//::////////////////////////////////////////////// //:: Humanoid Shape use //:: inv_hmndshp_lern //::////////////////////////////////////////////// /** @file Targets some creature to have it be stored as a known template and attempts to shift into it. @author Shane Hennessy @date Modified - 2006.10.08 - rewritten by Ornedan - modified by Fox */ //::////////////////////////////////////////////// //::////////////////////////////////////////////// #include "prc_inc_shifting" #include "inv_inc_invfunc" #include "inv_invokehook" void main() { if (!PreInvocationCastCode()) { // If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell return; } // End of Spell Cast Hook object oPC = OBJECT_SELF; object oTarget = PRCGetSpellTargetObject(); int nSpellID = GetSpellId(); SetLocalInt(oPC, "HumanoidShapeInvocation", TRUE); // Store the PC's current appearance as true appearance /// @note This may be a bad idea, we have no way of knowing if the current appearance really is the "true appearance" - Ornedan StoreCurrentAppearanceAsTrueAppearance(oPC, TRUE); // See if the creature is shiftable to. If so, store it as a template and shift if(GetCanShiftIntoCreature(oPC, SHIFTER_TYPE_HUMANOIDSHAPE, oTarget)) { StoreShiftingTemplate(oPC, SHIFTER_TYPE_HUMANOIDSHAPE, oTarget); // Start shifting. if(!ShiftIntoCreature(oPC, SHIFTER_TYPE_HUMANOIDSHAPE, oTarget)) { } } DeleteLocalInt(oPC, "HumanoidShapeInvocation"); }