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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*

 

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