Setting Creature/NPC/PC appearances
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Setting Creature/NPC/PC appearances
Hey ,
I've been poking about with an old module idea I had.... part of which included a subrace system that set the player to non-standard appearances, such as brownie. However, I lost that module when my old computer crashed, including the script that did just that.
I've been poking about the vault and googling for the answer... but what's the bleeping function to set the player to the CEP brownie appearance?
I've been poking about with an old module idea I had.... part of which included a subrace system that set the player to non-standard appearances, such as brownie. However, I lost that module when my old computer crashed, including the script that did just that.
I've been poking about the vault and googling for the answer... but what's the bleeping function to set the player to the CEP brownie appearance?
MannyJabrielle- Ludicrous Level
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Number of posts : 5927
Main Character : See the "A-Team" thread in the Biographies forum.
DM Name : Dungeon-Master Gaelen
Time Zone : GMT -5:00(EST)
Registration date : 2008-07-05
Re: Setting Creature/NPC/PC appearances
SetCreatureAppearanceType(oCreature, nAppearanceType);
oCreature is the creature you're setting the appearance for.
nAppearanceType is either the appearance constant desired (APPEARANCE_TYPE_*) or the line number from appearance.2da of the appearance desired.
For the brownie appearance, you'd find the line in the CEP version of appearance.2da. I don't know what line that is off-hand, since my own version of the file shifts the CEP appearances (as well as Q appearances) around to accommodate my pre-existing works, and I don't use the CEP creature blueprints, so the original line numbers aren't of use to me.
oCreature is the creature you're setting the appearance for.
nAppearanceType is either the appearance constant desired (APPEARANCE_TYPE_*) or the line number from appearance.2da of the appearance desired.
For the brownie appearance, you'd find the line in the CEP version of appearance.2da. I don't know what line that is off-hand, since my own version of the file shifts the CEP appearances (as well as Q appearances) around to accommodate my pre-existing works, and I don't use the CEP creature blueprints, so the original line numbers aren't of use to me.
Re: Setting Creature/NPC/PC appearances
Ah, thanks.... yes, it's the CEP brownie appearance that's giving me the headache.
So say brownie's line # is 2849 as an example, the line would be SetCreatureAppearanceType(oCreature, APPEARANCE_TYPE_2849), or would I just sub in the number, not ammend it to the APPEARANCE_TYPE_?
So say brownie's line # is 2849 as an example, the line would be SetCreatureAppearanceType(oCreature, APPEARANCE_TYPE_2849), or would I just sub in the number, not ammend it to the APPEARANCE_TYPE_?
MannyJabrielle- Ludicrous Level
- . :
Number of posts : 5927
Main Character : See the "A-Team" thread in the Biographies forum.
DM Name : Dungeon-Master Gaelen
Time Zone : GMT -5:00(EST)
Registration date : 2008-07-05
Re: Setting Creature/NPC/PC appearances
Still couldn't get it to work. Tried both the APPEARANCE_TYPE_* version and the 2da number version.
FINALLY found out why.
#include zep_inc_monster
One damn little line.... hours of headache
FINALLY found out why.
#include zep_inc_monster
One damn little line.... hours of headache
MannyJabrielle- Ludicrous Level
- . :
Number of posts : 5927
Main Character : See the "A-Team" thread in the Biographies forum.
DM Name : Dungeon-Master Gaelen
Time Zone : GMT -5:00(EST)
Registration date : 2008-07-05
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