Added PnP Dire Rat.
Added PnP Dire Rat.
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75
nwn_dark_sun/tlr_r_remarms.nss
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75
nwn_dark_sun/tlr_r_remarms.nss
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//::///////////////////////////////////////////////
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//:: TAILOR: removal: arms
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//:: onconv mil_tailor
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//:://////////////////////////////////////////////
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/*
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*/
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//:://////////////////////////////////////////////
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//:: Created By: bloodsong
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//-- cobbled from milambus' tailor stuff
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//:://////////////////////////////////////////////
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void main()
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{
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object oItem = GetItemInSlot(INVENTORY_SLOT_CHEST, OBJECT_SELF);
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int iSourceValue = 0;
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object oCurrent, oNew;
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object oSource = GetItemInSlot(INVENTORY_SLOT_CHEST, OBJECT_SELF);
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//-- step zero: create a duplicate to start modifying.
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oNew = CopyItem(oSource, OBJECT_SELF);
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// Right Bicep
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oCurrent = oNew;
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oNew = CopyItemAndModify(oCurrent, ITEM_APPR_TYPE_ARMOR_MODEL, ITEM_APPR_ARMOR_MODEL_LBICEP, iSourceValue, TRUE);
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DestroyObject(oCurrent);
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// Right Forearm
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oCurrent = oNew;
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oNew = CopyItemAndModify(oCurrent, ITEM_APPR_TYPE_ARMOR_MODEL, ITEM_APPR_ARMOR_MODEL_LFOREARM, iSourceValue, TRUE);
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DestroyObject(oCurrent);
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// Right Hand
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oCurrent = oNew;
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oNew = CopyItemAndModify(oCurrent, ITEM_APPR_TYPE_ARMOR_MODEL, ITEM_APPR_ARMOR_MODEL_LHAND, iSourceValue, TRUE);
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DestroyObject(oCurrent);
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// Right Shoulder
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oCurrent = oNew;
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oNew = CopyItemAndModify(oCurrent, ITEM_APPR_TYPE_ARMOR_MODEL, ITEM_APPR_ARMOR_MODEL_LSHOULDER, iSourceValue, TRUE);
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DestroyObject(oCurrent);
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// LEFT Bicep
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oCurrent = oNew;
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oNew = CopyItemAndModify(oCurrent, ITEM_APPR_TYPE_ARMOR_MODEL, ITEM_APPR_ARMOR_MODEL_RBICEP, iSourceValue, TRUE);
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DestroyObject(oCurrent);
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// LEFT Forearm
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oCurrent = oNew;
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oNew = CopyItemAndModify(oCurrent, ITEM_APPR_TYPE_ARMOR_MODEL, ITEM_APPR_ARMOR_MODEL_RFOREARM, iSourceValue, TRUE);
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DestroyObject(oCurrent);
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// LEFT Hand
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oCurrent = oNew;
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oNew = CopyItemAndModify(oCurrent, ITEM_APPR_TYPE_ARMOR_MODEL, ITEM_APPR_ARMOR_MODEL_RHAND, iSourceValue, TRUE);
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DestroyObject(oCurrent);
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// LEFT Shoulder
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oCurrent = oNew;
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oNew = CopyItemAndModify(oCurrent, ITEM_APPR_TYPE_ARMOR_MODEL, ITEM_APPR_ARMOR_MODEL_RSHOULDER, iSourceValue, TRUE);
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DestroyObject(oCurrent);
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//-- step last: destroy the original clothing, and put on the new
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DestroyObject(oSource);
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AssignCommand(OBJECT_SELF, ActionEquipItem(oNew, INVENTORY_SLOT_CHEST));
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}
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