REO-EE/_module/nss/random_clothing.nss
Jaysyn904 f82740bbbd Initial commit
Initial commit
2024-02-22 13:22:03 -05:00

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// Creates random clothes on the zombie that was just spawned.
// Called from "zom_on_spawn"
/*
Made changes to how it works. This way is a little more user friendly for
adding more clothes to spawn. Also added some CEP outfits in the pool.
Should give zombies a more unique appearance.
-Zunath-
*/
// Created by Ronin_DM on Unknown
// Additions and commenting by Zunath on July 26, 2007
// Modification for Resident Evil Online by Zunath on September 27, 2011
void main()
{
object oSelf = OBJECT_SELF;
int iRandom = Random(49) + 1;
string sClothing;
switch (iRandom)
{
case 1:
sClothing = "_mdrn_cl_bkblu";
break;
case 2:
sClothing = "_mdrn_cl_bkbrown";
break;
case 3:
sClothing = "_mdrn_cl_bkmtbrn";
break;
case 4:
sClothing = "_mdrn_cl_bkred";
break;
case 5:
sClothing = "_mdrn_cl_bkstsrd";
break;
case 6:
sClothing = "_mdrn_cl_bkwht";
break;
case 7:
sClothing = "_mdrn_cl_bkyell";
break;
case 8:
sClothing = "_mdrn_cl_bluebgr";
break;
case 9:
sClothing = "_mdrn_cl_brnblck";
break;
case 10:
sClothing = "_mdrn_cl_cbkl002";
break;
case 11:
sClothing = "_mdrn_cl_cbkljbk";
break;
case 12:
sClothing = "_mdrn_cl_cbktsbk";
break;
case 13:
sClothing = "_mdrn_cl_cbkvblu";
break;
case 14:
sClothing = "_mdrn_cl_frill01";
break;
case 15:
sClothing = "_mdrn_cl_jbststw";
break;
case 16:
sClothing = "_mdrn_cl_jbtlsvr";
break;
case 17:
sClothing = "_mdrn_cl_jbtshtw";
break;
case 18:
sClothing = "_mdrn_cl_lcoa001";
break;
case 19:
sClothing = "_mdrn_cl_lcoat01";
break;
case 20:
sClothing = "_mdrn_cl_lcoat02";
break;
case 21:
sClothing = "_mdrn_cl_lcoat03";
break;
case 22:
sClothing = "_mdrn_cl_ldress1";
break;
case 23:
sClothing = "_mdrn_cl_pjlng01";
break;
case 24:
sClothing = "_mdrn_cl_pjsht01";
break;
case 25:
sClothing = "_mdrn_cl_sdrssbl";
break;
case 26:
sClothing = "_mdrn_cl_tc_blk";
break;
case 27:
sClothing = "_mdrn_cl_tc_brn";
break;
case 28:
sClothing = "_mdrn_cl_tc_grn";
break;
case 29:
sClothing = "_mdrn_cl_vest002";
break;
case 30:
sClothing = "_mdrn_cl_wout";
break;
case 31:
sClothing = "_mdrn_cl_wout002";
break;
case 32:
sClothing = "_mdrn_it_bgown";
break;
case 33:
sClothing = "_mdrn_it_blksuit";
break;
case 34:
sClothing = "_mdrn_it_brvestw";
break;
case 35:
sClothing = "_mdrn_it_camjack";
break;
case 36:
sClothing = "_mdrn_it_gown001";
break;
case 37:
sClothing = "_mdrn_it_gown002";
break;
case 38:
sClothing = "_mdrn_it_gown003";
break;
case 39:
sClothing = "_mdrn_it_gown004";
break;
case 40:
sClothing = "_mdrn_it_gown005";
break;
case 41:
sClothing = "_mdrn_it_gown006";
break;
case 42:
sClothing = "_mdrn_it_gown007";
break;
case 43:
sClothing = "_mdrn_it_gownblu";
break;
case 44:
sClothing = "_mdrn_it_jeanwor";
break;
case 45:
sClothing = "_mdrn_it_ljack01";
break;
case 46:
sClothing = "_mdrn_it_lthr001";
break;
case 47:
sClothing = "_mdrn_it_msblack";
break;
case 48:
sClothing = "_mdrn_jcktjns001";
break;
case 49:
sClothing = "_mdrn_jcktjns003";
break;
}
// Now that we have the clothing to spawn, give it to the zombie
// and make them equip it.
object oEquip = CreateItemOnObject(sClothing);
SetDroppableFlag(oEquip, FALSE);
ActionEquipItem(oEquip, INVENTORY_SLOT_CHEST);
}