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Posted

Currently we have the @disguise command which allows us to diguise as NPCs and Mobs. We also have the changebase script command, allowing us to disguise our character as another job class. I'm wondering if we could make these work with NPCs in some way.

While talking to Stolao about a script where you would see an NPC change over time, he concluded that he'd have to use multiple NPCs since they can't be disguised. Made me think we could benefit from a script command to disguise them.

Thanks for your consideration,
~Azura Skyy

Posted

Currently we have the @disguise command which allows us to diguise as NPCs and Mobs. We also have the changebase script command, allowing us to disguise our character as another job class. I'm wondering if we could make these work with NPCs in some way.

While talking to Stolao about a script where you would see an NPC change over time, he concluded that he'd have to use multiple NPCs since they can't be disguised. Made me think we could benefit from a script command to disguise them.

Thanks for your consideration,

~Azura Skyy

If I recall there actually is a script command to do this. I'll have to do some digging to find it.

*setnpcdisplay("<npc name>", "<display name>", <class id>, <size>)
*setnpcdisplay("<npc name>", "<display name>", <class id>)
*setnpcdisplay("<npc name>", "<display name>")
*setnpcdisplay("<npc name>", <class id>)

Changes the display name and/or display class of the target NPC.
Returns 0 is successful, 1 if the NPC does not exist.
Size is 0 = normal 1 = small 2 = big.

I believe it's the class ID you want to change.

Posted

Hmm this is very good to know, ty I've never noticed this in my script_command. txt till now -_-

 

Lets pertained that this is a learning experience and forget how silly we are.

Regards,

~Azura Skyy

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