Sorry for all the posts but you guys are the few people I know that are still around in NWN and having just come back I'm having to relearn a fair bit. I've made several feats for our werewolf race that handle all the shapeshifting parts of the race although the initial shapeshifting works I can't seem to get "cancel polymorph" button to show up on the menu is there something I need to add to the script? the current script I'm using is a modified wildshape one which looks like:
#include "x2_inc_itemprop"
#include "x3_inc_horse"
void main()
{
//Declare major variables
int nSpell = GetSpellId();
object oTarget = GetSpellTargetObject();
effect eVis = EffectVisualEffect(VFX_IMP_POLYMORPH);
effect ePoly;
int nPoly;
int nDuration = DURATION_TYPE_PERMANENT;
if (!GetLocalInt(GetModule(),"X3_NO_SHAPESHIFT_SPELL_CHECK"))
{ // check to see if abort due to being mounted
if (HorseGetIsMounted(oTarget))
{ // abort
if (GetIsPC(oTarget)) FloatingTextStrRefOnCreature(111982,oTarget,FALSE);
return;
} // abort
} // check to see if abort due to being mounted
//Determine Polymorph subradial type
if(nSpell == 840)
{
nPoly = POLYMORPH_TYPE_WOLF;
}
else if (nSpell == 841)
{
nPoly = POLYMORPH_TYPE_WEREWOLF;
}
else if (nSpell == 842)
{
nPoly = POLYMORPH_TYPE_DIRE_WOLF;
}
ePoly = EffectPolymorph(nPoly);
ePoly = ExtraordinaryEffect(ePoly);
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_WERE_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);
}
}