What if the summons reflected the actual "power" of the mage when it is over 110 or even a legend?
It turns out that changing RunUO to spice up a bit the summoning spells is quite easy. Every elemental spell in the Scripts/Eighth/ folder has a OnCast method and i simply changed those calls to factor in the caster skill. There is a zip attached with the code but basically what I did was to turn the OnCast method into this:
Code: Select all
public override void OnCast()
{
if ( CheckSequence() )
{
BaseCreature creature = SummonSupport.GetElemental(Caster, SummonSupport.ElementalType.AIR);
TimeSpan duration = TimeSpan.FromSeconds( (2 * Caster.Skills.Magery.Fixed) / 5 );
SpellHelper.Summon(creature, Caster, 0x217, duration, false, false );
}
FinishSequence();
}
100 Mage:
Daemon
Air Elemental
Earth Elemental
Water Elemental
Fire Elemental
110 Mage
Ice Fiend
Toxic Elemental
Bronze Elemental
Crystal Elemental
... Fire elemental
120 Mage
Balron
Poison Elemental
Valorite Elemental
Blood Elemental
... Fire elemental (again...)
Of course one has to check out how balanced the new creatures really are: maybe a valorite elemental should take two slots instead of one and a balron five but it works.
I have a little issue with the Fire branch: there is nothing firy but the fire elemental in the default RunUO and i don't know if, by chance, the client we use here supports the Lava Elemental (that shouldn't be hard to add, i'll take a look at that tomorrow).
Anyway, it's great fun.
The attached zip contains the code.