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//::///////////////////////////////////////////////
//:: Wild Shape
//:: NW_S2_WildShape
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Allows the Druid to change into animal forms.
Updated: Sept 30 2003, Georg Z.
* Made Armor merge with druid to make forms
more useful.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Jan 22, 2002
//:://////////////////////////////////////////////
// See ws_inc_shifter for details on the changes.
#include "ws_inc_shifter"
void main()
{
//Declare major variables
int nSpell = GetSpellId();
object oTarget = GetSpellTargetObject();
effect eVis = EffectVisualEffect(VFX_IMP_POLYMORPH);
effect ePoly;
int nPoly;
int nMetaMagic = GetMetaMagicFeat();
int nDuration = GetLevelByClass(CLASS_TYPE_DRUID);
if (!GetLocalInt(GetModule(),"X3_NO_SHAPESHIFT_SPELL_CHECK"))
{ // check to see if abort due to being mounted
switch(GetPhenoType(oTarget))
{// shape shifting not allowed while mounted
case 3:
case 5:
case 6:
case 8:
if(GetIsPC(oTarget))
{
FloatingTextStrRefOnCreature(111982,oTarget,FALSE);
}
// shape shifting not allowed while mounted
return;
}
} // check to see if abort due to being mounted
//Enter Metamagic conditions
if (nMetaMagic == METAMAGIC_EXTEND)
{
nDuration = nDuration *2; //Duration is +100%
}
//Determine Polymorph subradial type
if(nSpell == 401)
{
nPoly = POLYMORPH_TYPE_BROWN_BEAR;
if (nDuration >= 12)
{
nPoly = POLYMORPH_TYPE_DIRE_BROWN_BEAR;
}
}
else if (nSpell == 402)
{
nPoly = POLYMORPH_TYPE_PANTHER;
if (nDuration >= 12)
{
nPoly = POLYMORPH_TYPE_DIRE_PANTHER;
}
}
else if (nSpell == 403)
{
nPoly = POLYMORPH_TYPE_WOLF;
if (nDuration >= 12)
{
nPoly = POLYMORPH_TYPE_DIRE_WOLF;
}
}
else if (nSpell == 404)
{
nPoly = POLYMORPH_TYPE_BOAR;
if (nDuration >= 12)
{
nPoly = POLYMORPH_TYPE_DIRE_BOAR;
}
}
else if (nSpell == 405)
{
nPoly = POLYMORPH_TYPE_BADGER;
if (nDuration >= 12)
{
nPoly = POLYMORPH_TYPE_DIRE_BADGER;
}
}
//--------------------------------------------------------------------------
// Determine which items get their item properties merged onto the shifters
// new form.
//--------------------------------------------------------------------------
int bWeapon;
int bArmor;
int bItems;
int bCopyGlovesToClaws = FALSE;
bWeapon = StringToInt(Get2DAString("polymorph","MergeW",nPoly)) == 1;
if ( WS_ALWAYS_COPY_ARMOR_PROPS )
bArmor = TRUE;
else
bArmor = StringToInt(Get2DAString("polymorph","MergeA",nPoly)) == 1;
if ( WS_ALWAYS_COPY_ITEM_PROPS )
bItems = TRUE;
else
bItems = StringToInt(Get2DAString("polymorph","MergeI",nPoly)) == 1;
//--------------------------------------------------------------------------
// Send message to PC about which items get merged to this form
//--------------------------------------------------------------------------
string sMerge;
sMerge = "Merged: "; // <caz<61>>: This is a color code that makes the text behind it blue.
if(bArmor) sMerge += "<caz<61>>Armor, Helmet, Shield";
if(bItems) sMerge += ",</c> <ca<63>a>Rings, Amulet, Cloak, Boots, Belt, Bracers";
if( bWeapon || WS_COPY_WEAPON_PROPS_TO_UNARMED == 1 )
sMerge += ",</c> <c<>AA>Weapon";
else if ( WS_COPY_WEAPON_PROPS_TO_UNARMED == 2 )
sMerge += ",</c> <c<>AA>Gloves to unarmed attacks";
else if (WS_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 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;
int nServerSaving = GetLocalInt(OBJECT_SELF, "GW_ServerSave");
if(nServerSaving != TRUE)
{
//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 server saving 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");
SetLocalInt(OBJECT_SELF, "GW_ServerSave", FALSE);
}
ePoly = EffectPolymorph(nPoly);
//--------------------------------------------------------------------------
// Iznoghoud: Handle stacking item properties here.
ePoly = AddStackablePropertiesToPoly ( OBJECT_SELF, ePoly, bWeapon, bItems, bArmor, oArmorOld, oRing1Old, oRing2Old, oAmuletOld, oCloakOld, oBracerOld, oBootsOld, oBeltOld, oHelmetOld, oShield, oWeaponOld, oHideOld);
//--------------------------------------------------------------------------
ePoly = ExtraordinaryEffect(ePoly);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_WILD_SHAPE, FALSE));
//Apply the VFX impact and effects
ClearAllActions(); // prevents an exploit
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ePoly, OBJECT_SELF, HoursToSeconds(nDuration));
//--------------------------------------------------------------------------
// 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);
//identify weapon
SetIdentified(oWeaponNew, TRUE);
//--------------------------------------------------------------------------
// ...Weapons
//--------------------------------------------------------------------------
if (bWeapon)
{
//------------------------------------------------------------------
// Merge weapon 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
//----------------------------------------------------------------------
WildshapeCopyNonStackProperties(oRing1Old,oArmorNew);
WildshapeCopyNonStackProperties(oRing2Old,oArmorNew);
WildshapeCopyNonStackProperties(oAmuletOld,oArmorNew);
WildshapeCopyNonStackProperties(oCloakOld,oArmorNew);
WildshapeCopyNonStackProperties(oBootsOld,oArmorNew);
WildshapeCopyNonStackProperties(oBeltOld,oArmorNew);
WildshapeCopyNonStackProperties(oBracerOld,oArmorNew);
}
}