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Heyo,

Ya, sorry I didn't make myself clearer. I should have posted the wolf's base template as well as the spell itself. Shocked

You would have to change the base template name to something like "cm_summon_wolf_black_lili" and make sure you change the actual summoning spell to point to the new template. You can make a new spell icon( s ) by adjusting the existing ones to look more black than grey and just whip up a new summoning spell based on your new template.

Here is an example:

[t:template,n:cm_summon_wolf_black_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;// change to b_c_edm_wf_02   
        		scale_base = 0.65;//can be bigger or whatever you like  
	}
	[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="Gray Wolf"; }//"Black Wolf"
	[defend] { defense=19; }
	[inventory]
	{
		[pcontent]
		{
			[gold*]
			{
				chance = 0;
			}
		}
	}
	[mind]
	{
		sight_range 			= 14;
		melee_engage_range 		= 14;
		ranged_engage_range 		= 14;
		actor_weapon_preference		= WP_MELEE;
	}
}

This needs to be changed on the actual summoning spell template-at the bottom:

[spell_summon]
	{
		effect_script = "summon";
		end_script = "un_summon";
		script_params = "[scale(1.75)]";
		template_name = cm_summon_wolf; //cm_summon_wolf_black_lili
		description = "Summoned Creature";
		caster_description = "Controlling Summoned";
	}
}

You would only need a character portrait IF you were going to make him a permanent member of the party, like the summon npc. Something like this maybe:

It isn't great artwork. I just googled black wolf and cropped a picture down.

Then you would need a new template and new summoning spell ( I used the summon npc spell templates as a guide)

Here is my base template for Foofy (he is a tough little guy, too}:

[t:template,n:dsx_paco_2]
{
	category_name = "1W_ambient";
	doc = "puppy";
	specializes = actor_good;
	[actor]
	{
		can_level_up = true;
		[skills]
		{
			strength 	=  0, 0, 10;
			intelligence 	=  0, 0, 10;
			dexterity 	=  0, 0, 10;
			melee 		=  0, 0, 0;
			ranged 		=  0, 0, 0;
			nature_magic 	=  0, 0, 0;
			combat_magic 	=  0, 0, 0;
		}
		portrait_icon = b_gui_ig_i_ic_c_foofy;
	}
	[aspect]
	{
		draw_selection_indicator = TRUE;//this is good, so he is select-able and can be healed.
		experience_value = 0;

		life_recovery_unit	= 1;
        	life_recovery_period 	= 5;

		mana_recovery_unit   = 1;
		mana_recovery_period = 1;

		life = 49;
		max_life = 49;
		mana = 25;
		max_mana = 25;

		model = m_c_na_pac_1;
		textures:0 = b_c_na_dg_foofy;
        	material = teeth;
		[voice]
		{
			[die]			{ priority = high; * = s_e_die_krug_dog;  }
			[enemy_spotted]	{ priority = high; * = s_e_call_krug_dog_SED; }
			[hit_glance]	{ priority = low; * = s_e_hit_krug_dog_SED;  }
			[hit_solid]		{ priority = low; * = s_e_hit_krug_dog_SED;  }
			[hit_critical]	{ priority = low; * = s_e_hit_krug_dog_SED;  }
		}
	}
	[attack]
	{
		attack_range = 0.5;
		damage_max = 4;
		damage_min = 2;
		reload_delay = 0;
	}
	[body]
	{
		avg_move_velocity = 5.500000;
[bone_translator]
		{
			body_anterior = bip01_head;
			body_mid = bip01_spine1;
			body_posterior = bip01_pelvis;
			kill_bone = bip01_spine1;
			shield_bone = bip01_l_hand;
			weapon_bone = bip01_r_hand;
		}
		[chore_dictionary]
		{
			chore_prefix = a_c_na_pac_fs;
			[chore_attack]
			{
				chore_stances = 0;
				skrit = select_attack;
				[anim_files] { 00=su; }
			}
			[chore_default]
			{
				chore_stances = 0;
				skrit = infinite_loop;
				[anim_files] { 00=ds; }
			}
[chore_die]
			{
				chore_stances = 0;
				skrit = select_transition;
				[anim_files] { 00=di; }
			}
			[chore_fidget]
			{
				chore_stances = 0;
				skrit = select_fidget;
				[anim_files]
				{
					00=dsf;
					01=dsf-02;
					02=dsf-03;
				}
			}
			[chore_walk]
			{
				chore_stances = 0;
				skrit = select_walk;
				[anim_files] { 00=wl; }
			}
		}
	}
	[common]
	{
		membership = hero;
		screen_name="Foofy";
    		auto_expiration_class = never;
		forced_expiration_class = never;
		}
    	[defend] { defense=3; }
	[mind]
	{
		jat_brain   			= world\ai\jobs\common\brain_hero.skrit;
    		jat_attack_object_melee		= world\ai\jobs\common\job_attack_object_melee.skrit;
		jat_fidget			= world\ai\jobs\common\job_fidget.skrit
			?still		= false;

		combat_orders                              = CO_LIMITED;
		movement_orders                            = MO_LIMITED;

		melee_engage_range 		= 3;
		ranged_engage_range 		= 8.0;
		sensor_scan_period              = 0.25;
		sight_range 			= 8.0;

    		actor_life_ratio_low_threshold  = 0.5;
    		actor_life_ratio_high_threshold = 0.8;
    		actor_mana_ratio_low_threshold  = 0.5;
    		actor_mana_ratio_high_threshold = 0.8;

		actor_auto_switches_to_magic            = false;
    		actor_auto_defends_others               = true;
    		actor_auto_heals_others_life            = false;
    		actor_auto_heals_self_life              = false;
    		actor_auto_reanimates_friends           = false;

		on_enemy_spotted_attack 	= true;
		on_enemy_entered_ocz_flee	= false;
		inner_comfort_zone_range	= 3;
		outer_comfort_zone_range	= 8;
		personal_space_range 		= 0.7;
	}
	[inventory]
	{
		grid_height = 13;
		grid_width = 12;
		is_pack_only = true;
		[ranges]
		{
			0.33 = m_c_na_pac_1;
			0.66 = m_c_na_pac_1;
			1.00 = m_c_na_pac_1;
		}
	}
	[water_effects] {}
}

Hope that helps a little more. Smile