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Summon Squires, Succubi


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#1 zeeman

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Posted 20 January 2012 - 08:31 AM

A big thanks to all of you that have been helping me develop these monsters! Here are the two summoning spells which will be included in the next Camelot update. This is a standalone drop-and-play install: unzip, place the S_Spells folder into REALMS, play. If you’ve been beta testing these monsters with my pet transforms, you don’t need to remove those mods, but you can if you want to – they will not be pet transforms in the update – just summons.

http://www.mediafire...7cwrsaa1a5z5y06

As per Heron’s and DoubleYou’s suggestions, I’ve made the shield on the Squires bigger – as big as I could without having it drag on the ground. The sword has also been lengthened. They are coded roughly the same as the Summon Shrike spell, so they’re a tough bunch of allies for a character somewhere in the level 10-20 range. Heron, your suggestion about their arms during idle was very good – they are relaxed at idle, then when they walk the forearms are rotated up by 25 degrees, and when they run, another 25-degrees. The animation is smooth and satisfying that way. They are also a lot of fun to watch during battle – if you’ve got four of them they make a great impression of swinging, stabbing, clanging swords…

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The Succubi are a higher-level summons, coming in at a base level of 25. They should serve you well through the end of the castle dungeon quest. For that reason they require Magic 75 to learn, and Mana 65 to cast. These are also a lot of fun to watch as a group – all that crazy, slinky Kung Fu can-of-whupass that they do. (No horns on these yet AS – I made these spells yesterday before your request – I’ll fiddle with that this weekend.)

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I’m wondering if the summoned Succubi should have a few more spells to work with though…

To cheat up the spell scrolls, you want “Summon Order of the Skull” and “Summon Succubus”. However, they are (theoretically) coded to fit right into Camelot game-play so you don’t need to cheat them up – just continue playing and you’ll eventually be able to use them when your Magic points get high enough. (The spell scrolls both have a rarity of 1 right now, so they will be plentiful.)

I had one very curious bit of game-play when I took my four summoned Succubi into a room full of evil Succubi – there were about a dozen of the lovelies going at each other. I had no idea who was who. I thought of altering the summoned monster’s texture but that would be less confusing and therefore less interesting.

Anyway, enjoy! These summons are really fun and unique, if I do say so myself – there’s nothing else like them in the Fate games.

Edited by zeeman, 20 January 2012 - 12:42 PM.


#2 bluewolfknight

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Posted 21 January 2012 - 04:06 PM

Great, but wondering if you could make your allies an armour like squire? So, it should be a squire party... :lol:

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#3 zeeman

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Posted 21 January 2012 - 04:11 PM

It could be done - extricate the armor from the squire mesh and make it into a wearable item. I've got other monsters to make right now though - trying to develop my monster technique. :)

#4 bluewolfknight

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Posted 21 January 2012 - 04:15 PM

Yeah, rock on zee. :)

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| Spell Book | Heron's Monster Cards 2.0


#5 FlashfyreSP

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Posted 22 January 2012 - 10:57 AM

So. . . where are the Knights Who Say Ni? :ph34r:
Nice job with the Monty Python quotes that the Squires keep spouting!

One problem, though: the icon for the Summon Order spell in both the spellbook and the onscreen hotkey layout is a blank white square. The spell scroll is fine, though.

#6 zeeman

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Posted 22 January 2012 - 03:48 PM

Huh, I tested those icons and they were working fine. I'll go back and double-check the paths. I got some more Monty Python quips to add - "NIH" is now their attack sound, lol.

Edit: yes, it's bad pathing - I wrote the spells directly in Camelot, then extracted them as a drop-and-play and missed the change. The path in the spells.dat file should be:

<ICON>:REALMS/S_SPELLS/ICONS/spellskull.png:REALMS/S_SPELLS/ICONS/spellskulla.png

You don't need to change them if you don't want - Camelot 1.1 will be out shortly, then you can just dump all the beta mods.

Edited by zeeman, 22 January 2012 - 04:02 PM.





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