Serpentax wrote:
any spels you grant will be AT WIll as i still haven't got the hang of adding the artifical limit to them..
No idea if you've solved this yet as I didn't read any update on it in your forum.
To solve this set a local variable on the character when he shifts into the shape. Each time the power is used decrease the varibale by one untill 0 uses are left. When this happens show the "concentrate message".
For this to work smoothy you have to edit other .2da's as well for you need new powers to be available that call the new scripts. If you wish to avoid this you'd have to recycle existing scripts like the baislik or vampire gaze attacks. Then you'd call the apropriate power depending on ApperanceID.
Icon's and title won't be correct then however.
I myself have played a shifter on a low magic world similar to CoPaP. They can be quite good if played well, sometimes even frigheningly so at high levels agaist particular opponents (those whose weaknesses neatly fit with the shifters strengths). They are however not inherently more powerfull then any other class that is played well... like mages for instance. Played baldy they can be very bad however, they are not for those that don't want to think about tactics.
Any world that does nerf their abilities, like their strong magic weapons at later levels I would suggest incorperating Iznoghoud Improved Wildshape Script
http://nwvault.ign.com/Files/scripts/da ... 7078.shtml. This will allow magic items to stack properly for shifters like for other characters.
A +2 Ring, +2 Boots and a +1 Armor will then give +5 AC, unlike the current implementation where the shifter would only get +2 to AC from them when shiffted.