I've got a rather simple problem that I cant seem to figure out, and am hoping someone here can help. I've created a NPC randomizer (see below script) so that I've got unique NPCs running around the city areas and such. It works well when they are placed in their locations via toolset, but when they are spawned in using the NESS spawn system they appear naked, even tho the clothing is placed in their inventory. This also happens when they're spawned as DM. Can only assume its a problem with the script that I'm missing.. Can anyone think of a solution, or see something I've overlooked?
// Randomizes statsvoid RandomizeStats(object oTarget, int iStat, int iIncreaseBy);void RandomizeStats(object oTarget, int iStat, int iIncreaseBy){ int iIncreaseBy; iIncreaseBy = d12 (1); effect eEffect = EffectAbilityIncrease(iStat, iIncreaseBy); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);}void DressTheNPC(object oTarget){ object oClothing; int nRandom = Random(59); switch (nRandom) { case 0: { CreateItemOnObject("CommonersOutfit",oTarget); oClothing = GetItemPossessedBy(oTarget,"CommonersOutfit"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 1: //Common Man's Garb ZEP_COMMON { CreateItemOnObject("ZEP_COMMON",oTarget); oClothing = GetItemPossessedBy(oTarget,"ZEP_COMMON"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 2: //Commoner's Outfit CommonersOutfit { CreateItemOnObject("CommonersOutfit",oTarget); oClothing = GetItemPossessedBy(oTarget,"CommonersOutfit"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 3: //Common Woman's Garb ZEP_COMMONW { CreateItemOnObject("ZEP_COMMONW",oTarget); oClothing = GetItemPossessedBy(oTarget,"ZEP_COMMONW"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 4: //Arabian Nights Costume ZEP_ARABIAN { CreateItemOnObject("ZEP_ARABIAN",oTarget); oClothing = GetItemPossessedBy(oTarget,"ZEP_ARABIAN"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 5: //Bamboo Kimono ZEP_KIMONO3 { CreateItemOnObject("ZEP_KIMONO3",oTarget); oClothing = GetItemPossessedBy(oTarget,"ZEP_KIMONO3"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 6: //Bell Dress ZEP_GOWN_BD { CreateItemOnObject("ZEP_GOWN_BD",oTarget); oClothing = GetItemPossessedBy(oTarget,"ZEP_GOWN_BD"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 7: //Blacksmith Apron ZEP_ASMITHY_001 { CreateItemOnObject("ZEP_ASMITHY_001",oTarget); oClothing = GetItemPossessedBy(oTarget,"ZEP_ASMITHY_001"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 8: //Butler's Clothes ButlersClothes { CreateItemOnObject("ButlersClothes",oTarget); oClothing = GetItemPossessedBy(oTarget,"ButlersClothes"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 9: //Death Robes crpi_deathrobe { CreateItemOnObject("crpi_deathrobe",oTarget); oClothing = GetItemPossessedBy(oTarget,"crpi_deathrobe"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 10: //Dragon Kimono ZEP_KIMONO2 { CreateItemOnObject("ZEP_KIMONO2",oTarget); oClothing = GetItemPossessedBy(oTarget,"ZEP_KIMONO2"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 11: //Evoker's Coat ZEP_EVOKER { CreateItemOnObject("ZEP_EVOKER",oTarget); oClothing = GetItemPossessedBy(oTarget,"ZEP_EVOKER"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 12: //Foppish Outfit ZEP_FOPPISH { CreateItemOnObject("ZEP_FOPPISH",oTarget); oClothing = GetItemPossessedBy(oTarget,"ZEP_FOPPISH"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 13: //Formal Kilt ZEP_FORMALKILT { CreateItemOnObject("ZEP_FORMALKILT",oTarget); oClothing = GetItemPossessedBy(oTarget,"ZEP_FORMALKILT"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 14: //Innkeeper Clothes InkeeperClothes { CreateItemOnObject("InkeeperClothes",oTarget); oClothing = GetItemPossessedBy(oTarget,"InkeeperClothes"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 15: //Judoth's Clothing JudothsClothing { CreateItemOnObject("JudothsClothing",oTarget); oClothing = GetItemPossessedBy(oTarget,"JudothsClothing"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 16: // Lovic's Robes LovicsRobes { CreateItemOnObject("LovicsRobes",oTarget); oClothing = GetItemPossessedBy(oTarget,"LovicsRobes"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 17: //Monk's Habit ZEP_MONK { CreateItemOnObject("ZEP_MONK",oTarget); oClothing = GetItemPossessedBy(oTarget,"ZEP_MONK"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 18: //Noblewoman's Gown ZEP_GOWN { CreateItemOnObject("ZEP_GOWN",oTarget); oClothing = GetItemPossessedBy(oTarget,"ZEP_GOWN"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 19: //Regal Kimono ZEP_KIMONO { CreateItemOnObject("ZEP_KIMONO",oTarget); oClothing = GetItemPossessedBy(oTarget,"ZEP_KIMONO"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 20: //Ribbons Skirt ZEP_GOWN5 { CreateItemOnObject("ZEP_GOWN5",oTarget); oClothing = GetItemPossessedBy(oTarget,"ZEP_GOWN5"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 21: //Slave's Garb ZEP_SLAVE { CreateItemOnObject("ZEP_SLAVE",oTarget); oClothing = GetItemPossessedBy(oTarget,"ZEP_SLAVE"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 22: //Warrior Monk's Outfit ZEP_WARMONK { CreateItemOnObject("ZEP_WARMONK",oTarget); oClothing = GetItemPossessedBy(oTarget,"ZEP_WARMONK"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 23: //Wizard's Robes ZEP_WIZROBES { CreateItemOnObject("ZEP_WIZROBES",oTarget); oClothing = GetItemPossessedBy(oTarget,"ZEP_WIZROBES"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 24: //Adept's Tunic NW_CLOTH027 { CreateItemOnObject("NW_CLOTH027",oTarget); oClothing = GetItemPossessedBy(oTarget,"NW_CLOTH027"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 25: //Adventurer's Robe NW_MCLOTH011 { CreateItemOnObject("NW_MCLOTH011",oTarget); oClothing = GetItemPossessedBy(oTarget,"NW_MCLOTH011"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 26: //Assassin's Garb NW_CLOTH017 { CreateItemOnObject("NW_CLOTH017",oTarget); oClothing = GetItemPossessedBy(oTarget,"NW_CLOTH017"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 27: //Barbarian's Outfit NW_CLOTH015 { CreateItemOnObject("NW_CLOTH015",oTarget); oClothing = GetItemPossessedBy(oTarget,"NW_CLOTH015"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 28: //Bard's Tunic NW_CLOTH021 { CreateItemOnObject("NW_CLOTH021",oTarget); oClothing = GetItemPossessedBy(oTarget,"NW_CLOTH021"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 29: //Cleric's Robe X2_CLOTH008 { CreateItemOnObject("X2_CLOTH008",oTarget); oClothing = GetItemPossessedBy(oTarget,"X2_CLOTH008"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 30: //Commoner's Outfit NW_CLOTH022 { CreateItemOnObject("NW_CLOTH022",oTarget); oClothing = GetItemPossessedBy(oTarget,"NW_CLOTH022"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 31: //Commoner's Tunic NW_CLOTH024 { CreateItemOnObject("NW_CLOTH024",oTarget); oClothing = GetItemPossessedBy(oTarget,"NW_CLOTH024"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 32: //Conjurer's Robe NW_CLOTH012 { CreateItemOnObject("NW_CLOTH012",oTarget); oClothing = GetItemPossessedBy(oTarget,"NW_CLOTH012"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 33: //Duergar Mage Robe X2_MDEURAR010 { CreateItemOnObject("X2_MDEURAR010",oTarget); oClothing = GetItemPossessedBy(oTarget,"X2_MDEURAR010"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 34: //Gladiator's Outfit NW_CLOTH011 { CreateItemOnObject("NW_CLOTH011",oTarget); oClothing = GetItemPossessedBy(oTarget,"NW_CLOTH011"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 35: //Illusionist's Robe NW_CLOTH020 { CreateItemOnObject("NW_CLOTH020",oTarget); oClothing = GetItemPossessedBy(oTarget,"NW_CLOTH020"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 36: //Jester's Outfit NW_CLOTH014 { CreateItemOnObject("NW_CLOTH014",oTarget); oClothing = GetItemPossessedBy(oTarget,"NW_CLOTH014"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 37: //Last Words x2_cus_lastwords { CreateItemOnObject("x2_cus_lastwords",oTarget); oClothing = GetItemPossessedBy(oTarget,"x2_cus_lastwords"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 38: //Monk's Outfit NW_CLOTH016 { CreateItemOnObject("NW_CLOTH016",oTarget); oClothing = GetItemPossessedBy(oTarget,"NW_CLOTH016"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 39: //Necromancer's Robe NW_CLOTH026 { CreateItemOnObject("NW_CLOTH026",oTarget); oClothing = GetItemPossessedBy(oTarget,"NW_CLOTH026"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 40: //Noble Guardsman Tunic NW_CLOTH018 { CreateItemOnObject("NW_CLOTH018",oTarget); oClothing = GetItemPossessedBy(oTarget,"NW_CLOTH018"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 41: //Noble Outfit NW_CLOTH003 { CreateItemOnObject("NW_CLOTH003",oTarget); oClothing = GetItemPossessedBy(oTarget,"NW_CLOTH003"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 42: //Noble's Tunic NW_CLOTH028 { CreateItemOnObject("NW_CLOTH028",oTarget); oClothing = GetItemPossessedBy(oTarget,"NW_CLOTH028"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 43: //Paladin's Tunic NW_CLOTH010 { CreateItemOnObject("NW_CLOTH010",oTarget); oClothing = GetItemPossessedBy(oTarget,"NW_CLOTH010"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 44: //Palemaster's Robe x2_it_pmrobe { CreateItemOnObject("x2_it_pmrobe",oTarget); oClothing = GetItemPossessedBy(oTarget,"x2_it_pmrobe"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 45: //Performer's Outfit NW_CLOTH002 { CreateItemOnObject("NW_CLOTH002",oTarget); oClothing = GetItemPossessedBy(oTarget,"NW_CLOTH002"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 46: //Priest's Robe NW_CLOTH007 { CreateItemOnObject("NW_CLOTH007",oTarget); oClothing = GetItemPossessedBy(oTarget,"NW_CLOTH007"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 47: //Rogue's Tunic NW_CLOTH004 { CreateItemOnObject("NW_CLOTH004",oTarget); oClothing = GetItemPossessedBy(oTarget,"NW_CLOTH004"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 48: //Sequencer Robe x2_sequencer1 { CreateItemOnObject("x2_sequencer1",oTarget); oClothing = GetItemPossessedBy(oTarget,"x2_sequencer1"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 49: //Shifter Tunic x2_cus_shiftertunic { CreateItemOnObject("x2_cus_shiftertunic",oTarget); oClothing = GetItemPossessedBy(oTarget,"x2_cus_shiftertunic"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 50: //Soldier's Tunic NW_CLOTH019 { CreateItemOnObject("NW_CLOTH019",oTarget); oClothing = GetItemPossessedBy(oTarget,"NW_CLOTH019"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 51: //Sorcerer's Robe NW_CLOTH008 { CreateItemOnObject("NW_CLOTH008",oTarget); oClothing = GetItemPossessedBy(oTarget,"NW_CLOTH008"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 52: //Squire's Tunic NW_CLOTH013 { CreateItemOnObject("NW_CLOTH013",oTarget); oClothing = GetItemPossessedBy(oTarget,"NW_CLOTH013"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 53: //Urchin Rags NW_CLOTH009 { CreateItemOnObject("NW_CLOTH009",oTarget); oClothing = GetItemPossessedBy(oTarget,"NW_CLOTH009"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 54: //Vagabond Rags NW_CLOTH023 { CreateItemOnObject("NW_CLOTH023",oTarget); oClothing = GetItemPossessedBy(oTarget,"NW_CLOTH023"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 55: //Vest of Escape X0_CLOTH004 { CreateItemOnObject("X0_CLOTH004",oTarget); oClothing = GetItemPossessedBy(oTarget,"X0_CLOTH004"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 56: //Veteran's Outfit NW_CLOTH006 { CreateItemOnObject("NW_CLOTH006",oTarget); oClothing = GetItemPossessedBy(oTarget,"NW_CLOTH006"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 57: //Warrior's Tunic NW_CLOTH025 { CreateItemOnObject("NW_CLOTH025",oTarget); oClothing = GetItemPossessedBy(oTarget,"NW_CLOTH025"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } case 58: //Wizard's Robe NW_CLOTH005 { CreateItemOnObject("NW_CLOTH005",oTarget); oClothing = GetItemPossessedBy(oTarget,"NW_CLOTH005"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } default: //Commoner's Outfit CommonersOutfit { CreateItemOnObject("CommonersOutfit",oTarget); oClothing = GetItemPossessedBy(oTarget,"CommonersOutfit"); DelayCommand(1.0,AssignCommand(oTarget,ActionEquipItem(oClothing,INVENTORY_SLOT_CHEST))); DelayCommand(1.3,SetDroppableFlag(oClothing,FALSE)); break; } }
}void main(){
object oTarget;oTarget = OBJECT_SELF;
int iIncreaseBy; iIncreaseBy = d12 (1);
RandomizeStats(oTarget, ABILITY_STRENGTH, iIncreaseBy); RandomizeStats(oTarget, ABILITY_DEXTERITY, iIncreaseBy); RandomizeStats(oTarget, ABILITY_WISDOM, iIncreaseBy); RandomizeStats(oTarget, ABILITY_INTELLIGENCE, iIncreaseBy); RandomizeStats(oTarget, ABILITY_CHARISMA, iIncreaseBy); RandomizeStats(oTarget, ABILITY_CONSTITUTION,iIncreaseBy);
int iFirst, iLast, nRandomHead, iAppearAs;
if (GetGender(oTarget)==GENDER_MALE) { iAppearAs = APPEARANCE_TYPE_HALFLING; iFirst = Random(NAME_FIRST_HALFLING_MALE); iLast = Random(NAME_LAST_HALFLING); nRandomHead = Random(25)+1;
iAppearAs = APPEARANCE_TYPE_HUMAN; iFirst = Random(NAME_FIRST_HUMAN_MALE); iLast = Random(NAME_LAST_HUMAN); nRandomHead = Random(99)+1; if (nRandomHead>= 49 && nRandomHead<=99) { nRandomHead = nRandomHead+50; }
iAppearAs = APPEARANCE_TYPE_ELF; iFirst = Random(NAME_FIRST_ELF_MALE); iLast = Random(NAME_LAST_ELF); nRandomHead = Random(34)+1;
iAppearAs = APPEARANCE_TYPE_HALF_ELF; iFirst = Random(NAME_FIRST_HALFELF_MALE); iLast = Random(NAME_LAST_HALFELF); nRandomHead = Random(48)+1;
iAppearAs = APPEARANCE_TYPE_HALF_ORC; iFirst = Random(NAME_FIRST_HALFORC_MALE); iLast = Random(NAME_LAST_HALFORC); nRandomHead = Random(24)+1;
iAppearAs = APPEARANCE_TYPE_GNOME; iFirst = Random(NAME_FIRST_GNOME_MALE); iLast = Random(NAME_LAST_GNOME); nRandomHead = Random(34)+1;
iAppearAs = APPEARANCE_TYPE_DWARF; iFirst = Random(NAME_FIRST_DWARF_MALE); iLast = Random(NAME_LAST_DWARF); nRandomHead = Random(23)+1; }else if (GetGender(oTarget)==GENDER_FEMALE) { iAppearAs = APPEARANCE_TYPE_HUMAN; iFirst = Random(NAME_FIRST_HUMAN_FEMALE); iLast = Random(NAME_LAST_HUMAN); nRandomHead = Random(48)+1;
iAppearAs = APPEARANCE_TYPE_ELF; iFirst = Random(NAME_FIRST_ELF_FEMALE); iLast = Random(NAME_LAST_ELF); nRandomHead = Random(48)+1;
iAppearAs = APPEARANCE_TYPE_HALF_ELF; iFirst = Random(NAME_FIRST_HALFELF_FEMALE); iLast = Random(NAME_LAST_HALFELF); nRandomHead = Random(48)+1;
iAppearAs = APPEARANCE_TYPE_HALF_ORC; iFirst = Random(NAME_FIRST_HALFORC_FEMALE); iLast = Random(NAME_LAST_HALFORC); nRandomHead = Random(11)+1;
iAppearAs = APPEARANCE_TYPE_GNOME; iFirst = Random(NAME_FIRST_GNOME_FEMALE); iLast = Random(NAME_LAST_GNOME); nRandomHead = Random(9)+1;
iAppearAs = APPEARANCE_TYPE_HALFLING; iFirst = Random(NAME_FIRST_HALFLING_FEMALE); iLast = Random(NAME_LAST_HALFLING); nRandomHead = Random(14)+1;
iAppearAs = APPEARANCE_TYPE_DWARF; iFirst = Random(NAME_FIRST_DWARF_FEMALE); iLast = Random(NAME_LAST_DWARF); nRandomHead = Random(22)+1; }
string sMeBeCalled;sMeBeCalled = RandomName(iFirst)+" "+RandomName(iLast);int nRandomSkin;nRandomSkin = d8 (1);int nRandomHair;nRandomHair = Random (24);int nTatooColor1;nTatooColor1 = Random (175);int nTatooColor2;nTatooColor2 = Random (175);int nRandomTatoo;nRandomTatoo = d2 (1);
DelayCommand(1.1, SetCreatureBodyPart(CREATURE_PART_HEAD, nRandomHead, oTarget));DelayCommand(1.1, SetCreatureBodyPart(CREATURE_PART_LEFT_BICEP, nRandomTatoo, oTarget));DelayCommand(1.1, SetCreatureBodyPart(CREATURE_PART_LEFT_FOOT, CREATURE_MODEL_TYPE_SKIN, oTarget));DelayCommand(1.1, SetCreatureBodyPart(CREATURE_PART_LEFT_FOREARM, nRandomTatoo, oTarget));DelayCommand(1.1, SetCreatureBodyPart(CREATURE_PART_LEFT_HAND, CREATURE_MODEL_TYPE_SKIN, oTarget));DelayCommand(1.2, SetCreatureBodyPart(CREATURE_PART_LEFT_SHIN, nRandomTatoo, oTarget));DelayCommand(1.2, SetCreatureBodyPart(CREATURE_PART_LEFT_THIGH, nRandomTatoo, oTarget));DelayCommand(1.2, SetCreatureBodyPart(CREATURE_PART_NECK, CREATURE_MODEL_TYPE_SKIN, oTarget));DelayCommand(1.2, SetCreatureBodyPart(CREATURE_PART_PELVIS, CREATURE_MODEL_TYPE_SKIN, oTarget));DelayCommand(1.2, SetCreatureBodyPart(CREATURE_PART_RIGHT_BICEP, nRandomTatoo, oTarget));DelayCommand(1.3, SetCreatureBodyPart(CREATURE_PART_RIGHT_FOOT, CREATURE_MODEL_TYPE_SKIN, oTarget));DelayCommand(1.3, SetCreatureBodyPart(CREATURE_PART_RIGHT_FOREARM, nRandomTatoo, oTarget));DelayCommand(1.3, SetCreatureBodyPart(CREATURE_PART_RIGHT_HAND, CREATURE_MODEL_TYPE_SKIN, oTarget));DelayCommand(1.3, SetCreatureBodyPart(CREATURE_PART_RIGHT_SHIN, nRandomTatoo, oTarget));DelayCommand(1.3, SetCreatureBodyPart(CREATURE_PART_RIGHT_THIGH, nRandomTatoo, oTarget));DelayCommand(1.3, SetCreatureBodyPart(CREATURE_PART_TORSO, nRandomTatoo, oTarget));SetColor(oTarget, COLOR_CHANNEL_SKIN, nRandomSkin);SetColor(oTarget, COLOR_CHANNEL_TATTOO_1, nTatooColor1);SetColor(oTarget, COLOR_CHANNEL_TATTOO_2, nTatooColor2);SetColor(oTarget, COLOR_CHANNEL_HAIR, nRandomHair);SetName(oTarget, sMeBeCalled);
DelayCommand(2.0,DressTheNPC(oTarget));if (d100()<=33) { CreateItemOnObject("CommonDirk", oTarget);
}if (d100()<=5) { SetPhenoType(PHENOTYPE_BIG, oTarget);
} }