forked from Jaysyn/PRC8
Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
249 lines
9.9 KiB
Plaintext
249 lines
9.9 KiB
Plaintext
// Used to polymorph characters to lycanthrope shapes
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// Merges Weapons, Armors, Items if told to by 2da.
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// - object oPC: Player to Polymorph
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// - int nPoly: POLYMORPH_TYPE_* Constant
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void LycanthropePoly(object oPC, int nPoly);
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void DoDisguise(int nRace, object oTarget = OBJECT_SELF);
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void ShifterCheck(object oPC);
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#include "pnp_shft_main"
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#include "prc_inc_shifting"
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const string PRC_PNP_SHIFTING = "PRC_Shift";
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////////////////Begin Werewolf//////////////////
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void LycanthropePoly(object oPC, int nPoly)
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{
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effect eVis = EffectVisualEffect(VFX_IMP_POLYMORPH);
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effect ePoly;
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ePoly = EffectPolymorph(nPoly);
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ePoly = SupernaturalEffect(ePoly);
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int bWeapon = StringToInt(Get2DACache("polymorph","MergeW",nPoly)) == 1;
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int bArmor = StringToInt(Get2DACache("polymorph","MergeA",nPoly)) == 1;
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int bItems = StringToInt(Get2DACache("polymorph","MergeI",nPoly)) == 1;
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object oWeaponOld = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC);
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object oArmorOld = GetItemInSlot(INVENTORY_SLOT_CHEST,oPC);
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object oRing1Old = GetItemInSlot(INVENTORY_SLOT_LEFTRING,oPC);
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object oRing2Old = GetItemInSlot(INVENTORY_SLOT_RIGHTRING,oPC);
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object oAmuletOld = GetItemInSlot(INVENTORY_SLOT_NECK,oPC);
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object oCloakOld = GetItemInSlot(INVENTORY_SLOT_CLOAK,oPC);
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object oBootsOld = GetItemInSlot(INVENTORY_SLOT_BOOTS,oPC);
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object oBeltOld = GetItemInSlot(INVENTORY_SLOT_BELT,oPC);
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object oHelmetOld = GetItemInSlot(INVENTORY_SLOT_HEAD,oPC);
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object oShield = GetItemInSlot(INVENTORY_SLOT_LEFTHAND,oPC);
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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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//check if a shifter and if shifted then unshift
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ShifterCheck(oPC);
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ClearAllActions(); // prevents an exploit
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//Apply the VFX impact and effects
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, ePoly, oPC);
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object oWeaponNewRight = GetItemInSlot(INVENTORY_SLOT_CWEAPON_R,oPC);
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object oWeaponNewLeft = GetItemInSlot(INVENTORY_SLOT_CWEAPON_L,oPC);
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object oWeaponNewBite = GetItemInSlot(INVENTORY_SLOT_CWEAPON_B,oPC);
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object oArmorNew = GetItemInSlot(INVENTORY_SLOT_CARMOUR,oPC);
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if (bWeapon)
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{
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IPWildShapeCopyItemProperties(oWeaponOld,oWeaponNewLeft, TRUE);
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IPWildShapeCopyItemProperties(oWeaponOld,oWeaponNewRight, TRUE);
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IPWildShapeCopyItemProperties(oWeaponOld,oWeaponNewBite, TRUE);
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}
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if (bArmor)
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{
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IPWildShapeCopyItemProperties(oShield,oArmorNew);
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IPWildShapeCopyItemProperties(oHelmetOld,oArmorNew);
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IPWildShapeCopyItemProperties(oArmorOld,oArmorNew);
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}
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if (bItems)
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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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////////////////End Werewolf//////////////////
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void ShifterCheck(object oPC)
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{
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if (!GetIsPC(oPC))
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return;
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//int iShifterLevels = GetLevelByClass(CLASS_TYPE_PNP_SHIFTER,oPC);
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//if (iShifterLevels>0)
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//{
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int iTemp = GetPersistantLocalInt(oPC,"nPCShifted");
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if (iTemp)
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{
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DoDebug("ShifterCheck(): calling UnShift()");
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//SetShiftTrueForm(oPC);
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UnShift(oPC, TRUE);
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}
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//}
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}
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//changes portrait, head, and appearance
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//based on the target race with a degree of randomization.
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void DoDisguise(int nRace, object oTarget = OBJECT_SELF)
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{
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//store current appearance to be safe
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StoreAppearance(oTarget);
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int nAppearance; //appearance to change into
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int nHeadMax; //max head ID, changed to random 1-max
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int nGender = GetGender(oTarget);
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int nPortraitMin;//minimum row in portraits.2da
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int nPortraitMax;//maximum row in portraits.2da
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switch(nRace)
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{
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case RACIAL_TYPE_DWARF:
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nAppearance = APPEARANCE_TYPE_DWARF;
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if(nGender == GENDER_MALE)
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{ nHeadMax = 10; nPortraitMin = 9; nPortraitMax = 17; }
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else
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{ nHeadMax = 12; nPortraitMin = 1; nPortraitMax = 8; }
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break;
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case RACIAL_TYPE_ELF:
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nAppearance = APPEARANCE_TYPE_ELF;
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if(nGender == GENDER_MALE)
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{ nHeadMax = 10; nPortraitMin = 31; nPortraitMax = 40; }
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else
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{ nHeadMax = 16; nPortraitMin = 18; nPortraitMax = 30; }
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break;
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case RACIAL_TYPE_HALFELF:
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nAppearance = APPEARANCE_TYPE_HALF_ELF;
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if(nGender == GENDER_MALE)
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{ nHeadMax = 18; nPortraitMin = 93; nPortraitMax = 112; }
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else
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{ nHeadMax = 15; nPortraitMin = 67; nPortraitMax = 92; }
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break;
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case RACIAL_TYPE_HALFORC:
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nAppearance = APPEARANCE_TYPE_HALF_ORC;
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if(nGender == GENDER_MALE)
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{ nHeadMax = 11; nPortraitMin = 134; nPortraitMax = 139; }
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else
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{ nHeadMax = 1; nPortraitMin = 130; nPortraitMax = 133; }
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break;
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case RACIAL_TYPE_HUMAN:
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nAppearance = APPEARANCE_TYPE_HUMAN;
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if(nGender == GENDER_MALE)
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{ nHeadMax = 18; nPortraitMin = 93; nPortraitMax = 112; }
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else
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{ nHeadMax = 15; nPortraitMin = 67; nPortraitMax = 92; }
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break;
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case RACIAL_TYPE_HALFLING:
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nAppearance = APPEARANCE_TYPE_HALFLING;
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if(nGender == GENDER_MALE)
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{ nHeadMax = 8; nPortraitMin = 61; nPortraitMax = 66; }
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else
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{ nHeadMax = 11; nPortraitMin = 54; nPortraitMax = 59; }
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break;
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case RACIAL_TYPE_GNOME:
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nAppearance = APPEARANCE_TYPE_GNOME;
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if(nGender == GENDER_MALE)
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{ nHeadMax = 11; nPortraitMin = 47; nPortraitMax = 53; }
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else
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{ nHeadMax = 9; nPortraitMin = 41; nPortraitMax = 46; }
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break;
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default: //not a normal race, abort
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return;
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}
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//change the appearance
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SetCreatureAppearanceType(oTarget, nAppearance);
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//need to be delayed a bit otherwise you get "supergnome" and "exploded elf" effects
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DelayCommand(1.1, SetCreatureBodyPart(CREATURE_PART_RIGHT_SHIN, d2(), oTarget));
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DelayCommand(1.2, SetCreatureBodyPart(CREATURE_PART_LEFT_SHIN, d2(), oTarget));
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DelayCommand(1.3, SetCreatureBodyPart(CREATURE_PART_RIGHT_THIGH, d2(), oTarget));
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DelayCommand(1.4, SetCreatureBodyPart(CREATURE_PART_LEFT_THIGH, d2(), oTarget));
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DelayCommand(1.5, SetCreatureBodyPart(CREATURE_PART_TORSO, d2(), oTarget));
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DelayCommand(1.6, SetCreatureBodyPart(CREATURE_PART_RIGHT_FOREARM, d2(), oTarget));
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DelayCommand(1.7, SetCreatureBodyPart(CREATURE_PART_LEFT_FOREARM, d2(), oTarget));
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DelayCommand(1.8, SetCreatureBodyPart(CREATURE_PART_RIGHT_BICEP, d2(), oTarget));
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DelayCommand(1.9, SetCreatureBodyPart(CREATURE_PART_LEFT_BICEP, d2(), oTarget));
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//dont do these body parts, they dont have tattoos and weird things could happen
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//SetCreatureBodyPart(CREATURE_PART_BELT, d2(), oTarget);
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//SetCreatureBodyPart(CREATURE_PART_NECK, d2(), oTarget);
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//SetCreatureBodyPart(CREATURE_PART_RIGHT_SHOULDER, d2(), oTarget);
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//SetCreatureBodyPart(CREATURE_PART_LEFT_SHOULDER, d2(), oTarget);
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//SetCreatureBodyPart(CREATURE_PART_RIGHT_HAND, d2(), oTarget);
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//SetCreatureBodyPart(CREATURE_PART_LEFT_HAND, d2(), oTarget);
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//SetCreatureBodyPart(CREATURE_PART_PELVIS, d2(), oTarget);
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//SetCreatureBodyPart(CREATURE_PART_RIGHT_FOOT, d2(), oTarget);
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//SetCreatureBodyPart(CREATURE_PART_LEFT_FOOT, d2(), oTarget);
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//randomise the head
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DelayCommand(2.0, SetCreatureBodyPart(CREATURE_PART_HEAD, Random(nHeadMax)+1, oTarget));
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//remove any wings/tails
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SetCreatureWingType(CREATURE_WING_TYPE_NONE, oTarget);
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SetCreatureTailType(CREATURE_TAIL_TYPE_NONE, oTarget);
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int nPortraitID = Random(nPortraitMax-nPortraitMin+1)+nPortraitMin;
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string sPortraitResRef = Get2DACache("portraits", "BaseResRef", nPortraitID);
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sPortraitResRef = GetStringLeft(sPortraitResRef, GetStringLength(sPortraitResRef)-1); //trim the trailing _
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SetPortraitResRef(oTarget, sPortraitResRef);
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SetPortraitId(oTarget, nPortraitID);
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}
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//utility functions to make sure characters that gain wings/tails permanently
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//interact with the polymorph system by overwriting the default form
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void DoWings(object oPC, int nWingType)
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{
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//wing invalid, abort
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if(nWingType <= 0)
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return;
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//already has wings, keep them
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if(GetCreatureWingType(oPC) != CREATURE_WING_TYPE_NONE)
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return;
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//already has a default wings, keep them
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if(GetPersistantLocalInt(oPC, "AppearanceStoredWing"))
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return;
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//if polymorphed or shifted, dont do the real change
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if(!GetIsPolyMorphedOrShifted(oPC))
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SetCreatureWingType(nWingType, oPC);
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//override any stored default appearance
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SetPersistantLocalInt(oPC, "AppearanceStoredWing", nWingType);
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}
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void DoTail(object oPC, int nTailType)
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{
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//tail invalid, use current
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if(nTailType == -1)
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return;
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//already has tail, keep it
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if(GetCreatureTailType(oPC))
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return;
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//already has a default tail, keep it
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if(GetPersistantLocalInt(oPC, "AppearanceStoredTail"))
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return;
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//if polymorphed or shifted, dont do the real change
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if(!GetIsPolyMorphedOrShifted(oPC))
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SetCreatureTailType(nTailType, oPC);
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//override any stored default appearance
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SetPersistantLocalInt(oPC, "AppearanceStoredTail", nTailType);
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} |