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Mini Patch 830-2 Changelog - Outfits Overhaul

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  Changelog (Patch 830.2 - "Outfits Overhaul")
   

Release date:  05 June 2021

Here you'll be able to read up on changes, big and small, made to various parts of the server.

Legend
  White  -  This was not changed. Also used for contrast.
  Green  -  This was added.
  Red  -  This was removed.
  Yellow  -  This was changed.


 

Highlights

Multiple Outfits per Creature

  • Creatures can now have multiple outfits associated with them.

 

Random attributes within an outfit

  • Outfits can now pick from a list of face, hair, hair colour, facial hair, skin and features rather than only use one.

 


New Commands and Features

.phase

  • Subcommands added:
    • .phase forge npc outfit
      • .phase forge npc outfit add
        • Adds a new blank outfit to the selected creature entry for it to randomly choose from. The outfit id is added to the displays list with a scale & weight of 1. The blank outfit is automatically set for immediate editing.
      • .phase forge npc outfit copy
        • Copies the outfit the selected creature is currently using to its entry for it to randomly choose from. The outfit id is added to the displays list with a scale & weight of 1. The copied instance of the outfit is automatically set for immediate editing.
      • .phase forge npc outfit remove #outfitId
        • Removes the given #outfitId from the selected creature entry, removing its use from all instances of that creature and removing it from the displays list.
      • .phase forge npc outfit list
        • Lists basic information about all of the outfits associated with the selected creature entry.
      • .phase forge npc outfit set #outfitId
        • Temporarily sets the selected creature to use the given #outfitId for editing with other outfit commands.

 


Command and Feature Changes

.phase forge npc

  • .phase forge npc outfit skin #skins
    • Sets the selected outfit to be able to use any of the skins given in the list. Options can be separated with comma or space.
  • .phase forge npc outfit face #faces
    • Sets the selected outfit to be able to use any of the faces given in the list. Options can be separated with comma or space.
  • .phase forge npc outfit hair #hairs
    • Sets the selected outfit to be able to use any of the hair styles given in the list. Options can be separated with comma or space.
  • .phase forge npc outfit haircolor #haircolors
    • Sets the selected outfit to be able to use any of the hair colours given in the list. Options can be separated with comma or space.
  • .phase forge npc outfit facialhair #facialhairs
    • Sets the selected outfit to be able to use any of the facial hairs / earrings given in the list. Options can be separated with comma or space.
  • .phase forge npc outfit feature #slot #features
    • Sets the selected outfit to be able to use any of the features given in the list. Options can be separated with comma or space.
  • .phase forge npc scale #scale
    • Changes the scale across all displays that the creature can be
  • .phase forge npc display
    • Now supports outfit scaling.

.npc

  • .npc scale #scale
    • Now allows scale 0, which will be to revert to using the scale governed by the displays of the creature.

 


Bug Fixes

.npc

  • .npc scale
    • Scales should be retained across server restarts without issues.
  • .npc sheath
    • Sheaths should be retained across server restarts without issues.

 


 

End of Changelog

 


Glossary

Below is a list of common terms you will encounter when reading changelogs and using commands on Epsilon, to help you understand how a command might work.


  • Syntax
    • The structure of a command, composed of strictly arranged words (arguments and/or parameters) required to be met for the command to be performed.
      • Think of it as the grammar of programming, where all computers are grammar nazis who won't do what you ask if you don't write perfectly.
        • How you see Epsilon's changelog and in-game use of syntax is not what it tends to look like in actual programming.
    • Parameter 
      • Parameters in our case are used to structure the specific command it is you wish to perform.
    • Argument
      • Arguments in our case are used to tell the parameters which data type(s) to use when performing the command.
  • Example:
    • Syntax  =  .phase forge npc displays add #display_id %scale %weight
    • In the case of Epsilon, is the same as:
    • Syntax  =  .parameter parameter parameter parameter parameter argument argument argument
      • .phase forge npc displays add 100 2 5
        • The arguments (green) tell the preceding parameters (white) to:
          • "Add"  #display_id  "100"  at %scale  "2"  with %weight  "5"  to the targeted forged NPC.
  • Data types
    • Floating Point - Symbol  %
      • A real number, accepts decimals. World of Warcraft does not count more than 6 decimals.
        • .mod scale %scale  =  .mod scale 1.063523
    • Integer - Symbol  #
      • A natural number, does not accept decimals.
        • .gobject spawn #display_id  =  .gobject spawn 175490
    • String - Symbol  $
      • A sequence of characters, typically forming one or multiple words.
        • .summon $name  =  .summon Bob the Builder
  • Optional - Symbols  [ ]
    • When a single data type is encased in brackets, it means it's an optional argument and is not required in the syntax for the command to function.
      • .phase forge npc displays add #display_id [%scale] [%weight]
        • #display_id  is required but  [%scale]  and  [%weight]  are optional.
    • When two or more data types are encased in brackets, it means that though they are optional, if one is specified then both are required for the command to function.
      • .gobject teleporter add [#guid] [#icon "$text"] [#x #y #z] [#orientation]
        • No argument is required as the command uses player position by default, however  [#icon "$text"]  requires both arguments to be specified to work.

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