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All is well in wolf land

The newest version of Wolfyde has fixed the speed and fighting abilities of the pack wolves, when they have nothing in their inventory it is almost impossible to tell them from the war wolves! It is only when their inventory is full enough to show their packs can one tell who they are. Once I added the inventory changes to Adepts the problems with the inventory screens went away. I like the larger screens for the pack animals, shops and such. I ran a quick test with a new character to verify this. Now it is back to hunting the town stones with my regular party. Thanks Darkelf for some great wolves.

Elf

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We have just visited Grescal, and I have released the humans from my party, feel more comfortable with Wolves.

Now it is off to the Grape Northern Forest to find the Hiroth Stone. Hope my party will blend in with the Grape Northern Forest, being mostly purple

Elf

Interesting pack of Oompa-loompa's Tongue Laughing out loud

Dwarf

I probably should change the summons to say they are summons but we already know their summons so not sure if that answers the summons.

Darkelf wrote:
I probably should change the summons to say they are summons but we already know their summons so not sure if that answers the summons.

Well I do not really think you need to change anything. First off they are spells and by default are a summons. It says in the description of the spell and the template they are a summoned creature to protect the caster.

Elf

I think Purple Rain and Fear the Pink must have eaten a spoiled Krug. The are moving like their tummies hurt. Maybe they have a cold and could not smell the rotten meat.

Do not worry we have called Doctor Darkelf to see if he has a cure.

Elf

We have arrived in Stonebridge and hired two pack wolves Flare and Silver Foot. I have discovered that my wolves Blacky, Snowy and Sandy have no respect for personal space.

Elf

I decided to change the wolve's mind a bit, as I was tired of them sniffing my butt. I may have to increase it a bit more, but need more testing. May add a new wolf prior to a new release to verify that it might be the textures that slow some of the wolves down. Anyway here is the change.

[mind]
	{
		sight_range 			= 14;
		melee_engage_range 		= 14;
		ranged_engage_range 		= 14;
		personal_space_range = 1.0;
                actor_weapon_preference		= WP_MELEE;

Elf

greetings!!! yes in the unreleased new version I am reverting them back to personal_space_range = 1.0 cause they look like they are mating or something lol.... Also read the readme on summon_npc.skrit and the reason why the npc_summon versions are messing up the game is cause they are based on summons of evil, instead of a template of a good actor, so going back and making a copy of the evil wolves and making good wolves just for summon_npc to work right Smile also the job_follow.skrit and formations, I reworked, may be making the summons sniff butt like all dog-like creatures do, u may want to revert them back to the loa versions for your game...I wanted them close so they can get on elevators better but it don't seem too matter much. I will tank those separate in the next release as they are AI and not required of the wolves.

I don't think ranged engage range will matter much as wolves are melee, they will have to really jump to get a range at 14. anyways wanted to let u know, that im still figuring this mess I created out and getting it fixed.

bare_elf wrote:
I decided to change the wolve's mind a bit, as I was tired of them sniffing my butt. I may have to increase it a bit more, but need more testing. May add a new wolf prior to a new release to verify that it might be the textures that slow some of the wolves down. Anyway here is the change.
[mind]
	{
		sight_range 			= 14;
		melee_engage_range 		= 14;
		ranged_engage_range 		= 14;
		personal_space_range = 1.0;
                actor_weapon_preference		= WP_MELEE;

Elf

I have reduced the personal_space_range to 0.25 as the wolves where refusing to get on small elevators. I added a new wolf called "Flame" based on Darkelf's "Old Flame", however I can not summon the wolf, when I put the summons -- spell_cm_summon_red_wolf_lili in an active spell slot and click on it nothing occurs. Here are the two templates for the wolf called Flame.

[t:template,n:cm_summon_wolf_red_lili]
{
	category_name = "1W_evil_d";
	doc = "[summon] drake_green";
	specializes = base_wolf;
	[actor]
	{
		[skills]
		{
			strength =  4, 0;
			intelligence =  1, 0;
			dexterity =  5, 0;
            			melee =  2,  0;
		}
	}
	[aspect]
	{
		life_recovery_unit   = 1;
		life_recovery_period = 7;
		experience_value = 0;
		life = 18;
        		max_life = 18;
       		mana = 2;
        		max_mana = 2;
        		textures:0 = b_c_edm_wf-02afire;   
        		scale_base = 1.10;
	}
	[attack]
	{
		attack_range = 0.5;
		damage_max = 11;
		damage_min = 8;
	}
	[body]
	{
		min_move_velocity = 4.2;
		avg_move_velocity = 5.6;
	}
	[common] { screen_name="Flame"; }
	[defend] { defense=19; }
	[inventory]
	{
		[pcontent]
		{
			[gold*]
			{
				chance = 0;
			}
		}
	}
	[mind]
	{
		sight_range 			= 14;
		melee_engage_range 		= 14;
		ranged_engage_range 		= 14;
		personal_space_range = 0.25;
                actor_weapon_preference		= WP_MELEE;
	}
}


[t:template,n:spell_cm_summon_red_wolf_lili]
{
  category_name = "magic";
  doc = "spell Summon Cave Giant";
  specializes = base_summon_good;
  [aspect]
  {
    gold_value = 67;
  }
  [common]
  {
    description = "Summons a Red Wolf to guard the Caster.";
    screen_name = "Flame";
    [template_triggers]
    {
      [*]
      {
        action* = call_sfx_script( "nature_spell_sparkle" );
        condition* = receive_world_message("we_dropped");
      }
    }
  }
  [gui]
  {
    active_icon = b_gui_ig_i_ic_sp_wfdefire;
    inventory_icon = b_gui_ig_i_ic_sp_wfdefire_inv;
  }
  }
  [magic]
  {
    apply_enchantments = false;
    cast_range = 10;
    cast_reload_delay = 1;
    caster_state_name = "Controlling";
    effect_duration = 2400;
    is_one_shot = true;
    mana_cost = 0;
    mana_cost_modifier = (#magic+1)*12-.7;
    max_level = 100;
    required_level = 0;
    requires_line_of_sight = true;
    speed_bias = 1;
    target_type_flags = tt_terrain;
    usage_context_flags = uc_passive;

    [enchantments]
    {
      [*]
      {
        alteration = alter_strength;
        duration = #infinite;
        value = ((((#magic*0.64)+10)*1.09)-#str);
      }
      [*]
      {
        alteration = alter_dexterity;
        duration = #infinite;
        value = ((((#magic*0.27)+10)*.82)-#dex);
      }
      [*]
      {
        alteration = alter_intelligence;
        duration = #infinite;
        value = ((((#magic*0.09)+10)*.55)-#int);
      }
      [*]
      {
        alteration = alter_melee;
        duration = #infinite;
        value = ((#magic-11)-#melee);
      }
      [*]
      {
        alteration = alter_armor;
        duration = #infinite;
        value = ((#magic*22)-#base_defense);
      }
      [*]
      {
        alteration = alter_max_life;
        duration = #infinite;
        value = (((#magic*24)*3.1)-#maxlife);
      }
      [*]
      {
        alteration = alter_life;
        duration = 1.0;
        value = (((#magic*24)*3.64));
      }
      [*]
      {
        alteration = alter_max_mana;
        duration = #infinite;
        value = (((#magic*19)*0.06)-#maxmana);
      }
      [*]
      {
        alteration = alter_mana;
        duration = 1.0;
        value = (((#magic*19)*0.06)-#mana);
      }
      [*]
      {
        alteration = alter_melee_damage_min;
        duration = #infinite;
        value = (((#magic*4.2)*1.09)*0.9);
      }
      [*]
      {
        alteration = alter_melee_damage_max;
        duration = #infinite;
        value = (((#magic*4.2)*1.09)*1.1);
      }
    }

  }
  [spell_summon]
	{
		effect_script = "summon";
		end_script = "un_summon";
		script_params = "[scale(2.00)]";
		template_name = cm_summon_wolf_red_lili; 
		description = "Summoned Creature";
		caster_description = "Controlling Summoned";
	}
}

Both templates match the white wolf "snowy" except for the references to template name, the template name, the screen name, textures and icons. can someone take a look at the templates and tell me what is wrong? I verified that it is not a conflict between Darkelf's mod and mine by temporarily turning off Darkelf's mod. I also tried moving my mod from DSLoA to resources, still the same problem.
Elf

I am still trying to figure out why I can not get the red wolf to summon. I redid the wolf texture using faststone image viewer. I used b_c_edm_wf-03.psd recolored it and saved it as b_c_edm_wf-06.psd. Now I will add it to the mod and redo the templates. Wish me luck.

Elf

It is 4 AM here and everyone else is asleep. Not sure if it was the rain and wind that woke me, or a need to fix the mod. Anyway here is what I did.
I deleted the active mod, and edited my version 4 files to contain the new wolf texture and edited the templates for the new names and and images.
Tested the mod and everything is working. Think I will make a texture or two more. Will think about the colors and then post the updated mod.

Cheer Dance Cheer

Elf

Here is a gold wolf I will add it to my wolf summons mod and post version 4 soon

Elf

Alpha 4 changes:
Added red and gold wolf textures
Modified personal space range to help wolves get on small elevators
Rewrote the templates that where incorrect for red wolf in version Alpha 3

Testing:
I tested the mod using Kingdom of Ehb, from Norick's Farm to Wesrin Cross.

Interesting side note: This effects all summoned characters not just wolves. If the number of summoned beings is two greater than the number of party members then the last summoned being will often get stuck in the landscape. So for a party of one two summoned beings, for a party of two three summoned beings and so on. It becomes very obvious when the party is four or larger.

A screen shot

The Mod make sure to read the readme file as there are important things within
http://siegetheday.org/~bare_elf/Wolf_Summons/Lili-Wolf-Summons-Alpha-4.zip

cool, I like those 2, gonna overwrite 3 with 4...can I put gold and red in the ds2 mod?

Darkelf wrote:
cool, I like those 2, gonna overwrite 3 with 4...can I put gold and red in the ds2 mod?

Yes you may Darkelf I think they would like ds2
Elf