//:: Copyright (c) Project RATDOG //::////////////////////////////////////////////// /* Randomize appearance & clothing for commoners */ //::////////////////////////////////////////////// //:: Created By: Jaysyn //:: Created On: Sept 01, 2021 //::////////////////////////////////////////////// void rnd_skin(object oPC) { //:: Randomize skin color int nKeepskin = GetLocalInt(OBJECT_SELF,"RA_KEEPSKIN"); int nSkinColor; nSkinColor = Random(15); if (nKeepskin != 1) { SetColor(OBJECT_SELF, COLOR_CHANNEL_SKIN, nSkinColor); } } void rnd_pheno(object oPC) { //: Randomize body size (3:1 ratio) int nKeepPheno = GetLocalInt(OBJECT_SELF, "RA_KEEPPHENO"); int nRandom = d4(); if (nKeepPheno != 1 && nRandom == 1) { SetPhenoType(PHENOTYPE_BIG , OBJECT_SELF); } } void rnd_head(object oPC) { // Randomize head int nKeephead = GetLocalInt(OBJECT_SELF,"RA_KEEPHEAD"); int nKeephair = GetLocalInt(OBJECT_SELF,"RA_KEEPHAIR"); int nHeadNumber; nHeadNumber = Random(12)+1; if (nKeephead != 1) { SetCreatureBodyPart(CREATURE_PART_HEAD, nHeadNumber, OBJECT_SELF); } // Randomize hair color int nHairColor; nHairColor = Random(15); if (nKeephair != 1) { SetColor(OBJECT_SELF, COLOR_CHANNEL_HAIR, nHairColor); } } void rnd_tattoo(object oPC) { // Randomize Tattoos int nKeeptats = GetLocalInt(OBJECT_SELF,"RA_KEEPTATS"); int nTattoo1; nTattoo1 = Random(15); if (nKeeptats != 1) { SetColor(OBJECT_SELF, COLOR_CHANNEL_TATTOO_1, nTattoo1); } int nTattoo2; nTattoo2 = Random(15); if (nKeeptats != 1) { SetColor(OBJECT_SELF, COLOR_CHANNEL_TATTOO_2, nTattoo2); } } void rnd_clothes(object oPC) { int nNoble = GetLocalInt(OBJECT_SELF,"NOBLE"); object oItem; if (nNoble != 1) { //Randomizes Commoner's Clothing int nStackSize = 1; // Create 1 items int nResult = d20(1); string sItem; sItem = "baleas_cloth0" + IntToString(nResult); oItem = CreateItemOnObject(sItem, oPC, 1); DelayCommand(0.5f, ActionEquipItem(oItem, INVENTORY_SLOT_CHEST)); } else if (GetGender(oPC) != 1) // 1 is Female { //Randomizes Male Noble's Clothing int nStackSize = 1; // Create 1 items int nResult = d10(1); string sItem; sItem = "noble_m_cloth0" + IntToString(nResult); oItem = CreateItemOnObject(sItem, oPC, 1); //DelayCommand(0.5f, ActionEquipItem(CreateItemOnObject(sItem), INVENTORY_SLOT_CHEST)); DelayCommand(0.5f, ActionEquipItem(oItem, INVENTORY_SLOT_CHEST)); } else { //Randomizes Female Noble's Clothing int nStackSize = 1; // Create 1 items int nResult = d10(1); string sItem; sItem = "noble_f_cloth0" + IntToString(nResult); oItem = CreateItemOnObject(sItem, oPC, 1); //DelayCommand(0.5f, ActionEquipItem(CreateItemOnObject(sItem), INVENTORY_SLOT_CHEST)); DelayCommand(0.5f, ActionEquipItem(oItem, INVENTORY_SLOT_CHEST)); } } // Test VOID //void main(){}