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Old 05-18-2009, 05:28 PM
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trevius
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For anyone who doesn't keep up with the changelog, here is some stuff that I added last night that is related to this topic.

Quote:
==05/18/2009==
Trevius: New Commands added: #face, #helm, #hair, #haircolor, #beard, #beardcolor, #heritage, #tattoo, #details
Trevius: Adjusted the #fixmob command to use all features. The new format is "#fixmob featurename prev/next"
For Titanium to take full advantage of these new commands, the spawn struct for Titanium will need to have the hairstyle, haircolor, beard, and beardcolor fields identified. All fields are already identified for SoF.

I am excited to finally have these commands in. It should allow for considerably more customization at the time of spawning NPCs. I would like to get armor tint working too as a customize option, but that will probably be a bit hard since I don't think it exists in the illusion packet. I think that means the only way we could adjust armor tint would be to make a new command that will change the armor tint setting in the database and then repop that single NPC to show the changed effect.

I also could not find eye color in the illusion packet, but it appears that eye color stays at the same setting when the illusion packet is sent. So, if you have an NPC set to eye color 2 and change another feature like face or even race, it would still be using eyecolor 2.

Another thing that annoys me a bit is that I can't figure out how to make the illusion packet turn off helms on player race NPCs after you make a change to them. So, if they are wearing plate as their texture and you change something, they will have a helm on, which covers up half of the stuff I am trying to set! At least helm can be disabled in the database easy so that after changing them, a simple repop should correct it. The spawn structure shows helms on or off as they are set, so at least that is good.
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Last edited by trevius; 05-19-2009 at 01:32 AM..
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