Full Version : how to spawn with custom bodyvalues and equipment
xmlspawner >>Q&A >>how to spawn with custom bodyvalues and equipment


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Vix- 01-09-2006
ahhhhhhhh Okies!! thnx bunches doll!! *frisks for fun*


also.. is there a way, to spawn a monster, and make it look like a char ??

(Mod edit)
this was split from the original thread here
http://xmlspawner.15.forumer.com/index.php?showtopic=60

ArteGordon- 01-09-2006
you can change the bodyvalue of creatures when you spawn them, but the human bodyvalues like 400, 401, 185, 186 will appear to have innocent noto. They are still monsters, but they will show as blues.

balron/bodyvalue/400/hue/46/EQUIP/shirt/EQUIP/longpants/EQUIP/longhair

will give you a rather human looking balron.. until he tries to fry your a**

Vix- 01-09-2006
anyway to set their clothing/armor hue and hair hue as well in there?

ArteGordon- 01-09-2006
yep. The EQUIP keyword is just like ADD, so you can use the grouping <> delimiters to set properties on the object that you are equipping, like

balron/bodyvalue/400/hue/46/EQUIP/leatherchest/EQUIP/<longpants/hue/500>/EQUIP/<longhair/hue/40>

Fafnir- 03-07-2006
Speaking of bodyvalue, I am using this to set a female vendor that I am using for dialog. I use bodyvalue of 401, but sometimes she will have a beard or mustache :-). I tried setting beard to false, but it says that is read only. Is there a way to be sure my females are not hairy ones?

ArteGordon- 03-07-2006
when you spawn vendors or other random npcs, the gender is randomly selected.
If you spawn xmlquestnpcs you can select the gender explicitly by passing a 1 or 0 arg to the constructor like

xmlquestnpc,0

for a male npc, use a value of 1 for a female.

You can also unequip facial hair on any npc using the UNEQUIP keyword. I believe the layer to use is FacialHair, like

banker/UNEQUIP,FacialHair,delete

from xmlspawner2.txt
QUOTE

- added the new "UNEQUIP,layer[,delete]" keyword that allows you strip a mobile of an equipped item on the specified layer.  If the optional "delete" argument is specified, then the removed item will be destroyed, otherwise it will simply be dropped into the the mobiles pack.

For example, you could disarm a one-handed weapon from a triggering player using

SETONTRIGMOB/UNEQUIP,OneHanded

or spawn a mobile, remove existing equipment, and replace it with new equipment with something like

banker/UNEQUIP,pants/UNEQUIP,shoes,delete/EQUIP/sandals/SAY/Hey, where are my pants?

This will create a banker, take off his pants and put them in his pack, take off his shoes and delete them, and then put on a pair of sandals in their place.


Fafnir- 03-08-2006
>>banker/UNEQUIP,FacialHair,delete

I do believe that will do the trick! I figured there must be a way! xmlspawner/Checked2.gif

Ravenwolfe- 03-18-2006
I think you can also just set them female/true....?

banker/female/true/.....

Oberon- 03-30-2006
Hello Arte,
i try to use orders for custom bodyvalues and equipment, but my spawn doesn´t work correctly.

Can you look to my commands and tell me what i doing wrong?

xmlquestnpc,0/hue/2111/name/Corwin/UNEQUIP/Hair,delete/EQUIP/<LongHair/hue/40>/UNEQUIP/FacialHair,delete/EQUIP/<LongBeard/hue/40>/
UNEQUIP/InnerTorso,delete/UNEQUIP/OuterTorso,delete/EQUIP/<Shirt/hue/1879>/
UNEQUIP/InnerLegs,delete/UNEQUIP/OuterLegs,delete/EQUIP<ShortPants/hue/2004>/UNEQUIP/Shoes,delete

Thank you.
Oberon

ArteGordon- 03-30-2006
The syntax for the UEQUIP keyword is

UNEQUIP,layer[,delete]

not

UNEQUIP/layer[,delete]

from xmlspawner2.txt

QUOTE

- added the new "UNEQUIP,layer[,delete]" keyword that allows you strip a mobile of an equipped item on the specified layer.  If the optional "delete" argument is specified, then the removed item will be destroyed, otherwise it will simply be dropped into the the mobiles pack.

Oberon- 03-30-2006
OH !
Sorry for my stupid question smile.gif
And i have another one.

Is possible spawn a xmlquestnpcs with a pre-defined conservation and quests?
If is possible, could you tell me how?

ArteGordon- 03-30-2006
you can spawn them with an existing .npc configuration file by either setting the configfile and loadconfig properties on the xmlquestnpc, like this example from katarquest.xml


xmlquestnpc,1/name/Katar/configfile/katar quest/loadconfig/true


Or you can just attach an XmlDialog attachment with the name of the .npc file as an argument when you spawn it like


xmlquestnpc,1/name/Katar/ATTACH/XmlDialog,katar quest


where the .npc file would be named "Katar quest.npc".

They will both do exactly the same thing.