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