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kathycf wrote:

I like DarkElf's fairy textures and started making a few more myself.

So I was thinking maybe this code could be adapted to summon a random fairy. Same abilities with just a different appearance. It would be easy to make some additional actor templates to add to the summon fairy spell.

[t:template,n:spell_swamp_witch_summon]
{
category_name = "magic";
doc = "spell_swamp_witch_summon";
specializes = base_spell_monster;
[inventory]
{
[delayed_pcontent]
{
[oneof*]
{
[all*]
{
chance = 0.500;
il_main = swamp_creature_summon;
}
[all*]
{
chance = 0.500;
il_main = swamp_slinger_summon;
}
}
}
}
[magic]
{
cast_range = 10;
cast_reload_delay = 1;
caster_state_name = "Controlling Monster";
effect_duration = 600;
requires_line_of_sight = true;
speed_bias = 1;
target_type_flags = tt_conscious_enemy;
usage_context_flags = uc_offensive;
state_name = "Controlling Monster";
require_state_check = true;
}
[spell_summon_random]
{
monster_summon = true;
spawn_radius = 3.0;
effect_script = "summon";
end_script = "un_summon";
script_params = "[scale(1.75)]";
description = "Summoned Creature";
caster_description = "Controlling Summoned";
}
}

without giving away too much of my current test run ... i will give a sneak of my spell coding i am testing...

[other] { il_active_primary_spell=spell_fireball_rain;
			il_spell_1 = spell_fireball_rain;
			il_spell_2 = spell_fireskull;
			il_spell_3 = spell_flame_blades;

just like all monsters they can have more than 1 spell

also in your example say you had like 4 fairies to summon u could do ..

[delayed_pcontent]
		{
			[oneof*]
			{
				[all*]
				{
					chance = 0.25;
					il_main = fairy1_summon;
				}
				[all*]
				{
					chance = 0.25;
					il_main = fairy2_summon; 
				}
			}
[all*]
				{
					chance = 0.25;
					il_main = fairy3_summon; 
				}
			}[all*]
				{
					chance = 0.25;
					il_main = fairy4_summon; 
				}
			}