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Silver Fur of Selūne


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#1 Ulb

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Posted 14 April 2013 - 04:54 PM

Another werewolf kit idea.

Please cut me some slack for them name, originally I was going to name it Silver Paw of Selûne :shifty: .

 

While finishing the Bear Walker, I had a lot of cool ideas about how 'enraging' could be used as a kind of main theme for a werewolf kit.

Thats how I came up with this kit idea, which I will probably do next, before the Werewolf/Priest of Malar kit.

 

Please comment, criticize or do whatever else pleases you... :)

 

Kit description:

Spoiler

 



#2 Oracle

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Posted 15 April 2013 - 04:20 AM

Sounds like a good idea since there are good weres and there is a simlar prestiage class in 3.5 pnp. the only trouble i can see is that if your aligment change would holy/ unholy spells swap around.

"Men cry not for themselves, but for their comrades."


#3 Ulb

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Posted 15 April 2013 - 09:57 AM

For vanilla games, the kit/alignment swap shouldn't cause any trouble in regards to the available spells.

If I'm not mistaken, the vanilla game grants all clerics (including druids) all spells. The actual alignment/class restriction is handled within the spells, via an exclusion flag. (E.g.: a 'good priest only' spell would have an exclusion flag for druids and evil alignment.) This way, a newly evil priest should instantly have access to all evil spells.


However, there might be an issue with Divine Remix.

I'll have to check whether DR's spells still have proper evil/good exclusion flags, if that is the case, there shouldn't be a problem with DR either...


Anyway, thanks for your input, that is definitely something I'll have to watch out for. :)

 



#4 Ulb

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Posted 16 April 2013 - 11:34 PM

Oh boy, was I wrong!

 

Turns out, once you've been granted a spell, the exclusion flag doesn't give a rat's ass about your alignment anymore. :)

Also, AddKit has no object to specify and my tries to use ChangeClass to swap back and forth between two classes and somehow 'lose' the old kit on the way, didn't work out either.

 

My attempt to add a `cast spell on condition' effect via the clab file didn't fare much better.

For reasons unknown to me, the game just wouldn't apply the effect if I tried to do it the 'normal way'. I came up with a solution, where I used a create weapon effect to create a weapon for one second, which would then permanently add the spell-cast effect.

While it did work that way, the actual 'cast spell on condition' effect wouldn't work properly either, so in the end, I had to abandon that idea too. :(

 

To cut a long story short, I had to lower my ambitions a little and change quite a few aspects of the kit, thought at least now everything seems to work as intended.

 

I've put the new kit description up for proofreading over here, if anyone is interested in taking a look. :)