Templayer wrote:wuxiangjinxing wrote:I made a MOD that allows druid to summon skeleton warriors when casting stun.
https://drive.google.com/file/d/1tuoP94 ... sp=sharing
Please put this file in Scripts/General. You need to cast stun from spell book, not from quickspell, so as to summon skeletons.
I would like to convert each earth magic to a summon spell for druid, so I would appreciate if anyone can give me some suggestions on which spell to summon which monster, and make the relative monster tier and spell tier rather consistent.
Skeletons sounds really bad for a druid.
Normal level spells (four slots): Wolves, Snakes (Couatl), Bees, Dragonflies, Bats, Rats, Suckers, Spiders ... choose
Expert (three slots): Trees, Griffins, Oozes, Boulders, Wyverns, ... choose
Master (three slots): Scorpicores, Thunderbirds, Salamanders, Basilisks ... choose
GM spell => random elementals.
EDIT: I've got a semi-interesting idea. I was thinking on how to incorporate more of them, and then I realized a good solution - make it continent-dependent! I'll make a new list in a new post, so that this edit isn't overlooked. It really makes sense for the druids to summon the animal / elemental that is the closest.
Feel free to experiment and change this to your liking, it is a draft only, I am not forcing this on you or anything like that.
Less expertise = less monsters and weaker variants, more expertise = more monsters and stronger variants.
It would be great if you made a button that would show up for a Druid on the Earth magic spellbook screen that would switch it up.
Later down the pipeline, removing all the spell icons graphics and replacing them with custom ones once the button has been clicked on (changing Earth Magic to Summoning Magic) would be very nice. You might need GrayFace's help with that part, however.
I will add this to the community branch once all Earth spells have a summoning effect for the druid.
wuxiangjinxing wrote:
Continent-based summoning is a pretty decent idea. I'm looking foward to Templayer's new list.
Based on the EDIT section of my previous post:
Druid summoning table for the continent of Enroth:
Normal level spells (four slots): MM6 Bats, MM6 Rats, MM6 Suckers, MM6 Spiders
Expert (three slots): Cobras, MM6 Oozes, Agar's Experiments
Master (three slots): MM6 Hydras, MM6 Thunder Lizards, MM6 Sea Serpents
GM spell => random MM6 elementals.
Druid summoning table for the continent of Antagarich:
Normal level spells (four slots): Dragonflies, MM7 Bats, MM7 Rats, MM7 Spiders
Expert (three slots): Trees, Griffins, MM7 Oozes
Master (three slots): Scorpicores, MM7 Behemoths, Flying Sharks
GM spell => random MM7 elementals.
Druid summoning table for the continent of Jadame:
Normal level spells (four slots): Wolves, Winged Serpents, Wasps, Boulders
Expert (three slots): MM8 Wyverns, Demolishers, MM8 Thunderbirds
Master (three slots): MM8 Fire Birds (Phoenixes eventually), Basilisks, Dragon Turtles
GM spell => random MM8 elementals.
Druid summoning table for the continent of Breach (CHAOS! Also these shouldn't be mentioned in any descriptors...
):
Normal level spells (four slots): MM6 Evil Eyes, MM7 Golems, Crystal Walkers, Ether Knights
Expert (three slots): Angels, MM7 Droids, Fears
Master (three slots): Cacti, Wyrms, MM6 Terminators
GM spell => normal - Fallen Defender, expert - Unicorn King, master - MegaDragon, GM - Q (aka the arrow-sponge!
)
With the names I am representing all three variations and trying to find the name that best describes the line of monsters.
Due to Druid's limits, the best variation should always be attained at Master, and GM only makes an army of it. (except for the Breach + GM => Q Easter egg)
So normal level of Earth Magic - easiest variation of summoned creature;
Expert Earth Magic - medium variation;
Master Earth Magic - strongest variation;
GM - makes a small army.
And I need to back this all up, it took some time and checking to make.