Aantioch_Infernum/_module/nss/rnd_commoner_inc.nss
EpicValor d79c0759a9 Added watering spots to desert areas
Adjusted some mob attributes/gear/creature items to suit their level.
2023-10-06 01:29:27 -05:00

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//:: Copyright (c) Project RATDOG
//:://////////////////////////////////////////////
/*
Randomize appearance & clothing for commoners
*/
//:://////////////////////////////////////////////
//:: Created By: Jaysyn
//:: Created On: Sept 01, 2021
//:://////////////////////////////////////////////
void rnd_skin(object oPC)
{
//:: Randomize skin color
int nKeepskin = GetLocalInt(OBJECT_SELF,"RA_KEEPSKIN");
int nSkinColor;
nSkinColor = Random(5);
if (nKeepskin != 1)
{
SetColor(OBJECT_SELF, COLOR_CHANNEL_SKIN, nSkinColor);
}
}
void rnd_pheno(object oPC)
{
//: Randomize body size (3:1 ratio)
int nKeepPheno = GetLocalInt(OBJECT_SELF, "RA_KEEPPHENO");
int nRandom = d4();
if (nKeepPheno != 1 && nRandom == 1)
{
SetPhenoType(PHENOTYPE_BIG , OBJECT_SELF);
}
}
void rnd_head(object oPC)
{
// Randomize head
int nKeephead = GetLocalInt(OBJECT_SELF,"RA_KEEPHEAD");
int nKeephair = GetLocalInt(OBJECT_SELF,"RA_KEEPHAIR");
int nHeadNumber;
nHeadNumber = Random(12)+1;
if (nKeephead != 1)
{
SetCreatureBodyPart(CREATURE_PART_HEAD, nHeadNumber, OBJECT_SELF);
}
// Randomize hair color
int nHairColor;
nHairColor = Random(15);
if (nKeephair != 1)
{
SetColor(OBJECT_SELF, COLOR_CHANNEL_HAIR, nHairColor);
}
}
void rnd_tattoo(object oPC)
{
// Randomize Tattoos
int nKeeptats = GetLocalInt(OBJECT_SELF,"RA_KEEPTATS");
int nTattoo1;
nTattoo1 = Random(15);
if (nKeeptats != 1)
{
SetColor(OBJECT_SELF, COLOR_CHANNEL_TATTOO_1, nTattoo1);
}
int nTattoo2;
nTattoo2 = Random(15);
if (nKeeptats != 1)
{
SetColor(OBJECT_SELF, COLOR_CHANNEL_TATTOO_2, nTattoo2);
}
}
void rnd_clothes(object oPC)
{
int nNoble = GetLocalInt(OBJECT_SELF,"NOBLE");
int iKeepclothes = GetLocalInt(OBJECT_SELF,"RA_KEEPCLOTHES");
object oItem;
if (iKeepclothes == 1) return;
if (nNoble != 1)
{
//Randomizes Commoner's Clothing
int nStackSize = 1; // Create 1 items
int nResult = d20(1);
string sItem;
sItem = "baleas_cloth0" + IntToString(nResult);
oItem = CreateItemOnObject(sItem, oPC, 1);
DelayCommand(0.5f, ActionEquipItem(oItem, INVENTORY_SLOT_CHEST));
}
else if (GetGender(oPC) != 1) // 1 is Female
{
//Randomizes Male Noble's Clothing
int nStackSize = 1; // Create 1 items
int nResult = d10(1);
string sItem;
sItem = "noble_m_cloth0" + IntToString(nResult);
oItem = CreateItemOnObject(sItem, oPC, 1);
//DelayCommand(0.5f, ActionEquipItem(CreateItemOnObject(sItem), INVENTORY_SLOT_CHEST));
DelayCommand(0.5f, ActionEquipItem(oItem, INVENTORY_SLOT_CHEST));
}
else
{
//Randomizes Female Noble's Clothing
int nStackSize = 1; // Create 1 items
int nResult = d10(1);
string sItem;
sItem = "noble_f_cloth0" + IntToString(nResult);
oItem = CreateItemOnObject(sItem, oPC, 1);
//DelayCommand(0.5f, ActionEquipItem(CreateItemOnObject(sItem), INVENTORY_SLOT_CHEST));
DelayCommand(0.5f, ActionEquipItem(oItem, INVENTORY_SLOT_CHEST));
}
}
// Test VOID
//void main(){}