User Tools

Site Tools


building:creatures:appearance

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Previous revision
building:creatures:appearance [2019/03/30 16:46]
murdrkitten
building:creatures:appearance [2020/12/09 04:03]
Line 2: Line 2:
  
 ===== Adding Visual Effects ===== ===== Adding Visual Effects =====
 +
 +To add a visual effect 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.
  
  
Line 9: Line 11:
 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. 
Line 22: Line 26:
 {{:​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)
 +
 +
building/creatures/appearance.txt · Last modified: 2022/12/20 10:03 by spankitty

phpBB Appliance - Powered by TurnKey Linux