Possible changes to @costume

Post Reply
PrBlahBlahtson
Developer
Posts: 539
Joined: Sun Jul 22, 2012 12:17 am

Possible changes to @costume

Post by PrBlahBlahtson » Thu Aug 09, 2012 5:05 pm

Not sure if this is plausible, or if @costume has another use entirely that this would be breaking.

NPC/mob look data is handled in the database tables as:
nnnnnnee00000000000000000000000000000000

where n = an appearance, and ee is an expansion (vanilla, rotz, cop, etc).

As an example, Curilla is 00004500. Or @costume 69 if you prefer.

However, one of Ulmia's models is 0000c005, which would normally be @costume 192. Except 192 is nothing at all.

Is there possibly a way to allow for specifying that expansion as part of the command?

The idea came to me along with an appearance/modelid command to make the server display an equipment id of "slot# modelid#", but that's an entirely different can of worms, and somewhat useless in practical situations beyond research.

bluekirby0
Developer
Posts: 707
Joined: Sun Jul 22, 2012 12:11 am

Re: Possible changes to @costume

Post by bluekirby0 » Thu Aug 09, 2012 6:06 pm

If you are wanting to get this far involved, I suggest you take a look at the @inject command. It will allow you the flexibility you want.

PrBlahBlahtson
Developer
Posts: 539
Joined: Sun Jul 22, 2012 12:17 am

Re: Possible changes to @costume

Post by PrBlahBlahtson » Thu Aug 09, 2012 7:09 pm

Funny you should mention that :D Found Kegsay's post on the old board to someone else and mucked around a little.

Also, on @costume and look data, the bytes are reversed, just like an appearance packet. c0 05 = 05c0 = 1472

tl;dr - I r dumb.

Post Reply