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Old 05-19-2009, 02:36 AM
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trevius
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I got the Titanium illusion struct fields for hairstyle, haircolor, beard and beardcolor all identified. I also found that it seems like the rest of the struct is somehow armor related. It seems like I am seeing helms for a bunch of the fields, which may be due to equipment structure or something. Perhaps if it was identified and set properly, we could set any armor type and maybe tint that we wanted. Though, I would mostly only be interested in Tint. I would still like to figure out how to turn helm on and off in the illusion struct too.

Code:
struct Illusion_Struct {
/*000*/	uint32	spawnid;
/*004*/	char	charname[64];
/*068*/	uint16	race;
/*070*/	char	unknown070[2];
/*072*/	uint8	gender;
/*073*/	uint8	texture;	
/*074*/	uint8	helmtexture;
/*075*/	uint8	unknown075;
/*076*/	uint32	face;
/*080*/	uint8	hairstyle;
/*081*/	uint8	haircolor;
/*082*/	uint8	beard;
/*083*/	uint8	beardcolor;
/*084*/	char	unknown080[84];
/*168*/
};

// 84 int32 small in ground
// 91 sideways male iksar bone helm
// 92 sideways halfling chain helm
// 93 sideways female iksar helm?
// 120 erudite cloth hood
// 121 erudite leather helm
// 122 erudite helm
// int32 123 no armor?
// 128+ plate armor
// 134 female DE helm???
// 136 no helm?
// 137 Halfling leather helm?
// 138 Chain woodelf or halfling helm?
// 164 woodelf custom helm?
// 165 no helm?
// 167 woodelf leather helm?
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Old 07-12-2009, 07:12 PM
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trevius
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I finally added in an option to #npcedit to allow saving all current features set on an NPC. The new option is "#npcedit featuresave" and it just saves them all at once. This works well when using the new #face, #hair, #beardcolor, etc fields as well as the "#fixmob hair|haircolor|beard|beardcolor|etc" options. Though, the command I like to use with it the best is the #randomfeatures command. You can use #randomfeatures until you get one that looks good to you, and then #npcedit featuresave to save the new settings. Using those 2 commands in hotkeys makes really customizing NPC features very quick and simple even if doing a fairly large amount of NPCs.

To finish off all player race NPC commands, the only additional things I would like to see added now are:

1. Addition to the npc_types_tint table that will allow setting the material for each slot in the armor set. The new fields could be named something like chest_mat, legs_mat, etc for each 7 slots. Since it already has color field for the primary and secondary, we could even add in primary and secondary material fields to the table that would allow them to be set there vs only in the npc_types table. Though, with the addition of the new fields, it might make sense to rename the table to something like "armor_sets", since it would deal with more than just tint.

2. A new command to allow armor tint to be changed from in-game in real time using the wearchange packets. It would be nice to see one to set the full set to a certain tint, or have the option to set individual slots certain colors. Another nice option would be a command that would generate random armor set tints that could use a few options. Maybe 1 option would just set the full set to a random tint, where another option might set each slot to random tints, and maybe a 3rd option that used a bit of logic to make random sets that might have 2 or 3 tones max. Something like the chest, bracers, and boots all matching 1 tint and the other slots matching another tint. Maybe even give it a chance to create the set using a first random tint, and then the other tints on the set would be ones that look good with the first random one. What I mean by this is that if you have a tint that uses 25, 25, 100, it will make the item a bit dark and greyish, so maybe the other tints to go with that would be 25, 100, 25 and 100, 25, 25. This would make it so that each tint has a similar level of grey tone to it so you don't have bright and dull colors in the same set.

3. The final command I would like to see would be one that simply writes the armor set to the tint table and assigns it to the targeted NPC. There could probably also be a set option added to #npcedit that would let you assign the set from in game. Maybe even a command that would let you cycle through the sets in that table in real-time would be good as well.

Once those are done, I don't think there will be many, if any, reason to mess with feature stuff again. We have already made quite a difference to features in the past few months, so it would be cool to fully finalize everything for them to check another thing off as finished for the emu.
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