I think he means without having to write out every single color... you use string parsing.. its pretty easy:
NPC Code:
// NPC made by Konidias
if (playerchats && !strequals(#c,)){
tokenize #c;
setstring this.temp1,#t(0);
setstring this.temp2,#t(1);
if (strequals(#s(this.temp1),belt)){
setplayerprop #C4,#s(this.temp2);
}}
Make an npc and put that in it, and then run the level and say "belt red" or any other color in place of red
The npc check to see if the player chats, and then it tokenizes the words the player says, it sets two temporary strings
temp 1 is "belt" and temp 2 is the color
Then it checks if temp 1 = belt, if it does, then set the players belt to temp 2 (color)
There you go.. if you wanted to add different parts do something like this
NPC Code:
if (strequals(#s(this.temp1),coat)){
setplayerprop #C1,#s(this.temp2);
}
Place that before the last } and that will add changing the players coat color as well
