//::////////////////////////////////////////////// //:: BODY TAILOR: reset //:: onconv bodytailor //::////////////////////////////////////////////// /* set all to 0 */ //::////////////////////////////////////////////// //:: Created By: bloodsong //:: based on the Mil_Tailor by Milambus Mandragon //::////////////////////////////////////////////// #include "btlr__inc" void main() { object oPC = OBJECT_SELF; //--reversed from copy to pc int iNewApp = 0; //--WINGS: SetCreatureWingType(iNewApp, oPC); //--TAIL: SetCreatureTailType(iNewApp, oPC); //--HEAD: iNewApp = 1; SetCreatureBodyPart(CREATURE_PART_HEAD, iNewApp, oPC); //--BODYPARTS: SetCreatureBodyPart(CREATURE_PART_LEFT_BICEP, iNewApp, oPC); SetCreatureBodyPart(CREATURE_PART_LEFT_FOOT, iNewApp, oPC); SetCreatureBodyPart(CREATURE_PART_LEFT_FOREARM, iNewApp, oPC); SetCreatureBodyPart(CREATURE_PART_LEFT_HAND, iNewApp, oPC); SetCreatureBodyPart(CREATURE_PART_LEFT_SHIN, iNewApp, oPC); SetCreatureBodyPart(CREATURE_PART_LEFT_THIGH, iNewApp, oPC); SetCreatureBodyPart(CREATURE_PART_RIGHT_BICEP, iNewApp, oPC); SetCreatureBodyPart(CREATURE_PART_RIGHT_FOOT, iNewApp, oPC); SetCreatureBodyPart(CREATURE_PART_RIGHT_FOREARM, iNewApp, oPC); SetCreatureBodyPart(CREATURE_PART_RIGHT_HAND, iNewApp, oPC); SetCreatureBodyPart(CREATURE_PART_RIGHT_SHIN, iNewApp, oPC); SetCreatureBodyPart(CREATURE_PART_RIGHT_THIGH, iNewApp, oPC); SetCreatureBodyPart(CREATURE_PART_NECK, iNewApp, oPC); SetCreatureBodyPart(CREATURE_PART_PELVIS, iNewApp, oPC); SetCreatureBodyPart(CREATURE_PART_TORSO, iNewApp, oPC); //--EYES ApplyEyes(0, oPC); //--PHENO SetPhenoType(PHENOTYPE_NORMAL); }