Many Shapes v1.1 by Axe
A package to easily incorporate polymorph functionality into a module. Includes a conversation, unique power script for items, custom item blueprint, and an includable script.
Scripts attached to the conversation allow polymorphing at will into any shape selected from a list. The list presented includes all default polymorph types from the polymorph.2da file, not any custom forms added to the polymorph.2da file. The conversation can be attached to any NPC so if a player talks to him, he will be able to turn the player into any form choosen from the list.
Many Shapes unique power script allows the conversation to be attached to any item. All that is needed is to set the item's tag name to "manyshapes" and it will work provided the item has been given the Unique Power Self Only spell effect property. Once that is done, whenever the player uses the item's unique power, the conversation will run and he will be able to choose a shape then get polymorphed into it.
A blueprint is also added to the Miscellaneous category on the custom item palette called the Stone of Many Shapes. It is an item (already hooked up to the Many Shapes interface as described above) to allow the player access to the conversation so he can polymorph at will unlimited uses per day.
An includable script is added to the module's script list called "manyshapes_inc". Including this script into another script will give that script access to several missing Bioware constants for the POLYMORPH_TYPE_xxx functions and will also define a new function called PolymorphInto that can be used to apply a polymorph effect including visual effects to a creature.
Version 1.1 Additions:
Added a parameter to the PolymorphInto function and defined another new
function called RemoveTemporaryHitPoints. The new parameter allows you
to specify if you want the target to retain or lose the temporary hit
point bonus awarded when he polymorphs into some of the available forms.
The new function is used to remove any temporary hit point effects and
ensure polymorphed creatures have no more than their max hp allowed. By
default, temporary hit points are retained.
Added a new function called RemovePolymorph that can be used to return a
creature to his normal form from a temporary or permanent duration polymorph.
Requirements.
Requires NWN, HOTU, patch v1.61
SOU not required
Your module must have the following scripts set up in the Module properties.
OnModuleLoad - x2_mod_def_load
OnEquip - x2_mod_def_equ
OnUnEquip - x2_mod_def_unequ
OnAcquire - x2_mod_def_aqu
OnUnAcqucire - x2_mod_def_unaqu
OnActivate - x2_mod_def_act
Next, edit the OnModuleLoad script (called x2_mod_def_load) and make sure the line
SetModuleSwitch (MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS, TRUE);
is not commented out (green). If it is, remove the // from the front of the line.
Version 1.1 Additions:
Included a text version of the include script so people without HOTU
who are unable to import the erf file, can still manually install the
include script part of this package. Note that those who do this may
find that attempting to polymorph into a form not supported prior to
the release of HOTU using manyshapes_inc functionality will probably
not work.
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See nicro-review here.
TR