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Bunch 'O questions

Posted: Sun Nov 13, 2005 6:26 am
by arfon
NPCs:
1) How do you change the hair type/color and skin colors of NPCs?

2) Which file contains the possible names of NPCs? (I'd like to change them so that when a NPC spawns, he/she has an Irish name).




Spawners:
1) When you create a new spawner item, which file has the data for that item? (What I REALLY want to do is make custom spawners and I'd like to see what I have already told it to spawn.)

2) Is there a check for spawn items to quit spawning if the area is filled?

3) Is there a flag to make NPC vendor types show instead of "[invunerable]" in their names?

4) Which script controls vendor items, buy and sell price?

5) Is this a known bug? - the Vendor Menu doesn't work (the Open Paperdoll, Open Backpack, Buy, Sell menu)




Moongates:
I saw the post with the Moongate script

Code: Select all

// Edit scpTrig.scp in the scripts folder and add:
// 20000 js/custom/moongate.js  (20000 is the script ID, can be changed but must be unique)
...but, there is no scpTrig.scp file. What is the work around?




GMing:
1) When a player pages, how, as a GM, can I find that player's location?

2) As a player, how can a you find your location?



More Qs as I think of them. Thanks for your time.

Posted: Sun Nov 13, 2005 7:07 am
by Xuri
arfon wrote:NPCs:
1) How do you change the hair type/color and skin colors of NPCs?

2) Which file contains the possible names of NPCs? (I'd like to change them so that when a NPC spawns, he/she has an Irish name).
1) You can change skincolor of NPCs through the NPC-DFNs using either SKIN or SKINLIST tags (skinlists are found in colors.dfn), or by using the 'DYE command ingame along with a hex or decimal ID of the color you'd like to give the NPC's skin. As for hair type/color - that's handled through the EQUIPITEM tags in the DFNs, using itemlists 13 -> 15 - followed by HAIRCOLOUR/BEARDCOLOUR (I think). Check malehumans.dfn/femalehumans.dfn for examples.

If you want to change the hair styles/colors ingame, it's a bit more complicated. First, you need to do 'KILL HAIR/BEARD on the NPC in question, then add new hair-items (look up the IDs in InsideUO) using the 'ADD 0x#### command, which will give you a targeting cursor and allow you to place them on the ground - necessary since they don't show up in containers. Then you dye the hair/beard-items whichever colour you want, and drag them onto the NPC's paperdolll.

2) UOX3\DFNDATA\NPC\namelists.dfn. Control which list you want to use (add your own ones if you want, with Irish names) using a NAMELIST=# tag in the NPC's DFN-section.
arfon wrote:Spawners:
1) When you create a new spawner item, which file has the data for that item? (What I REALLY want to do is make custom spawners and I'd like to see what I have already told it to spawn.)

2) Is there a check for spawn items to quit spawning if the area is filled?

3) Is there a flag to make NPC vendor types show instead of "[invunerable]" in their names?

4) Which script controls vendor items, buy and sell price?

5) Is this a known bug? - the Vendor Menu doesn't work (the Open Paperdoll, Open Backpack, Buy, Sell menu)
1) All items you add ingame are saved in the .wsc files in the UOX3\SHARED\ folder. Which file depends on which part of the world you've added the items in, since each file holds items for a certain sector of the world only. You can check which creature a specific spawner is set to spawn using the 'TWEAK command though. Browse to the last page in the gump that pops up, and you should see the name (section-id) of the NPC it's set to spawn listed under "spawnObj".

2) If you have specified the max amount of NPCs the spawner should spawn, yes. Do that with 'SET AMOUNT #.

3) You mean like ..... Bob [Guard] and Charlie [Banker] and so forth? Then, no - that hasn't been implemented in UOX3 yet. But post a request for it in the feature-requests forum, and perhaps it'll be added :)

4) Each vendor has a tag in the DFNs called SHOPLIST= which points to specific lists in UOX3\DFNDATA\ITEMS\shoplist.dfn. For instance, the NPC with section id [m_bard] (a bard, obviously), has a SHOPLIST=BardShopping tag, which points to [SHOPLIST BardShopping] in shoplist.dfn. That list contains IDs for which items the bard will buy from players, as well as sell to them.

5) If it's the context-menus you're refering to (the one's popping up next to your mouse cursor when clicking on something), then correct - they don't work. You can still use the "vendor buy" and "vendor sell" speech commands though.
arfon wrote:Moongates:
I saw the post with the Moongate script

Code: Select all

// Edit scpTrig.scp in the scripts folder and add: 
// 20000 js/custom/moongate.js  (20000 is the script ID, can be changed but must be unique)
...but, there is no scpTrig.scp file. What is the work around?
Oops. That should be jse_fileassociations.scp, not scpTrig.scp. The script is rather old, and the name of the file has changed since it was made :) And it should be 20000=custom/moongate.js, without the extra js/, and with an extra = sign. Make sure you put it somewhere in the [SCRIPT LIST] section though, not in the [COMMAND SCRIPTS] or [MAGIC SCRIPTS] sections!
arfon wrote:GMing:
1) When a player pages, how, as a GM, can I find that player's location?

2) As a player, how can a you find your location?
1) Use the 'GQ NEXT command. When done, use 'GQ CLEAR =) I think.
2) Try the 'WHERE command.

By the way, here are two very useful references when it comes to how to do stuff in UOX3:
https://www.uox3.org/docs/commandlist.html
http://homefree.sensewave.com/~s107293/uoxguide/

Don't hesitate to ask if you have any other questions though =)