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Professor_Dyar
June 9th, 2010, 06:52 PM
Hi,

I'm trying to make some (themed) late-game diversity summons for a mod (the reason I don't simply take the Late Game Diversity Mod and use it is because I want something themed). In any case, I'm looking to make multiple spells that, similar to Tartarian Gate, randomly produce one or more summoned commanders. Also, the newest patches don't seem to update the modding manuals. So, three questions:

(1) Can I make a spell that summons multiple commanders?

(2) Can I make a spell that summons individual units only part of the time (the way that magic paths can be randomized to appear only some of the time)?

(3) Can I make a spell that summons either unit A or unit B (as Tartarian Gate itself does)?

rdonj
June 9th, 2010, 08:28 PM
1) A spell that summons multiple commanders at once? Uh... I'm not sure, but I don't think so.

2) You'd have to copy an existing spell to do this. I can't think of any with that specific effect though, so I'm pretty sure that's impossible.

3) Yes, you can make a spell that will do that. However in order to do that you have to overwrite the units from a spell that does it already, which unfortunately makes the ability to do so very limited. So if you wanted one with the same effect as tartarian gate, you'd have to overwrite the tartarians. Any other summons like that all involve unique summons, so would be limited in number.

Professor_Dyar
June 9th, 2010, 11:34 PM
Darn, well, thanks. Hopefully, I can find some kind of work around...

Burnsaber
June 10th, 2010, 02:13 AM
(1) Can I make a spell that summons multiple commanders?


Actually, this is possible. Just use the #nextspell command to chain two commander summoning spells. Using this, you can also make a spell that summons a commander + units (not remotely though).

rdonj
June 10th, 2010, 04:22 AM
I knew if someone knew a way to do this, it would be you.

Professor_Dyar
June 10th, 2010, 07:43 PM
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).

DrPraetorious
June 11th, 2010, 09:56 AM
You can chain spells together but, alas and alack, you cannot have % chances in chains like that.

"Buried in Snow" (and I think "Buried in Sand" as well) both have that functionality, but it isn't accessible to modding.