Added PnP Dire Rat.
Added PnP Dire Rat.
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53
nwn_dark_sun/tlr_s_otherside.nss
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53
nwn_dark_sun/tlr_s_otherside.nss
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//::///////////////////////////////////////////////
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//:: TAILOR: symmetry, copy from the other side
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//:: onconv mil_tailor
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//:://////////////////////////////////////////////
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/*
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is it symmetrical?
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read # from other side
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*/
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//:://////////////////////////////////////////////
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//:: Created By: bloodsong
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//-- cobbled from milambus's scripts
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//-- milamBUS, one day, i'll learn his name right!
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//--(i suck at names, k?)
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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 iToModify = GetLocalInt(OBJECT_SELF, "ToModify");
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int iNewLook;
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//-- step zero: translate our toModify
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switch (iToModify)
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{
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case ITEM_APPR_ARMOR_MODEL_RBICEP: { iNewLook = ITEM_APPR_ARMOR_MODEL_LBICEP; break; }
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case ITEM_APPR_ARMOR_MODEL_RFOOT: { iNewLook = ITEM_APPR_ARMOR_MODEL_LFOOT; break; }
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case ITEM_APPR_ARMOR_MODEL_RFOREARM: { iNewLook = ITEM_APPR_ARMOR_MODEL_LFOREARM; break; }
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case ITEM_APPR_ARMOR_MODEL_RHAND: { iNewLook = ITEM_APPR_ARMOR_MODEL_LHAND; break; }
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case ITEM_APPR_ARMOR_MODEL_RSHIN: { iNewLook = ITEM_APPR_ARMOR_MODEL_LSHIN; break; }
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case ITEM_APPR_ARMOR_MODEL_RSHOULDER: { iNewLook = ITEM_APPR_ARMOR_MODEL_LSHOULDER; break; }
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case ITEM_APPR_ARMOR_MODEL_RTHIGH: { iNewLook = ITEM_APPR_ARMOR_MODEL_LTHIGH; break; }
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case ITEM_APPR_ARMOR_MODEL_LBICEP: { iNewLook = ITEM_APPR_ARMOR_MODEL_RBICEP; break; }
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case ITEM_APPR_ARMOR_MODEL_LFOOT: { iNewLook = ITEM_APPR_ARMOR_MODEL_RFOOT; break; }
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case ITEM_APPR_ARMOR_MODEL_LFOREARM: { iNewLook = ITEM_APPR_ARMOR_MODEL_RFOREARM; break; }
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case ITEM_APPR_ARMOR_MODEL_LHAND: { iNewLook = ITEM_APPR_ARMOR_MODEL_RHAND; break; }
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case ITEM_APPR_ARMOR_MODEL_LSHIN: { iNewLook = ITEM_APPR_ARMOR_MODEL_RSHIN; break; }
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case ITEM_APPR_ARMOR_MODEL_LSHOULDER: { iNewLook = ITEM_APPR_ARMOR_MODEL_RSHOULDER; break; }
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case ITEM_APPR_ARMOR_MODEL_LTHIGH: { iNewLook = ITEM_APPR_ARMOR_MODEL_RTHIGH; break; }
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default: return; //-- not a symmetrical part
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}
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int iNewApp = GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_MODEL, iNewLook);
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object oNewItem = CopyItemAndModify(oItem, ITEM_APPR_TYPE_ARMOR_MODEL, iToModify, iNewApp, TRUE);
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DestroyObject(oItem);
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DelayCommand(0.5f, AssignCommand(OBJECT_SELF, ActionEquipItem(oNewItem, INVENTORY_SLOT_CHEST)));
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}
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