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»H}{RW« - Creating Your First Monster Summon
This is a very basic modding tutorial and for this Tutorial we are going to create a summon for the monster Kell
First of all you will need Tank Viewer, Skrit Pad, and Tank Creator which are available on our
EDITING page.


Before we can begin to look at the spell we need to create a blank work directory. Create a folder called MyMod to hold what will become our modified file. You then need to duplicate the directory structure to as found where the original file would be located. These are the steps I followed to this:

1)      Create a directory called MyMod on the C:\ drive somewhere
2)
      Within MyMod create a subfolder named World
3)
      Within World create a subfolder named contentdb
4)
      Within contentdb create a subfolder named templates
5)
      Within templates  create a subfolder named regular
6)
      Within regular create a subfolder namd interactive
7)
      Create a text file in the interactive folder named sp_mysummon.gas
8)
      Open the sp_mysummon.gas file and edit it. I use SkritPad.
9)      Now start Tank Viewer and browse to Dungeon Siege instalation folder. (c:\program files\microsoft games\dungeon siete by default) by clicking open.
10)
      Once you are there go into the resource folder and open logic.dsres with Tank Viewer.
11)      In tank viewer browse to "\world\contentdb\templates\regular\interactive" and highlight the file named sp_spell.gas
12)      In the "files to extract" section make sure the "selected"  option is selected and you have selected your output folder and click on the "Extract" button.
13)      Now start skritpad and go to File>Open and  browse to the folder where you just extracted the sp_spel.gas fiile to.
14)      Once the file is open in skritpad press CTRL + F to bring up the search box. Search for "spell_swamp_witch_summon"
15)      Start another skritpad and open you blank fiile sp_mysummon.gas. Now copy the swamp witch summons code from the sp_spells.gas into your file.  It looks like this.

[t:template,n:spell_swamp_witch_summon]
{
 category_name = "magic";
 doc = "spell_swamp_witch_summon";
 specializes = base_spell_monster;
 [inventory]
 {
  [delayed_pcontent]
  {
    [oneof*]
    {
      [all*]
      {
        chance = 0.500;
        il_main = swamp_creature_summon;
      }
      [all*]
      {
        chance = 0.500;
        il_main = swamp_slinger_summon;
      }
    }
  }
 }
[magic]
{
  cast_range = 10;
  cast_reload_delay = 1;
  caster_state_name = "Controlling Monster";
  effect_duration = 600;
  requires_line_of_sight = true;
  speed_bias = 1;
  target_type_flags = tt_conscious_enemy;
  usage_context_flags = uc_offensive;
  state_name = "Controlling Monster";
  require_state_check = true;
}
[spell_summon_random]
{
  monster_summon = true;
  spawn_radius = 3.0;
  effect_script = "summon";
  end_script = "un_summon";
  script_params = "[scale(1.75)]";
  description = "Summoned Creature";
  caster_description = "Controlling Summoned";
 }
}

16)      In your file sp_mysummon.gas change the name of the template like this.

[t:template,n:spell_swamp_witch_summon]

Changes to

[t:template,n:spell_my_summon1]

17)      Since this is the Swamp Witch summon there is a 50/50 chance she will summon a Larch, or Swamp Slinger.
We want to delete one of those so we summon our monster every time. Change the following

 [delayed_pcontent]
  {
    [oneof*]
    {
      [all*]
      {
        chance = 0.500;
        il_main = swamp_creature_summon;
      }
      [all*]
      {
        chance = 0.500;
        il_main = swamp_slinger_summon;
      }
    }
  }

Changes to

 [delayed_pcontent]
  {
  
      [all*]
      {
        chance = 1.0;
        il_main = swamp_creature_summon;
      }
  }

18)      No we change the monster template to the kell. We can use the template "kell" but we want to summon the elite kell so we use "3w_kell" as our monster template name. So it should look like this now.

[delayed_pcontent]
  {
  
      [all*]
      {
        chance = 1.0;
        il_main = 3w_kell;
      }
  }

19)      Save your file. It should look like this when its all done

[t:template,n:spell_my_summon1]
{
 category_name = "magic";
 doc = "spell_swamp_witch_summon";
 specializes = base_spell_monster;
 [inventory]
 {
  [delayed_pcontent]
  {
      [all*]
      {
        chance = 0.500;
        il_main = 3w_kell
      }
    }
 }
[magic]
{
  cast_range = 10;
  cast_reload_delay = 1;
  caster_state_name = "Controlling Monster";
  effect_duration = 600;
  requires_line_of_sight = true;
  speed_bias = 1;
  target_type_flags = tt_conscious_enemy;
  usage_context_flags = uc_offensive;
  state_name = "Controlling Monster";
  require_state_check = true;
}
[spell_summon_random]
{
  monster_summon = true;
  spawn_radius = 3.0;
  effect_script = "summon";
  end_script = "un_summon";
  script_params = "[scale(1.75)]";
  description = "Summoned Creature";
  caster_description = "Controlling Summoned";
 }
}

19)      You can change the duration from 600 to 1200 if you want  the summon creature to stay longer. You can also change the cast_range = 10 to cast_range = 30 if you want to be able to cast it further. One your done making any edits start Rapid Tank Creator.

20)      Select the folder "MyMod" as your source, and  "c:\program fiiles\microsoft games\dungeon siege\resource" and type in a file name of mymod.dsres.

21)      Click the advanced button and go to the misc. tab. Change the priority drop down to 5 and click on the "Create" button.

22)      Now edit in the spell "spell_my_summon1" to one of your characters party.gas file and you should be able to sumon an elite Kell now.

 
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