125 lines
4.2 KiB
Plaintext
125 lines
4.2 KiB
Plaintext
//:://////////////////////////////////////////////
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//:: BODY TAILOR: copy to me
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//:: onconv bodytailor
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//:://////////////////////////////////////////////
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/*
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gather the model info
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and copy to the pc
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*/
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//:://////////////////////////////////////////////
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//:: Created By: bloodsong
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//:: based on the Mil_Tailor by Milambus Mandragon
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//:://////////////////////////////////////////////
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#include "btlr__inc"
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void main()
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{
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object oPC = GetPCSpeaker();
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object oSelf = OBJECT_SELF;
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int iNewApp;
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//--WINGS:
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iNewApp = GetCreatureWingType();
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if(iNewApp == CREATURE_WING_TYPE_DRAGON)
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{
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if(ALLOWRDDWING
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|| GetLevelByClass(CLASS_TYPE_DRAGON_DISCIPLE, oPC) > 0)
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{ SetCreatureWingType(iNewApp, oPC); }
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}
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else //-- not red dragon wing
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{
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if(ALLOWRDDREMOVAL
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|| GetLevelByClass(CLASS_TYPE_DRAGON_DISCIPLE, oPC) <= 0)
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{ SetCreatureWingType(iNewApp, oPC); }
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}
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//--TAIL:
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iNewApp = GetCreatureTailType();
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SetCreatureTailType(iNewApp, oPC);
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//--HEAD:
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iNewApp = GetCreatureBodyPart(CREATURE_PART_HEAD);
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SetCreatureBodyPart(CREATURE_PART_HEAD, iNewApp, oPC);
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//--BODYPARTS:
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//--bone arm parts with checks
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iNewApp = GetCreatureBodyPart(CREATURE_PART_LEFT_BICEP);
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if (iNewApp == CREATURE_MODEL_TYPE_UNDEAD)
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{
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if (ALLOWBONEARM
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|| GetLevelByClass(CLASS_TYPE_PALE_MASTER, oPC) > 0)
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{ SetCreatureBodyPart(CREATURE_PART_LEFT_BICEP, iNewApp, oPC); }
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}
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else
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{ //-- not a bone arm.
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if (ALLOWBONEREMOVAL
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|| GetLevelByClass(CLASS_TYPE_PALE_MASTER, oPC) <= 0)
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{ SetCreatureBodyPart(CREATURE_PART_LEFT_BICEP, iNewApp, oPC); }
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}
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iNewApp = GetCreatureBodyPart(CREATURE_PART_LEFT_FOREARM);
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if (iNewApp == CREATURE_MODEL_TYPE_UNDEAD)
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{
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if (ALLOWBONEARM
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|| GetLevelByClass(CLASS_TYPE_PALE_MASTER, oPC) > 0)
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{ SetCreatureBodyPart(CREATURE_PART_LEFT_FOREARM, iNewApp, oPC); }
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}
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else
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{ //-- not a bone arm.
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if (ALLOWBONEREMOVAL
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|| GetLevelByClass(CLASS_TYPE_PALE_MASTER, oPC) <= 0)
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{ SetCreatureBodyPart(CREATURE_PART_LEFT_FOREARM, iNewApp, oPC); }
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}
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iNewApp = GetCreatureBodyPart(CREATURE_PART_LEFT_HAND);
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if (iNewApp == CREATURE_MODEL_TYPE_UNDEAD)
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{
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if (ALLOWBONEARM
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|| GetLevelByClass(CLASS_TYPE_PALE_MASTER, oPC) > 0)
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{ SetCreatureBodyPart(CREATURE_PART_LEFT_HAND, iNewApp, oPC); }
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}
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else
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{ //-- not a bone arm.
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if (ALLOWBONEREMOVAL
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|| GetLevelByClass(CLASS_TYPE_PALE_MASTER, oPC) <= 0)
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{ SetCreatureBodyPart(CREATURE_PART_LEFT_HAND, iNewApp, oPC); }
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}
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//-- regular bodyparts
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iNewApp = GetCreatureBodyPart(CREATURE_PART_LEFT_FOOT);
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SetCreatureBodyPart(CREATURE_PART_LEFT_FOOT, iNewApp, oPC);
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iNewApp = GetCreatureBodyPart(CREATURE_PART_LEFT_SHIN);
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SetCreatureBodyPart(CREATURE_PART_LEFT_SHIN, iNewApp, oPC);
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iNewApp = GetCreatureBodyPart(CREATURE_PART_LEFT_THIGH);
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SetCreatureBodyPart(CREATURE_PART_LEFT_THIGH, iNewApp, oPC);
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iNewApp = GetCreatureBodyPart(CREATURE_PART_RIGHT_BICEP);
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SetCreatureBodyPart(CREATURE_PART_RIGHT_BICEP, iNewApp, oPC);
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iNewApp = GetCreatureBodyPart(CREATURE_PART_RIGHT_FOOT);
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SetCreatureBodyPart(CREATURE_PART_RIGHT_FOOT, iNewApp, oPC);
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iNewApp = GetCreatureBodyPart(CREATURE_PART_RIGHT_FOREARM);
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SetCreatureBodyPart(CREATURE_PART_RIGHT_FOREARM, iNewApp, oPC);
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iNewApp = GetCreatureBodyPart(CREATURE_PART_RIGHT_HAND);
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SetCreatureBodyPart(CREATURE_PART_RIGHT_HAND, iNewApp, oPC);
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iNewApp = GetCreatureBodyPart(CREATURE_PART_RIGHT_SHIN);
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SetCreatureBodyPart(CREATURE_PART_RIGHT_SHIN, iNewApp, oPC);
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iNewApp = GetCreatureBodyPart(CREATURE_PART_RIGHT_THIGH);
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SetCreatureBodyPart(CREATURE_PART_RIGHT_THIGH, iNewApp, oPC);
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iNewApp = GetCreatureBodyPart(CREATURE_PART_NECK);
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SetCreatureBodyPart(CREATURE_PART_NECK, iNewApp, oPC);
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iNewApp = GetCreatureBodyPart(CREATURE_PART_PELVIS);
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SetCreatureBodyPart(CREATURE_PART_PELVIS, iNewApp, oPC);
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iNewApp = GetCreatureBodyPart(CREATURE_PART_TORSO);
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SetCreatureBodyPart(CREATURE_PART_TORSO, iNewApp, oPC);
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//--EYES
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ExecuteScript("btlr_applyeyes", OBJECT_SELF);
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//--PHENOTYPE
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SetPhenoType(GetPhenoType(oSelf), oPC);
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}
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