Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
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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} |