Author Topic: Tailoring Models, new Weapon Visuals  (Read 815 times)

Legacy_A Darker Shade of Soul

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« Reply #15 on: February 03, 2011, 04:35:06 pm »


               N/M....
               
               

               


                     Modifié par A Darker Shade of Soul, 03 février 2011 - 11:48 .
                     
                  


            

Legacy_A Darker Shade of Soul

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« Reply #16 on: February 04, 2011, 10:23:53 pm »


               Alright, everything seemed to go in just fine except for one thing. After I built and compiled everything I received a compiling error as follows..tlr_removeihelm.nss{34}: ERROR: NO RIGHT BRACKET ON EXPRESSION ...Also line 34 in the script is highlighted in blue and is flashing while the #34 is in red I am guessing to indicate where the missing bracket is...here is the code.

[nwscript]//::///////////////////////////////////////////////
//:: Tailoring - Remove Helm
//:: tlr_removehelm.nss
//:://////////////////////////////////////////////
/*

*/
//:://////////////////////////////////////////////
//:: Created By: stacy_19201325
//:: from Mandragon's mil_tailor
//:://////////////////////////////////////////////
#include "tlr_include"

// Get a Cached 2DA string, and if its not cached read it from the 2DA file and cache it.
string GetCachedACBonus(string sFile, int iRow);



void main()
{
object oPC = GetPCSpeaker();
object oItem = GetItemInSlot(INVENTORY_SLOT_CHEST, OBJECT_SELF);
int iToModify = GetLocalInt(OBJECT_SELF, "ToModify");
int iNewApp = 0;

//-- valid pieces check zone vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv

int nGender = GetGender(OBJECT_SELF);
string s2DAFile = GetLocalString(OBJECT_SELF, "2DAFile");
string s2DA_ACBonus;

if(iToModify == ITEM_APPR_ARMOR_MODEL_NECK)
{//-- check for valid part while(NeckIsInvalid(iNewApp, nGender))
{//-- increase
iNewApp++;
//-- check we didnt hit the end
s2DA_ACBonus = GetCachedACBonus(s2DAFile, iNewApp);
if (s2DA_ACBonus == "FAIL")
{//-- if so, loop back to 1
iNewApp = 1;
}
}
}

if(iToModify == ITEM_APPR_ARMOR_MODEL_TORSO)
{//-- check for valid part
while(TorsoIsInvalid(iNewApp, nGender))
{//-- increase
iNewApp++;
//-- check we didnt hit the end
s2DA_ACBonus = GetCachedACBonus(s2DAFile, iNewApp);
if (s2DA_ACBonus == "FAIL")
{//-- if so, loop back to 1
iNewApp = 1;
}
}
[/nwscript]

Thanks and an explanation on where the bracket should have went would be appreciated as well because I tried a couple of things that didn't work...lol go figure!
               
               

               


                     Modifié par A Darker Shade of Soul, 04 février 2011 - 10:33 .
                     
                  


            

Legacy_A Darker Shade of Soul

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« Reply #17 on: February 05, 2011, 04:48:32 pm »


               Bump for help
               
               

               
            

Legacy_Greyfort

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« Reply #18 on: February 05, 2011, 09:55:27 pm »


               //::///////////////////////////////////////////////
//:: Tailoring - Remove Helm
//:: tlr_removehelm.nss
//:://////////////////////////////////////////////
/*

*/
//:://////////////////////////////////////////////
//:: Created By: Stacy L. Ropella
//:: from Mandragon's mil_tailor
//:://////////////////////////////////////////////

void main()
{
   object oHelm = GetItemInSlot(INVENTORY_SLOT_HEAD, OBJECT_SELF);
   DelayCommand(0.5f, AssignCommand(OBJECT_SELF, ActionUnequipItem(oHelm)));
}

this is all i have for "tlr_removehelm"...

//::///////////////////////////////////////////////
//:: Tailoring - Remove Helm
//:: tlr_removeihelm.nss
//:://////////////////////////////////////////////
/*

*/
//:://////////////////////////////////////////////
//:: Created By: stacy_19201325
//:: from Mandragon's mil_tailor
//:://////////////////////////////////////////////
#include "tlr_include"

// Get a Cached 2DA string, and if its not cached read it from the 2DA file and cache it.
string GetCachedACBonus(string sFile, int iRow);



void main()
{
    object oPC = GetPCSpeaker();
    object oItem = GetItemInSlot(INVENTORY_SLOT_CHEST, OBJECT_SELF);
    int iToModify = GetLocalInt(OBJECT_SELF, "ToModify");
    int iNewApp = 0;

//-- valid pieces check zone vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv

    int nGender = GetGender(OBJECT_SELF);
    string s2DAFile = GetLocalString(OBJECT_SELF, "2DAFile");
    string s2DA_ACBonus;

  if(iToModify == ITEM_APPR_ARMOR_MODEL_NECK)
  {//-- check for valid part
     while(NeckIsInvalid(iNewApp, nGender))
     {//-- increase
       iNewApp++;
       //-- check we didnt hit the end
       s2DA_ACBonus = GetCachedACBonus(s2DAFile, iNewApp);
       if (s2DA_ACBonus == "FAIL")
       {//-- if so, loop back to 1
          iNewApp = 1;
       }
     }
  }

  if(iToModify == ITEM_APPR_ARMOR_MODEL_TORSO)
  {//-- check for valid part
     while(TorsoIsInvalid(iNewApp, nGender))
     {//-- increase
       iNewApp++;
       //-- check we didnt hit the end
       s2DA_ACBonus = GetCachedACBonus(s2DAFile, iNewApp);
       if (s2DA_ACBonus == "FAIL")
       {//-- if so, loop back to 1
          iNewApp = 1;
       }
     }
  }


  if(iToModify == ITEM_APPR_ARMOR_MODEL_BELT)
  {//-- check for valid part
     while(BeltIsInvalid(iNewApp, nGender))
     {//-- increase
       iNewApp++;
       //-- check we didnt hit the end
       s2DA_ACBonus = GetCachedACBonus(s2DAFile, iNewApp);
       if (s2DA_ACBonus == "FAIL")
       {//-- if so, loop back to 1
          iNewApp = 1;
       }
     }
  }

  if(iToModify == ITEM_APPR_ARMOR_MODEL_PELVIS)
  {//-- check for valid part
     while(HipIsInvalid(iNewApp, nGender))
     {//-- increase
//--DEBUGGING-----------------------------------
SendMessageToPC(oPC, "New Appearance: " + IntToString(iNewApp));
       iNewApp++;
       //-- check we didnt hit the end
       s2DA_ACBonus = GetCachedACBonus(s2DAFile, iNewApp);
       if (s2DA_ACBonus == "FAIL")
       {//-- if so, loop back to 1
          iNewApp = 1;
       }
     }
  }

  if(iToModify == ITEM_APPR_ARMOR_MODEL_ROBE)
  {//-- check for valid part
     while(RobeIsInvalid(iNewApp, nGender))
     {//-- increase
       iNewApp++;
       //-- check we didnt hit the end
       s2DA_ACBonus = GetCachedACBonus(s2DAFile, iNewApp);
       if (s2DA_ACBonus == "FAIL")
       {//-- if so, loop back to 1
          iNewApp = 1;
       }
     }
  }

//--END restriction list verification section ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^


    object oNewItem = CopyItemAndModify(oItem, ITEM_APPR_TYPE_ARMOR_MODEL, iToModify, iNewApp, TRUE);

    DestroyObject(oItem);

    DelayCommand(0.5f, AssignCommand(OBJECT_SELF, ActionEquipItem(oNewItem, INVENTORY_SLOT_CHEST)));
}




string GetCachedACBonus(string sFile, int iRow) {
    string sACBonus = GetLocalString(GetModule(), sFile + IntToString(iRow));

    if (sACBonus == "") {
        sACBonus = Get2DAString(sFile, "ACBONUS", iRow);

        if (sACBonus == "") {
            sACBonus = "SKIP";

            string sCost = Get2DAString(sFile, "COSTMODIFIER", iRow);
            if (sCost == "" ) sACBonus = "FAIL";
        }

        SetLocalString(GetModule(), sFile + IntToString(iRow), sACBonus);
    }

    return sACBonus;
}  

here is what I hae for the file "tlr_removeihelm"

Hope it helps
               
               

               


                     Modifié par Greyfort, 05 février 2011 - 09:59 .
                     
                  


            

Legacy_Greyfort

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« Reply #19 on: February 05, 2011, 10:03:17 pm »


               There were two files close to the same name tlr_removeihelm and tlr_removehelm and in thier comments at the top they called both files tlr_removehelm

Example:

//::///////////////////////////////////////////////
//:: Tailoring - Remove Helm
//:: tlr_removehelm.nss
//:://////////////////////////////////////////////
/*

*/
//:://////////////////////////////////////////////
//:: Created By: Stacy L. Ropella
//:: from Mandragon's mil_tailor
//:://////////////////////////////////////////////

both files had this at top so I gave you script from both files when you copy and save be sure you save under the right two names the top scrip the small one is tlr_removehelm.

the second larger scipt is tlr_removeihelm
               
               

               


                     Modifié par Greyfort, 05 février 2011 - 11:15 .
                     
                  


            

Legacy_A Darker Shade of Soul

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« Reply #20 on: February 05, 2011, 11:58:45 pm »


               I'll give it a shot...thanks 1ce again grey.
               
               

               
            

Legacy_A Darker Shade of Soul

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« Reply #21 on: February 07, 2011, 05:49:18 pm »


               I'm still getting the same compiling error. tlr_removeihelm.nss{34} :  ERROR: NO RIGHT BRACKET ON EXPRESSION



34      while(NeckIsInvalid(iNewApp, nGender))  



Above is highlighted in blue indicating that is where the error is I am guessing. The number 34 is red in the script editor as well.
               
               

               
            

Legacy_A Darker Shade of Soul

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« Reply #22 on: February 08, 2011, 07:33:59 pm »


               Bump
               
               

               
            

Legacy_GhostOfGod

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« Reply #23 on: February 08, 2011, 11:58:54 pm »


               Does the "NeckIsInvalid" function even exist? I didn't see it in that include. I could just be blind but I think it's missing so this line will come up funky. Are you using a different include or supposed to be using a different include than the one posted above by Thayan. I do believe so. Or perhaps they are getting mixed up since Thayan's was "tlr_items_inc"?

Just some thoughts.
               
               

               
            

Legacy_GhostOfGod

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« Reply #24 on: February 08, 2011, 11:58:54 pm »


               Ignore this one. Double posted for some reason.
               
               

               


                     Modifié par GhostOfGod, 09 février 2011 - 12:00 .
                     
                  


            

Legacy_A Darker Shade of Soul

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« Reply #25 on: February 10, 2011, 12:47:31 am »


               

GhostOfGod wrote...

Does the "NeckIsInvalid" function even exist? I didn't see it in that include. I could just be blind but I think it's missing so this line will come up funky. Are you using a different include or supposed to be using a different include than the one posted above by Thayan. I do believe so. Or perhaps they are getting mixed up since Thayan's was "tlr_items_inc"?
Just some thoughts.


I have no idea lol...that's why I come in here for help lol. I don't understand why it would be different though if it's working for others.
               
               

               
            

Legacy_GhostOfGod

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« Reply #26 on: February 10, 2011, 01:00:00 am »


               ':lol:'  Well it sounds like you have a missing script or accidentally overwrote one that you weren't supposed to. I don't use this system so I don't know for sure. Might want to make sure of which version you are running and go from there. The other posters suggested you may have an older version. In which case using the updated script that was posted by Thayan may not work right for you since your version may use different scripts or scripts with different names.

Wish I could be more help.
               
               

               
            

Legacy_Thayan

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« Reply #27 on: February 10, 2011, 04:32:34 am »


               I still don't think you're using the latest version that Greyfort pointed you to. I also think GhostofGod is right and that the tlr_include file you have does not have the NeckIsInvalid function in it. This version of the tlr_include here provides it.

So try changing your tlr_include file to the following and then recompile that tlr_removeihelm script afterward.



//::///////////////////////////////////////////////

//:: MIL_TAILOR Include

//::  restricted items list(s)

//:://////////////////////////////////////////////

/*

//:://////////////////////////////////////////////

//:: Created By: bloodsong from milambus' tailor stuff

//:://////////////////////////////////////////////

/*

 Restriction Lists add-on



 you can create a list of part numbers you do not wish

people to access on the tailoring models.  this is set

up for the neck, torso, belt, and hip.

 remember to remove the // before any lines you are using.



 To Restrict Individual Numbers:



place a list of case statements above the return TRUE; line.

ie:

       case 1:

       case 53:

       case 42:

         return TRUE;



 To Restrict Number Ranges:



replace the [low#] and [high#] with your starting and ending numbers

(inclusive), in the if statement.  copy the base if statment for more

ranges.

ie, to exclude 1, 2, 3, 4, and 5:



      if( n >= 1 && n <= 5)  return TRUE;





 To Find the Numbers to Restrict:



edit a piece of clothing/armor and cycle through the body part lists.

note down any numbers you want people not to use. also note which gender

they are on.  put female parts in the first segment of each section.

*/



//checks if n is a valid number; TRUE is INvalid, FALSE is valid

int NeckIsInvalid(int n, int g)

{



 if(g == GENDER_FEMALE)

 {//-- this is the female part list

   switch(n)

   {

     //case #:

     //  return TRUE;

   }



   // if(n >= [low#] && n<= [high#])  return TRUE;



   return FALSE;

 }

 //--This is the Everybody Else Part List

 switch(n)

   {

     //case #:

     //  return TRUE;

   }



   // if(n >= [low#] && n<= [high#])  return TRUE;



   return FALSE;



}



//checks if n is a valid number; TRUE is INvalid, FALSE is valid

int TorsoIsInvalid(int n, int g)

{

 if(g == GENDER_FEMALE)

 {//-- this is the female part list

   switch(n)

   {

     //case #:

     //  return TRUE;

   }



   // if(n >= [low#] && n<= [high#])  return TRUE;



   return FALSE;

 }

 //--This is the Everybody Else Part List

 switch(n)

   {

     //case #:

     //  return TRUE;

   }



   // if(n >= [low#] && n<= [high#])  return TRUE;



   return FALSE;



}





//checks if n is a valid number; TRUE is INvalid, FALSE is valid

int BeltIsInvalid(int n, int g)

{

 if(g == GENDER_FEMALE)

 {//-- this is the female part list

   switch(n)

   {

     //case #:

     //  return TRUE;

   }



   // if(n >= [low#] && n<= [high#])  return TRUE;



   return FALSE;

 }

 //--This is the Everybody Else Part List

 switch(n)

   {

     //case #:

     //  return TRUE;

   }



   // if(n >= [low#] && n<= [high#])  return TRUE;



   return FALSE;



}





//checks if n is a valid number; TRUE is INvalid, FALSE is valid

int HipIsInvalid(int n, int g)

{

 if(g == GENDER_FEMALE)

 {//-- this is the female part list

   switch(n)

   {

     //case #:

     //  return TRUE;

   }



   // if(n >= [low#] && n<= [high#])  return TRUE;



   return FALSE;

 }

 //--This is the Everybody Else Part List



   switch(n)

   {

     //case #:

     //  return TRUE;

   }



   // if(n >= [low#] && n<= [high#])  return TRUE;



   return FALSE;



}





//checks if n is a valid number; TRUE is INvalid, FALSE is valid

int RobeIsInvalid(int n, int g)

{

 if(g == GENDER_FEMALE)

 {//-- this is the female part list

   switch(n)

   {

     //case #:

     //  return TRUE;

   }



   // if(n >= [low#] && n<= [high#])  return TRUE;



   return FALSE;

 }

 //--This is the Everybody Else Part List

 switch(n)

   {

     //case #:

     //  return TRUE;

   }



   // if(n >= [low#] && n<= [high#])  return TRUE;



   return FALSE;



}











//-- MILAMBUS' COLOUR CODES: do not touch anything below this line--------------------------------



// Returns the name of a color given is index.

string ClothColor(int iColor) {

   switch (iColor) {

       case 00: return "Lightest Tan/Brown";

       case 01: return "Light Tan/Brown";

       case 02: return "Dark Tan/Brown";

       case 03: return "Darkest Tan/Brown";



       case 04: return "Lightest Tan/Red";

       case 05: return "Light Tan/Red";

       case 06: return "Dark Tan/Red";

       case 07: return "Darkest Tan/Red";



       case 08: return "Lightest Tan/Yellow";

       case 09: return "Light Tan/Yellow";

       case 10: return "Dark Tan/Yellow";

       case 11: return "Darkest Tan/Yellow";



       case 12: return "Lightest Tan/Grey";

       case 13: return "Light Tan/Grey";

       case 14: return "Dark Tan/Grey";

       case 15: return "Darkest Tan/Grey";



       case 16: return "Lightest Olive";

       case 17: return "Light Olive";

       case 18: return "Dark Olive";

       case 19: return "Darkest Olive";



       case 20: return "White";

       case 21: return "Light Grey";

       case 22: return "Dark Grey";

       case 23: return "Charcoal";



       case 24: return "Light Blue";

       case 25: return "Dark Blue";



       case 26: return "Light Aqua";

       case 27: return "Dark Aqua";



       case 28: return "Light Teal";

       case 29: return "Dark Teal";



       case 30: return "Light Green";

       case 31: return "Dark Green";



       case 32: return "Light Yellow";

       case 33: return "Dark Yellow";



       case 34: return "Light Orange";

       case 35: return "Dark Orange";



       case 36: return "Light Red";

       case 37: return "Dark Red";



       case 38: return "Light Pink";

       case 39: return "Dark Pink";



       case 40: return "Light Purple";

       case 41: return "Dark Purple";



       case 42: return "Light Violet";

       case 43: return "Dark Violet";



       case 44: return "Shiny White";

       case 45: return "Shiny Black";



       case 46: return "Shiny Blue";

       case 47: return "Shiny Aqua";



       case 48: return "Shiny Teal";

       case 49: return "Shiny Green";



       case 50: return "Shiny Yellow";

       case 51: return "Shiny Orange";



       case 52: return "Shiny Red";

       case 53: return "Shiny Pink";



       case 54: return "Shiny Purple";

       case 55: return "Shiny Violet";



       case 56: return "Hidden: Silver";

       case 57: return "Hidden: Obsidian";

       case 58: return "Hidden: Gold";

       case 59: return "Hidden: Copper";

       case 60: return "Hidden: Grey";

       case 61: return "Hidden: Mirror";

       case 62: return "Hidden: Pure White";

       case 63: return "Hidden: Pure Black";



       case 64: return "Smoky Pink";

       case 65: return "Smoky Taupe";

       case 66: return "Smoky Gold";

       case 67: return "Smoky Leaf Green";

       case 68: return "Smoky Green";

       case 69: return "Smoky Dark Green";

       case 70: return "Smoky Royal Purple";

       case 71: return "Smoky Dusk";

       case 72: return "Smoky Plum";

       case 73: return "Smoky Wisteria";

       case 74: return "Smoky Brown";

       case 75: return "Smoky Grey";

       case 76: return "Smoky Sea Green";

       case 77: return "Smoky Eucalyptus Leaf";

       case 78: return "Smoky Blue";

       case 79: return "Smoky Slate Blue";

       case 80: return "Smoky Hunter Green";

       case 81: return "Smoky Thyme Green";

       case 82: return "Smoky Ice Blue";

       case 83: return "Smoky Cobalt Blue";

       case 84: return "Smoky Grasshopper Wing Green";

       case 85: return "Smoky Stone";

       case 86: return "Smoky Mushroom";

       case 87: return "Smoky Moss Green";

       case 88: return "Smoky Lightest Red";

       case 89: return "Smoky Light Red";

       case 90: return "Smoky Red";

       case 91: return "Smoky Dark Red";

       case 92: return "Smoky Lightest Brass";

       case 93: return "Smoky Light Brass";

       case 94: return "Smoky Brass";

       case 95: return "Smoky Dark Brass";

       case 96: return "Lightest Black Cherry";

       case 97: return "Light Black Cherry";

       case 98: return "Black Cherry";

       case 99: return "Dark Black Cherry";

       case 100: return "Lightest Cinnamon";

       case 101: return "Light Cinnamon";

       case 102: return "Cinnamon";

       case 103: return "Dark Cinnamon";

       case 104: return "Lightest Hunter Green";

       case 105: return "Light Hunter Green";

       case 106: return "Hunter Green";

       case 107: return "Dark Hunter Green";

       case 108: return "Lightest Druid Green";

       case 109: return "Light Druid Green";

       case 110: return "Druid Green";

       case 111: return "Dark Druid Green";

       case 112: return "Lightest Graveyard Fog";

       case 113: return "Light Graveyard Fog";

       case 114: return "Graveyard Fog";

       case 115: return "Dark Graveyard Fog";

       case 116: return "Lightest Chestnut";

       case 117: return "Light Chestnut";

       case 118: return "Chestnut";

       case 119: return "Dark Chestnut";

       case 120: return "Lightest Clay";

       case 121: return "Light Clay";

       case 122: return "Clay";

       case 123: return "Dark Clay";

       case 124: return "Lightest Toasted Ash";

       case 125: return "Light Toasted Ash";

       case 126: return "Toasted Ash";

       case 127: return "Dark Toasted Ash";

       case 128: return "Lightest Snail Brown";

       case 129: return "Light Snail Brown";

       case 130: return "Snail Brown";

       case 131: return "Dark Snail Brown";

       case 132: return "Lightest Cobalt Blue";

       case 133: return "Light Cobalt Blue";

       case 134: return "Cobalt Blue";

       case 135: return "Dark Cobalt Blue";

       case 136: return "Lightest Midnight Blue";

       case 137: return "Light Midnight Blue";

       case 138: return "Midnight Blue";

       case 139: return "Dark Midnight Blue";

       case 140: return "Lightest peacock Green";

       case 141: return "Light peacock Green";

       case 142: return "peacock Green";

       case 143: return "Dark peacock Green";

       case 144: return "Lightest Royal Purple";

       case 145: return "Light Royal Purple";

       case 146: return "Royal Purple";

       case 147: return "Dark Royal Purple";

       case 148: return "Mountain Blue";

       case 149: return "Dark Mountain Blue";

       case 150: return "Sea Foam Green";

       case 151: return "Dark Sea Foam Green";

       case 152: return "Spring Green";

       case 153: return "Dark Spring Green";

       case 154: return "Honey Gold";

       case 155: return "Dark Honey Gold";

       case 156: return "Copper Coin";

       case 157: return "Dark Copper Coin";

       case 158: return "Berry Ice";

       case 159: return "Dark Berry Ice";

       case 160: return "Sugar Plum";

       case 161: return "Dark Sugar Plum";

       case 162: return "Light Berry Ice";

       case 163: return "Plum";

       case 164: return "Ice Blue";

       case 165: return "Cadet Blue";

       case 166: return "White Ice";

       case 167: return "Black Onyx";

       case 168: return "Celery Stalk";

       case 169: return "Evergreen";

       case 170: return "Mystic Purple";

       case 171: return "Mystic Blue";

       case 172: return "Golden Green";

       case 173: return "Chocolate Raspberry";

       case 174: return "Saddle Brown";

       case 175: return "Mottled Gold";



   }



   return "";

}



// Returns the name of a color given is index.

string MetalColor(int iColor) {

   switch (iColor) {

       case 00: return "Lightest Shiny Silver";

       case 01: return "Light Shiny Silver";

       case 02: return "Dark Shiny Obsidian";

       case 03: return "Darkest Shiny Obsidian";



       case 04: return "Lightest Dull Silver";

       case 05: return "Light Dull Silver";

       case 06: return "Dark Dull Obsidian";

       case 07: return "Darkest Dull Obsidian";



       case 08: return "Lightest Gold";

       case 09: return "Light Gold";

       case 10: return "Dark Gold";

       case 11: return "Darkest Gold";



       case 12: return "Lightest Celestial Gold";

       case 13: return "Light Celestial Gold";

       case 14: return "Dark Celestial Gold";

       case 15: return "Darkest Celestial Gold";



       case 16: return "Lightest Copper";

       case 17: return "Light Copper";

       case 18: return "Dark Copper";

       case 19: return "Darkest Copper";



       case 20: return "Lightest Brass";

       case 21: return "Light Brass";

       case 22: return "Dark Brass";

       case 23: return "Darkest Brass";



       case 24: return "Light Red";

       case 25: return "Dark Red";

       case 26: return "Light Dull Red";

       case 27: return "Dark Dull Red";



       case 28: return "Light Purple";

       case 29: return "Dark Purple";

       case 30: return "Light Dull Purple";

       case 31: return "Dark Dull Purple";



       case 32: return "Light Blue";

       case 33: return "Dark Blue";

       case 34: return "Light Dull Blue";

       case 35: return "Dark Dull Blue";



       case 36: return "Light Teal";

       case 37: return "Dark Teal";

       case 38: return "Light Dull Teal";

       case 39: return "Dark Dull Teal";



       case 40: return "Light Green";

       case 41: return "Dark Green";

       case 42: return "Light Dull Green";

       case 43: return "Dark Dull Green";



       case 44: return "Light Olive";

       case 45: return "Dark Olive";

       case 46: return "Light Dull Olive";

       case 47: return "Dark Dull Olive";



       case 48: return "Light Prismatic";

       case 49: return "Dark Prismatic";



       case 50: return "Lightest Rust";

       case 51: return "Light Rust";

       case 52: return "Dark Rust";

       case 53: return "Darkest Rust";



       case 54: return "Light Aged Metal";

       case 55: return "Dark Aged Metal";



       case 56: return "Hidden: Silver";

       case 57: return "Hidden: Obsidian";

       case 58: return "Hidden: Gold";

       case 59: return "Hidden: Copper";

       case 60: return "Hidden: Grey";

       case 61: return "Hidden: Mirror";

       case 62: return "Hidden: Pure White";

       case 63: return "Hidden: Pure Black";



       case 64: return "Smoky Pink";

       case 65: return "Smoky Taupe";

       case 66: return "Smoky Gold";

       case 67: return "Smoky Leaf Green";

       case 68: return "Smoky Green";

       case 69: return "Smoky Dark Green";

       case 70: return "Smoky Royal Purple";

       case 71: return "Smoky Dusk";

       case 72: return "Smoky Plum";

       case 73: return "Smoky Wisteria";

       case 74: return "Smoky Brown";

       case 75: return "Smoky Grey";

       case 76: return "Smoky Sea Green";

       case 77: return "Smoky Eucalyptus Leaf";

       case 78: return "Smoky Blue";

       case 79: return "Smoky Slate Blue";

       case 80: return "Smoky Hunter Green";

       case 81: return "Smoky Thyme Green";

       case 82: return "Smoky Ice Blue";

       case 83: return "Smoky Cobalt Blue";

       case 84: return "Smoky Grasshopper Wing Green";

       case 85: return "Smoky Stone";

       case 86: return "Smoky Mushroom";

       case 87: return "Smoky Moss Green";

       case 88: return "Smoky Lightest Red";

       case 89: return "Smoky Light Red";

       case 90: return "Smoky Red";

       case 91: return "Smoky Dark Red";

       case 92: return "Smoky Lightest Brass";

       case 93: return "Smoky Light Brass";

       case 94: return "Smoky Brass";

       case 95: return "Smoky Dark Brass";

       case 96: return "Lightest Black Cherry";

       case 97: return "Light Black Cherry";

       case 98: return "Black Cherry";

       case 99: return "Dark Black Cherry";

       case 100: return "Lightest Cinnamon";

       case 101: return "Light Cinnamon";

       case 102: return "Cinnamon";

       case 103: return "Dark Cinnamon";

       case 104: return "Lightest Hunter Green";

       case 105: return "Light Hunter Green";

       case 106: return "Hunter Green";

       case 107: return "Dark Hunter Green";

       case 108: return "Lightest Druid Green";

       case 109: return "Light Druid Green";

       case 110: return "Druid Green";

       case 111: return "Dark Druid Green";

       case 112: return "Lightest Graveyard Fog";

       case 113: return "Light Graveyard Fog";

       case 114: return "Graveyard Fog";

       case 115: return "Dark Graveyard Fog";

       case 116: return "Lightest Chestnut";

       case 117: return "Light Chestnut";

       case 118: return "Chestnut";

       case 119: return "Dark Chestnut";

       case 120: return "Lightest Clay";

       case 121: return "Light Clay";

       case 122: return "Clay";

       case 123: return "Dark Clay";

       case 124: return "Lightest Toasted Ash";

       case 125: return "Light Toasted Ash";

       case 126: return "Toasted Ash";

       case 127: return "Dark Toasted Ash";

       case 128: return "Lightest Snail Brown";

       case 129: return "Light Snail Brown";

       case 130: return "Snail Brown";

       case 131: return "Dark Snail Brown";

       case 132: return "Lightest Cobalt Blue";

       case 133: return "Light Cobalt Blue";

       case 134: return "Cobalt Blue";

       case 135: return "Dark Cobalt Blue";

       case 136: return "Lightest Midnight Blue";

       case 137: return "Light Midnight Blue";

       case 138: return "Midnight Blue";

       case 139: return "Dark Midnight Blue";

       case 140: return "Lightest peacock Green";

       case 141: return "Light peacock Green";

       case 142: return "peacock Green";

       case 143: return "Dark peacock Green";

       case 144: return "Lightest Royal Purple";

       case 145: return "Light Royal Purple";

       case 146: return "Royal Purple";

       case 147: return "Dark Royal Purple";

       case 148: return "Mountain Blue";

       case 149: return "Dark Mountain Blue";

       case 150: return "Sea Foam Green";

       case 151: return "Dark Sea Foam Green";

       case 152: return "Spring Green";

       case 153: return "Dark Spring Green";

       case 154: return "Honey Gold";

       case 155: return "Dark Honey Gold";

       case 156: return "Copper Coin";

       case 157: return "Dark Copper Coin";

       case 158: return "Berry Ice";

       case 159: return "Dark Berry Ice";

       case 160: return "Sugar Plum";

       case 161: return "Dark Sugar Plum";

       case 162: return "Light Berry Ice";

       case 163: return "Plum";

       case 164: return "Ice Blue";

       case 165: return "Cadet Blue";

       case 166: return "White Ice";

       case 167: return "Black Onyx";

       case 168: return "Celery Stalk";

       case 169: return "Evergreen";

       case 170: return "Mystic Purple";

       case 171: return "Mystic Blue";

       case 172: return "Golden Green";

       case 173: return "Chocolate Raspberry";

       case 174: return "Saddle Brown";

       case 175: return "Mottled Gold";

   }



   return "";

}



// void main() {}
               
               

               
            

Legacy_A Darker Shade of Soul

  • Full Member
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Tailoring Models, new Weapon Visuals
« Reply #28 on: February 11, 2011, 06:48:24 pm »


               @ Thayan...originally I don't think I did so I went back and found the newest version that had the new add-ons and installed it. I will try the above overwrite though and hopefully that will do the trick. Thank you.
               
               

               
            

Legacy_A Darker Shade of Soul

  • Full Member
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  • Posts: 159
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Tailoring Models, new Weapon Visuals
« Reply #29 on: February 11, 2011, 06:54:44 pm »


               VOILA! It worked! Many thanks you all of you.