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
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**
anyway to set their clothing/armor hue and hair hue as well in there?
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>
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?
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.
|
>>banker/UNEQUIP,FacialHair,delete
I do believe that will do the trick! I figured there must be a way!
I think you can also just set them female/true....?
banker/female/true/.....
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
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.
|
OH !
Sorry for my stupid question
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?
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.