HandNpcData = reusableClass("HandNpcData",CreatureDataWithPropUserdata) HandNpcData.PoolSize = 10 -- override begin function HandNpcData:DoConstruct(asArray, serverData) HandNpcData.super.DoConstruct(self,asArray,serverData) self:SetData(serverData) end function HandNpcData:DoDeconstruct(asArray) HandNpcData.super.DoDeconstruct(self,asArray) end -- override end function HandNpcData:GetDressParts() local parts = Asset_Role.CreatePartArray() parts[Asset_Role.PartIndex.Body] = self.body or 0 parts[Asset_Role.PartIndex.Hair] = self.hair or 0 parts[Asset_Role.PartIndex.LeftWeapon] = 0 parts[Asset_Role.PartIndex.RightWeapon] = 0 parts[Asset_Role.PartIndex.Head] = self.head or 0 parts[Asset_Role.PartIndex.Wing] = 0 parts[Asset_Role.PartIndex.Face] = 0 parts[Asset_Role.PartIndex.Tail] = 0 parts[Asset_Role.PartIndex.Eye] = self.eye or 0 parts[Asset_Role.PartIndex.Mouth] = 0 parts[Asset_Role.PartIndex.Mount] = 0 parts[Asset_Role.PartIndexEx.Gender] = 0 parts[Asset_Role.PartIndexEx.HairColorIndex] = self.haircolor or 0 parts[Asset_Role.PartIndexEx.EyeColorIndex] = 0 return parts end local ID = 1 function HandNpcData:SetData(serverData) if(serverData.guid==0) then self.id = ID ID = ID +1 else self.id = serverData.guid end self.name = serverData.name or "" self.body = serverData.body self.head = serverData.head self.hair = serverData.hair self.haircolor = serverData.haircolor self.eye = serverData.eye self.speffect = serverData.speffect end function HandNpcData:GetName() return self.name end