Is there a way to create a naked npc and give to him clothes, hair and equipments with somekind of code?
Is much easier than copy/paste each state in the icon file
ID:2331692
Dec 26 2017, 4:43 pm
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Dec 26 2017, 4:59 pm
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...? the same way you would a player.
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In response to GreatPirateEra
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well I just try to add an overlay just as it was a player but it doesn't works
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In response to Nezeha
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Code?
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In response to GreatPirateEra
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I just simply added. Obviously newbie here
mob/NPCs/Enemies Ninja overlays += 'shirt.dmi' <------ Level=10 HP=100 MP=10000 MHP=100 MMP=1000 Attack=50 icon = 'NPCs.dmi' icon_state = "Guard" name_color = list("red" = 0, "green" = 0, "blue" = 100) |
The easiest way would be to use the same equipping code that you use for your players, but instead doing this during mob/npc/New(). Just be aware that this adds some world/New() overhead (because that's when everything gets generated onto your map). A way of cutting down on this overhead, is to generate equipment once, and equip it to multiple NPCs during mob/npc/New().
The other method would be to do what you already talked about - creating individual unique icons and icon_states for each unique NPC. Which becomes quite tedious for even small projects with a fair amount of NPCs. For us lazy programmers, we generally use the first method (for randomly generating NPCs and how they look) or generate the icons and icon_states dynamically and saving them using the ftp() proc. |
var/item/equip/shirt/npc_shirt //one of these per equipment you want on your NPC; or use a list and loop through it Just a quick snippet I threw together to demonstrate what I mean. I would never do an equipment system in this manner. It's just to illustrate the whole "just use the same equip code you're using for players" thing as well as what I mean by "generate how NPCs look." EDIT Fixed the snippet I wrote. |