forked from Jaysyn/PRC8
157 lines
5.6 KiB
Plaintext
157 lines
5.6 KiB
Plaintext
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/*:://////////////////////////////////////////////
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//:: Spell Name Alter Self
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//:: Spell FileName PHS_S_AlterSelf
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//:://////////////////////////////////////////////
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//:: In Game Spell desctiption
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//:://////////////////////////////////////////////
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Transmutation
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Level: Brd 2, Sor/Wiz 2
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Components: V, S
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Casting Time: 1 standard action
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Range: Personal
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Target: You
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Duration: 10 min./level (D)
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You assume the form of a creature of the same type as your normal form. The
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new form must be within one size category of your normal size and the
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different forms are limited to those listed below. You can change into a
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member of your own kind or even into yourself.
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You only change your appearance, and have no changes to any of your ability
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scores, class, level, hit points, alignment, base attack bonus or saves.
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You can cast spells normally and keep all feats and special abilities.
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You acquire the physical qualities of the new form while retaining your own
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mind. You do not gain any extraordinary special attacks or special qualities
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such as darkvision, low-light vision, blindsense, blindsight, fast healing,
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regeneration, scent, and so forth. Your creature type and subtype (if any)
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remain the same regardless of your new form.
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You become effectively disguised as an average member of the new form<72>s
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race. If you use this spell to create a disguise, you get a +10 bonus on
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your Disguise check. When the change occurs, your equipment, if any, remains
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worn or held by the new form.
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The forms you can take can be; elf, human, half-elf, half-orc, halfling,
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gnome, Orc, Goblin, Bugbear or Gnoll.
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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This is done via. SetAppearanceType().
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I will, for now at least, use a heartbeat that is run on the creature, to
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check if it has been removed/dispelled, and thus change them back. It will
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also remove the effects of this spell if they polymorph.
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Polymorphing, because of how it will change the appearance more tempoarily,
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will be wrappered so that it'll change them back THEN apply polymorph, after
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a tiny delay.
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Valid ones (Remember: Gender stays the same):
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APPEARANCE_TYPE_BUGBEAR_A (And other bugbears?)
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APPEARANCE_TYPE_DWARF
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APPEARANCE_TYPE_ELF
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APPEARANCE_TYPE_GNOLL_WARRIOR (And the other gnoll?)
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APPEARANCE_TYPE_GNOME
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APPEARANCE_TYPE_GOBLIN_A (And other goblins?)
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APPEARANCE_TYPE_HALF_ELF
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APPEARANCE_TYPE_HALF_ORC
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APPEARANCE_TYPE_HALFLING
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APPEARANCE_TYPE_HUMAN
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APPEARANCE_TYPE_ORC_A (And other orcs?)
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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// If they don't have the spell's effects, or do and are polymorphed, we take
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// action. Else, it is fired again.
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void AlterSelfHeartbeat(object oTarget);
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void main()
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{
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// Spell hook check.
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if(!PHS_SpellHookCheck(PHS_SPELL_ALTER_SELF)) return;
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// Declare Major Variables
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object oCaster = OBJECT_SELF;
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object oTarget = GetSpellTargetObject();// Should be OBJECT_SELF
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int nMetaMagic = PHS_GetMetaMagicFeat();
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int nCasterLevel = PHS_GetCasterLevel();
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// Get what to turn into
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int nAppearance = GetLocalInt(oTarget, "PHS_ALTER_SELF_CHOICE");
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// If 0, we default to human
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if(nAppearance == 0)
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{
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nAppearance = APPEARANCE_TYPE_HUMAN;
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}
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// Duration is 10 minutes/level
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float fDuration = PHS_GetDuration(PHS_MINUTES, nCasterLevel * 10, nMetaMagic);
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// Delcare Effects
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effect eVis = EffectVisualEffect(VFX_IMP_POLYMORPH);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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// Fire spell cast at event for target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_ALTER_SELF);
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// Remove previous effects
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PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_ALTER_SELF, oTarget);
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// Remove any polymorph
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PHS_RemoveSpecificEffect(EFFECT_TYPE_POLYMORPH, oTarget, SUBTYPE_IGNORE);
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// Set original appearance if not already set - NPC only!
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if(!GetIsPC(oTarget))
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{
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// We check the integer
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if(PHS_GetLocalConstant(oTarget, "PHS_DEFAULT_APPEARANCE") == -1)
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{
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PHS_SetLocalConstant(oTarget, "PHS_DEFAULT_APPEARANCE", GetAppearanceType(oTarget));
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}
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}
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// Apply visual. Change appearance
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PHS_ApplyDurationAndVFX(oTarget, eVis, eDur, fDuration);
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SetCreatureAppearanceType(oTarget, nAppearance);
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// New heartbeat to remove the appearance change
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DelayCommand(6.0, AlterSelfHeartbeat(oTarget));
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}
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// If they don't have the spell's effects, or do and are polymorphed, we take
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// action. Else, it is fired again.
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void AlterSelfHeartbeat(object oTarget)
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{
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// Check for Polymorph (IE: New one)
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int bPolymorph = PHS_GetHasEffect(EFFECT_TYPE_POLYMORPH, oTarget);
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int bAlterSelf = GetHasSpellEffect(PHS_SPELL_ALTER_SELF, oTarget);
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// Case 1: Alter self now gone, new polymorph there.
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if(bAlterSelf == FALSE && bPolymorph == TRUE)
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{
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// Stop this heartbeat
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return;
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}
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// Case 2: New polymorph, but still got Alter Self (somehow!) we will just
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// remove Alter Self's effects.
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else if(bPolymorph == TRUE)
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{
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PHS_RemoveSpellEffectsFromTarget(PHS_SPELL_ALTER_SELF, oTarget);
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}
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// Case 3: Not Got the effect, no new polymorph
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else if(bAlterSelf == TRUE)
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{
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// Reset apperance
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PHS_RevertAppearance(oTarget);
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}
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// Case 4: None of the above. We do another heartbeat.
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else
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{
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DelayCommand(6.0, AlterSelfHeartbeat(oTarget));
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}
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}
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