313 lines
13 KiB
Plaintext
313 lines
13 KiB
Plaintext
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//::///////////////////////////////////////////////
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//:: Wild Shape
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//:: NW_S2_WildShape
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Allows the Druid to change into animal forms.
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Updated: Sept 30 2003, Georg Z.
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* Made Armor merge with druid to make forms
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more useful.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Jan 22, 2002
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//:://////////////////////////////////////////////
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// See ws_inc_shifter for details on the changes.
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#include "ws_inc_shifter"
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void main()
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{
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//Declare major variables
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int nSpell = GetSpellId();
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object oTarget = GetSpellTargetObject();
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effect eVis = EffectVisualEffect(VFX_IMP_POLYMORPH);
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effect ePoly;
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int nPoly;
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int nMetaMagic = GetMetaMagicFeat();
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int nDuration = GetLevelByClass(CLASS_TYPE_DRUID);
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if (!GetLocalInt(GetModule(),"X3_NO_SHAPESHIFT_SPELL_CHECK"))
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{ // check to see if abort due to being mounted
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switch(GetPhenoType(oTarget))
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{// shape shifting not allowed while mounted
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case 3:
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case 5:
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case 6:
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case 8:
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if(GetIsPC(oTarget))
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{
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FloatingTextStrRefOnCreature(111982,oTarget,FALSE);
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}
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// shape shifting not allowed while mounted
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return;
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}
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} // check to see if abort due to being mounted
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//Enter Metamagic conditions
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if (nMetaMagic == METAMAGIC_EXTEND)
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{
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nDuration = nDuration *2; //Duration is +100%
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}
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//Determine Polymorph subradial type
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if(nSpell == 401)
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{
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nPoly = POLYMORPH_TYPE_BROWN_BEAR;
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if (nDuration >= 12)
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{
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nPoly = POLYMORPH_TYPE_DIRE_BROWN_BEAR;
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}
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}
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else if (nSpell == 402)
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{
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nPoly = POLYMORPH_TYPE_PANTHER;
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if (nDuration >= 12)
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{
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nPoly = POLYMORPH_TYPE_DIRE_PANTHER;
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}
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}
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else if (nSpell == 403)
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{
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nPoly = POLYMORPH_TYPE_WOLF;
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if (nDuration >= 12)
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{
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nPoly = POLYMORPH_TYPE_DIRE_WOLF;
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}
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}
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else if (nSpell == 404)
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{
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nPoly = POLYMORPH_TYPE_BOAR;
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if (nDuration >= 12)
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{
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nPoly = POLYMORPH_TYPE_DIRE_BOAR;
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}
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}
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else if (nSpell == 405)
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{
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nPoly = POLYMORPH_TYPE_BADGER;
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if (nDuration >= 12)
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{
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nPoly = POLYMORPH_TYPE_DIRE_BADGER;
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}
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}
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//--------------------------------------------------------------------------
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// Determine which items get their item properties merged onto the shifters
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// new form.
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//--------------------------------------------------------------------------
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int bWeapon;
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int bArmor;
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int bItems;
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int bCopyGlovesToClaws = FALSE;
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bWeapon = StringToInt(Get2DAString("polymorph","MergeW",nPoly)) == 1;
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if ( WS_ALWAYS_COPY_ARMOR_PROPS )
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bArmor = TRUE;
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else
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bArmor = StringToInt(Get2DAString("polymorph","MergeA",nPoly)) == 1;
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if ( WS_ALWAYS_COPY_ITEM_PROPS )
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bItems = TRUE;
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else
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bItems = StringToInt(Get2DAString("polymorph","MergeI",nPoly)) == 1;
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//--------------------------------------------------------------------------
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// Send message to PC about which items get merged to this form
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//--------------------------------------------------------------------------
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string sMerge;
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sMerge = "Merged: "; // <caz<61>>: This is a color code that makes the text behind it blue.
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if(bArmor) sMerge += "<caz<61>>Armor, Helmet, Shield";
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if(bItems) sMerge += ",</c> <ca<63>a>Rings, Amulet, Cloak, Boots, Belt, Bracers";
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if( bWeapon || WS_COPY_WEAPON_PROPS_TO_UNARMED == 1 )
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sMerge += ",</c> <c<>AA>Weapon";
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else if ( WS_COPY_WEAPON_PROPS_TO_UNARMED == 2 )
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sMerge += ",</c> <c<>AA>Gloves to unarmed attacks";
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else if (WS_COPY_WEAPON_PROPS_TO_UNARMED == 3 )
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sMerge += ",</c> <c<>AA>Weapon (if you had one equipped) or gloves to unarmed attacks";
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else
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sMerge += ",</c> <c<>AA>No weapon or gloves to unarmed attacks";
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SendMessageToPC(oTarget,sMerge + ".</c>");
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//--------------------------------------------------------------------------
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// Store the old objects so we can access them after the character has
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// changed into his new form
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//--------------------------------------------------------------------------
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object oWeaponOld;
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object oArmorOld;
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object oRing1Old ;
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object oRing2Old;
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object oAmuletOld;
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object oCloakOld ;
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object oBootsOld ;
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object oBeltOld ;
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object oHelmetOld;
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object oShield ;
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object oBracerOld;
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object oHideOld;
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int nServerSaving = GetLocalInt(OBJECT_SELF, "GW_ServerSave");
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if(nServerSaving != TRUE)
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{
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//if not polymorphed get items worn and store on player.
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oWeaponOld = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,OBJECT_SELF);
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oArmorOld = GetItemInSlot(INVENTORY_SLOT_CHEST,OBJECT_SELF);
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oRing1Old = GetItemInSlot(INVENTORY_SLOT_LEFTRING,OBJECT_SELF);
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oRing2Old = GetItemInSlot(INVENTORY_SLOT_RIGHTRING,OBJECT_SELF);
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oAmuletOld = GetItemInSlot(INVENTORY_SLOT_NECK,OBJECT_SELF);
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oCloakOld = GetItemInSlot(INVENTORY_SLOT_CLOAK,OBJECT_SELF);
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oBootsOld = GetItemInSlot(INVENTORY_SLOT_BOOTS,OBJECT_SELF);
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oBeltOld = GetItemInSlot(INVENTORY_SLOT_BELT,OBJECT_SELF);
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oHelmetOld = GetItemInSlot(INVENTORY_SLOT_HEAD,OBJECT_SELF);
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oShield = GetItemInSlot(INVENTORY_SLOT_LEFTHAND,OBJECT_SELF);
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oBracerOld = GetItemInSlot(INVENTORY_SLOT_ARMS,OBJECT_SELF);
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oHideOld = GetItemInSlot(INVENTORY_SLOT_CARMOUR,OBJECT_SELF);
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SetLocalObject(OBJECT_SELF,"GW_OldWeapon",oWeaponOld);
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SetLocalObject(OBJECT_SELF,"GW_OldArmor",oArmorOld);
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SetLocalObject(OBJECT_SELF,"GW_OldRing1",oRing1Old);
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SetLocalObject(OBJECT_SELF,"GW_OldRing2",oRing2Old);
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SetLocalObject(OBJECT_SELF,"GW_OldAmulet",oAmuletOld);
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SetLocalObject(OBJECT_SELF,"GW_OldCloak",oCloakOld);
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SetLocalObject(OBJECT_SELF,"GW_OldBoots",oBootsOld);
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SetLocalObject(OBJECT_SELF,"GW_OldBelt",oBeltOld);
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SetLocalObject(OBJECT_SELF,"GW_OldHelmet",oHelmetOld);
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SetLocalObject(OBJECT_SELF,"GW_OldBracer",oBracerOld);
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SetLocalObject(OBJECT_SELF,"GW_OldHide",oHideOld);
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if (GetIsObjectValid(oShield))
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{
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if (GetBaseItemType(oShield) !=BASE_ITEM_LARGESHIELD &&
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GetBaseItemType(oShield) !=BASE_ITEM_SMALLSHIELD &&
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GetBaseItemType(oShield) !=BASE_ITEM_TOWERSHIELD)
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{
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oShield = OBJECT_INVALID;
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}
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}
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SetLocalObject(OBJECT_SELF,"GW_OldShield",oShield);
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}
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else
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{
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//If server saving use items stored earlier.
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oWeaponOld = GetLocalObject(OBJECT_SELF,"GW_OldWeapon");
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oArmorOld = GetLocalObject(OBJECT_SELF,"GW_OldArmor");
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oRing1Old = GetLocalObject(OBJECT_SELF,"GW_OldRing1");
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oRing2Old = GetLocalObject(OBJECT_SELF,"GW_OldRing2");
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oAmuletOld = GetLocalObject(OBJECT_SELF,"GW_OldAmulet");
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oCloakOld = GetLocalObject(OBJECT_SELF,"GW_OldCloak");
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oBootsOld = GetLocalObject(OBJECT_SELF,"GW_OldBoots");
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oBeltOld = GetLocalObject(OBJECT_SELF,"GW_OldBelt");
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oHelmetOld = GetLocalObject(OBJECT_SELF,"GW_OldHelmet");
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oShield = GetLocalObject(OBJECT_SELF,"GW_OldShield");
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oBracerOld = GetLocalObject(OBJECT_SELF,"GW_OldBracer");
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oHideOld = GetLocalObject(OBJECT_SELF,"GW_OldHide");
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SetLocalInt(OBJECT_SELF, "GW_ServerSave", FALSE);
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}
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ePoly = EffectPolymorph(nPoly);
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//--------------------------------------------------------------------------
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// Iznoghoud: Handle stacking item properties here.
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ePoly = AddStackablePropertiesToPoly ( OBJECT_SELF, ePoly, bWeapon, bItems, bArmor, oArmorOld, oRing1Old, oRing2Old, oAmuletOld, oCloakOld, oBracerOld, oBootsOld, oBeltOld, oHelmetOld, oShield, oWeaponOld, oHideOld);
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//--------------------------------------------------------------------------
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ePoly = ExtraordinaryEffect(ePoly);
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_WILD_SHAPE, FALSE));
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//Apply the VFX impact and effects
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ClearAllActions(); // prevents an exploit
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ePoly, OBJECT_SELF, HoursToSeconds(nDuration));
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//--------------------------------------------------------------------------
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// This code handles the merging of item properties
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//--------------------------------------------------------------------------
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object oWeaponNew = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,OBJECT_SELF);
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object oArmorNew = GetItemInSlot(INVENTORY_SLOT_CARMOUR,OBJECT_SELF);
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object oClawLeft = GetItemInSlot(INVENTORY_SLOT_CWEAPON_L,OBJECT_SELF);
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object oClawRight = GetItemInSlot(INVENTORY_SLOT_CWEAPON_R,OBJECT_SELF);
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object oBite = GetItemInSlot(INVENTORY_SLOT_CWEAPON_B,OBJECT_SELF);
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//identify weapon
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SetIdentified(oWeaponNew, TRUE);
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//--------------------------------------------------------------------------
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// ...Weapons
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//--------------------------------------------------------------------------
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if (bWeapon)
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{
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//------------------------------------------------------------------
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// Merge weapon properties...
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//------------------------------------------------------------------
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WildshapeCopyWeaponProperties(oTarget, oWeaponOld,oWeaponNew);
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}
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else
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{
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switch ( GW_COPY_WEAPON_PROPS_TO_UNARMED )
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{
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case 1: // Copy over weapon properties to claws/bite
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WildshapeCopyNonStackProperties(oWeaponOld,oClawLeft, TRUE);
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WildshapeCopyNonStackProperties(oWeaponOld,oClawRight, TRUE);
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WildshapeCopyNonStackProperties(oWeaponOld,oBite, TRUE);
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break;
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case 2: // Copy over glove properties to claws/bite
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WildshapeCopyNonStackProperties(oBracerOld,oClawLeft, FALSE);
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WildshapeCopyNonStackProperties(oBracerOld,oClawRight, FALSE);
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WildshapeCopyNonStackProperties(oBracerOld,oBite, FALSE);
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bCopyGlovesToClaws = TRUE;
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break;
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case 3: // Copy over weapon properties to claws/bite if wearing a weapon, otherwise copy gloves
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if ( GetIsObjectValid(oWeaponOld) )
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{
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WildshapeCopyNonStackProperties(oWeaponOld,oClawLeft, TRUE);
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WildshapeCopyNonStackProperties(oWeaponOld,oClawRight, TRUE);
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WildshapeCopyNonStackProperties(oWeaponOld,oBite, TRUE);
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}
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else
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{
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WildshapeCopyNonStackProperties(oBracerOld,oClawLeft, FALSE);
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WildshapeCopyNonStackProperties(oBracerOld,oClawRight, FALSE);
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WildshapeCopyNonStackProperties(oBracerOld,oBite, FALSE);
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bCopyGlovesToClaws = TRUE;
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}
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break;
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default: // Do not copy over anything
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break;
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};
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}
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//--------------------------------------------------------------------------
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// ...Armor
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//--------------------------------------------------------------------------
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if (bArmor)
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{
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//----------------------------------------------------------------------
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// Merge item properties from armor and helmet...
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//----------------------------------------------------------------------
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WildshapeCopyNonStackProperties(oArmorOld,oArmorNew);
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WildshapeCopyNonStackProperties(oHelmetOld,oArmorNew);
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WildshapeCopyNonStackProperties(oShield,oArmorNew);
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WildshapeCopyNonStackProperties(oHideOld,oArmorNew);
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}
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//--------------------------------------------------------------------------
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// ...Magic Items
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//--------------------------------------------------------------------------
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if (bItems)
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{
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//----------------------------------------------------------------------
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// Merge item properties from from rings, amulets, cloak, boots, belt
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//----------------------------------------------------------------------
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WildshapeCopyNonStackProperties(oRing1Old,oArmorNew);
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WildshapeCopyNonStackProperties(oRing2Old,oArmorNew);
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WildshapeCopyNonStackProperties(oAmuletOld,oArmorNew);
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WildshapeCopyNonStackProperties(oCloakOld,oArmorNew);
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WildshapeCopyNonStackProperties(oBootsOld,oArmorNew);
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WildshapeCopyNonStackProperties(oBeltOld,oArmorNew);
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WildshapeCopyNonStackProperties(oBracerOld,oArmorNew);
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}
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}
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