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nimorrax

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Everything posted by nimorrax

  1. I have no idea if this was already suggested once, I couldn't find a topic. I recently decided to clean up a "dump" area of mine in one of my phases which contained a mass amount of objects and NPCs. I thought "hey, it's kind of laggy here, so i'll clean up the objects" only to find out (rather unsurprisingly) its the NPCs bogging me down. So a thought came to my mind: why don't we have a visrange command for NPCs like we do for objects? I've literally seen this in action all the way back in Wrath. So I'm proposing the two commands: .npc set visrange # and .ph forge npc visrange #. This would allow us to set smaller NPCs like critters or what have you to take up less resources in a phase. On the flip side you could set colossal giants to be visible from just about anywhere, like objects.
  2. Updated with a race table to replace the old list because I thought it was sore on the eyes. Added a few missing commands to the list and modified URL links. to very lately answer some of the previous questions here: no, I haven't made a building guide, though one does exist. the stage question confounds me and sounds like an object issue. .refresh might've been what you're looking for? and as for a list of auras, it's just any spell in the game. there are far too many for any one person to list somewhere on this forum, though people have made lists before.
  3. Don't know if you ever found an answer to that question but it's .phase forge npc outfit feature 2 #, # being whichever tendril style you want. The first number is the target of which feature you wish to change, 2 being the tendrils, 1 being horns and 0 seems to be elbows.
  4. Type of Bug: Spell/Cast System Description: NPCs using these spells with the cast system, regardless of area or creature argument, have their spawn updated to face north. Evidence: I can't show you, you have to try it yourself. Steps to Reproduce: Spawn any NPC, set them up to cast a Talk spell with .npc cast on a loop, go to or update the spawn position of the NPC and you or it will be facing north. Expected Result: NPCs shouldn't be forced to face north with Talk spells. Observed Result: They do. Reproduction Rate: 100% Additional Information: The spells I've tried in question are: 6273 - [Force Target - Talk], 33227 - [Gossip NPC Periodic Trigger - Talk], 46990 - [Cosmetic - Talk - Test]. EDIT: So apparently the cosmetic combat spells also force NPCs to face north. nevermind, its just really stupid and complicated to set up and use these spells. i hate it.
  5. Bumping because this is a super useful addon, also I'm forgetting if there was a control function to aura instead of cast spells?
  6. Old Azerotttthhhhhh. im getting this immediately, i love you. EDIT: It has occurred to me that I have no idea how to reach these maps.
  7. No, this is absolutely a bug. I just recently wanted to look up rats and not a single result was a normal rat of the fifty displayed. .lo next gives me the same error and I KNOW there's more IDs to be shown. I had this same issue with ghouls, abominations, you name it, it's broken. I have not noticed .lo next being broken with anything else BUT creatures.
  8. This is my project: Mortemholme, the Plagued City. It served its purpose well in the metaphorical past, when the Forbidden ran strong. We are dead now and I don't see us coming back. I do want to however complete this project, maybe even host it one day, I dunno. Hostings gonna require a staff team I don't have. You are free to enter phase 1686 and explore it at your leisure, just note that it's still highly unfinished. I have a lot to do. .ph en 1686 .ph tele Mortemholme2 Brief history: Mortemholme was the first city Nimorrax ever successfully assaulted and took over. Since then, it has been the Capital of the Forbidden and resting place of the mighty Voltanaras, the first and only necropolis the Forbidden ever wrested from the unstoppable Undead Scourge. Mortemholme was ultimately destroyed by powerful forces beyond their wildest comprehensions. Though Mortemholme was lost, the Forbidden was not. This would mark their first major loss and begin their campaign against the rest of the world. In order to exist in this world, they must slaughter for it, for nobody would understand nor accept them for who or what they are. They were Forbidden. https://www.youtube.com/watch?v=70RgEF357Vw https://imgur.com/a/Cv6akx4 - Link to gallery
  9. Basically just .phase forge npc outfit skin, face, hair, haircolor and facialhair to have a random option. Would make creating randomly-named NPCs easier. Because I'm a freak who's going to populate places like that.
  10. Ding ol' darn. I was hoping it did something else, but that's interesting.
  11. https://puu.sh/DtGWT/cf1d48b758.jpg what is this button?
  12. We've already had one major NPC catastrophe on this server because of a server update. I'd prefer none of us have to suffer through another by having newly made NPC entry IDs be somewhere in the millions. We're dangerously close to the IDs Blizzard will be using if we continue to update the server ever at all. I and many other lost what felt like over half of their work because of this. (It wasn't really over half, but I think you get my point.) I do not mind having to re-create ALL of my NPCs if it means that they'll be safe from Blizzard in the future. PLEASE.
  13. Type of Bug: Broken command Description: The NPC phase forge face command is not returning as valid. Evidence: https://puu.sh/DsN5K/745219ec6b.jpg Steps to Reproduce: Create custom NPC, set race to undead, set gender to male, set skin, try to set face with ".ph forge npc out face X" Expected Result: NPC face to change, command to return as "Creature Template [Blahblah] has had their outfit face changed to X" Observed Result: Command returns as "Invalid skin.", nothing happens, no update. Reproduction Rate: 100% Additional Information: Only found this out because I want to re-create literally every NPC I've ever made with much higher entry IDs to avoid NPC catastrophe like last time, where half of my NPCs were replaced by Blizzard or just gone in general. Entry IDs still seem to be in a dangerous 100k area, rather than in the mils like I thought I had read somewhere in the past. Perhaps I read that somewhere else? I don't know. Fixed now I guess. I don't know what the hell the problem is or was.
  14. I dunno if it's in testing or not, but the changelog shows this fancy new visibility permanent command. When I tried it out, all it told me was there's no such available subcommand. Has since been fixed, nobody cared to tell me or get rid of this topic.
  15. I'll just twofer this into one screenshot and let it speak for itself. (i most certainly have head and shoulder items equipped.)
  16. heehee heh heh... i cant draw.
  17. Doesn't work 100%. Certain NPCs just don't unsheathe with these spells. Good work-around though.
  18. This occurred aftering fixing spells and possess, NPCs will -always- have their NPCs sheathed unless given emotestates. Normally, I'd react to this like "HAHA COOL!" but then I looked at the few demon NPCs I made and became sad. Now my mo'arg brutes look like complete buffoons tryna say "durr hi". I don't currently know any work-arounds as of posting this.
  19. If you know me, you know I love and hate me some TF2. If you really know me, you know that I absolutely enjoy rocket jumping. I love to rocket jump, I love to watch rocket jumping. The amount of skill and precision required to be a master jumper is legendary to me. Over the course of a few years, I've managed to become one of these many beautiful rocket jumpers and eventually landed a spot on their channel. So without further ado, TF2RJWeekly. https://www.youtube.com/channel/UC1I27SgUzD9Ztp_y1FGL7sQ?&ab_channel=TF2RJweekly Here are some really good community videos. It's some pretty high-level shit. My favorite has to be the Narrow videos, because rocket jumping through tight corridors n' stuff is hard af. They also run Jumps and Runs of the Week, one of which of these I have a spot in, albeit with a confusing edit to many.
  20. as nice as the cavelights are, they're also kinda bad. all i did was zoom in one tick and the light "disappeared" despite still being on state 0 3. it "disappears" from many other angles too. The decklight on the other hand, doesn't actually seem to do that. If we could get decklight recolors in the server patch, that'd be pretty sweet.
  21. Just tested it, it's not broken. Perhaps you have the race set. Displays should be used for typical NPCs, like wolves n' bears. It's possible this isn't working as intended, but that's currently how it is. Setting the race seems to force a native onto the NPC (i dont know wtf it actually does) and they'll be forced to use that and only that from now on, if you're going to run the displays command, don't set the race of your NPC at all.
  22. Updated to look oh-so slightly prettier and include some extra information.
  23. Guide: Non-Player Characters! The Guide to Phase Forging, Where you Forge your own Destiny. Pages - 1, 2, 3! - Outfits - Gossip - Extra Commands Creating a custom NPC is as easy as 1, 2, and 3. 1: Type .phase forge npc create [#displayID]. #displayID is the default model you use to create the NPC. This is optional unless you're making a specific NPC, like a say a Scorpid or a Gronn. 2: "A template has been created for editing called: [NPC 1 - #entryID]." Spawn your new temporarily named NPC via the #entryID you were given or click the [Spawn] GLink in your chatbox. You will now have a (probably human) NPC. Target your new temporarily named NPC, this is where you get forging. 3: .phase forge npc name George the Jungle. Now you have a custom NPC named George the Jungle, you're done if you aren't outfitting them with armor and weaponry. Alright so there's more to it than 3. Bite me. Now we outfit this (wo)man. Outfitting your NPC .phase forge npc outfit [commands] - Root for the following below. Note: By default every newly made human NPC should come with its own #outfitID if you did not specify a #displayID on creation, be sure to check your list. add - Adds an #outfitID to your currently targeted forged NPC. copy - Copies the #outfitID of your targeted forged NPC to a new #outfitID. list - Lists the #outfitIDs of your currently targeted forged NPC. remove #outfitID - Removes an #outfitID from your currently targeted forged NPC. set #outfitID - Temporarily sets the targeted forged NPC's #outfitID for editing. "What is an outfit ID?" - Think of it as like a customizable display ID. If you want to edit an outfit, you'd set the #outfitID on a target NPC and modify with the commands below as necessary. Once you've completed the outfit, you can add and set another to the same exact NPC and create variety. I have not discovered a limit to an amount of outfits you can have on one NPC. race # - Sets the race of your targeted template for the currently set #outfitID. Alliance Horde Unassigned #1: Human #2: Orc #12: Fel Orc° #3: Dwarf #5: Undead #13: Naga #4: Night Elf #6: Tauren #14: Broken° #7: Gnome #8: Troll #15: Skeleton° #11: Draenei #9: Goblin #16: Vrykul° #22: Worgen #10: Blood Elf #17: Tuskarr° #23: Gilnean #26: Pandaren #18: Forest Troll° #25: Pandaren #27: Nightborne #19: Taunka° #29: Void Elf #28: Highmountain Tauren #20: Northrend Skeleton° #30: Lightforged Draenei #31: Zandalari Troll #21: Ice Troll° #32: Kul Tiran #35: Vulpera #24: Pandaren #33: Thin Human° #36: Mag'har Orc N/A #34: Dark Iron Dwarf N/A N/A #37: Mechagnome N/A N/A gender ___ - Sets the gender of your targeted template for the currently set #outfitID. Male or Female. class #classID - Sets the class of your targeted template for the currently set #outfitID. There are only three impactful options, 1: Normal, 6: Death Knight and 10: Monk. skin #ª - Sets the skin-tone of your targeted template for the currently set #outfitID. Supports multiple values for randomization, EX: .phase forge npc outfit skin 0 1 2 3 4 5 face #ª - same as above hair #ª - same as above haircolor #ª - same as above facialhair #ª - same as above, this is often Piercings, Accessories, Markings, Jewelry and so on. If it isn't this option, it's probably a feature. feature #slot #featureª - Sets race-specific features like demon hunter horns, tattoos, orc posture and so on. There are three slots, 0, 1 and 2. Each slot is an extra feature not part of the initial five customization options that launched with vanilla. #feature supports multiple values for randomization, EX: .phase forge npc outfit feature #slot 0 1 2 3 4 5 Note that some races have an absurdly high number of customization options. EX: Night and Blood Elves have over 50 tattoo options. Features Table [Gender in brackets] dear god wtf is this mess??? #RaceID:Race #Slot 0 #Slot 1 #Slot 2 #1:Human Makeup[F] Brow Style[M]/Accessories[F] Features #2:Orc Features[M] Accessories[M]/Tusk Style[F] Posture[M]/Features[F] #3:Dwarf Tattoo Style Features[M] Accessories[M] #5:Undead Features Torso Style Limb Style #4:Night Elf Tattoo Style/Color Features Accessories #6:Tauren Tattoo Style Mane Style Accessories #7:Gnome N/A Brow Style Accessories #8:Troll Facial Hair[M] Tusk Style[M]/Accessories[F] Accessories[M]/Tusk Style[F] #11:Draenei Features[M] Horn Style[M]/Features[F] Tendril Style #10:Blood Elf Tattoo Style/Color Features Accessories #22:Worgen Ear Style Mane Style Features #9:Goblins Nose Style Features Ear Style #24/25/26:Pandaren N/A N/A N/A #29:Void Elf N/A N/A N/A #27:Nightborne Tattoo Style N/A N/A #30:Lightforged Draenei Tattoo Style N/A Rune #28:Highmountain Tauren Tattoo Style N/A N/A #34:Dark Iron Dwarf Piercings[M]/Tattoo Style[F] Tattoo Style[M] N/A #36:Mag'har Orc Features[M] Accessories[M] Posture[M] #32:Kul Tiran N/A Earrings[F] Necklace[F] #31:Zandalari Troll Tattoo Style Tusks Earrings #37:Mechagnome Modification Arm Upgrade Leg Upgrade #35:Vulpera Pattern Snout N/A equip #itemID [#bonusID] - Equip the #itemID of an item onto NPC for the currently set #outfitID. Auto-equips to proper region using #itemID. #itemIDs must be positive integers, Can include an optional #bonusID at the end. This command can be mostly circumvented by using Epsilon's MogIt, create a set in the preview panel through mogit as if you were making one for your character, once done navigate to Preview > Epsilon NPC > Equip NPC With Items. Be sure that the preview panel race and gender match your intended NPC. unequip ___ - Unequips an equipped item from the targeted forged NPC for the currently set #outfitID. Values: Head, Shoulders, Body, Chest, Waist, Legs, Feet, Wrists, Hands, Back and Tabard guild - Associates the targeted forged NPC with the current player-character guild. There is no current known way to reverse this, make sure you want the NPC to be part of the guild. Now finally, weapons are done a little differently. .phase forge npc weapon #itemID #slotID [#bonusID] #itemID is your desired weapon, #slotID values: 0 for main, 1 for off or 2 for ranged. #bonusIDs can be found here. These will show up on every outfit ID. ªValues are one integer lower than the character creation screen values. EX: If you want face 4 from character creation, you would put face 3 on your NPC. 0 is 1 and so on. °No good female variation Adding Gossip to your NPCs! .phase forge npc gossip [commands] - Root for the following below. Note: In order to use these commands, you will need to open the gossip window you enable on your NPC and modify it with said window open. You will need to edit each #pageID individually in order to obtain desired results. debug - Toggles debugging text to help determine options, pages and text blocks. Close and open the window to see it. disable - Disables the gossip window for the targeted forged NPC. enable - Enables the gossip window for the targeted forged NPC. option - Root for the options commands add $text - Adds an #optionID to the currently actively open #pageID with your input text to the targeted forged NPC. link #optionID #pageID - Links an #optionID on the currently actively open #pageID to another #pageID on your targeted forged NPC, allowing the option to change the page to your designated #pageID. text #optionID $text - Modifies the currently actively open #pageID's #optionID text on the targeted forged NPC. remove #optionID - Removes an #optionID from the currently actively open #pageID on the targeted forged NPC. page - Root for the pages commands add $text - Adds a #pageID with your input text to the targeted forged NPC. list - Lists all of the #pageIDs added to the targeted forged NPC. remove #pageID - Removes a #pageID from the targeted forged NPC. text - Root for the texts commands. add $text - Adds a new text block on the currently actively open #pageID with your input text to the targeted forged NPC. All #pageIDs come with a Text Block 0 by default. get - Posts the strings you used to create your text blocks into the chatbox from your targeted forged NPCs currently actively open #pageID. This allows for easy copy and paste editing. Shift-click strings to enter them into your active chatbox, select all of it with Ctrl+A, copy it with Ctrl+C and then re-paste with Ctrl+V, then modify as necessary. overwrite #textblockID $text - Overwrites the designated text block on the currently active #pageID with your input text on the targeted forged NPC. remove #textblockID - Removes a text block from the currently actively open #pageID on the targeted forged NPC. Extra commands .phase forge npc [commands] - Root for the following below. autohover [always/dynamic/off] - Allows the targeted NPC to fly in place, works best when used on NPCs with flying animations. always - Hovers at all times. dynamic - Only hovers when flying above the ground. off - Turns autohovering off displays - root for display IDs commands add #displayID [%scale] [%weight] - Adds a new indexed display ID with optional scale and weight values to the targeted forged NPC. list - Lists in order of #indexID all display IDs, scales and weights used by the targeted forged NPC. remove #indexID - Removes a display ID by its #indexID from the targeted forged NPC. scale #indexID %scale - Sets the targeted NPC's scaling of #indexID to %scale. weight #indexID %weight - Sets the targeted NPC's probability of picking this indexed display ID through %weight. Think of this as RNG to determine how (un)common a display ID on your NPC should be. displayfaction [on/off] - Toggles whether or not the NPC displays their reputational faction. clickable - Toggles the targeted forged NPC's clickability. Unclickable NPCs can be targeted while using .phase dm. creaturetype ____ - Allows you to set the targeted forged NPC's creature type. Values: Beast, Dragonkin, Demon, Elemental, Giant, Undead, Humanoid, Critter, Mechanical, Totem and Pet. copy - Copies the targeted forged NPC to a new #entryID. delete #entryID - This deletes your targeted forged NPC via it's #entryID, all NPCs spawned with this #entryID will also vanish. faction #factionID - Allows you to change your targeted forged NPCs faction. Faction list fakeplayer - Toggles whether or not the NPC displays a blue player name instead of green/yellow/orange/red. femalename ____ - Sets the female name for targeted forged NPCs. flyable - Allows your targeted forged NPC to fly, even on spawn. health [-/+]# - Sets, adds or subtracts health for your targeted forged NPC. healthexact # - Sets the exact health for your targeted forged NPC. level # - Sets the level of your targeted forged NPC. list (next) - Lists all of the current phase's forged NPCs. malename ____ - Sets the male name for targeted forged NPCs. mana # - Sets mana for your targeted forged NPC. mount #displayID - Allows your forged NPC to spawn mounted on #displayID rank #rankID - Sets the rank of your forged NPC, like Elites. Boss cannot be reversed currently. Values: 0: Normal, 1: Elite (Gold Dragon), 2: Rare Elite (Silver Dragon), 3: Boss (Skull on level) and 4: Rare (Stone Dragon) regen [on/off] - Toggles whether or not targeted NPC will regenerate their health back to full. Use this to create PvE encounters. scale # - Allows you to set the scale of your targeted forged NPC. sheath # - Allows you to choose whether or not a forged NPC sheathes. Values: 0 sheathed, 1 unsheathed and 2 ranged subname ____ - Adds a title/sub-name to your targeted forged NPC. Will show up beneath their name like <The Argent Dawn>. (un)aura #spellID - Allows your forged NPC to spawn with an aura'd #spellID vehicle - Sets forged NPC as a vehicle. NPC #displayID must support vehicles. If you found this guide confusing, consider checking out Erkor's guide. Feel free to let me know if I've missed anything, I feel I've covered all of the important stuff though. Happy forging. todo: better gossip section, maybe add pictures to all sections, maybe move some extra commands into 123s or outfits.
  24. Guess you're not a visual guy, I don't want the turkey spell for IC. I want to meme it at my stupid friends. I use other, proper targettable spells in my roleplays such as Death Coils, Frostbolts, Firebolts etc. I can imagine all of this flawlessly, I can deal with not having it. But the thread isn't for -me-, the thread is for the server as a whole. Also, I do emote everything, calm tits. I just want to throw turkey at your skull.
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