[Feature] Enable spawn attribute for NPCTintID (#4871)

* Add scripting for NPCTintIndex

* AddNPCTintID

Add NPCTintID to spawn logic

* Update base_npc_types_repository.h

* Correct version.h
This commit is contained in:
Mitch Freeman
2025-05-14 22:26:35 -03:00
committed by GitHub
parent 1221e88d92
commit 20da490bda
14 changed files with 106 additions and 34 deletions
+14 -8
View File
@@ -128,7 +128,8 @@ NPC::NPC(const NPCType *npc_type_data, Spawn2 *in_respawn, const glm::vec4 &posi
npc_type_data->always_aggro,
npc_type_data->heroic_strikethrough,
npc_type_data->keeps_sold_items,
npc_type_data->hp_regen_per_second
npc_type_data->hp_regen_per_second,
npc_type_data->m_npc_tint_id
),
attacked_timer(CombatEventTimer_expire),
swarm_timer(100),
@@ -451,6 +452,7 @@ NPC::NPC(const NPCType *npc_type_data, Spawn2 *in_respawn, const glm::vec4 &posi
raid_target = npc_type_data->raid_target;
ignore_despawn = npc_type_data->ignore_despawn;
m_targetable = !npc_type_data->untargetable;
m_npc_tint_id = npc_type_data->m_npc_tint_id;
npc_scale_manager->ScaleNPC(this);
@@ -1256,10 +1258,11 @@ uint32 ZoneDatabase::CreateNewNPCCommand(
e.Avoidance = n->GetAvoidanceRating();
e.heroic_strikethrough = n->GetHeroicStrikethrough();
e.see_hide = n->SeeHide();
e.see_improved_hide = n->SeeImprovedHide();
e.see_invis = n->SeeInvisible();
e.see_invis_undead = n->SeeInvisibleUndead();
e.see_hide = n->SeeHide();
e.see_improved_hide = n->SeeImprovedHide();
e.see_invis = n->SeeInvisible();
e.see_invis_undead = n->SeeInvisibleUndead();
e.npc_tint_id = n->GetNpcTintId();
e = NpcTypesRepository::InsertOne(*this, e);
@@ -1399,6 +1402,7 @@ uint32 ZoneDatabase::UpdateNPCTypeAppearance(Client* c, NPC* n)
e.loottable_id = n->GetLoottableID();
e.merchant_id = n->MerchantType;
e.face = n->GetLuclinFace();
e.npc_tint_id = n->GetNpcTintId();
const int updated = NpcTypesRepository::UpdateOne(*this, e);
@@ -1539,6 +1543,7 @@ uint32 ZoneDatabase::AddNPCTypes(
e.runspeed = n->GetRunspeed();
e.prim_melee_type = static_cast<uint8_t>(EQ::skills::SkillHandtoHand);
e.sec_melee_type = static_cast<uint8_t>(EQ::skills::SkillHandtoHand);
e.npc_tint_id = n->GetNpcTintId();
e = NpcTypesRepository::InsertOne(*this, e);
@@ -2169,9 +2174,10 @@ void NPC::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho)
PetOnSpawn(ns);
ns->spawn.is_npc = 1;
UpdateActiveLight();
ns->spawn.light = GetActiveLightType();
ns->spawn.show_name = NPCTypedata->show_name;
ns->spawn.trader = false;
ns->spawn.light = GetActiveLightType();
ns->spawn.show_name = NPCTypedata->show_name;
ns->spawn.trader = false;
ns->spawn.npc_tint_id = GetNpcTintId();
}
void NPC::PetOnSpawn(NewSpawn_Struct* ns)