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How hard is it to change the Summon in a Summoning Spell?

Posted: Sun Apr 26, 2009 1:11 pm
by dergon darkhelm
So I just checked out Summon Creature V with my PC and figured out that it calls a "shadow mastiff" as the creature. This is a neutral-evil outsider from the plane of shadow that fights from invisibility as its primary effect.

This would have been perfect for Malcer Angalstrand ;) , but just seems completely inappropriate for my Helmite cleric Rathalan.

Would it be possible to change this? Is it a big effort? I would love to use the spell. :)


How about this ((the L-G summons from D&D)):
Celestial Brown Bear
Size/Type: Large Magical Beast (Extraplanar)
Hit Dice: 6d8+24 (51 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +4/+16
Attack: Claw +11 melee (1d8+8)
Full Attack: 2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4)

COMBAT
A brown bear attacks mainly by tearing at opponents with its claws.

Smite Evil (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a evil foe.

Improved Grab (Ex): To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

If anyone wants to hook a brother up ................ but if it's a huge PITA to get done then don't worry about it too much . :)

Re: How hard is it to change the Summon in a Summoning Spell?

Posted: Sun Apr 26, 2009 1:16 pm
by Riotnrrd
Something like this is under works, AFAIK... Bartleby (I believe) created a system whereby folk could choose their summons, and have multiples (like several small spiders, etc).

You may wish to query AL about its status... he might have some work you can help with to get it done :)

Re: How hard is it to change the Summon in a Summoning Spell?

Posted: Mon Apr 27, 2009 5:52 pm
by AcadiusLost
Bartleby set up a very nice GUI-based system for this, which I've been adapting to the ACR in bits and pieces of spare time. It's got a few kinks to work out yet, but it allows for:

4 or more options of type of creature summonable per spell (always with good, neutral, and evil aligned options)

Option to instead summon multiples of a lower level version (Summon IV being used to summon lots of Summon II -type creatures, for ex)

Fiendish/Celestial templates for some summons (resistances/immunities)

Elemental summoning

Currently the system works by bringing up an alternative summoning GUI from which the summons are called in real-time. I intend to adapt it to allow setting up preferences beforehand (and/or remembering your last choice for that spell level), or auto selecting by alignment if no preference is registered, to allow faster casting when necessary (no extra GUI steps to click through).

Re: How hard is it to change the Summon in a Summoning Spell?

Posted: Mon Apr 27, 2009 6:11 pm
by Mick
Good to hear of this. Thanks to all who are working the issue.

I have a related question. How hard is it to make it so you can summon more than one creature at a time?

Re: How hard is it to change the Summon in a Summoning Spell?

Posted: Mon Apr 27, 2009 7:03 pm
by bartleby
You should already be able to do so.

Should be able to summon a max of any number that is chosen by just changing a variable last i knew i left 10 in but that may have been changed ...

So if you cast 3 lvl 4 summonings of lvl 1 monsters and say got 3 monsters each time youd have 9 total summoned creatures.

If you cast four lvl 4 summonings of lvl 1 monsters and got 3 each time you would summon 3 for the first, 3 for the second, 3 for the third then unsummon the first two creatures summoned by the first spell and summon 3 new ones for the fourth spell just cast for a total of 10 summoned creatures.

Re: How hard is it to change the Summon in a Summoning Spell?

Posted: Tue Apr 28, 2009 2:03 pm
by AcadiusLost
Bartleby is quite correct, though that code has not been merged onto the Live servers yet, as there are a few infrequent but troublesome bugs that have been holding it up. My time is being divided with the patch 1.23 beta work (and some player client time), but I'll make another pass at these this week, since Riotnrrd has new spells also ready for testing and integration at the same time.