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Copy pathbtlr_copytome.nss
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btlr_copytome.nss
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//:://////////////////////////////////////////////
//:: BODY TAILOR: copy to me
//:: onconv bodytailor
//:://////////////////////////////////////////////
/*
gather the model info
and copy to the pc
*/
//:://////////////////////////////////////////////
//:: Created By: bloodsong
//:: based on the Mil_Tailor by Milambus Mandragon
//:: Edited by 420 for CEP to add skin, hair, and tattoo color functionality
//:://////////////////////////////////////////////
#include "btlr__inc"
void main()
{
object oPC = GetPCSpeaker();
object oSelf = OBJECT_SELF;
int iNewApp;
//--WINGS:
iNewApp = GetCreatureWingType();
if(iNewApp == CREATURE_WING_TYPE_DRAGON)
{
if(ALLOWRDDWING
|| GetLevelByClass(CLASS_TYPE_DRAGON_DISCIPLE, oPC) > 0)
{ SetCreatureWingType(iNewApp, oPC); }
}
else //-- not red dragon wing
{
if(ALLOWRDDREMOVAL
|| GetLevelByClass(CLASS_TYPE_DRAGON_DISCIPLE, oPC) <= 0)
{ SetCreatureWingType(iNewApp, oPC); }
}
//--TAIL:
iNewApp = GetCreatureTailType();
SetCreatureTailType(iNewApp, oPC);
//--HEAD:
iNewApp = GetCreatureBodyPart(CREATURE_PART_HEAD);
SetCreatureBodyPart(CREATURE_PART_HEAD, iNewApp, oPC);
//--BODYPARTS:
//--bone arm parts with checks
iNewApp = GetCreatureBodyPart(CREATURE_PART_LEFT_BICEP);
if (iNewApp == CREATURE_MODEL_TYPE_UNDEAD)
{
if (ALLOWBONEARM
|| GetLevelByClass(CLASS_TYPE_PALE_MASTER, oPC) > 0)
{ SetCreatureBodyPart(CREATURE_PART_LEFT_BICEP, iNewApp, oPC); }
}
else
{ //-- not a bone arm.
if (ALLOWBONEREMOVAL
|| GetLevelByClass(CLASS_TYPE_PALE_MASTER, oPC) <= 0)
{ SetCreatureBodyPart(CREATURE_PART_LEFT_BICEP, iNewApp, oPC); }
}
iNewApp = GetCreatureBodyPart(CREATURE_PART_LEFT_FOREARM);
if (iNewApp == CREATURE_MODEL_TYPE_UNDEAD)
{
if (ALLOWBONEARM
|| GetLevelByClass(CLASS_TYPE_PALE_MASTER, oPC) > 0)
{ SetCreatureBodyPart(CREATURE_PART_LEFT_FOREARM, iNewApp, oPC); }
}
else
{ //-- not a bone arm.
if (ALLOWBONEREMOVAL
|| GetLevelByClass(CLASS_TYPE_PALE_MASTER, oPC) <= 0)
{ SetCreatureBodyPart(CREATURE_PART_LEFT_FOREARM, iNewApp, oPC); }
}
iNewApp = GetCreatureBodyPart(CREATURE_PART_LEFT_HAND);
if (iNewApp == CREATURE_MODEL_TYPE_UNDEAD)
{
if (ALLOWBONEARM
|| GetLevelByClass(CLASS_TYPE_PALE_MASTER, oPC) > 0)
{ SetCreatureBodyPart(CREATURE_PART_LEFT_HAND, iNewApp, oPC); }
}
else
{ //-- not a bone arm.
if (ALLOWBONEREMOVAL
|| GetLevelByClass(CLASS_TYPE_PALE_MASTER, oPC) <= 0)
{ SetCreatureBodyPart(CREATURE_PART_LEFT_HAND, iNewApp, oPC); }
}
//-- regular bodyparts
iNewApp = GetCreatureBodyPart(CREATURE_PART_LEFT_FOOT);
SetCreatureBodyPart(CREATURE_PART_LEFT_FOOT, iNewApp, oPC);
iNewApp = GetCreatureBodyPart(CREATURE_PART_LEFT_SHIN);
SetCreatureBodyPart(CREATURE_PART_LEFT_SHIN, iNewApp, oPC);
iNewApp = GetCreatureBodyPart(CREATURE_PART_LEFT_THIGH);
SetCreatureBodyPart(CREATURE_PART_LEFT_THIGH, iNewApp, oPC);
iNewApp = GetCreatureBodyPart(CREATURE_PART_RIGHT_BICEP);
SetCreatureBodyPart(CREATURE_PART_RIGHT_BICEP, iNewApp, oPC);
iNewApp = GetCreatureBodyPart(CREATURE_PART_RIGHT_FOOT);
SetCreatureBodyPart(CREATURE_PART_RIGHT_FOOT, iNewApp, oPC);
iNewApp = GetCreatureBodyPart(CREATURE_PART_RIGHT_FOREARM);
SetCreatureBodyPart(CREATURE_PART_RIGHT_FOREARM, iNewApp, oPC);
iNewApp = GetCreatureBodyPart(CREATURE_PART_RIGHT_HAND);
SetCreatureBodyPart(CREATURE_PART_RIGHT_HAND, iNewApp, oPC);
iNewApp = GetCreatureBodyPart(CREATURE_PART_RIGHT_SHIN);
SetCreatureBodyPart(CREATURE_PART_RIGHT_SHIN, iNewApp, oPC);
iNewApp = GetCreatureBodyPart(CREATURE_PART_RIGHT_THIGH);
SetCreatureBodyPart(CREATURE_PART_RIGHT_THIGH, iNewApp, oPC);
iNewApp = GetCreatureBodyPart(CREATURE_PART_NECK);
SetCreatureBodyPart(CREATURE_PART_NECK, iNewApp, oPC);
iNewApp = GetCreatureBodyPart(CREATURE_PART_PELVIS);
SetCreatureBodyPart(CREATURE_PART_PELVIS, iNewApp, oPC);
iNewApp = GetCreatureBodyPart(CREATURE_PART_TORSO);
SetCreatureBodyPart(CREATURE_PART_TORSO, iNewApp, oPC);
//--EYES
ExecuteScript("btlr_applyeyes", OBJECT_SELF);
//--PHENOTYPE
SetPhenoType(GetPhenoType(oSelf), oPC);
//Colors
iNewApp = GetColor(oSelf, COLOR_CHANNEL_SKIN);
SetColor(oPC, COLOR_CHANNEL_SKIN, iNewApp);
iNewApp = GetColor(oSelf, COLOR_CHANNEL_HAIR);
SetColor(oPC, COLOR_CHANNEL_HAIR, iNewApp);
iNewApp = GetColor(oSelf, COLOR_CHANNEL_TATTOO_1);
SetColor(oPC, COLOR_CHANNEL_TATTOO_1, iNewApp);
iNewApp = GetColor(oSelf, COLOR_CHANNEL_TATTOO_2);
SetColor(oPC, COLOR_CHANNEL_TATTOO_2, iNewApp);
}