Added "Removed Files" folder
Added "Removed Files" folder in case we needed to review any of them.
This commit is contained in:
458
_module/_removed files/x2_s2_gwildshp.nss
Normal file
458
_module/_removed files/x2_s2_gwildshp.nss
Normal file
@@ -0,0 +1,458 @@
|
||||
//::///////////////////////////////////////////////
|
||||
//:: Greater Wild Shape, Humanoid Shape
|
||||
//:: x2_s2_gwildshp
|
||||
//:: Copyright (c) 2003 Bioware Corp.
|
||||
//:://////////////////////////////////////////////
|
||||
/*
|
||||
Allows the character to shift into one of these
|
||||
forms, gaining special abilities
|
||||
Credits must be given to mr_bumpkin from the NWN
|
||||
community who had the idea of merging item properties
|
||||
from weapon and armor to the creatures new forms.
|
||||
*/
|
||||
//:://////////////////////////////////////////////
|
||||
//:: Created By: Georg Zoeller
|
||||
//:: Created On: 2003-07-02
|
||||
//:://////////////////////////////////////////////
|
||||
//:: Modified By: Iznoghoud
|
||||
/*
|
||||
What this script changes:
|
||||
- Tower shields now carry over their properties just like Small and Large
|
||||
shields. (Which has been a bug I believe since the original script had 2 checks
|
||||
for SMALLSHIELD in it, one probably should have been TOWERSHIELD)
|
||||
- Melee Weapon properties now carry over to the unarmed forms' claws and bite
|
||||
attacks.
|
||||
- My last (and most complicated) changes:
|
||||
1) Now, items with an AC bonus (or penalty) carry over to the shifted form as
|
||||
the correct type. This means if you wear an amulet of natural armor +4, and a
|
||||
cloak of protection +5, and you shift to a form that gets all item properties
|
||||
carried over, you will have the +4 natural armor bonus from the ammy, as well as
|
||||
the +5 deflection bonus from the cloak. No longer will the highest one override
|
||||
all the other AC bonuses even if they are a different type. Note that some
|
||||
forms, such as the dragon, get an inherent natural AC bonus, which may still
|
||||
override your amulet of natural armor, if the inherent bonus is better.
|
||||
2) Other "stackable" item properties, like ability bonuses, skill bonuses and
|
||||
saving throw bonuses, now correctly add up in shifted form. This means if you
|
||||
have a ring that gives +2 strength, and a ring with +3 strength, and you shift
|
||||
into a drow warrior, you get +5 strength in shifted form, where you used to get
|
||||
only +3. (the highest)
|
||||
|
||||
-- Modified by StoneDK 2003.12.21
|
||||
Added saving of old equip to allow items to be applied without going
|
||||
through normal shape, should now get item effects even when changing
|
||||
directly from wyrm to kobold shape.
|
||||
Added message to player about which items are merged.
|
||||
|
||||
-- Modified by Iznoghoud 2003-12-26
|
||||
Added storing of Polymorph ID on the player for letting exportallchars() scripts
|
||||
reapply polymorphing effects when saving
|
||||
|
||||
-- Modified by Iznoghoud 2003-12-27
|
||||
Added regeneration as a stacking property, bracers now stored correctly for re-shifting,
|
||||
Added constants for easy configuration.
|
||||
|
||||
-- Modified by Iznoghoud January 13 2004
|
||||
The bulk of the handling of stacking item properties, as well as the constants
|
||||
for configuration, are now in ws_inc_shifter, which is included
|
||||
by this file, and the two druid polymorphing scripts, nw_s2_elemshape and nw_s2_wildshape.
|
||||
Made the message about which items are merged more explicit.
|
||||
*/
|
||||
//:://////////////////////////////////////////////
|
||||
|
||||
#include "ws_inc_shifter"
|
||||
|
||||
// Main function of the script
|
||||
void main()
|
||||
{
|
||||
|
||||
if(GetLocalInt(GetArea(OBJECT_SELF), "NOCAST")==2 && !GetIsDM(OBJECT_SELF))
|
||||
{
|
||||
|
||||
FloatingTextStringOnCreature("All spells fizzle in town.", OBJECT_SELF);
|
||||
|
||||
return;
|
||||
}
|
||||
//--------------------------------------------------------------------------
|
||||
// Declare major variables
|
||||
//--------------------------------------------------------------------------
|
||||
object oPC = OBJECT_SELF;
|
||||
int nSpell = GetSpellId();
|
||||
object oTarget = GetSpellTargetObject();
|
||||
effect eVis = EffectVisualEffect(VFX_IMP_POLYMORPH);
|
||||
int nShifter = GetLevelByClass(CLASS_TYPE_SHIFTER);
|
||||
effect ePoly;
|
||||
int nPoly;
|
||||
//--------------------------------------------------------------------------
|
||||
// Determine which form to use based on spell id, gender and level
|
||||
//--------------------------------------------------------------------------
|
||||
switch (nSpell)
|
||||
{
|
||||
//-----------------------------------------------------------------------
|
||||
// Greater Wildshape I - Wyrmling Shape
|
||||
//-----------------------------------------------------------------------
|
||||
case 658: nPoly = POLYMORPH_TYPE_WYRMLING_RED; break;
|
||||
case 659: nPoly = POLYMORPH_TYPE_WYRMLING_BLUE; break;
|
||||
case 660: nPoly = POLYMORPH_TYPE_WYRMLING_BLACK; break;
|
||||
case 661: nPoly = POLYMORPH_TYPE_WYRMLING_WHITE; break;
|
||||
case 662: nPoly = POLYMORPH_TYPE_WYRMLING_GREEN; break;
|
||||
//-----------------------------------------------------------------------
|
||||
// Greater Wildshape II - Minotaur, Gargoyle, Harpy
|
||||
//-----------------------------------------------------------------------
|
||||
case 672: if (nShifter < X2_GW2_EPIC_THRESHOLD)
|
||||
nPoly = POLYMORPH_TYPE_HARPY;
|
||||
else
|
||||
nPoly = 97;
|
||||
break;
|
||||
case 678: if (nShifter < X2_GW2_EPIC_THRESHOLD)
|
||||
nPoly = POLYMORPH_TYPE_GARGOYLE;
|
||||
else
|
||||
nPoly = 98;
|
||||
break;
|
||||
case 680: if (nShifter < X2_GW2_EPIC_THRESHOLD)
|
||||
nPoly = POLYMORPH_TYPE_MINOTAUR;
|
||||
else
|
||||
nPoly = 96;
|
||||
break;
|
||||
//-----------------------------------------------------------------------
|
||||
// Greater Wildshape III - Drider, Basilisk, Manticore
|
||||
//-----------------------------------------------------------------------
|
||||
case 670: if (nShifter < X2_GW3_EPIC_THRESHOLD)
|
||||
nPoly = POLYMORPH_TYPE_BASILISK;
|
||||
else
|
||||
nPoly = 99;
|
||||
break;
|
||||
case 673: if (nShifter < X2_GW3_EPIC_THRESHOLD)
|
||||
nPoly = POLYMORPH_TYPE_DRIDER;
|
||||
else
|
||||
nPoly = 100;
|
||||
break;
|
||||
case 674: if (nShifter < X2_GW3_EPIC_THRESHOLD)
|
||||
nPoly = POLYMORPH_TYPE_MANTICORE;
|
||||
else
|
||||
nPoly = 101;
|
||||
break;
|
||||
//-----------------------------------------------------------------------
|
||||
// Greater Wildshape IV - Dire Tiger, Medusa, MindFlayer
|
||||
//-----------------------------------------------------------------------
|
||||
case 679: nPoly = POLYMORPH_TYPE_MEDUSA; break;
|
||||
case 691: nPoly = 68; break; // Mindflayer
|
||||
case 694: nPoly = 69; break; // DireTiger
|
||||
//-----------------------------------------------------------------------
|
||||
// Humanoid Shape - Kobold Commando, Drow, Lizard Crossbow Specialist
|
||||
//-----------------------------------------------------------------------
|
||||
case 682:
|
||||
if(nShifter< 17)
|
||||
{
|
||||
if (GetGender(OBJECT_SELF) == GENDER_MALE) //drow
|
||||
nPoly = 59;
|
||||
else
|
||||
nPoly = 70;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (GetGender(OBJECT_SELF) == GENDER_MALE) //drow
|
||||
nPoly = 105;
|
||||
else
|
||||
nPoly = 106;
|
||||
}
|
||||
break;
|
||||
case 683:
|
||||
if(nShifter< 17)
|
||||
{
|
||||
nPoly = 82; break; // Lizard
|
||||
}
|
||||
else
|
||||
{
|
||||
nPoly =104; break; // Epic Lizard
|
||||
}
|
||||
case 684: if(nShifter< 17)
|
||||
{
|
||||
nPoly = 83; break; // Kobold Commando
|
||||
}
|
||||
else
|
||||
{
|
||||
nPoly = 103; break; // Kobold Commando
|
||||
}
|
||||
//-----------------------------------------------------------------------
|
||||
// Undead Shape - Spectre, Risen Lord, Vampire
|
||||
//-----------------------------------------------------------------------
|
||||
case 704: nPoly = 75; break; // Risen lord
|
||||
case 705: if (GetGender(OBJECT_SELF) == GENDER_MALE) // vampire
|
||||
nPoly = 74;
|
||||
else
|
||||
nPoly = 77;
|
||||
break;
|
||||
case 706: nPoly = 76; break; /// spectre
|
||||
//-----------------------------------------------------------------------
|
||||
// Dragon Shape - Red Blue and Green Dragons
|
||||
//-----------------------------------------------------------------------
|
||||
case 707: nPoly = 72; break; // Ancient Red Dragon
|
||||
case 708: nPoly = 71; break; // Ancient Blue Dragon
|
||||
case 709: nPoly = 73; break; // Ancient Green Dragon
|
||||
//-----------------------------------------------------------------------
|
||||
// Outsider Shape - Rakshasa, Azer Chieftain, Black Slaad
|
||||
//-----------------------------------------------------------------------
|
||||
case 733: if (GetGender(OBJECT_SELF) == GENDER_MALE) //azer
|
||||
nPoly = 85;
|
||||
else // anything else is female
|
||||
nPoly = 86;
|
||||
break;
|
||||
case 734: if (GetGender(OBJECT_SELF) == GENDER_MALE) //rakshasa
|
||||
nPoly = 88;
|
||||
else // anything else is female
|
||||
nPoly = 89;
|
||||
break;
|
||||
case 735: nPoly =87; break; // slaad
|
||||
//-----------------------------------------------------------------------
|
||||
// Construct Shape - Stone Golem, Iron Golem, Demonflesh Golem
|
||||
//-----------------------------------------------------------------------
|
||||
case 738: nPoly =91; break; // stone golem
|
||||
case 739: nPoly =92; break; // demonflesh golem
|
||||
case 740: nPoly =90; break; // iron golem
|
||||
}
|
||||
//--------------------------------------------------------------------------
|
||||
// Determine which items get their item properties merged onto the shifters
|
||||
// new form.
|
||||
//--------------------------------------------------------------------------
|
||||
int bWeapon;
|
||||
int bArmor;
|
||||
int bItems;
|
||||
int bCopyGlovesToClaws = FALSE;
|
||||
|
||||
bWeapon = ShifterMergeWeapon(nPoly);
|
||||
|
||||
if ( GW_ALWAYS_COPY_ARMOR_PROPS )
|
||||
bArmor = TRUE;
|
||||
else
|
||||
bArmor = ShifterMergeArmor(nPoly);
|
||||
|
||||
if ( GW_ALWAYS_COPY_ITEM_PROPS )
|
||||
bItems = TRUE;
|
||||
else
|
||||
bItems = ShifterMergeItems(nPoly);
|
||||
|
||||
// Send message to PC about which items get merged to this form
|
||||
string sMerge;
|
||||
sMerge = "Merged: "; // <c~<7E><>>: This is a color code that makes the text behind it sort of light blue.
|
||||
if(bArmor) sMerge += "<caz<61>>Armor, Helmet, Shield";
|
||||
if(bItems) sMerge += ",</c> <ca<63>a>Rings, Amulet, Cloak, Boots, Belt, Bracers";
|
||||
if( bWeapon || GW_COPY_WEAPON_PROPS_TO_UNARMED == 1 )
|
||||
sMerge += ",</c> <c<>AA>Weapon";
|
||||
else if ( GW_COPY_WEAPON_PROPS_TO_UNARMED == 2 )
|
||||
sMerge += ",</c> <c<>AA>Gloves to unarmed attacks";
|
||||
else if (GW_COPY_WEAPON_PROPS_TO_UNARMED == 3 )
|
||||
sMerge += ",</c> <c<>AA>Weapon (if you had one equipped) or gloves to unarmed attacks";
|
||||
else
|
||||
sMerge += ",</c> <c<>AA>No weapon or gloves to unarmed attacks";
|
||||
SendMessageToPC(oTarget,sMerge + ".</c>");
|
||||
|
||||
// Store which items should transfer to this polymorph type. (For exportallchar scripts)
|
||||
SetLocalInt(oTarget, "GW_PolyID", nPoly);
|
||||
SetLocalInt(oTarget, "GW_bWeapon", bWeapon );
|
||||
SetLocalInt(oTarget, "GW_bArmor", bArmor );
|
||||
SetLocalInt(oTarget, "GW_bItems", bItems );
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Store the old objects so we can access them after the character has
|
||||
// changed into his new form
|
||||
//--------------------------------------------------------------------------
|
||||
object oWeaponOld;
|
||||
object oArmorOld;
|
||||
object oRing1Old ;
|
||||
object oRing2Old;
|
||||
object oAmuletOld;
|
||||
object oCloakOld ;
|
||||
object oBootsOld ;
|
||||
object oBeltOld ;
|
||||
object oHelmetOld;
|
||||
object oShield ;
|
||||
object oBracerOld;
|
||||
object oHideOld;
|
||||
//Assume the normal shape doesn't have a creature skin object.
|
||||
//If using a subracesystem or something else that places a skin on the normal shape
|
||||
//another condition is needed to decide whether or not to store current items.
|
||||
//One way could be to scan all effects to see whether one is a polymorph effect.
|
||||
int nPolyed = GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_CARMOUR,OBJECT_SELF));
|
||||
// If there is a creature armor see if it is a creature hide put
|
||||
// on the unpolymorphed player by scanning for a polymorph effect.
|
||||
if ( nPolyed )
|
||||
nPolyed = ( ScanForPolymorphEffect(OBJECT_SELF) != -2 );
|
||||
if(! nPolyed)
|
||||
{
|
||||
//if not polymorphed get items worn and store on player.
|
||||
oWeaponOld = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,OBJECT_SELF);
|
||||
oArmorOld = GetItemInSlot(INVENTORY_SLOT_CHEST,OBJECT_SELF);
|
||||
oRing1Old = GetItemInSlot(INVENTORY_SLOT_LEFTRING,OBJECT_SELF);
|
||||
oRing2Old = GetItemInSlot(INVENTORY_SLOT_RIGHTRING,OBJECT_SELF);
|
||||
oAmuletOld = GetItemInSlot(INVENTORY_SLOT_NECK,OBJECT_SELF);
|
||||
oCloakOld = GetItemInSlot(INVENTORY_SLOT_CLOAK,OBJECT_SELF);
|
||||
oBootsOld = GetItemInSlot(INVENTORY_SLOT_BOOTS,OBJECT_SELF);
|
||||
oBeltOld = GetItemInSlot(INVENTORY_SLOT_BELT,OBJECT_SELF);
|
||||
oHelmetOld = GetItemInSlot(INVENTORY_SLOT_HEAD,OBJECT_SELF);
|
||||
oShield = GetItemInSlot(INVENTORY_SLOT_LEFTHAND,OBJECT_SELF);
|
||||
oBracerOld = GetItemInSlot(INVENTORY_SLOT_ARMS,OBJECT_SELF);
|
||||
oHideOld = GetItemInSlot(INVENTORY_SLOT_CARMOUR,OBJECT_SELF);
|
||||
SetLocalObject(OBJECT_SELF,"GW_OldWeapon",oWeaponOld);
|
||||
SetLocalObject(OBJECT_SELF,"GW_OldArmor",oArmorOld);
|
||||
SetLocalObject(OBJECT_SELF,"GW_OldRing1",oRing1Old);
|
||||
SetLocalObject(OBJECT_SELF,"GW_OldRing2",oRing2Old);
|
||||
SetLocalObject(OBJECT_SELF,"GW_OldAmulet",oAmuletOld);
|
||||
SetLocalObject(OBJECT_SELF,"GW_OldCloak",oCloakOld);
|
||||
SetLocalObject(OBJECT_SELF,"GW_OldBoots",oBootsOld);
|
||||
SetLocalObject(OBJECT_SELF,"GW_OldBelt",oBeltOld);
|
||||
SetLocalObject(OBJECT_SELF,"GW_OldHelmet",oHelmetOld);
|
||||
SetLocalObject(OBJECT_SELF,"GW_OldBracer",oBracerOld);
|
||||
SetLocalObject(OBJECT_SELF,"GW_OldHide",oHideOld);
|
||||
if (GetIsObjectValid(oShield))
|
||||
{
|
||||
if (GetBaseItemType(oShield) !=BASE_ITEM_LARGESHIELD &&
|
||||
GetBaseItemType(oShield) !=BASE_ITEM_SMALLSHIELD &&
|
||||
GetBaseItemType(oShield) !=BASE_ITEM_TOWERSHIELD)
|
||||
{
|
||||
oShield = OBJECT_INVALID;
|
||||
}
|
||||
}
|
||||
SetLocalObject(OBJECT_SELF,"GW_OldShield",oShield);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
//if already polymorphed use items stored earlier.
|
||||
oWeaponOld = GetLocalObject(OBJECT_SELF,"GW_OldWeapon");
|
||||
oArmorOld = GetLocalObject(OBJECT_SELF,"GW_OldArmor");
|
||||
oRing1Old = GetLocalObject(OBJECT_SELF,"GW_OldRing1");
|
||||
oRing2Old = GetLocalObject(OBJECT_SELF,"GW_OldRing2");
|
||||
oAmuletOld = GetLocalObject(OBJECT_SELF,"GW_OldAmulet");
|
||||
oCloakOld = GetLocalObject(OBJECT_SELF,"GW_OldCloak");
|
||||
oBootsOld = GetLocalObject(OBJECT_SELF,"GW_OldBoots");
|
||||
oBeltOld = GetLocalObject(OBJECT_SELF,"GW_OldBelt");
|
||||
oHelmetOld = GetLocalObject(OBJECT_SELF,"GW_OldHelmet");
|
||||
oShield = GetLocalObject(OBJECT_SELF,"GW_OldShield");
|
||||
oBracerOld = GetLocalObject(OBJECT_SELF,"GW_OldBracer");
|
||||
oHideOld = GetLocalObject(OBJECT_SELF,"GW_OldHide");
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Here the actual polymorphing is done
|
||||
//--------------------------------------------------------------------------
|
||||
ePoly = EffectPolymorph(nPoly);
|
||||
//--------------------------------------------------------------------------
|
||||
// Iznoghoud: Link the stackable properties as permanent bonuses to the
|
||||
// Polymorph effect, instead of putting them on the creature hide. They will
|
||||
// properly disappear as soon as the polymorph is ended.
|
||||
//--------------------------------------------------------------------------
|
||||
ePoly = AddStackablePropertiesToPoly ( oPC, ePoly, bWeapon, bItems, bArmor, oArmorOld, oRing1Old, oRing2Old, oAmuletOld, oCloakOld, oBracerOld, oBootsOld, oBeltOld, oHelmetOld, oShield, oWeaponOld, oHideOld);
|
||||
ePoly = ExtraordinaryEffect(ePoly);
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT, ePoly, OBJECT_SELF);
|
||||
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId(), FALSE));
|
||||
//--------------------------------------------------------------------------
|
||||
// This code handles the merging of item properties
|
||||
//--------------------------------------------------------------------------
|
||||
object oWeaponNew = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,OBJECT_SELF);
|
||||
object oArmorNew = GetItemInSlot(INVENTORY_SLOT_CARMOUR,OBJECT_SELF);
|
||||
object oClawLeft = GetItemInSlot(INVENTORY_SLOT_CWEAPON_L,OBJECT_SELF);
|
||||
object oClawRight = GetItemInSlot(INVENTORY_SLOT_CWEAPON_R,OBJECT_SELF);
|
||||
object oBite = GetItemInSlot(INVENTORY_SLOT_CWEAPON_B,OBJECT_SELF);
|
||||
//--------------------------------------------------------------------------
|
||||
// ...Weapons
|
||||
//--------------------------------------------------------------------------
|
||||
if (bWeapon)
|
||||
{
|
||||
//----------------------------------------------------------------------
|
||||
// GZ: 2003-10-20
|
||||
// Sorry, but I was forced to take that out, it was confusing people
|
||||
// and there were problems with updating the stats sheet.
|
||||
//----------------------------------------------------------------------
|
||||
/* if (!GetIsObjectValid(oWeaponOld))
|
||||
{
|
||||
//------------------------------------------------------------------
|
||||
// If we had no weapon equipped before, remove the old weapon
|
||||
// to allow monks to change into unarmed forms by not equipping any
|
||||
// weapon before polymorphing
|
||||
//------------------------------------------------------------------
|
||||
DestroyObject(oWeaponNew);
|
||||
}
|
||||
else*/
|
||||
{
|
||||
//------------------------------------------------------------------
|
||||
// Merge item properties...
|
||||
//------------------------------------------------------------------
|
||||
WildshapeCopyWeaponProperties(oTarget, oWeaponOld,oWeaponNew);
|
||||
}
|
||||
}
|
||||
else {
|
||||
switch ( GW_COPY_WEAPON_PROPS_TO_UNARMED )
|
||||
{
|
||||
case 1: // Copy over weapon properties to claws/bite
|
||||
WildshapeCopyNonStackProperties(oWeaponOld,oClawLeft, TRUE);
|
||||
WildshapeCopyNonStackProperties(oWeaponOld,oClawRight, TRUE);
|
||||
WildshapeCopyNonStackProperties(oWeaponOld,oBite, TRUE);
|
||||
break;
|
||||
case 2: // Copy over glove properties to claws/bite
|
||||
WildshapeCopyNonStackProperties(oBracerOld,oClawLeft, FALSE);
|
||||
WildshapeCopyNonStackProperties(oBracerOld,oClawRight, FALSE);
|
||||
WildshapeCopyNonStackProperties(oBracerOld,oBite, FALSE);
|
||||
bCopyGlovesToClaws = TRUE;
|
||||
break;
|
||||
case 3: // Copy over weapon properties to claws/bite if wearing a weapon, otherwise copy gloves
|
||||
if ( GetIsObjectValid(oWeaponOld) )
|
||||
{
|
||||
WildshapeCopyNonStackProperties(oWeaponOld,oClawLeft, TRUE);
|
||||
WildshapeCopyNonStackProperties(oWeaponOld,oClawRight, TRUE);
|
||||
WildshapeCopyNonStackProperties(oWeaponOld,oBite, TRUE);
|
||||
}
|
||||
else
|
||||
{
|
||||
WildshapeCopyNonStackProperties(oBracerOld,oClawLeft, FALSE);
|
||||
WildshapeCopyNonStackProperties(oBracerOld,oClawRight, FALSE);
|
||||
WildshapeCopyNonStackProperties(oBracerOld,oBite, FALSE);
|
||||
bCopyGlovesToClaws = TRUE;
|
||||
}
|
||||
break;
|
||||
default: // Do not copy over anything
|
||||
break;
|
||||
};
|
||||
}
|
||||
//--------------------------------------------------------------------------
|
||||
// ...Armor
|
||||
//--------------------------------------------------------------------------
|
||||
if (bArmor)
|
||||
{
|
||||
//----------------------------------------------------------------------
|
||||
// Merge item properties from armor and helmet...
|
||||
//----------------------------------------------------------------------
|
||||
WildshapeCopyNonStackProperties(oArmorOld,oArmorNew);
|
||||
WildshapeCopyNonStackProperties(oHelmetOld,oArmorNew);
|
||||
WildshapeCopyNonStackProperties(oShield,oArmorNew);
|
||||
WildshapeCopyNonStackProperties(oHideOld,oArmorNew);
|
||||
}
|
||||
//--------------------------------------------------------------------------
|
||||
// ...Magic Items
|
||||
//--------------------------------------------------------------------------
|
||||
if (bItems)
|
||||
{
|
||||
//----------------------------------------------------------------------
|
||||
// Merge item properties from from rings, amulets, cloak, boots, belt
|
||||
// Iz: And bracers, in case oBracerOld gets set to a valid object.
|
||||
//----------------------------------------------------------------------
|
||||
WildshapeCopyNonStackProperties(oRing1Old,oArmorNew);
|
||||
WildshapeCopyNonStackProperties(oRing2Old,oArmorNew);
|
||||
WildshapeCopyNonStackProperties(oAmuletOld,oArmorNew);
|
||||
WildshapeCopyNonStackProperties(oCloakOld,oArmorNew);
|
||||
WildshapeCopyNonStackProperties(oBootsOld,oArmorNew);
|
||||
WildshapeCopyNonStackProperties(oBeltOld,oArmorNew);
|
||||
// Because Bracers can have On Hit Cast Spell type properties we should
|
||||
// avoid copying the bracers twice. Otherwise the player can get that On
|
||||
// Hit effect both when hitting, and getting hit.
|
||||
if ( bCopyGlovesToClaws == FALSE )
|
||||
WildshapeCopyNonStackProperties(oBracerOld,oArmorNew);
|
||||
}
|
||||
//--------------------------------------------------------------------------
|
||||
// Set artificial usage limits for special ability spells to work around
|
||||
// the engine limitation of not being able to set a number of uses for
|
||||
// spells in the polymorph radial
|
||||
//--------------------------------------------------------------------------
|
||||
ShifterSetGWildshapeSpellLimits(nSpell);
|
||||
}
|
||||
|
Reference in New Issue
Block a user