This is a replacement for the existing Shifter Prestiege class.
This is a script based replacement, it requires no hak pack or
player download to function. This replacement has two major parts.
Part 1
Additional Shapes as Follows:
Greater Wildshape 2
:
Ogre Gorgon
Greater Wildshape 3
:
Will'O'Wisp Umber Hulk
Greater Wildshape 4
:
Frost Giant Grey Render
Humanoid Shape
:
Gnoll Stinger
Undead Shape
:
Bodak Mummy Lord
Outsider Shape
:
Formian Myrmarch Hound Archon
Construct Shape
:
Battle Horror Mithral Golem
Dragon Shape
:
Ancient Shadow Dragon Prismatic Dragon
Part 2
Support for an unarmed Shifter:
If the shifter has both hands empty when the shifter changes into a form the
form will be unarmed, additionally if the shifter is wearing gloves that
have damage on them the gloves properties will be copied
to the forms claws, bite, gore, and/or slam respectively.
This is intended for, but not limited to builds that incorperate
a monk in them.
Posted by Scarabaeus at 2008-06-07 18:44:00 Voted 10.00 on 06/07/08
We've used this on our server for some time now, and everyone loves it. So giving you a 10. Excellent work.
Question though: This conflicts with the new 1.69 horse content. Is there a possible fix for this, or an update that could be done? _________________________ <Wanderers of the Western Heartlands>
Posted by Shargast at 2007-10-09 01:00:48 Voted 10.00 on 10/09/07
Great work! Good idea with the overrides! Incorporated this into Shargast v5.0 A & B.
Keep up the good work
Best
Shargast aka Sai Highpockets _________________________ Realms of Shargast V1-V5ab, LOTR V15, The Undeath Clave & Faithful of Aerth
Posted by Nausicaa2.0 at 2007-08-24 15:19:28 Voted 10.00 on 08/24/07
Thank You! I've been so bored with the default forms that i almost gave up on my favorate prestige class.
Posted by Anime_Lover ( 65.184.xxx.xxx ) at 2006-04-01 17:32:49
Great Job! It makes being a Shifter more Interesting and Fun! It also makes them a match for other builds and characters. 10 out of 10 for me. Keep up the good work!
I know next to nothing about scripting and how the game engine works but had a search around the forums and it seems BioWare may have stopped the override working with patch 1.64 to plug an exploit.
However wouldn�t it be possible to replace spells.2da for real? Not everyone�s cup of tea but would be okay on dedicated servers if it was possible. Guess you would need to understand why the override file is not working as it should before trying this or bad things may happen. Like I say I know nothing so am only shooting in the dark.
Posted by Bloody_Misclicks at 2005-06-02 06:51:54 Voted 8.00 on 05/31/05
ok, I'll just keep the normal feat.2da then ... the 3 uses will ahve to do, in epic levels they get infinite shapes anyway (not for the epic ones, but still pretty good IMO)
Bloody_Misclicks:
The only modification ot the feats.2da was to increase the uses per day from 3 to 5 on greater wildshape 2, 3, 4, and all other shifter shape feats. I left 1 at 6.
LD
Posted by Bloody_Misclicks at 2005-06-02 04:59:15 Voted 8.00 on 05/31/05
what are the exact changes you did to feat.2da?
I'd like to know so I can make it compatible with the PRC, already did so for the spells.2da ;)
Posted by Bloody_Misclicks at 2005-06-01 18:39:14 Voted 8.00 on 05/31/05
Oh, we're adding a custom 2DA hak anyway, since we're using PRC now (or trying to use PRC, still got some scripting to iron out)
We are adding your shifter replacement to it
I don't like PnP shifter from PRC, and by adding this thing of yours, we still give our shifter players a bit of new toys to mess with ;)
Cylvia:
Requiring the edited 2da to be on both ends in any instance is a bug, or poor coding. When you log in to a remote host all info is based on that hosts versions, making exceptions is nonsense. You may not think it is broken, but most assuredly do. If bioware feels as you do I will rewrite this hak-less version and release this as a hak, but until I have argued my case with them I will not blindly accept a inconsistant treatment of straight forward code as anything but a mistake or oversite.
LD
Posted by Bloody_Misclicks at 2005-06-01 14:24:22 Voted 8.00 on 05/31/05
alright, I understand it now ;)
just had angry messages from a player on our server was all ... he always shifted without weapon and suddenly his minoraur was unarmed (and he didn't have monk :-P )
I understand now
Cylvia:
The contents of spells.2da for the purpose of this modification esscentially is part 1. It contains the additional forms added to the radials, and the accual spells for each form to perform the polumorph.
I was unaware that there was a problem with that 2da, but if the community has been and allowed it to go unrepaired shame on us all. All of this is code, it either works or doesn't, it should make no difference if it is code to create spells, or code to define a set of values. All things should work the same, if they don't it needs to be fixed. I will be on top of bioware to fix it, it would be good if it was not just me telling them this.
Bloody_Misclicks:
I am not exactly sure what you are saying so I will simply spell out what it is "supposed" to do and why, and if that fits what it is doing then obviously there is no bug.
for the sake of this we will use the minotaur form.
shifter has a weapon in thier hand (shift)-> minotaur has their greataxe
shifter has a shield in their hand (shuft)-> minotaur has their greataxe
shifter has both hands empty (shuft)-> minotaur is unarmed
bonus feature: if the unarmed shifter is wearing gloves that have damage on them of 2d8 fire (shift)-> minotaur has 2d8 fire on thier horns, and hoofs
Why?
a monk at level 20 has 5 attacks per round, and a different ab scale, this holds true when the monk is a minotaur as long as the minotaur is unarmed or weilding a kama (only melee weapon that does not strip the monks ab scale) if the minotaur has his greataxe the attacks per round drop to 3. This is the aspect of it intended for the monk/shifter.
It is not limited to the monk/shifter in as much as a vast majority of forms are unarmed. If a shifter of any multiclass designation equips gloves woth damage and removes their shield and weapon when they shift into a dragon, or golem, they will get the benefit of the gloves on the creatures claws/bite/slam/gore respectively.
Hope that clears it all up.
LD
Posted by Bloody_Misclicks at 2005-05-31 14:40:02 Voted 8.00 on 05/31/05
Found, what seems to me, to be a bug
When a shifter has no weapon equipped, and no gloves either, they also spawn weaponless. Can this be fixed so they also spawn weaponless if they actually have monkgloves equipped?
Posted by Bloody_Misclicks at 2005-05-31 08:42:43 Voted 8.00 on 05/31/05
Looks really good and works sweet in singleplayer, will be a 10 as soon as it works hakless in multiplayer
Posted by Bloody_Misclicks at 2005-05-31 08:41:46 Voted 8.00 on 05/31/05
forgot to mention:
you say part 2 does work in multiplayer
do I need all the files for part 2 also, or do all files need to be used for only that part?
Posted by Bloody_Misclicks at 2005-05-31 08:40:31 Voted 8.00 on 05/31/05
well, I tested it on our server
it didn't work UNLESS the players had the same files in their override or in a hak.
I guess it's the same problem you describe in your post
Oh, if you need someone to help test your download let me know. I have an abiding interest in shifter mods that don't require haks. _________________________ "There is no knowledge that is not power" --- Ralph Waldo Emerson
I just downloaded the file and noticed that spells.2da is part of your shifter replacement. This file usually needs to be on both the server and client computers to function properly. In other words, bad things happen when you modify spells.2da without requiring other players to use the same file.
What changes did you make to it anyway? Nothing about it was mentioned in the readme file sent with the download. You might also want to included the changes to the feat.2da file as well. I've never experimented with it, but hear it's as picky as spells.2da _________________________ "There is no knowledge that is not power" --- Ralph Waldo Emerson
Bloody_Misclicks:
It does not require a hak, it does require that certian files be in the servers override directory (they need not exiast on the players end) that said there is an issue I must address.
To ALl:
It has come to my attention that a problem exists which is at present beyond my control. I have contacted bioware and am waiting for a reply addressing what I consider to be a pretty major bug.
At present part 1 of this revision is not functioning, this is the result of a file in the override folder "NOT" overiding the default. It did during testing localy and there was no reason to assume that remote would be any different.
At this time only part 2 will function in a multiplayer enviroment, I am hopeful that bioware will reply and address the situation.
My appoligies to all
LD
Posted by Bloody_Misclicks at 2005-05-29 05:38:39 Voted 8.00 on 05/31/05
Here's my question ... does this have to be in a hak, or does only the server need to have it? since it is a script I guess players don't need it?
If it requires a separate hak or to be in player's overrides ... we cannot use it :( ... can you give an answer on this?
You knew this questions was comming, so I gotta ask it. Will this work for multiplayer as well? And if not, will you be making a hak for this at a later date? _________________________ "There is no knowledge that is not power" --- Ralph Waldo Emerson
I am looking into augmenting the epic arcane archer next, giving them a more dynamic set of imbue arrow feats.
LD
PS: I recieved an email asking something, in the interest of clearity I will answer here as well in case others also are not sure what I ment anove.
When a shifter is unarmed (unarmed in this case means both hands are empty) and they shift, any and every form they choose to shift into will also be unarmed, even if they are by default normaly armed.
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