing sweet) but experiance is experiance :D thanks agian-Shane If I havn't made any mistakes, when cast, the spell places the creature behind the player. When cast again, or the duration ends, it kills the creature, and instantly removes the body. Now this won't make your creature follow the player or do anything else other than stand there. In order to change this, you will need to add AI packages. I started a reply to this earlier then thought "Vagrant0 will find this and do a much better job then me". I was apparently proven right. For the AI package Vagrant mentions I would suggest looking to see what is done for the normal summons as a refrence. Link to comment Share on other sites More sharing options...
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