This shows you the differences between two versions of the page.
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building:creatures:appearance [2019/03/30 16:46] murdrkitten |
building:creatures:appearance [2020/12/09 02:46] |
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See: | See: | ||
https://nwn.sinfar.net/res_nss_edit.php?name=inc_appr | https://nwn.sinfar.net/res_nss_edit.php?name=inc_appr | ||
+ | (Get/SetEntireCreatureAppearance is being replaced by Get/SetEntireCreatureAppearance2) | ||
+ | |||
In order to assign an XDATA appearance to a creature, you must have an Entire Appearance variable. This will assign Cloak, Helmet, Armor, Body, and Head V2 appearances to an NPC all in one go. | In order to assign an XDATA appearance to a creature, you must have an Entire Appearance variable. This will assign Cloak, Helmet, Armor, Body, and Head V2 appearances to an NPC all in one go. | ||
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{{:building:creatures:nwmain_2019-03-30_09-40-33.png?400|}} | {{:building:creatures:nwmain_2019-03-30_09-40-33.png?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 has the appropriate Sinfar AI Scripts by using the String Variable "ENTIRE_APPEARANCE" 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 that has the appropriate Sinfar AI Scripts 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>string sEntireAppearance = GetLocalString(oCreature, "ENTIRE_APPEARANCE"); | + | <code> |
+ | string sEntireAppearance = GetLocalString(oCreature, "APPEARANCE2"); | ||
if (sEntireAppearance != "") | if (sEntireAppearance != "") | ||
{ | { | ||
- | SetEntireCreatureAppearance(oCreature, sEntireAppearance); | + | SetEntireCreatureAppearance2(oCreature, sEntireAppearance); |
}</code> | }</code> | ||
--- //[[zoeyalex94@gmail.com|murdrkitten]] 2019/03/30 12:37// | --- //[[zoeyalex94@gmail.com|murdrkitten]] 2019/03/30 12:37// | ||
+ | |||
+ | ===== Using SinfarX Individual Features ===== | ||
+ | |||
+ | Use a body model to design your NPC's head, body, and a tailor model to design your NPC's armor, helm and cloak. | ||
+ | |||
+ | Open web client, have the model "speak the complete appearance code" to make it whisper the xdata for each component you wish to customize on your NPC, and paste the XDATA string to the following variables: | ||
+ | |||
+ | * HEAD_APPEARANCE | ||
+ | * BODY_APPEARANCE | ||
+ | * ARMOR_APPEARANCE | ||
+ | * HELM_APPEARANCE | ||
+ | * CLOAK_APPEARANCE | ||
+ | |||
+ | Note: "Speak the entire body appearance code" uses the variable COMPLETE_APPEARANCE2, but as of the writing of this tutorial it is currently under maintenance, as the data string currently exceeds Neverwinter's string variable length limit. | ||
+ | |||
+ | (Source: "Tutorial - How to customize your NPC using XDATA:" by Carcerian, 2020/12/8) | ||
+ | |||
+ |