WizWom Posted January 18, 2008 Share Posted January 18, 2008 Various discussions in this thread about Simulacrums lead me to want to explore the idea of making a "familiar" simulacrum. Some interesting things: AddFamiliar() Clears CLASS, RACE and sets the GENERAL script to WTASIGHT Setting CLASS via ChangeClass doesn't for some reason, show properly on a character screen JoinParty sets Dialog to DEFAULT if there is no Dialog witht eh death variable name JoinParty sets the DEFAULT script to DPLAYER2 Simulacrum's Project Image effect doesn't lower the level at all, it just applies a Level Drain after creation. Starting from a .CRE file (not a project image) to get the scripting working, I got it set up to properly and allowed a HotKey(E) to bring the creature into the party for one round (so that you can equip it). So, the next step is a 9th level spell, Familiar Duplicate, which will create a project image, which is permanent/nondispellable Start an invisible creature, toset the script for the COPY rename the copy to a new script name, WXDUP? Lower the XP, levels, thieving skills, THAC0, etc. (to 1st level?) Clear the dup's spell book, perhaps? Destroy all the Dup's equiptment Link to comment
Fyorl Posted January 19, 2008 Share Posted January 19, 2008 Sounds pretty cool. I would imagine having yourself as a familiar would be a little weird but the usefulness can't be denied. How are you going to handle levels? Should mages wait right until the end of the game before casting it so they get the highest-level familiar possible? Link to comment
WizWom Posted January 20, 2008 Author Share Posted January 20, 2008 Sounds pretty cool. I would imagine having yourself as a familiar would be a little weird but the usefulness can't be denied. How are you going to handle levels? Should mages wait right until the end of the game before casting it so they get the highest-level familiar possible? I have code to give the Familiar half the exp of the PC, and that code continues to be checked through the game (the blocks are bigger and bigger as the XP climbs higher, starting at 25K blocks). Then, when the Familiar is in the party (hotkey "E") you can level it up, choose spells, and equip items. The familiar will automatically exit the party at the end of the round. Link to comment
Fyorl Posted January 20, 2008 Share Posted January 20, 2008 What if your party's full? I seem to recall when messing around with Ctrl+Q that if your party was full you couldn't access any extra party members' inventories. Link to comment
WizWom Posted January 20, 2008 Author Share Posted January 20, 2008 er, let me test that. I suspect you are right. OK - using the join script with 5 NPCs already brings up the "Remove a party member" selection. Then, you can select a party member to tell to go, they will be taken off the list, and you then can pause, and equip and level up the copy. Unpausing, the copy will leave the party very quickly, and your removed party member will ask if you really want them to go. Say no, and they go back into the party, no harm. Very elegant, actually. Link to comment
Kwiat_W Posted January 20, 2008 Share Posted January 20, 2008 Is it possible to change death variable? Link to comment
WizWom Posted January 21, 2008 Author Share Posted January 21, 2008 Is it possible to change death variable? I'm exploring out-of-bounds use of the change stat effect. It doesn't have to be pretty, it just has to work. Right now, though, I'm getting inconsistent application of my Override script change, which starts the whole ball of wax going. Oddly, the code takes effect only after a save/load sequence. Doh - of course, the Simulacrum gets SIMULACR.SPL applied to it, to set the colors, I just need to make that spell set the simulacrum AI script, and then have some way to have a difference between a simulacrum and a duplication spell Link to comment
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