This should be pretty self-explainatory:
/** * Creates a parametrised polymorph effect. * * Implementation details: This operation is currently not atomic; it needs to be applied BEFORE * creating any other custom polymorph effects. This may change in the future, so the call semantics * remain as they are. */ effect EffectPolymorphCustom(int appearanceType, int racialType, int portraitId = -1, int str = -1, int con = -1, int dex = -1, int acBonus = 0, int hpBonus = 0, int spell1 = -1, int spell2 = -1, int spell3 = -1, string portrait = "", string equipped = "", string crWeapon1 = "", string crWeapon2 = "", string crWeapon3 = "", string hideItem = "", bool locked = false); /** * Allow/disallow the given creature to use items while polymorphed. * * Implementation details: This just sets an lvar, and as such will apply to ALL * polymorph states this creature enters. Semantics of this call will change. */ void SetCreatureAllowPolymorphUseItem(object creature, bool allowed);
The API really isn't as clean as I want it to be, but it'll do for now. I really need to stop adding bells and whistles and get back to the encounter/spawning system. *snooze*