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Question Summon Ally Snippet

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28 Aug 2025 18:12 #10879 by wlessard1
This one is I think interesting and expandable. BTW I use Bramage as my IMM. This is not just a new summon spell but a variable summon spell. You can set multiple mobs and randomize the summons.
Code:
In spells.h at the bottom of your spells list add #define SPELL_SUMMON_ALLY            70 /* Summon random ally for caster Bramage */ Next in spell_parser.c /* Summon Ally Spell Bramage */   spello(SPELL_SUMMON_ALLY, "summon ally", 80, 65, 5, POS_STANDING,   TAR_IGNORE, FALSE, MAG_SUMMONS, "A glowing portal appears, what will come out?"); Finally in magic.c in the summon section. #define MOB_ALLY_WOLF        631  /**< vnum for Summon Ally Spell */ #define MOB_ALLY_RAVEN      632  /**< vnum for Summon Ally Spell */ #define MOB_ALLY_IMP        633  /**< vnum for Summon Ally Spell */ A little further down /* Summon Ally spell, randomly returns a mob */ case SPELL_SUMMON_ALLY:     msg = 4; /* Whatever floats your boat */     fmsg = rand_number(2, 6); /* Random failure message */     switch (rand_number(1, 3)) {       case 1:         mob_num = MOB_ALLY_WOLF;         break;       case 2:         mob_num = MOB_ALLY_RAVEN;         break;       case 3:         mob_num = MOB_ALLY_IMP;         break;       default:         mob_num = MOB_ALLY_WOLF; /* Fallback */     }     pfail = 0; /* Spell always succeeds, no materials needed */     break; I am not a fan of materials to summon. Just me. You can look at summon clone and see where to add in materials. Finally at the bottom of the summoning #undef MOB_ALLY_WOLF #undef MOB_ALLY_RAVEN #undef MOB_ALLY_IMP

Don't forget to make 3 new MOBs for this. You can obviously change the names and adjust the starts to your hearts content. I think that is everything


As normal No disclaimers or claims of it working on your MUD. 

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The following user(s) said Thank You: thomas

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