//:://///////////////////////////////////////////// //:: BODY TAILOR: apply part //:: onconv bodytailor //::////////////////////////////////////////////// /* whatever part you are working on, you can apply just that part to yourself. */ //::////////////////////////////////////////////// //:: Created By: bloodsong //:: based on the mil tailor by Jake E. Fitch (Milambus Mandragon) //::////////////////////////////////////////////// #include "btlr__inc" void main() { object oPC = GetPCSpeaker(); string sToModify = GetLocalString(OBJECT_SELF, "ToModify"); //-- WINGS, TAIL, HEAD, EYES, PARTS... int iToModify = GetLocalInt(OBJECT_SELF, "ToModify"); //-- bodypart #... int iNewApp; //--PUT ON WINGS---------------------------------------------------- if(sToModify == "WINGS") { iNewApp = GetCreatureWingType(); /* //--check rdd allowances if(GetLevelByClass(CLASS_TYPE_DRAGON_DISCIPLE, oPC) > 0 && !ALLOWRDDREMOVAL) { //-- its an rdd and its not allowed to remove/change wings SpeakString("Red Dragon Disciples cannot change wings."); return; } */ /* if(GetLevelByClass(CLASS_TYPE_DRAGON_DISCIPLE, oPC) == 0 && !ALLOWRDDWING) { //-- not an rdd and cant get rdd wings if(iNewApp == CREATURE_WING_TYPE_DRAGON) { //-- not allowed SpeakString("Your class is not allowed to have red dragon wings."); return; } */ } //-- end RDD checks if you get past here, slap them on. SetCreatureWingType(iNewApp, oPC); return; //--PUT ON TAIL---------------------------------------------------- if(sToModify == "TAIL") { iNewApp = GetCreatureTailType(); SetCreatureTailType(iNewApp, oPC); return; } //--PUT ON HEAD---------------------------------------------------- if(sToModify == "HEAD") { iNewApp = GetCreatureBodyPart(CREATURE_PART_HEAD); SetCreatureBodyPart(CREATURE_PART_HEAD, iNewApp, oPC); return; } //--PUT ON BODYPART------------------------------------------------ if(sToModify == "PARTS") { iNewApp = GetCreatureBodyPart(iToModify); //--pm arm checks if( (iToModify == CREATURE_PART_LEFT_BICEP || iToModify == CREATURE_PART_LEFT_FOREARM || iToModify == CREATURE_PART_LEFT_HAND) //--any left arm part && iNewApp == CREATURE_MODEL_TYPE_UNDEAD //-- and changing to bone && (!ALLOWBONEARM && GetLevelByClass(CLASS_TYPE_PALE_MASTER, oPC) <=0)) //-- and not a pm and bone arms not allowed on non pms { //-- left arm parts & trying to put on undead on a non pm. just say NO! SpeakString("Your class is not allowed to have bone arms."); return; } if (!ALLOWBONEREMOVAL && GetLevelByClass(CLASS_TYPE_PALE_MASTER, oPC) > 0 && (iToModify == CREATURE_PART_LEFT_BICEP || iToModify == CREATURE_PART_LEFT_FOREARM || iToModify == CREATURE_PART_LEFT_HAND)) {//-- its a pm and pm bone removal not allowed and its the left arm SpeakString("Pale Masters are not allowed to change the undead grafts."); return; } //-- end pm arm checks, whew! if you get past here, change the part. SetCreatureBodyPart(iToModify, iNewApp, oPC); return; } //--OH THE EYES, THE EYES!----------------------------------------- if(sToModify == "EYES") { int iEyes = GetLocalInt(OBJECT_SELF, "EYES"); ApplyEyes(iEyes, oPC); return; } }