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In regards to previous comments: max global summons has been changed to 3 instead of 1. This only affects weapons like the Frost Piercer. Also fixed an issue where the mod tries to summon at the same time as using another weapon, causing double casts on the current weapon
@mangogamr ^ that is the fix for the issue you were seeing!
Limitations; Have to disable/enable every loading(map change). Slots doesn't matter as long as its left of your main weapon. Equipped magic weapons left of your summoning weapons sometimes(inconsistent) stops auto-summoning. Town / Dummies auto-summon seems fine even with magic weapons, but not in dungeon/caves(inconsistent).
Thanks again for a great mod Rose! ~ hope this helps someone
my issue is using the crystal dragon (takes 2 slots) and if i have an odd number of slots it will keep spamming the summon trying to fill the single slot
i think theres a few other summons that use 2 slots as well
Tested the new update with Ruby shields(+vulture staff) ~cant get it to work ( same setup as Frost Piercer )
It works flawlessly with Frost Piercer(+vulture staff)
Edit: After testing FP + RS instead however, it works. (kinda, since they same summon slots)
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[1.7] Adds support for staffs with their own summon count (Slime Canister, Frost Piercer). For these to work as expected, they need to casted after your main summoning staff (placed to the left of it) [slot, slot, slot, slot, frost piercer, main staff]
You can also now set a keybind to toggle the max amount of summons via staffs with their own limits (default is 1, thanks @MoreQueueQueue)
[v1.6]: No more animations! When autosummoning, the staff animation doesn't play anymore. This means you can use items like the Frost Piercer passively (but not with another staff, yet!)
I've been getting achievements since developing this, so you should be all good!
I think the bug you were seeing may be caused from having the Frost Piercer to the right of another staff
In regards to adding support for weapons like the Frost Piercer, I just couldn't figure out how to track what mobs are spawned effectively. The issue is that I'm relying on the summoned mob buff count to see how many mobs are spawned, and if we're using two staffs I can't differentiate Frost Piercer summons and other staff summons
If anyone reading this knows how to do that, pls send me a message!
I'll look into this, I was seeing this as well in co-op but wasn't sure if it was this mod causing the issue! Sorry about that!
- Casting while mod is active causes it to stop working until toggling
- Support for summoning staffs that don't use slots separately from those that do
When summoning a summon manually the mod stops working until you turn it on and off again and with summons like the frost piercer it only summons the amount your summon level allows, even tho you can summon more since they don't use summon slots