Jump to Self Summons and Companions

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Eclypticon
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Jump to Self Summons and Companions

Unread post by Eclypticon »

I made this suggestion a long time ago and was under the impression that it was going to get the green light years back.

We need a button that lets you jump your summons and companions to self when they get stuck. Some areas are not built whatsoever with the summon mechanic in mind and make it impossible to use them. Same zone jump transitions are the culprit.

Naturally, it should not be able to be used in combat to prevent exploits. It would not work on players ether.
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Maecius
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Re: Jump to Self Summons and Companions

Unread post by Maecius »

I think Rasael had put some work into making this work automatically?

I take it that it's not working as intended?
Eclypticon
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Re: Jump to Self Summons and Companions

Unread post by Eclypticon »

I have no idea as to whether there is or is not an existing function to accommodate summons on the transitions I mentioned. I don't recall reading about an added new mechanic and have not played with summons in a long time.
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Maecius
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Re: Jump to Self Summons and Companions

Unread post by Maecius »

Can anyone confirm whether summons follow you through doors that transition you from one part of a map to another without requiring a new load screen (like in the minotaur maze)?

I believe they should automatically teleport to you after you make the transition jump, but if not, then it's possible this needs follow up.
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Blackman D
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Re: Jump to Self Summons and Companions

Unread post by Blackman D »

it does not
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Hawke
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Re: Jump to Self Summons and Companions

Unread post by Hawke »

Last time I tried was Mino Caves... does not work.
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Flasmix
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Re: Jump to Self Summons and Companions

Unread post by Flasmix »

I've had it work on one map only, but the other maps don't work. The only one it worked on has no doors, it's the goblin caves in the ud. It may have been lag and it looked like it teleported to me.
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DM Hera
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Re: Jump to Self Summons and Companions

Unread post by DM Hera »

This would be fantastic.... I would like to see the command disabled while in combat. For the exploits would be unreal!

It is funny to see people rp "one of those doors" which are the doors that wont let you bring your pet with you.

However, if you want a pet to constantly be with you... dont solo, get a friend. =P ((my tongue and cheek, truthfulness))
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Aspect of Sorrow
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Re: Jump to Self Summons and Companions

Unread post by Aspect of Sorrow »

Probably best as a free feat at level one. Critique before implementation.

Code: Select all

/*
   AoS: 12/12/16 - Pull henchmen / familiar to player if not in combat 
*/
void main()
{
   int i=0;
   int assoctype = 1; // 0 is none / unknown
   for (assoctype; i< 6; assoctype++)
   {   // 1 hench, 2, animal comp, 3 familiar, 4 summon, 5 charmed
         for (i=0; i < 5; i++)
      {   
         object assoc = GetAssociate(assoctype, OBJECT_SELF, i);
         if (assoc!= OBJECT_INVALID && !GetIsInCombat(assoc) && !GetIsPC(assoc))
            {
               AssignCommand(assoc, ActionJumpToObject(OBJECT_SELF));
            }
      }
   }
}
Last edited by Aspect of Sorrow on Mon Dec 12, 2016 2:22 pm, edited 4 times in total.
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Flasmix
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Re: Jump to Self Summons and Companions

Unread post by Flasmix »

Add in a print hello world
Wirg to Pug: "Iz lat dun?"
Pugratix to a snarky militia man: "Mmmm. Not yet. I will live for hundreds of years and be heralded as one of the greatest forces of destruction on the face of the world. The only thing you can destroy is the outhouse."
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mrm3ntalist
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Re: Jump to Self Summons and Companions

Unread post by mrm3ntalist »

Aspect of Sorrow wrote:Probably best as a free feat at level one. Critique before implementation.

Code: Select all

/*
	AoS: 12/12/16 - Pull henchmen / familiar to player if not in combat 
*/
void main()
{
	int i=0;
	for (i; i< GetMaxHenchmen(); i++)
	{
		object oPCH = GetHenchman(OBJECT_SELF, i);
		if (oPCH != OBJECT_INVALID && !GetIsInCombat(oPCH))
		{
			AssignCommand(oPCH, ActionJumpToObject(OBJECT_SELF));
		}
	}
}
Wouldnt this pull party members as well? Or does the GetHenchman function return familiars, summons and animal companions only?
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Aspect of Sorrow
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Re: Jump to Self Summons and Companions

Unread post by Aspect of Sorrow »

mrm3ntalist wrote:Wouldnt this pull party members as well? Or does the GetHenchman function return familiars, summons and animal companions only?
No, only those creatures belonging to the master object.
I've swapped GetHenchman for GetAssociate for all types and edited the post, with up to 5 tests / summons of the summoner per category.
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DM Hera
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Re: Jump to Self Summons and Companions

Unread post by DM Hera »

Silly question.. just in case.

I cast Dominate Person on a Player. can i then use this command to jump them to me? As they are no Associate, and im the master =) If it does no biggy....

I like AoS above a lot!
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Aspect of Sorrow
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Re: Jump to Self Summons and Companions

Unread post by Aspect of Sorrow »

... no, but amended just in case.
Storm Munin
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Re: Jump to Self Summons and Companions

Unread post by Storm Munin »

Will the script above be free of the issue with the similar method that the spell Spiritual Weapon had?

IE: Henchman reappears at your side with full hp (even if it was dying before), as well as possibly with a broken or reset spell timer.


Spiritual weapon was a very awesome spell when it worked like that but.. :roll:
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