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Old 06-21-2009, 10:40 PM
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Shendare, I added the armor tint stuff to that command because there is a large part of the illusion packet that we don't have identified yet and I assume that part of it may for armor and tint. I tried to identify those parts and was able to find some helms (some of which showed up as sideway), but I could never exactly figure out what was going on. It is probably because the test I was using is your test code, but it is in int8 and I assume armor would need int32 instead. I just never tried it to see if that was the case.

On a side note, I also noticed that most races cannot change their hair style when using illusion packets. I have no idea why this is, but I can only get Drakkin, Humans, and Female Ogres to change their hairstyle using Illusion packets. The other races all just set their hair to 0 or something. This one has stumped me and may just be an issue with the client (I really only use SoF), so I just gave up on the hair thing.

I will just have to mess with the wearchange packets and get something similar setup for them. I was able to get it to keep the current texture they had on by just not sending anything for the texture/helm fields of the illusion struct. To be able to change armor without repops, it would probably take wearchanges to do it.

ChaosSlayer, it was me that recently added the #randomfeatures command. But, that command only randomizes facial features like hair, beard, haircolor, tattoo and so on. It doesn't randomize armor, but that is a command I would like to add at some point. I wouldn't want it to make completely random armor for entire sets, but maybe using some sort of logic that has chances to make certain random changes that might look good together. The basic idea would be for it to be able to make armor sets similar to the guard one that Shendare posted in the first post. It would definitely take some playing around to make it output halfway decent sets most of the time.

I also really need to create a way to update an NPCs features and armor set/tint. Maybe the #npcspawn command can be expanded with a new option that would let you save the current race, gender, texture, features, armor and armor tint and so on of the current NPC you have targeted. So, you could use the randomizing commands until you found one that looked right and then just save it as it is.

I really have to at least knock out the SoF AA stuff first and maybe the newly added SoF item stats as well. So, I am not sure when I will be able to get to that. I will definitely try to get this tested and added to the code soon if someone doesn't beat me to it.
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Last edited by trevius; 06-22-2009 at 06:43 AM..
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Old 06-21-2009, 11:42 PM
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Quote:
Originally Posted by trevius View Post
ChaosSlayer, it was me that recently added the #randomfeatures command. But, that command only randomizes facial features like hair, beard, haircolor, tattoo and so on. It doesn't randomize armor, but that is a command I would like to add at some point. I wouldn't want it to make completely random armor for entire sets, but maybe using some sort of logic that has chances to make certain random changes that might look good together. The basic idea would be for it to be able to make armor sets similar to the guard one that Shendare posted in the first post. It would definitely take some playing around to make it output halfway decent sets most of the time.

Trev if this case, what we realy need is something like:

quest::npcarmor(slot, material);

so its not random, but rather specific by user wish.
If you do want it random you just do RND on material for specific/all slots

then we don't need to have to put it into DB
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Old 06-22-2009, 05:16 AM
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ChaosSlayer, before I add another random command, I would definitely add the direct command for changing stuff like that. The random command would just be another bonus command to go along with it. First would be one for changing tint, then maybe one for changing the material of each slot, and yet another for changing weapons out. Last and most importantly is to create a command that let's a dev save the current looks from in game. Actual # commands would be added first and then those could be copied to create quest:: commands as well whenever.
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Last edited by trevius; 06-22-2009 at 01:41 PM..
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Old 06-22-2009, 05:58 AM
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This has now been added to Revision 702 on the SVN.

This feature is awesome BTW! Playing with it shows that it has a ton of potential. The only thing I might add in soon is a simple notes field for the table so you can name each armor set. This way, you can easily have different colored sets and just name them to use them anywhere. It would make managing a large amount of sets quite a bit easier.
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Last edited by trevius; 06-22-2009 at 04:13 PM..
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Old 06-22-2009, 10:39 AM
Shendare
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Agreed, a name field is a very good idea! Don't know how I missed it.
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Old 06-22-2009, 10:52 AM
So_1337
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I just wanted to take a minute and chime in to say how amazing your work has been. Thanks for this splendid ability to add some real customization =)
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Old 06-22-2009, 11:32 AM
Shendare
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Thanks, it's good to feel appreciated.
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