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HeroesStone_PRC8/_removed/nw_s2_wildshape.nss
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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
//:://////////////////////////////////////////////
/*
Combat modification:
Now the druid can remap their wildshapes, which will carry over through a single reset.
This is to enable the druid to wildshape even in combat
The Badger shape enables them to call up the dialog to remap the other shapes
*/
#include "x2_inc_itemprop"
#include "dmel_druidshapes"
void main()
{
ClearAllActions(TRUE);
//Declare major variables
int nSpell = GetSpellId();
int nBear = GetLocalInt( OBJECT_SELF, "DMEL_DRUIDSHAPES_1" );
int nPant = GetLocalInt( OBJECT_SELF, "DMEL_DRUIDSHAPES_2" );
int nWolf = GetLocalInt( OBJECT_SELF, "DMEL_DRUIDSHAPES_3" );
int nBoar = GetLocalInt( OBJECT_SELF, "DMEL_DRUIDSHAPES_4" );
int nPoly;
/* object oTarget = GetSpellTargetObject();
effect eVis = EffectVisualEffect(VFX_IMP_POLYMORPH);
effect ePoly;
int nPoly;
int nMetaMagic = GetMetaMagicFeat();*/
int nDuration = GetLevelByClass(CLASS_TYPE_DRUID);/*
//Enter Metamagic conditions
if (nMetaMagic == METAMAGIC_EXTEND)
{
nDuration = nDuration *2; //Duration is +100%
}
*/
//Determine Polymorph subradial type
if(nSpell == 401)
{
if( nBear == 0 )
{
nPoly = POLYMORPH_TYPE_BROWN_BEAR;
if (nDuration >= 12)
nPoly = POLYMORPH_TYPE_DIRE_BROWN_BEAR;
}
else nPoly = nBear - 1;
DoShapechange(OBJECT_SELF, nPoly);
}
else if (nSpell == 402)
{
if(nPant == 0)
{
nPoly = POLYMORPH_TYPE_PANTHER;
if (nDuration >= 12)
nPoly = POLYMORPH_TYPE_DIRE_PANTHER;
}
else nPoly = nPant - 1;
DoShapechange(OBJECT_SELF, nPoly);
}
else if (nSpell == 403)
{
if( nWolf == 0 )
{
nPoly = POLYMORPH_TYPE_WOLF;
if (nDuration >= 12)
nPoly = POLYMORPH_TYPE_DIRE_WOLF;
}
else nPoly = nWolf - 1;
DoShapechange(OBJECT_SELF, nPoly);
}
else if (nSpell == 404)
{
if(nBoar == 0)
{
nPoly = POLYMORPH_TYPE_BOAR;
if (nDuration >= 12)
nPoly = POLYMORPH_TYPE_DIRE_BOAR;
}
else nPoly = nBoar - 1;
DoShapechange(OBJECT_SELF, nPoly);
}
//Badger shape, remap the other wildshapes
else if (nSpell == 405)
{
IncrementRemainingFeatUses(OBJECT_SELF, FEAT_WILD_SHAPE);
ActionStartConversation(OBJECT_SELF, "dmel_convdrushp", TRUE, FALSE);
/* nPoly = POLYMORPH_TYPE_BADGER;
if (nDuration >= 12)
{
nPoly = POLYMORPH_TYPE_DIRE_BADGER;
}*/
}
/* ePoly = EffectPolymorph(nPoly);
ePoly = ExtraordinaryEffect(ePoly);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_WILD_SHAPE, FALSE));
int bWeapon = StringToInt(Get2DAString("polymorph","MergeW",nPoly)) == 1;
int bArmor = StringToInt(Get2DAString("polymorph","MergeA",nPoly)) == 1;
int bItems = StringToInt(Get2DAString("polymorph","MergeI",nPoly)) == 1;
object oWeaponOld = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,OBJECT_SELF);
object oArmorOld = GetItemInSlot(INVENTORY_SLOT_CHEST,OBJECT_SELF);
object oRing1Old = GetItemInSlot(INVENTORY_SLOT_LEFTRING,OBJECT_SELF);
object oRing2Old = GetItemInSlot(INVENTORY_SLOT_RIGHTRING,OBJECT_SELF);
object oAmuletOld = GetItemInSlot(INVENTORY_SLOT_NECK,OBJECT_SELF);
object oCloakOld = GetItemInSlot(INVENTORY_SLOT_CLOAK,OBJECT_SELF);
object oBootsOld = GetItemInSlot(INVENTORY_SLOT_BOOTS,OBJECT_SELF);
object oBeltOld = GetItemInSlot(INVENTORY_SLOT_BELT,OBJECT_SELF);
object oHelmetOld = GetItemInSlot(INVENTORY_SLOT_HEAD,OBJECT_SELF);
object oShield = GetItemInSlot(INVENTORY_SLOT_LEFTHAND,OBJECT_SELF);
if (GetIsObjectValid(oShield))
{
if (GetBaseItemType(oShield) !=BASE_ITEM_LARGESHIELD &&
GetBaseItemType(oShield) !=BASE_ITEM_SMALLSHIELD &&
GetBaseItemType(oShield) !=BASE_ITEM_TOWERSHIELD)
{
oShield = OBJECT_INVALID;
}
}
//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));
object oWeaponNew = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,OBJECT_SELF);
object oArmorNew = GetItemInSlot(INVENTORY_SLOT_CARMOUR,OBJECT_SELF);
if (bWeapon)
{
IPWildShapeCopyItemProperties(oWeaponOld,oWeaponNew, TRUE);
}
if (bArmor)
{
IPWildShapeCopyItemProperties(oShield,oArmorNew);
IPWildShapeCopyItemProperties(oHelmetOld,oArmorNew);
IPWildShapeCopyItemProperties(oArmorOld,oArmorNew);
}
if (bItems)
{
IPWildShapeCopyItemProperties(oRing1Old,oArmorNew);
IPWildShapeCopyItemProperties(oRing2Old,oArmorNew);
IPWildShapeCopyItemProperties(oAmuletOld,oArmorNew);
IPWildShapeCopyItemProperties(oCloakOld,oArmorNew);
IPWildShapeCopyItemProperties(oBootsOld,oArmorNew);
IPWildShapeCopyItemProperties(oBeltOld,oArmorNew);
}
*/
}