Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Server Code Submissions

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #8  
Old 06-21-2009, 10:40 PM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

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.
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!

Last edited by trevius; 06-22-2009 at 06:43 AM..
Reply With Quote
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 02:13 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3