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forum.kymlun.com • View topic - Nickodemus (or other transmutational creatures) script.

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PostPosted: Nov 29th, '06, 22:38 
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PostPosted: Nov 29th, '06, 22:48 
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PostPosted: Dec 1st, '06, 00:03 
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PostPosted: Oct 15th, '09, 19:44 
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I'm giving this a bump.

What I'd like is:

Shapechange item
- Able to set transformation effect.
- Able to set creature hide, or effects.
- Able to set creature weapons. (1,2,3 where left right and special/bite applies)
- Able to set creature colors, head, wing, tail.

The idea: People being able to shift from normal human into their celestial/infernal form and back.

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PostPosted: Oct 15th, '09, 22:12 
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Not sure if natural wepaons in the case of PC's are considered before unarmed. But otherwise it's pretty simple.

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PostPosted: Oct 15th, '09, 22:39 
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You may also have to consider scaling of equipment.

i.e. A werewolf hide / attack at a character level of 5 will be different to a werewolf hide / attack at a character level of 25.

I suggest 7 different versions per race, for every 5 levels.
5, 10, 15, 20, 25, 30, 35.

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PostPosted: Oct 15th, '09, 23:09 
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I'll be working on those items once we have the method.

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PostPosted: Oct 16th, '09, 00:30 
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one hide with seven options via script might be a cleaner way to do it. That or dedicate a folder if there is one to supernatural hides and claws. Method in itself is relatively straight forward, I just dont know if you can use natural weapons.

Course it's possible with on equip scripts to stop people from equipping weapons whilst they have nine mile long claws anyway.

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PostPosted: Mar 11th, '10, 16:20 
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Advanced shapechange items going beyond the appearance number are yet to be made.

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