Hmmm - I'm not sure if that is the case. I did have this line in my module OnEquip script, but it was not stopping the armor equipping code below it from running when a PC left a polymorphed state:
//If this is a polymorphed creature, or a creature coming out of polymorph don't do any of the armor equipping code below
if (GetHasEffect(EFFECT_TYPE_POLYMORPH, oPC)) return;
However, once i changed it to this, it appears now to be working:
//If this is a polymorphed creature, or a creature coming out of polymorph don't do any of the armor equipping code below
int iIsPolymporphed = GetHasEffect(EFFECT_TYPE_POLYMORPH, oPC);
int iWasPolymporphed = GetLocalInt(oPC, "Polymorphed");
if (iIsPolymporphed || iWasPolymporphed) {
if (iIsPolymporphed && !iWasPolymporphed) SetLocalInt(oPC, "Polymorphed", TRUE);
if (!iIsPolymporphed && iWasPolymporphed) DeleteLocalInt(oPC, "Polymorphed");
return;
}
if anyone can spot any holes or problems with this bottom solution though, I'd love to hear them.