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building:creatures:appearance [2022/12/05 13:47] spankitty [Adding Visual Effects] |
building:creatures:appearance [2022/12/20 10:03] (current) spankitty [Using SinfarX Features] |
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2. Go in game to a place that has both a Tailoring Model and Body Model.\\ | 2. Go in game to a place that has both a Tailoring Model and Body Model.\\ | ||
3. Set up the Body Appearance first. Once complete, copy it to yourself.\\ | 3. Set up the Body Appearance first. Once complete, copy it to yourself.\\ | ||
- | 4. Add VFX if any.\\ | + | 4. Add head & body VFX if any.\\ |
5. Copy your appearance to a Tailoring Model.\\ | 5. Copy your appearance to a Tailoring Model.\\ | ||
6. Set up the Clothing/Armor/Helmet/Cloak appearances.\\ | 6. Set up the Clothing/Armor/Helmet/Cloak appearances.\\ | ||
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{{:building:creatures:appcode.jpg?400|}} | {{:building:creatures:appcode.jpg?400|}} | ||
- | It will print the appropriate String into your Web Client for easy copying. Now that you have a code, you can assign it to an NPC that is spawn by the Sinfar spawning system by using the String Variable "ENTIRE_APPEARANCE2" on the creature. When the creature is created, it should have the correct appearances. | + | It will print the appropriate String into your Web Client for easy copying. Now that you have a code, you can assign it to an NPC by using the String Variable "ENTIRE_APPEARANCE2" on the creature. When the creature is created, it should have the correct appearances. |
If you want to use your own custom spawn script, make sure you include the file "inc_appr" and add the following: | If you want to use your own custom spawn script, make sure you include the file "inc_appr" and add the following: | ||
<code> | <code> | ||
- | string sEntireAppearance = GetLocalString(oCreature, "APPEARANCE2"); | + | string sEntireAppearance = GetLocalString(oCreature, "YOUR_VARIABLE_NAME"); |
if (sEntireAppearance != "") | if (sEntireAppearance != "") | ||
{ | { | ||
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}</code> | }</code> | ||
- | Note: "Speak the complete appearance code" uses the variable COMPLETE_APPEARANCE2, this string {a lot of code} exceeds (often) the toolset's string variable length limit(1024). You thus have to apply this string via the web development's page of your erf or by script. | + | Note : "Speak the complete appearance code" is to be used with the variable ENTIRE_APPEARANCE2, this string {a lot of code} exceeds (often) the toolset's string variable length limit(1024). You thus have to apply this string via the web development's page of your erf [[https://nwn.sinfar.net/erf/list]]. |
For the NPC in player houses see the instructions for the hs_spawn_animnpc function here : [[https://nwn.sinfar.net/houses_scriptlist.php]] | For the NPC in player houses see the instructions for the hs_spawn_animnpc function here : [[https://nwn.sinfar.net/houses_scriptlist.php]] | ||
+ | // | ||
+ | // | ||
+ | ===Note : Default NPC script nw_c2_default9 uses the variables ENTIRE_APPEARANCE2 , AI_VFX(n) and XSCALE already.=== | ||
+ | // | ||
+ | // | ||
+ | |||
+ | ===== Adding Visual Effects ===== | ||
+ | |||
+ | To add other visual effects (ex : glow) to your NPC, add integer variable AI_VFX (or AI_VFX1, AI_VFX2, AI_VFX3, etc) with the index number(s) of the desired visual effect index # from visualeffects.2da or from the ooc area's visual effect browser. | ||
+ | |||
+ | ===== Resizing NPC ===== | ||
+ | |||
+ | To increase/decrease the NPC size you can use the variable XSCALE(float). | ||
===== Legacy SinfarX Individual Features ===== | ===== Legacy SinfarX Individual Features ===== | ||
- | Set NPC OnSpawn script to amb_npc_spawn (or any other custom appearance script). | + | Set the event_ai_spawn (see : [[building:creatures:events|https://sinfar.net/building/creatures/events]]) script to amb_npc_spawn (or any other custom appearance script). |
Use a body model to design your NPC's head, body, and a tailor model to design your NPC's armor, helm and cloak. | Use a body model to design your NPC's head, body, and a tailor model to design your NPC's armor, helm and cloak. | ||
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* HELM_APPEARANCE | * HELM_APPEARANCE | ||
* CLOAK_APPEARANCE | * CLOAK_APPEARANCE | ||
- | |||
- | (Source: "Tutorial - How to customize your NPC using XDATA:" by Carcerian, 2020/12/8) | ||