Removed Conflicting Scripts
Removed class ability scripts that interfered with the PRC's changes.
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@ -6,3 +6,5 @@
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_module/poa.mod
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*.mod
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*.mod
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*.hak
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_haks/output/poa_dev.md5
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@ -1 +0,0 @@
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470c8aa2ec6da2fb021692e5bf508f39
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@ -13,8 +13,19 @@
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//:: Created On: May 25, 2001
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//:://////////////////////////////////////////////
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// Modified 2004/01/30 (Brian Greinke)
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// Added disable/reenable support
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#include "prc_alterations"
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void main()
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{
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//first, look to see if effect is already activated
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if ( GetHasSpellEffect(SPELLABILITY_AURA_FEAR, OBJECT_SELF) )
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{
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PRCRemoveSpellEffects( SPELLABILITY_AURA_FEAR, OBJECT_SELF, OBJECT_SELF );
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return;
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}
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object oCaster = OBJECT_SELF;
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if(GetLocalInt(GetArea(OBJECT_SELF), "NOCAST")==2 && !GetIsDM(oCaster))
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{
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@ -10,21 +10,36 @@
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//:: Created By: Preston Watamaniuk
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//:: Created On: Jan 22, 2002
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//:://////////////////////////////////////////////
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//:: Modified By: Iznoghoud - January 19 2004
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/*
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What this script changes:
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Allows druid elemental shapes to get stacking item properties carried over correctly
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just like shifters.
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See Iznoghoud's x2_s2_gwildshp script for an in-detail description.
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Added fix for a Bioware Bug: Druids now get elder wildshapes at level 20 and above,
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not just when exactly level 20.
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*/
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//:: Modified By: Deva Winblood
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//:: Modified Date: January 15th-16th, 2008
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//:://////////////////////////////////////////////
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/*
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Modified to insure no shapeshifting spells are castable upon
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mounted targets. This prevents problems that can occur due
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to dismounting after shape shifting, or other issues that can
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occur due to preserved appearances getting out of synch.
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This can additional check can be disabled by setting the variable
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X3_NO_SHAPESHIFT_SPELL_CHECK to 1 on the module object. If this
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variable is set then this script will function as it did prior to
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this modification.
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*/
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//#include "x3_inc_horse"
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#include "prc_alterations"
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#include "pnp_shft_poly"
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void elemental_shape_shift(object oPC, int nShape)
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{
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string sResRef = Get2DACache("prc_polymorph", "ResRef", nShape);
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StoreCurrentAppearanceAsTrueAppearance(oPC, TRUE);
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ShiftIntoResRef(oPC, SHIFTER_TYPE_DRUID, sResRef, TRUE);
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}
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#include "ws_inc_shifter"
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void main()
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{
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if(GetLocalInt(GetArea(OBJECT_SELF), "NOCAST")==2 && !GetIsDM(OBJECT_SELF))
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{
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@ -34,18 +49,32 @@ if(GetLocalInt(GetArea(OBJECT_SELF), "NOCAST")==2 && !GetIsDM(OBJECT_SELF))
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}
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//Declare major variables
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int nSpell = GetSpellId();
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object oTarget = GetSpellTargetObject();
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object oTarget = PRCGetSpellTargetObject();
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effect eVis = EffectVisualEffect(VFX_IMP_POLYMORPH);
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effect ePoly;
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int nPoly;
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int nMetaMagic = GetMetaMagicFeat();
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int nDuration = GetCasterLevel(OBJECT_SELF);
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int nDuration = GetLevelByClass(CLASS_TYPE_DRUID)
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+ GetLevelByClass(CLASS_TYPE_ARCANE_HIEROPHANT);
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int bElder = FALSE;
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//Enter Metamagic conditions
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if (nMetaMagic == METAMAGIC_EXTEND)
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if (!GetLocalInt(GetModule(),"X3_NO_SHAPESHIFT_SPELL_CHECK"))
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{ // check to see if abort due to being mounted
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if (PRCHorseGetIsMounted(oTarget))
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{ // abort
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if (GetIsPC(oTarget)) FloatingTextStrRefOnCreature(111982,oTarget,FALSE);
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return;
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} // abort
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} // check to see if abort due to being mounted
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//this command will make shore that polymorph plays nice with the shifter
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ShifterCheck(OBJECT_SELF);
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int nShape = GetPersistantLocalInt(OBJECT_SELF, PRC_PNP_SHIFTING + IntToString(nSpell));
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if(nShape > 0)
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{
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nDuration = nDuration *2; //Duration is +100%
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elemental_shape_shift(OBJECT_SELF, nShape);
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return;
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}
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if(GetLevelByClass(CLASS_TYPE_DRUID) >= 20)
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{
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bElder = TRUE;
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@ -89,241 +118,246 @@ if(GetLocalInt(GetArea(OBJECT_SELF), "NOCAST")==2 && !GetIsDM(OBJECT_SELF))
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nPoly = POLYMORPH_TYPE_ELDER_AIR_ELEMENTAL;
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}
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}
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int bWeapon;
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int bArmor;
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int bItems;
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int bCopyGlovesToClaws = FALSE;
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bWeapon = StringToInt(Get2DAString("polymorph","MergeW",nPoly)) == 1;
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if ( WS_ALWAYS_COPY_ARMOR_PROPS )
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bArmor = TRUE;
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else
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bArmor = StringToInt(Get2DAString("polymorph","MergeA",nPoly)) == 1;
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if ( WS_ALWAYS_COPY_ITEM_PROPS )
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bItems = TRUE;
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else
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bItems = StringToInt(Get2DAString("polymorph","MergeI",nPoly)) == 1;
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// Send message to PC about which items get merged to this form
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string sMerge;
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sMerge = "Merged: "; // <c~¬þ>: This is a color code that makes the text behind it sort of light blue.
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if(bArmor) sMerge += "<cazþ>Armor, Helmet, Shield";
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if(bItems) sMerge += ",</c> <caþa>Rings, Amulet, Cloak, Boots, Belt, Bracers";
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if( bWeapon || WS_COPY_WEAPON_PROPS_TO_UNARMED == 1 )
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sMerge += ",</c> <cþAA>Weapon";
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else if ( WS_COPY_WEAPON_PROPS_TO_UNARMED == 2 )
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sMerge += ",</c> <cþAA>Gloves to unarmed attacks";
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else if (WS_COPY_WEAPON_PROPS_TO_UNARMED == 3 )
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sMerge += ",</c> <cþAA>Weapon (if you had one equipped) or gloves to unarmed attacks";
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else
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sMerge += ",</c> <cþAA>No weapon or gloves to unarmed attacks";
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SendMessageToPC(oTarget,sMerge + ".</c>");
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// Store which items should transfer to this polymorph type. (For exportallchar scripts)
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SetLocalInt(oTarget, "GW_PolyID", nPoly);
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SetLocalInt(oTarget, "GW_bWeapon", bWeapon );
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SetLocalInt(oTarget, "GW_bArmor", bArmor );
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SetLocalInt(oTarget, "GW_bItems", bItems );
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//--------------------------------------------------------------------------
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// Store the old objects so we can access them after the character has
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// changed into his new form
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//--------------------------------------------------------------------------
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object oWeaponOld;
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object oArmorOld;
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object oRing1Old ;
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object oRing2Old;
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object oAmuletOld;
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object oCloakOld ;
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object oBootsOld ;
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object oBeltOld ;
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object oHelmetOld;
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object oShield ;
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object oBracerOld;
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object oHideOld;
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//Assume the normal shape doesn't have a creature skin object.
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//If using a subracesystem or something else that places a skin on the normal shape
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//another condition is needed to decide whether or not to store current items.
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//One way could be to scan all effects to see whether one is a polymorph effect.
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int nPolyed = GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_CARMOUR,OBJECT_SELF));
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// If there is a creature armor see if it is a creature hide put
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// on the unpolymorphed player by scanning for a polymorph effect.
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if ( nPolyed )
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nPolyed = ( ScanForPolymorphEffect(OBJECT_SELF) != -2 );
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if(! nPolyed)
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{
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//if not polymorphed get items worn and store on player.
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oWeaponOld = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,OBJECT_SELF);
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oArmorOld = GetItemInSlot(INVENTORY_SLOT_CHEST,OBJECT_SELF);
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oRing1Old = GetItemInSlot(INVENTORY_SLOT_LEFTRING,OBJECT_SELF);
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oRing2Old = GetItemInSlot(INVENTORY_SLOT_RIGHTRING,OBJECT_SELF);
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oAmuletOld = GetItemInSlot(INVENTORY_SLOT_NECK,OBJECT_SELF);
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oCloakOld = GetItemInSlot(INVENTORY_SLOT_CLOAK,OBJECT_SELF);
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oBootsOld = GetItemInSlot(INVENTORY_SLOT_BOOTS,OBJECT_SELF);
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oBeltOld = GetItemInSlot(INVENTORY_SLOT_BELT,OBJECT_SELF);
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oHelmetOld = GetItemInSlot(INVENTORY_SLOT_HEAD,OBJECT_SELF);
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oShield = GetItemInSlot(INVENTORY_SLOT_LEFTHAND,OBJECT_SELF);
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oBracerOld = GetItemInSlot(INVENTORY_SLOT_ARMS,OBJECT_SELF);
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oHideOld = GetItemInSlot(INVENTORY_SLOT_CARMOUR,OBJECT_SELF);
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SetLocalObject(OBJECT_SELF,"GW_OldWeapon",oWeaponOld);
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SetLocalObject(OBJECT_SELF,"GW_OldArmor",oArmorOld);
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SetLocalObject(OBJECT_SELF,"GW_OldRing1",oRing1Old);
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SetLocalObject(OBJECT_SELF,"GW_OldRing2",oRing2Old);
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SetLocalObject(OBJECT_SELF,"GW_OldAmulet",oAmuletOld);
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SetLocalObject(OBJECT_SELF,"GW_OldCloak",oCloakOld);
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SetLocalObject(OBJECT_SELF,"GW_OldBoots",oBootsOld);
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SetLocalObject(OBJECT_SELF,"GW_OldBelt",oBeltOld);
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SetLocalObject(OBJECT_SELF,"GW_OldHelmet",oHelmetOld);
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SetLocalObject(OBJECT_SELF,"GW_OldBracer",oBracerOld);
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SetLocalObject(OBJECT_SELF,"GW_OldHide",oHideOld);
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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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SetLocalObject(OBJECT_SELF,"GW_OldShield",oShield);
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}
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else
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{
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//if already polymorphed use items stored earlier.
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oWeaponOld = GetLocalObject(OBJECT_SELF,"GW_OldWeapon");
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oArmorOld = GetLocalObject(OBJECT_SELF,"GW_OldArmor");
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oRing1Old = GetLocalObject(OBJECT_SELF,"GW_OldRing1");
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oRing2Old = GetLocalObject(OBJECT_SELF,"GW_OldRing2");
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oAmuletOld = GetLocalObject(OBJECT_SELF,"GW_OldAmulet");
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oCloakOld = GetLocalObject(OBJECT_SELF,"GW_OldCloak");
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oBootsOld = GetLocalObject(OBJECT_SELF,"GW_OldBoots");
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oBeltOld = GetLocalObject(OBJECT_SELF,"GW_OldBelt");
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oHelmetOld = GetLocalObject(OBJECT_SELF,"GW_OldHelmet");
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oShield = GetLocalObject(OBJECT_SELF,"GW_OldShield");
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oBracerOld = GetLocalObject(OBJECT_SELF,"GW_OldBracer");
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oHideOld = GetLocalObject(OBJECT_SELF,"GW_OldHide");
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}
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//--------------------------------------------------------------------------
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// Here the actual polymorphing is done
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//--------------------------------------------------------------------------
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ePoly = EffectPolymorph(nPoly);
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//--------------------------------------------------------------------------
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// Iznoghoud: Link the stackable properties as permanent bonuses to the
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// Polymorph effect, instead of putting them on the creature hide. They will
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// properly disappear as soon as the polymorph is ended.
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//--------------------------------------------------------------------------
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ePoly = AddStackablePropertiesToPoly ( oTarget, ePoly, bWeapon, bItems, bArmor, oArmorOld, oRing1Old, oRing2Old, oAmuletOld, oCloakOld, oBracerOld, oBootsOld, oBeltOld, oHelmetOld, oShield, oWeaponOld, oHideOld);
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ePoly = ExtraordinaryEffect(ePoly);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ePoly, OBJECT_SELF, HoursToSeconds(nDuration));
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_ELEMENTAL_SHAPE, FALSE));
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//--------------------------------------------------------------------------
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// This code handles the merging of item properties
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//--------------------------------------------------------------------------
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object oWeaponNew = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,OBJECT_SELF);
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object oArmorNew = GetItemInSlot(INVENTORY_SLOT_CARMOUR,OBJECT_SELF);
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object oClawLeft = GetItemInSlot(INVENTORY_SLOT_CWEAPON_L,OBJECT_SELF);
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object oClawRight = GetItemInSlot(INVENTORY_SLOT_CWEAPON_R,OBJECT_SELF);
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object oBite = GetItemInSlot(INVENTORY_SLOT_CWEAPON_B,OBJECT_SELF);
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//--------------------------------------------------------------------------
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// ...Weapons
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//--------------------------------------------------------------------------
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if (bWeapon)
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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,OBJECT_SELF);
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object oArmorOld = GetItemInSlot(INVENTORY_SLOT_CHEST,OBJECT_SELF);
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object oRing1Old = GetItemInSlot(INVENTORY_SLOT_LEFTRING,OBJECT_SELF);
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object oRing2Old = GetItemInSlot(INVENTORY_SLOT_RIGHTRING,OBJECT_SELF);
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object oAmuletOld = GetItemInSlot(INVENTORY_SLOT_NECK,OBJECT_SELF);
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object oCloakOld = GetItemInSlot(INVENTORY_SLOT_CLOAK,OBJECT_SELF);
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object oBootsOld = GetItemInSlot(INVENTORY_SLOT_BOOTS,OBJECT_SELF);
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object oBeltOld = GetItemInSlot(INVENTORY_SLOT_BELT,OBJECT_SELF);
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object oHelmetOld = GetItemInSlot(INVENTORY_SLOT_HEAD,OBJECT_SELF);
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object oShield = GetItemInSlot(INVENTORY_SLOT_LEFTHAND,OBJECT_SELF);
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if (GetIsObjectValid(oShield))
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{
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//----------------------------------------------------------------------
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// GZ: 2003-10-20
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// Sorry, but I was forced to take that out, it was confusing people
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// and there were problems with updating the stats sheet.
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//----------------------------------------------------------------------
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/* if (!GetIsObjectValid(oWeaponOld))
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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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//------------------------------------------------------------------
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// If we had no weapon equipped before, remove the old weapon
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// to allow monks to change into unarmed forms by not equipping any
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// weapon before polymorphing
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//------------------------------------------------------------------
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DestroyObject(oWeaponNew);
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oShield = OBJECT_INVALID;
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}
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else*/
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{
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//------------------------------------------------------------------
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// Merge item properties...
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//------------------------------------------------------------------
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WildshapeCopyWeaponProperties(oTarget, oWeaponOld, oWeaponNew);
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}
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}
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else {
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switch ( WS_COPY_WEAPON_PROPS_TO_UNARMED )
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{
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case 1: // Copy over weapon properties to claws/bite
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WildshapeCopyNonStackProperties(oWeaponOld,oClawLeft, TRUE);
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WildshapeCopyNonStackProperties(oWeaponOld,oClawRight, TRUE);
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WildshapeCopyNonStackProperties(oWeaponOld,oBite, TRUE);
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break;
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case 2: // Copy over glove properties to claws/bite
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WildshapeCopyNonStackProperties(oBracerOld,oClawLeft, FALSE);
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WildshapeCopyNonStackProperties(oBracerOld,oClawRight, FALSE);
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WildshapeCopyNonStackProperties(oBracerOld,oBite, FALSE);
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bCopyGlovesToClaws = TRUE;
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break;
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case 3: // Copy over weapon properties to claws/bite if wearing a weapon, otherwise copy gloves
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if ( GetIsObjectValid(oWeaponOld) )
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{
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WildshapeCopyNonStackProperties(oWeaponOld,oClawLeft, TRUE);
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WildshapeCopyNonStackProperties(oWeaponOld,oClawRight, TRUE);
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WildshapeCopyNonStackProperties(oWeaponOld,oBite, TRUE);
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}
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else
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{
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WildshapeCopyNonStackProperties(oBracerOld,oClawLeft, FALSE);
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WildshapeCopyNonStackProperties(oBracerOld,oClawRight, FALSE);
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WildshapeCopyNonStackProperties(oBracerOld,oBite, FALSE);
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bCopyGlovesToClaws = TRUE;
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}
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break;
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default: // Do not copy over anything
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break;
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};
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}
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//--------------------------------------------------------------------------
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// ...Armor
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//--------------------------------------------------------------------------
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if (bArmor)
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{
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//----------------------------------------------------------------------
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// Merge item properties from armor and helmet...
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//----------------------------------------------------------------------
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WildshapeCopyNonStackProperties(oArmorOld,oArmorNew);
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WildshapeCopyNonStackProperties(oHelmetOld,oArmorNew);
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WildshapeCopyNonStackProperties(oShield,oArmorNew);
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WildshapeCopyNonStackProperties(oHideOld,oArmorNew);
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}
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//--------------------------------------------------------------------------
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// ...Magic Items
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//--------------------------------------------------------------------------
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if (bItems)
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{
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//----------------------------------------------------------------------
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// Merge item properties from from rings, amulets, cloak, boots, belt
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// Iz: And bracers, in case oBracerOld gets set to a valid object.
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//----------------------------------------------------------------------
|
||||
WildshapeCopyNonStackProperties(oRing1Old,oArmorNew);
|
||||
WildshapeCopyNonStackProperties(oRing2Old,oArmorNew);
|
||||
WildshapeCopyNonStackProperties(oAmuletOld,oArmorNew);
|
||||
WildshapeCopyNonStackProperties(oCloakOld,oArmorNew);
|
||||
WildshapeCopyNonStackProperties(oBootsOld,oArmorNew);
|
||||
WildshapeCopyNonStackProperties(oBeltOld,oArmorNew);
|
||||
// Because Bracers can have On Hit Cast Spell type properties we should
|
||||
// avoid copying the bracers twice. Otherwise the player can get that On
|
||||
// Hit effect both when hitting, and getting hit.
|
||||
if ( bCopyGlovesToClaws == FALSE )
|
||||
WildshapeCopyNonStackProperties(oBracerOld,oArmorNew);
|
||||
}
|
||||
|
||||
|
||||
//this command will make shore that polymorph plays nice with the shifter
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
ShifterCheck(OBJECT_SELF);
|
||||
|
||||
|
||||
|
||||
//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(oHelmetOld,oArmorNew);
|
||||
IPWildShapeCopyItemProperties(oArmorOld,oArmorNew);
|
||||
|
||||
|
||||
|
||||
IPWildShapeCopyItemProperties(oShield,oArmorNew);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (bItems)
|
||||
{
|
||||
|
||||
|
||||
|
||||
|
||||
IPWildShapeCopyItemProperties(oRing1Old,oArmorNew);
|
||||
IPWildShapeCopyItemProperties(oRing2Old,oArmorNew);
|
||||
IPWildShapeCopyItemProperties(oAmuletOld,oArmorNew);
|
||||
IPWildShapeCopyItemProperties(oCloakOld,oArmorNew);
|
||||
IPWildShapeCopyItemProperties(oBootsOld,oArmorNew);
|
||||
IPWildShapeCopyItemProperties(oBeltOld,oArmorNew);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
DelayCommand(1.5,ActionCastSpellOnSelf(SPELL_SHAPE_INCREASE_DAMAGE));
|
||||
}
|
||||
|
Binary file not shown.
Binary file not shown.
@ -15,20 +15,37 @@
|
||||
//:: Created By: Preston Watamaniuk
|
||||
//:: Created On: Jan 22, 2002
|
||||
//:://////////////////////////////////////////////
|
||||
//:: Modified By: Iznoghoud - January 19 2004
|
||||
/*
|
||||
What this script changes:
|
||||
Allows druid wildshapes to get stacking item properties carried over correctly
|
||||
just like shifters.
|
||||
See Iznoghoud's x2_s2_gwildshp script for an in-detail description.
|
||||
*/
|
||||
//:: Modified By: Deva Winblood
|
||||
//:: Modified Date: January 15th-16th, 2008
|
||||
//:://////////////////////////////////////////////
|
||||
/*
|
||||
Modified to insure no shapeshifting spells are castable upon
|
||||
mounted targets. This prevents problems that can occur due
|
||||
to dismounting after shape shifting, or other issues that can
|
||||
occur due to preserved appearances getting out of synch.
|
||||
|
||||
#include "ws_inc_shifter"
|
||||
This can additional check can be disabled by setting the variable
|
||||
X3_NO_SHAPESHIFT_SPELL_CHECK to 1 on the module object. If this
|
||||
variable is set then this script will function as it did prior to
|
||||
this modification.
|
||||
|
||||
*/
|
||||
|
||||
|
||||
//#include "x3_inc_horse"
|
||||
#include "prc_alterations"
|
||||
#include "pnp_shft_poly"
|
||||
|
||||
void wild_shape_shift(object oPC, int nShape)
|
||||
{
|
||||
string sResRef = Get2DACache("prc_polymorph", "ResRef", nShape);
|
||||
StoreCurrentAppearanceAsTrueAppearance(oPC, TRUE);
|
||||
ShiftIntoResRef(oPC, SHIFTER_TYPE_DRUID, sResRef);
|
||||
}
|
||||
|
||||
void main()
|
||||
|
||||
{
|
||||
|
||||
//Override in town, no casting!
|
||||
if(GetLocalInt(GetArea(OBJECT_SELF), "NOCAST")==2 && !GetIsDM(OBJECT_SELF))
|
||||
{
|
||||
@ -37,21 +54,41 @@ if(GetLocalInt(GetArea(OBJECT_SELF), "NOCAST")==2 && !GetIsDM(OBJECT_SELF))
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
//Declare major variables
|
||||
int nSpell = GetSpellId();
|
||||
object oTarget = GetSpellTargetObject();
|
||||
object oTarget = PRCGetSpellTargetObject();
|
||||
object oPC = OBJECT_SELF;
|
||||
effect eVis = EffectVisualEffect(VFX_IMP_POLYMORPH);
|
||||
effect ePoly;
|
||||
int nPoly;
|
||||
int nMetaMagic = GetMetaMagicFeat();
|
||||
int nDuration = GetLevelByClass(CLASS_TYPE_DRUID);
|
||||
int nMetaMagic = PRCGetMetaMagicFeat();
|
||||
int nDuration = GetLevelByClass(CLASS_TYPE_DRUID, oPC)
|
||||
+ GetLevelByClass(CLASS_TYPE_ARCANE_HIEROPHANT, oPC);
|
||||
if (!GetLocalInt(GetModule(),"X3_NO_SHAPESHIFT_SPELL_CHECK"))
|
||||
{ // check to see if abort due to being mounted
|
||||
if (PRCHorseGetIsMounted(oTarget))
|
||||
{ // abort
|
||||
if (GetIsPC(oTarget)) FloatingTextStrRefOnCreature(111982,oTarget,FALSE);
|
||||
return;
|
||||
} // abort
|
||||
} // check to see if abort due to being mounted
|
||||
|
||||
//Enter Metamagic conditions
|
||||
if (nMetaMagic == METAMAGIC_EXTEND)
|
||||
if ((nMetaMagic & METAMAGIC_EXTEND))
|
||||
{
|
||||
nDuration = nDuration *2; //Duration is +100%
|
||||
}
|
||||
|
||||
//this command will make shore that polymorph plays nice with the shifter
|
||||
ShifterCheck(OBJECT_SELF);
|
||||
|
||||
int nShape = GetPersistantLocalInt(oPC, PRC_PNP_SHIFTING + IntToString(nSpell));
|
||||
if(nShape > 0)
|
||||
{
|
||||
wild_shape_shift(oPC, nShape);
|
||||
return;
|
||||
}
|
||||
|
||||
//Determine Polymorph subradial type
|
||||
if(nSpell == 401)
|
||||
{
|
||||
@ -93,255 +130,255 @@ if(GetLocalInt(GetArea(OBJECT_SELF), "NOCAST")==2 && !GetIsDM(OBJECT_SELF))
|
||||
{
|
||||
nPoly = POLYMORPH_TYPE_DIRE_BADGER;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
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: "; // <cazþ>: This is a color code that makes the text behind it blue.
|
||||
if(bArmor) sMerge += "<cazþ>Armor, Helmet, Shield";
|
||||
if(bItems) sMerge += ",</c> <caþa>Rings, Amulet, Cloak, Boots, Belt, Bracers";
|
||||
if( bWeapon || WS_COPY_WEAPON_PROPS_TO_UNARMED == 1 )
|
||||
sMerge += ",</c> <cþAA>Weapon";
|
||||
else if ( WS_COPY_WEAPON_PROPS_TO_UNARMED == 2 )
|
||||
sMerge += ",</c> <cþAA>Gloves to unarmed attacks";
|
||||
else if (WS_COPY_WEAPON_PROPS_TO_UNARMED == 3 )
|
||||
sMerge += ",</c> <cþAA>Weapon (if you had one equipped) or gloves to unarmed attacks";
|
||||
else
|
||||
sMerge += ",</c> <cþAA>No weapon or gloves to unarmed attacks";
|
||||
SendMessageToPC(oTarget,sMerge + ".</c>");
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// Store which items should transfer to this polymorph type. (For exportallchar scripts)
|
||||
SetLocalInt(oTarget, "GW_PolyID", nPoly);
|
||||
SetLocalInt(oTarget, "GW_bWeapon", bWeapon );
|
||||
SetLocalInt(oTarget, "GW_bArmor", bArmor );
|
||||
SetLocalInt(oTarget, "GW_bItems", bItems );
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// 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;
|
||||
//Assume the normal shape doesn't have a creature skin object.
|
||||
//If using a subracesystem or something else that places a skin on the normal shape
|
||||
//another condition is needed to decide whether or not to store current items.
|
||||
//One way could be to scan all effects to see whether one is a polymorph effect.
|
||||
int nPolyed = GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_CARMOUR,OBJECT_SELF));
|
||||
// If there is a creature armor see if it is a creature hide put
|
||||
// on the unpolymorphed player by scanning for a polymorph effect.
|
||||
if ( nPolyed )
|
||||
nPolyed = ( ScanForPolymorphEffect(OBJECT_SELF) != -2 );
|
||||
if(! nPolyed)
|
||||
{
|
||||
//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 already polymorphed 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");
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Here the actual polymorphing is done
|
||||
//--------------------------------------------------------------------------
|
||||
|
||||
|
||||
|
||||
ePoly = EffectPolymorph(nPoly);
|
||||
//--------------------------------------------------------------------------
|
||||
// Iznoghoud: Link the stackable properties as permanent bonuses to the
|
||||
// Polymorph effect, instead of putting them on the creature hide. They will
|
||||
// properly disappear as soon as the polymorph is ended.
|
||||
//--------------------------------------------------------------------------
|
||||
ePoly = AddStackablePropertiesToPoly ( oTarget, ePoly, bWeapon, bItems, bArmor, oArmorOld, oRing1Old, oRing2Old, oAmuletOld, oCloakOld, oBracerOld, oBootsOld, oBeltOld, oHelmetOld, oShield, oWeaponOld, oHideOld);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
ePoly = ExtraordinaryEffect(ePoly);
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, OBJECT_SELF);
|
||||
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ePoly, OBJECT_SELF, HoursToSeconds(nDuration));
|
||||
|
||||
|
||||
//Fire cast spell at event for the specified target
|
||||
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_WILD_SHAPE, FALSE));
|
||||
//--------------------------------------------------------------------------
|
||||
// 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);
|
||||
//--------------------------------------------------------------------------
|
||||
// ...Weapons
|
||||
//--------------------------------------------------------------------------
|
||||
if (bWeapon)
|
||||
{
|
||||
//----------------------------------------------------------------------
|
||||
// GZ: 2003-10-20
|
||||
// Sorry, but I was forced to take that out, it was confusing people
|
||||
// and there were problems with updating the stats sheet.
|
||||
//----------------------------------------------------------------------
|
||||
/* if (!GetIsObjectValid(oWeaponOld))
|
||||
{
|
||||
//------------------------------------------------------------------
|
||||
// If we had no weapon equipped before, remove the old weapon
|
||||
// to allow monks to change into unarmed forms by not equipping any
|
||||
// weapon before polymorphing
|
||||
//------------------------------------------------------------------
|
||||
DestroyObject(oWeaponNew);
|
||||
}
|
||||
else*/
|
||||
{
|
||||
//------------------------------------------------------------------
|
||||
// Merge item properties...
|
||||
//------------------------------------------------------------------
|
||||
WildshapeCopyWeaponProperties(oTarget, oWeaponOld,oWeaponNew);
|
||||
}
|
||||
}
|
||||
else {
|
||||
switch ( WS_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
|
||||
// Iz: And bracers, in case oBracerOld gets set to a valid object.
|
||||
//----------------------------------------------------------------------
|
||||
WildshapeCopyNonStackProperties(oRing1Old,oArmorNew);
|
||||
WildshapeCopyNonStackProperties(oRing2Old,oArmorNew);
|
||||
WildshapeCopyNonStackProperties(oAmuletOld,oArmorNew);
|
||||
WildshapeCopyNonStackProperties(oCloakOld,oArmorNew);
|
||||
WildshapeCopyNonStackProperties(oBootsOld,oArmorNew);
|
||||
WildshapeCopyNonStackProperties(oBeltOld,oArmorNew);
|
||||
// Because Bracers can have On Hit Cast Spell type properties we should
|
||||
// avoid copying the bracers twice. Otherwise the player can get that On
|
||||
// Hit effect both when hitting, and getting hit.
|
||||
if ( bCopyGlovesToClaws == FALSE )
|
||||
WildshapeCopyNonStackProperties(oBracerOld,oArmorNew);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
int bWeapon = StringToInt(Get2DACache("polymorph","MergeW",nPoly)) == 1;
|
||||
int bArmor = StringToInt(Get2DACache("polymorph","MergeA",nPoly)) == 1;
|
||||
int bItems = StringToInt(Get2DACache("polymorph","MergeI",nPoly)) == 1;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//============================================================================================
|
||||
/*
|
||||
|
||||
|
||||
|
||||
object oWeaponOld = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,OBJECT_SELF);
|
||||
object oArmorOld = GetItemInSlot(INVENTORY_SLOT_CHEST,OBJECT_SELF);
|
||||
@ -357,12 +394,17 @@ if(GetLocalInt(GetArea(OBJECT_SELF), "NOCAST")==2 && !GetIsDM(OBJECT_SELF))
|
||||
{
|
||||
if (GetBaseItemType(oShield) !=BASE_ITEM_LARGESHIELD &&
|
||||
GetBaseItemType(oShield) !=BASE_ITEM_SMALLSHIELD &&
|
||||
GetBaseItemType(oShield) !=BASE_ITEM_SMALLSHIELD)
|
||||
GetBaseItemType(oShield) !=BASE_ITEM_TOWERSHIELD)
|
||||
{
|
||||
oShield = OBJECT_INVALID;
|
||||
}
|
||||
}
|
||||
|
||||
ClearAllActions(); // prevents an exploit
|
||||
|
||||
|
||||
if (GetEssentiaInvestedFeat(OBJECT_SELF, FEAT_AZURE_WILD_SHAPE))
|
||||
ePoly = EffectLinkEffects(ePoly, EffectDamageIncrease(IPGetDamageBonusConstantFromNumber(GetEssentiaInvestedFeat(OBJECT_SELF, FEAT_AZURE_WILD_SHAPE)), DAMAGE_TYPE_BASE_WEAPON));
|
||||
|
||||
|
||||
|
||||
@ -393,5 +435,6 @@ if(GetLocalInt(GetArea(OBJECT_SELF), "NOCAST")==2 && !GetIsDM(OBJECT_SELF))
|
||||
IPWildShapeCopyItemProperties(oBeltOld,oArmorNew);
|
||||
}
|
||||
|
||||
DelayCommand(1.5,ActionCastSpellOnSelf(SPELL_SHAPE_INCREASE_DAMAGE));
|
||||
}
|
||||
*/
|
||||
|
||||
|
@ -1,132 +0,0 @@
|
||||
2DA V2.0
|
||||
|
||||
SwitchName SwitchType SwitchValue
|
||||
3 PRC_PNP_TRUESEEING int 1
|
||||
4 PRC_TIMESTOP_LOCAL int 1
|
||||
5 PRC_TIMESTOP_NO_HOSTILE int 0
|
||||
6 PRC_TIMESTOP_BLANK_PC int 0
|
||||
7 PRC_PNP_ELEMENTAL_SWARM int 1
|
||||
8 PRC_PNP_TENSERS_TRANSFORMATION int 1
|
||||
9 PRC_PNP_BLACK_BLADE_OF_DISASTER int 1
|
||||
10 PRC_PNP_FIND_TRAPS int 0
|
||||
11 PRC_PNP_DARKNESS int 0
|
||||
12 PRC_PNP_DARKNESS_35ED int 0
|
||||
13 PRC_PNP_ANIMATE_DEAD int 1
|
||||
14 PRC_35ED_WORD_OF_FAITH int 0
|
||||
15 PRC_CREATE_UNDEAD_UNCONTROLLED int 1
|
||||
16 PRC_CREATE_UNDEAD_PERMANENT int 0
|
||||
17 PRC_SLEEP_NO_HD_CAP int 0
|
||||
18 PRC_USE_NEW_IMBUE_ARROW int 1
|
||||
19 PRC_ORC_WARLORD_COHORT int 1
|
||||
20 PRC_LICH_ALTER_SELF_DISABLE int 0
|
||||
21 PRC_TRUE_NECROMANCER_ALTERNATE_VISUAL int 1
|
||||
22 PRC_THRALLHERD_LEADERSHIP int 1
|
||||
23 PRC_PNP_UNIMPINGED int 1
|
||||
24 PRC_PNP_IMPENETRABILITY int 1
|
||||
25 PRC_PNP_DULLBLADES int 1
|
||||
26 PRC_PNP_CHAMPIONS_VALOR int 1
|
||||
27 PRC_STAFF_CASTER_LEVEL int 1
|
||||
28 PRC_PNP_ABILITY_DAMAGE_EFFECTS int 1
|
||||
29 PRC_PNP_REST_HEALING int 0
|
||||
30 PRC_PNP_SOMATIC_COMPOMENTS int 0
|
||||
31 PRC_PNP_SOMATIC_ITEMS int 0
|
||||
32 PRC_MULTISUMMON int 1
|
||||
33 PRC_SUMMON_ROUND_PER_LEVEL int 0
|
||||
34 PRC_PNP_FAMILIAR_FEEDING int 0
|
||||
35 PRC_PNP_HOLY_AVENGER_IPROP int 1
|
||||
36 PRC_PNP_SLINGS int 1
|
||||
37 PRC_PNP_RACIAL_SPEED int 1
|
||||
38 PRC_PNP_ARMOR_SPEED int 1
|
||||
39 PRC_REMOVE_PLAYER_SPEED int 1
|
||||
40 PRC_BREW_POTION_CASTER_LEVEL int 1
|
||||
41 PRC_SCRIBE_SCROLL_CASTER_LEVEL int 1
|
||||
42 PRC_CRAFT_WAND_CASTER_LEVEL int 1
|
||||
43 PRC_CRAFTING_BASE_ITEMS int 1
|
||||
44 PRC_XP_USE_SIMPLE_LA int 1
|
||||
45 PRC_XP_USE_SIMPLE_RACIAL_HD int 1
|
||||
46 PRC_AUTO_IDENTIFY_ON_ACQUIRE int 1
|
||||
47 PRC_AUTO_UNIDENTIFY_ON_UNACQUIRE int 0
|
||||
48 PRC_BARD_LIGHT_ARMOR_SPELLCASTING int 1
|
||||
49 PRC_PSIONIC_SLAYER_FAV_ENEMY_ABERRATION_ONLY int 1
|
||||
50 PRC_ECL_USES_XP_NOT_HD int 1
|
||||
51 PRC_PNP_ANIMAL_COMPANIONS int 1
|
||||
52 PRC_PNP_FAMILIARS int 1
|
||||
53 PRC_POWER_ATTACK int 1
|
||||
54 PRC_NEC_TERM_PERMADEATH int 0
|
||||
55 PRC_SPELL_ALIGNMENT_RESTRICT int 2
|
||||
56 PRC_ALLOW_ONLY_SHARP_WEAPONS int 0
|
||||
57 PRC_DEXBASED_WEAPON_POISONING_FAILURE_CHANCE int 1
|
||||
58 PRC_PNP_RAPID_METABOLISM int 0
|
||||
59 PRC_PNP_ELEMENTAL_DAMAGE int 1
|
||||
60 PRC_SMALL_CREATURE_FINESSE int 1
|
||||
61 PRC_CRAFT_ROD_CASTER_LEVEL int 1
|
||||
62 PRC_CRAFT_STAFF_CASTER_LEVEL int 1
|
||||
63 PRC_XP_USE_SIMPLE_RACIAL_HD_NO_FREE_XP int 1
|
||||
64 PRC_XP_INCLUDE_RACIAL_HIT_DIE_IN_LA int 0
|
||||
65 PRC_XP_USE_SETXP int 0
|
||||
66 PRC_DISABLE_COMPONENTS_SHOP int 0
|
||||
67 PRC_TRUE_NECROMANCER_ALTERNATE_VISUAL int 1
|
||||
68 PRC_DISABLE_CONVO_TEMPLATE_GAIN int 0
|
||||
69 PRC_SPELLSLAB int 1
|
||||
70 PRC_POWER_ATTACK_STACK_WITH_BW int 1
|
||||
71 PRC_DISABLE_SWITCH_CHANGING_CONVO int 1
|
||||
72 PRC_ENFORCE_RACIAL_APPEARANCE int 0
|
||||
73 PRC_APPEARNCE_CHANGE_DISABLE int 0
|
||||
74 ###BELOW_HERE_CAN_BREAK_EXISTING_PW### **** ****
|
||||
75 PRC_SUPPLY_BASED_REST int 0
|
||||
76 PRC_PNP_DEATH_ENABLE int 0
|
||||
77 PRC_DEATH_OR_BLEED int 1
|
||||
78 PRC_DEATH_DAMAGE_FROM_BLEEDING int 1
|
||||
79 PRC_DEATH_BLEED_TO_STABLE_CHANCE int 1
|
||||
80 PRC_DEATH_STABLE_TO_DISABLED_CHANCE int 1
|
||||
81 PRC_PW_TIME int 0
|
||||
82 PRC_PW_HP_TRACKING int 0
|
||||
83 PRC_PW_LOCATION_TRACKING int 0
|
||||
84 PRC_PW_MAPPIN_TRACKING int 0
|
||||
85 PRC_PW_DEATH_TRACKING int 0
|
||||
86 PRC_PW_SPELL_TRACKING int 0
|
||||
87 PRC_PW_LOGON_DELAY int 0
|
||||
88 PRC_XP_USE_PNP_XP int 1
|
||||
89 PRC_XP_MUST_BE_IN_AREA int 1
|
||||
90 PRC_XP_MAX_PHYSICAL_DISTANCE int 0
|
||||
91 PRC_XP_MAX_LEVEL_DIFF int 8
|
||||
92 PRC_EPIC_INGORE_DEFAULT int 0
|
||||
93 PRC_EPIC_XP_COSTS int 1
|
||||
94 PRC_EPIC_TAKE_TEN_RULE int 1
|
||||
95 PRC_EPIC_PRIMARY_ABILITY_MODIFIER_RULE int 1
|
||||
96 PRC_EPIC_BACKLASH_DAMAGE int 1
|
||||
97 PRC_EPIC_FOCI_ADJUST_DC int 1
|
||||
98 PRC_EPIC_GOLD_MULTIPLIER int 1
|
||||
99 PRC_EPIC_XP_FRACTION int 1
|
||||
100 PRC_EPIC_FAILURE_FRACTION_GOLD int 1
|
||||
101 PRC_EPIC_BOOK_DESTRUCTION int 0
|
||||
102 PRC_EPIC_CONVO_LEARNING_DISABLE int 0
|
||||
103 PRC_CRAFTING_TIME_SCALE int 1
|
||||
104 PRC_AFTS_EXTRA_DAMAGE int 1
|
||||
105 PRC_DRAGON_DISCIPLE_SIZE_CHANGES int 1
|
||||
106 PRC_NPC_HAS_PC_SPELLCASTING int 1
|
||||
107 PRC_ENABLE_SPELL_SHARING int 1
|
||||
108 PRC_USE_DATABASE int 1
|
||||
109 PRC_DB_PRECACHE int 0
|
||||
110 PRC_DB_SQLITE int 0
|
||||
111 PRC_DB_SQLITE_INTERVAL int 0
|
||||
112 PRC_DB_MYSQL int 0
|
||||
113 PRC_USE_LETOSCRIPT int 0
|
||||
114 PRC_LETOSCRIPT_PHEONIX_SYNTAX int 0
|
||||
115 PRC_LETOSCRIPT_FIX_ABILITIES int 0
|
||||
116 PRC_LETOSCRIPT_UNICORN_SQL int 0
|
||||
117 PRC_LETOSCRIPT_GETNEWESTBIC int 0
|
||||
118 PRC_COMBAT_DEBUG int 0
|
||||
119 PRC_DEBUG int 0
|
||||
120 PRC_35_SPELL_FOCUS int 0
|
||||
121 PRC_35_TWO_WEAPON_FIGHTING int 0
|
||||
122 PRC_PNP_DISARM int 1
|
||||
123 PRC_BONUS_COHORTS int 1
|
||||
124 PRC_XP_HENCHMAN_PARTY_COUNT_x100 int 1
|
||||
125 PRC_XP_DOMINATED_PARTY_COUNT_x100 int 1
|
||||
126 PRC_XP_ANIMALCOMPANION_PARTY_COUNT_x100 int 1
|
||||
127 PRC_XP_FAMILIAR_PARTY_COUNT_x100 int 1
|
||||
128 PRC_XP_SUMMONED_PARTY_COUNT_x100 int 1
|
||||
129 PRC_CHICKEN_INFESTED int 1
|
||||
130 PRC_PNP_SHIFTER_BONUS int 127
|
||||
131 PRC_PW_SECURITY_CD_CHECK int 0
|
Binary file not shown.
Loading…
x
Reference in New Issue
Block a user