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