.. _doc_object_asset_npc: NPC Character Assets ==================== **GUID** *32-digit hexadecimal*: Refer to :ref:`GUID ` documentation. **Type** *enum* (``NPC``) **ID** *uint16*: Must be a unique identifier. **PlayerKnowsNameFlagID** *uint16*: If non-zero, NPC name is shown as ??? until bool flag is true. For example if set to 20 the NPC name is ??? until a Flag_Bool reward with ID 20 is set to true. Clothing -------- **Shirt** *uint16* or *GUID*: ID or GUID of shirt to wear. **Pants** *uint16* or *GUID*: ID or GUID of pants to wear. **Hat** *uint16* or *GUID*: ID or GUID of hat to wear. **Backpack** *uint16* or *GUID*: ID or GUID of backpack to wear. **Vest** *uint16* or *GUID*: ID or GUID of vest to wear. **Mask** *uint16* or *GUID*: ID or GUID of mask to wear. **Glasses** *uint16* or *GUID*: ID or GUID of glasses to wear. Holiday outfits ``````````````` NPC characters can have event-specific outfits, which will only appear during the assigned seasonal event. **Has_Halloween_Outfit** *flag*: Specified if event-specific clothing should be worn during the Halloween event. **Halloween_Shirt** *uint16* or *GUID*: ID or GUID of shirt to wear during the Halloween event. **Halloween_Pants** *uint16* or *GUID*: ID or GUID of pants to wear during the Halloween event. **Halloween_Hat** *uint16* or *GUID*: ID or GUID of hat to wear during the Halloween event. **Halloween_Backpack** *uint16* or *GUID*: ID or GUID of backpack to wear during the Halloween event. **Halloween_Vest** *uint16* or *GUID*: ID or GUID of vest to wear during the Halloween event. **Halloween_Mask** *uint16* or *GUID*: ID or GUID of mask to wear during the Halloween event. **Halloween_Glasses** *uint16* or *GUID*: ID or GUID of glasses to wear during the Halloween event. **Has_Christmas_Outfit** *flag*: Specified if event-specific clothing should be worn during the Festive event. **Christmas_Shirt** *uint16* or *GUID*: ID or GUID of shirt to wear. **Christmas_Pants** *uint16* or *GUID*: ID or GUID of pants to wear. **Christmas_Hat** *uint16* or *GUID*: ID or GUID of hat to wear. **Christmas_Backpack** *uint16* or *GUID*: ID or GUID of backpack to wear. **Christmas_Vest** *uint16* or *GUID*: ID or GUID of vest to wear. **Christmas_Mask** *uint16* or *GUID*: ID or GUID of mask to wear. **Christmas_Glasses** *uint16* or *GUID*: ID or GUID of glasses to wear. Appearance ---------- While in the Appearance menu in-game, modders can press Page Down to copy the player's current appearance to clipboard. **Face** *int*: Index of face image. **Hair** *int*: Index of hair mesh. **Beard** *int*: Index of beard mesh. **Color_Skin** *hex triplet*: Six-digit hexadecimal number representing RGB color. **Color_Hair** *hex triplet*: Six-digit hexadecimal number representing RGB color. **Backward** *flag*: Specified if character is left-handed. Pose ---- **Primary** *uint16* or *GUID*: ID or GUID of the weapon carried on the character's back, parallel to the spine. **Secondary** *uint16* or *GUID*: ID or GUID of the weapon carried on the character's hip, perpendicular to the spine. **Tertiary** *uint16* or *GUID*: ID or GUID of a non-weapon item to carry. **Equipped** *enum* (``Primary``, ``Secondary``, ``Tertiary``): The item in the specified slot will be held in the character's hands, rather than carried. **Dialogue** *uint16* or *GUID*: ID or GUID of the dialogue asset to open when interacted with. **Pose** *enum* (``Asleep``, ``Crouch``, ``Passive``, ``Prone``, ``Rest``, ``Sit``, ``Stand``, ``Surrender``, ``Under_Arrest``): Idle animation. **Pose_Head_Offset** *float*: Offset of the NPC's head from their body, in meters. Positive numbers offset it forward, while negative numbers offset it backward. Defaults to 0.1. **Pose_Lean** *float*: How far the NPC leans left or right, as a number from -1 to 1. Positive numbers learn to the NPC's left, while negative numbers lean to the NPC's right. Defaults to 0. **Pose_Pitch** *float*: How far the NPC leans forward or backward, in degrees. Numbers greater than 90 lean forward, while numbers less than 90 lean backward. Defaults to 90. Conditions ---------- An NPC character can be made to only appear while certain :ref:`conditions ` are met by the player. Localization ------------ **Name** *string*: Object name in level editors. **Character** *string*: Character name displayed when interacted with.