Initial upload.
Adding base PRC 4.19a files to repository.
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399
trunk/spells/x2_s2_gwildshp.nss
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399
trunk/spells/x2_s2_gwildshp.nss
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//::///////////////////////////////////////////////
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//:: Greater Wild Shape, Humanoid Shape
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//:: x2_s2_gwildshp
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//:: Copyright (c) 2003 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Allows the character to shift into one of these
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forms, gaining special abilities
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Credits must be given to mr_bumpkin from the NWN
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community who had the idea of merging item properties
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from weapon and armor to the creatures new forms.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Georg Zoeller
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//:: Created On: 2003-07-02
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//:://////////////////////////////////////////////
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//:: Modified By: Deva Winblood
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//:: Modified Date: January 26th, 2008
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//:://////////////////////////////////////////////
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/*
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Modified to insure no shapeshifting spells are castable upon
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mounted targets. This prevents problems that can occur due
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to dismounting after shape shifting, or other issues that can
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occur due to preserved appearances getting out of synch.
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This can additional check can be disabled by setting the variable
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X3_NO_SHAPESHIFT_SPELL_CHECK to 1 on the module object. If this
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variable is set then this script will function as it did prior to
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this modification.
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*/
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//#include "x2_inc_itemprop"
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#include "x2_inc_shifter"
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//#include "x3_inc_horse"
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#include "prc_alterations"
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#include "pnp_shft_poly"
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void dragon_shape_shift(object oPC, int nShape)
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{
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string sResRef = Get2DACache("prc_polymorph", "ResRef", nShape);
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StoreCurrentAppearanceAsTrueAppearance(oPC, TRUE);
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ShiftIntoResRef(oPC, SHIFTER_TYPE_DRUID, sResRef, TRUE);
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}
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void main()
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{
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//--------------------------------------------------------------------------
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// Declare major variables
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//--------------------------------------------------------------------------
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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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int nShifter = GetLevelByClass(CLASS_TYPE_SHIFTER);
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effect ePoly;
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int nPoly;
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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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if (PRCHorseGetIsMounted(oTarget))
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{ // abort
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if (GetIsPC(oTarget)) FloatingTextStrRefOnCreature(111982,oTarget,FALSE);
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return;
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} // abort
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} // check to see if abort due to being mounted
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//this command will make shore that polymorph plays nice with the shifter
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ShifterCheck(OBJECT_SELF);
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int nShape = GetPersistantLocalInt(OBJECT_SELF, PRC_PNP_SHIFTING + IntToString(nSpell));
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if(nShape > 0)
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{
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dragon_shape_shift(OBJECT_SELF, nShape);
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return;
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}
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// Feb 13, 2004, Jon: Added scripting to take care of case where it's an NPC
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// using one of the feats. It will randomly pick one of the shapes associated
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// with the feat.
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switch(nSpell)
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{
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// Greater Wildshape I
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case 646: nSpell = Random(5)+658; break;
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// Greater Wildshape II
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case 675: switch(Random(3))
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{
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case 0: nSpell = 672; break;
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case 1: nSpell = 678; break;
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case 2: nSpell = 680;
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}
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break;
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// Greater Wildshape III
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case 676: switch(Random(3))
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{
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case 0: nSpell = 670; break;
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case 1: nSpell = 673; break;
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case 2: nSpell = 674;
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}
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break;
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// Greater Wildshape IV
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case 677: switch(Random(3))
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{
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case 0: nSpell = 679; break;
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case 1: nSpell = 691; break;
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case 2: nSpell = 694;
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}
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break;
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// Humanoid Shape
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case 681: nSpell = Random(3)+682; break;
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// Undead Shape
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case 685: nSpell = Random(3)+704; break;
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// Dragon Shape
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case 725: nSpell = Random(3)+707; break;
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// Outsider Shape
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case 732: nSpell = Random(3)+733; break;
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// Construct Shape
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case 737: nSpell = Random(3)+738; break;
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}
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//--------------------------------------------------------------------------
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// Determine which form to use based on spell id, gender and level
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//--------------------------------------------------------------------------
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switch (nSpell)
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{
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//-----------------------------------------------------------------------
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// Greater Wildshape I - Wyrmling Shape
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//-----------------------------------------------------------------------
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case 658: nPoly = POLYMORPH_TYPE_WYRMLING_RED; break;
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case 659: nPoly = POLYMORPH_TYPE_WYRMLING_BLUE; break;
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case 660: nPoly = POLYMORPH_TYPE_WYRMLING_BLACK; break;
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case 661: nPoly = POLYMORPH_TYPE_WYRMLING_WHITE; break;
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case 662: nPoly = POLYMORPH_TYPE_WYRMLING_GREEN; break;
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//-----------------------------------------------------------------------
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// Greater Wildshape II - Minotaur, Gargoyle, Harpy
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//-----------------------------------------------------------------------
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case 672: if (nShifter < X2_GW2_EPIC_THRESHOLD)
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nPoly = POLYMORPH_TYPE_HARPY;
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else
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nPoly = 97;
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break;
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case 678: if (nShifter < X2_GW2_EPIC_THRESHOLD)
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nPoly = POLYMORPH_TYPE_GARGOYLE;
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else
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nPoly = 98;
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break;
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case 680: if (nShifter < X2_GW2_EPIC_THRESHOLD)
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nPoly = POLYMORPH_TYPE_MINOTAUR;
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else
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nPoly = 96;
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break;
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//-----------------------------------------------------------------------
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// Greater Wildshape III - Drider, Basilisk, Manticore
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//-----------------------------------------------------------------------
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case 670: if (nShifter < X2_GW3_EPIC_THRESHOLD)
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nPoly = POLYMORPH_TYPE_BASILISK;
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else
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nPoly = 99;
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break;
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case 673: if (nShifter < X2_GW3_EPIC_THRESHOLD)
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nPoly = POLYMORPH_TYPE_DRIDER;
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else
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nPoly = 100;
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break;
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case 674: if (nShifter < X2_GW3_EPIC_THRESHOLD)
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nPoly = POLYMORPH_TYPE_MANTICORE;
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else
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nPoly = 101;
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break;
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//-----------------------------------------------------------------------
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// Greater Wildshape IV - Dire Tiger, Medusa, MindFlayer
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//-----------------------------------------------------------------------
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case 679: nPoly = POLYMORPH_TYPE_MEDUSA; break;
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case 691: nPoly = 68; break; // Mindflayer
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case 694: nPoly = 69; break; // DireTiger
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//-----------------------------------------------------------------------
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// Humanoid Shape - Kobold Commando, Drow, Lizard Crossbow Specialist
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//-----------------------------------------------------------------------
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case 682:
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if(nShifter< 17)
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{
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if (GetGender(OBJECT_SELF) == GENDER_MALE) //drow
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nPoly = 59;
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else
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nPoly = 70;
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}
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else
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{
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if (GetGender(OBJECT_SELF) == GENDER_MALE) //drow
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nPoly = 105;
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else
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nPoly = 106;
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}
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break;
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case 683:
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if(nShifter< 17)
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{
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nPoly = 82; break; // Lizard
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}
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else
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{
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nPoly =104; break; // Epic Lizard
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}
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case 684: if(nShifter< 17)
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{
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nPoly = 83; break; // Kobold Commando
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}
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else
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{
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nPoly = 103; break; // Kobold Commando
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}
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//-----------------------------------------------------------------------
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// Undead Shape - Spectre, Risen Lord, Vampire
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//-----------------------------------------------------------------------
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case 704: nPoly = 75; break; // Risen lord
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case 705: if (GetGender(OBJECT_SELF) == GENDER_MALE) // vampire
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nPoly = 74;
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else
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nPoly = 77;
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break;
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case 706: nPoly = 76; break; /// spectre
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//-----------------------------------------------------------------------
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// Dragon Shape - Red Blue and Green Dragons
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//-----------------------------------------------------------------------
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case 707: nPoly = 72; break; // Ancient Red Dragon
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case 708: nPoly = 71; break; // Ancient Blue Dragon
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case 709: nPoly = 73; break; // Ancient Green Dragon
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//-----------------------------------------------------------------------
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// Outsider Shape - Rakshasa, Azer Chieftain, Black Slaad
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//-----------------------------------------------------------------------
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case 733: if (GetGender(OBJECT_SELF) == GENDER_MALE) //azer
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nPoly = 85;
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else // anything else is female
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nPoly = 86;
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break;
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case 734: if (GetGender(OBJECT_SELF) == GENDER_MALE) //rakshasa
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nPoly = 88;
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else // anything else is female
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nPoly = 89;
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break;
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case 735: nPoly =87; break; // slaad
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//-----------------------------------------------------------------------
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// Construct Shape - Stone Golem, Iron Golem, Demonflesh Golem
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//-----------------------------------------------------------------------
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case 738: nPoly =91; break; // stone golem
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case 739: nPoly =92; break; // demonflesh golem
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case 740: nPoly =90; break; // iron golem
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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 = ShifterMergeWeapon(nPoly);
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int bArmor = ShifterMergeArmor(nPoly);
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int bItems = ShifterMergeItems(nPoly);
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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 = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,OBJECT_SELF);
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object oArmorOld = GetItemInSlot(INVENTORY_SLOT_CHEST,OBJECT_SELF);
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object oRing1Old = GetItemInSlot(INVENTORY_SLOT_LEFTRING,OBJECT_SELF);
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object oRing2Old = GetItemInSlot(INVENTORY_SLOT_RIGHTRING,OBJECT_SELF);
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object oAmuletOld = GetItemInSlot(INVENTORY_SLOT_NECK,OBJECT_SELF);
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object oCloakOld = GetItemInSlot(INVENTORY_SLOT_CLOAK,OBJECT_SELF);
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object oBootsOld = GetItemInSlot(INVENTORY_SLOT_BOOTS,OBJECT_SELF);
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object oBeltOld = GetItemInSlot(INVENTORY_SLOT_BELT,OBJECT_SELF);
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object oHelmetOld = GetItemInSlot(INVENTORY_SLOT_HEAD,OBJECT_SELF);
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object oShield = GetItemInSlot(INVENTORY_SLOT_LEFTHAND,OBJECT_SELF);
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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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//--------------------------------------------------------------------------
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// Here the actual polymorphing is done
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//--------------------------------------------------------------------------
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ePoly = EffectPolymorph(nPoly);
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ePoly = ExtraordinaryEffect(ePoly);
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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_PERMANENT, ePoly, OBJECT_SELF);
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId(), FALSE));
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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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//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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// GZ: 2003-10-20
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// Sorry, but I was forced to take that out, it was confusing people
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// and there were problems with updating the stats sheet.
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//----------------------------------------------------------------------
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/* if (!GetIsObjectValid(oWeaponOld))
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{
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//------------------------------------------------------------------
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// If we had no weapon equipped before, remove the old weapon
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// to allow monks to change into unarmed forms by not equipping any
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// weapon before polymorphing
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//------------------------------------------------------------------
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DestroyObject(oWeaponNew);
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}
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else*/
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{
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//------------------------------------------------------------------
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// Merge item properties...
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//------------------------------------------------------------------
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IPWildShapeCopyItemProperties(oWeaponOld,oWeaponNew, TRUE);
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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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IPWildShapeCopyItemProperties(oArmorOld,oArmorNew);
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IPWildShapeCopyItemProperties(oHelmetOld,oArmorNew);
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IPWildShapeCopyItemProperties(oShield,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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IPWildShapeCopyItemProperties(oRing1Old,oArmorNew);
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IPWildShapeCopyItemProperties(oRing2Old,oArmorNew);
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IPWildShapeCopyItemProperties(oAmuletOld,oArmorNew);
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IPWildShapeCopyItemProperties(oCloakOld,oArmorNew);
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IPWildShapeCopyItemProperties(oBootsOld,oArmorNew);
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IPWildShapeCopyItemProperties(oBeltOld,oArmorNew);
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}
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//--------------------------------------------------------------------------
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// Set artificial usage limits for special ability spells to work around
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// the engine limitation of not being able to set a number of uses for
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// spells in the polymorph radial
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//--------------------------------------------------------------------------
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ShifterSetGWildshapeSpellLimits(nSpell);
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}
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Reference in New Issue
Block a user