I love Druids. Just wanted to get that out of the way first. Anyway, Bioware really disappointed me by not allowing for more shapes. SO I fixed it. Druids can now remap their hotkeys with this submission. I also added a slew of epic and secret shapes, but feel free to tinker around with what unlocks when by removing the scripts attached to the "TextAppearsWhen" handlers in the dialog tree.
Why is this so great? It lets you remap your wildshape hotkeys. You want to be a bear, that's fine. Default will keep the hotkeys the way they are. But! if you want to set your Bear shape to instead turn you into a Dog or a Rat, you can do that, too.
You use the Badger shape to remap the other 4 radial options.
DETAILS:
1 Conversation file. This controls all the assignment of wild shapes.
Tons of 'unlock' items. I did this for the module this system was created for: Mythos.
Secret shapes range from alternate base races to kobolds, goblins, even Beholders, Imps, and Celestials, and more. There are a total of about fifty different unique shapes to choose from.
More standard shapes: Deer, Stag, rats, ravens, dogs, bats. Oh, and chickens.
Epic shapes (level 21) are currently locked by having to have an item on you, but it's pretty easy to remove those locks. Child, Werewolf, Wererat, and Werecat are all available.
Included content:
Quick-import .erf file
Demo Module for testing it out.
New Polymorph.2da file. This goes in your override directory. If this is for PWs, it goes in the server's override folder. This adds and re-references some shapes. There's tons of good stuff in there for you all to enjoy.
If I missed anything or there are any bugs, my email is in the readme.
My polymorph already has entries for male and female human forms, so you could just use it and reference the lines in your polymorph call (use the line number and not my POLYMORPH_TYPE_XXXX entry because, for some reason, the toolset doesn't load those). _________________________ MYTHOS: The Isle of Legend --Live now!
ugh, the line of code above didn't come out right...
ApplyEffectToObject( DURATION_TYPE_PERMANENT, EffectPolymorph( [ new line's number ] ), OBJECT_SELF ); _________________________ MYTHOS: The Isle of Legend --Live now!
If you want him to polymorph into a human, just add a line at the end of your polymorph.2da file. It's not hard to do at all. Just copy the last line, paste it, rename the line number, and adjust the fields for appearance and portrait. The other fields manipulate base STR, CON, DEX, and up to 3 spell-like abilities they can have in the polymorphed form.
Once you have your new line, you save your polymorph.2da in your override folder with the new line number, you put in the ActionsTaken handler for one of the dialog nodes something along the lines of
And the dragon will turn into your new human. I would advise using one of the NPC_HUMAN appearances. For the appropriate portait, you look under appearances.2da and just play a matching game, or you can set it to be whatever you like. _________________________ MYTHOS: The Isle of Legend --Live now!
Posted by Golem1 at 2005-11-01 08:27:06 Voted 10.00 on 11/01/05
Sorry about that REALLY long comment. This is a double post I know, but this time I'm commenting on your script. IT IS SO COOL! I have loads of druid characters and really, I don't actually use equipment on them cos I spend so much time polymorphed! Thanks for this script, its so cool.
Posted by Golem1 at 2005-11-01 08:25:08 Voted 10.00 on 11/01/05
Ramas;
You need, at least I think, two scripts (or at least one whole script and an addition onto one of your existing scripts). You will also need, I'm afraid, to change your black dragon idea to a Red/Green/Blue. First of all you should create a human NPC with all the stats of your dragon and the appearance of the human form you want, and place him where you want your dragon to be. Then, put the scipt below on the 'oncliententer' under module properties (or add it to the existing script). Set your NPC's tag to 'Dragon'.
void main()
{
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
}
Next, you need the script to change the man back into a Human (the NPC).
You would need the code as follows:
void main()
{
object oPC = GetPCSpeaker();
object oTarget;
oTarget = OBJECT_SELF;
effect eEffect;
eEffect = GetFirstEffect(oTarget);
while (GetIsEffectValid(eEffect))
{
if (GetEffectType(eEffect)==EFFECT_TYPE_POLYMORPH) RemoveEffect(oTarget, eEffect);
eEffect = GetNextEffect(oTarget);
}
}
Put this one on the conversation editor under actions taken. I'll post this in an erf. under creatures if you want.
Posted by Ramas Obarskyr ( 209.206.xxx.xxx ) at 2005-10-31 22:32:16
Great scripting. I happen to like using sorcerers which are like druids in their wild natures and crazy powers. I have a question though. I'm working on a module right now with a custom black dragon as one of the plot NPCs and I'm trying to figure out how to get him to polymorph into human form during a conversation. How do I do that? What would that script look like?
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