Humanoid appearance refactor (#10882)

* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component

* adds a tool to convert sprite accessories to markings (in go)

* removes a fmt call

* converts sprite accessory to markings

* adds hair and facial hair to marking categories

* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system

* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little

* squishes the initialize event calls into one function

adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)

* makes the sprite pipeline more obvious

* apply all markings, hidden layer set replacement

* ensures that markings are cleared when the new set is applied

* starts refactoring markingsset (unfinished)

* more additions to the markingset api

* adds constructor logic to markingset

* adds a method to filter out markings in a set based on a given species

* fixes enumerators in markingset

* adds validator into MarkingSet, fixes ForwardMarkingEnumerator

* modifications to the humanoid visual system

* ensuredefault in markingset

* oop

* fixes up data keys, populates OnAppearanceChange in visualizer

* changes to humanoid component, markings

marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent

* markings are now applied the visualizer by diffing them

* base sprites are now applied to humanoids from humanoidvisualizer

* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)

* custom base layers on humanoids

* merges all data keys into one data class for humanoid visualizers

* setappearance in sharedhumanoidsystem, removes custombaselayercolors

* humanoidcomponent, system (empty) in server

* adds some basic public API functions to HumanoidSystem

* add marking, remove marking

* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem

* ensuredefaultmarkings, oninit for humanoids

* markingmanager API changes

* removes MarkingsSet

* LoadProfile, adjusts randomization in humanoid appearance to account for species

* base layer settings in humanoidsystem, eye color from profile

* rearranges files to centralize under Humanoid namespace

* more reorganization, deletes some stuff

gotta break stuff to make other things work, right?

goodbye SpriteAccessory...

* fixes a good chunk of server-side issues

still does not compile, yet

* singlemarkingpicker xaml layout

* singlemarkingpicker logic

* magic mirror window (varying pieces of it, mostly client-oriented)

* removes some imports, gives MagicMirror a BUI class (not filled in yet)

* populates magic mirror BUI functionality / window callbacks

* fixes up some errors in humanoidprofileeditor

* changes to SingleMarkingPicker

SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category

* fixes up hair pickers on humanoid profile editor

* fixes the errors in markingpicker

* markingsystem is now gone

* fixes a bunch of build errors

* so that's why i did it like that

* namespace issues, adds robustxamlloader to singlemarkingpicker

* another robustxamlloader

* human, lizard sprites/points

* prototype fixes, deletion of old spriteaccessory

* component registration, fixes dwarf skin toning

no, 'ReptilianToned' does not exist

* removes component registration from abstract humanoid component

* visualizer data now cloneable

* serialize for visualizer key

* zero-count edge case

* missing semi-colon moment

* setspecies in humanoidsystem

* ensures that default markings, if empty, will cause ensuredefault to skip over that given category

* tryadd instead of add

* whoops

* diff and apply should properly apply markings now

* always ensure default, fixes double load for player spawning

* apply skin color now sets the skin color property in humanoidcomponent

* removes sprite from a few species prototypes

* sprite changes for specific base layers based on humanoid sex

* layer ordering fix, and a missing base layer should now disallow markings on that layer

* anymarking base layer, adds the right leg/foot for humans

* loading a profile will now clear all markings on that humanoid

* adds missing layers for humans

* separates species.yml into respective species prototype files

* ensures that if layer visibility was changed, all markings have to be reapplied

* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair

* slime fix, clothingsystem now dictates layer visibility server side

* sussy

* layer settings should now ensure a marking should match the skin tone

* whoops

* skincolor static class and functions in UI

* skin color validation in humanoidcharacterappearance

* markingpicker now shows only the markings for the selected category in used

* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists

* FilterSpecies no longer attempts to do removal while iterating

* expands for SingleMarkingPicker

* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)

* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same

* whoops

* adds edge case handlers for count differences in humanoid markings

* preview now loads profile instead of directly setting appearance

* moves marking set loading to update controls

* clones a marking set in markingpicker by using the deep clone constructor

* whoops (deep cloning a marking now copies the marking id)

* adds replace function for markingset

* points should now update after the markings are remove/added

* merging base layer sprites into a humanoid should now clear them before merging

* sets dirty range start to count only if the dirty range start was never set above 0

* fixes up some issues with singlemarkingpicker

* color selector sliders in single marking picker should now expand

* hair from hair pickers should now apply in profile loading (client-side)

* category in singlemarkingpicker now sets the private category variable

* slot selector should now populate

* single marking picker buttons now have text, also shows the category name over all user-clickable elements

* removes a comment

* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair

* random skin color, eye color

* populate colors now checks if the marking count is greater than zero in singlemarkingpicker

* hair/facial hair pickers now just get the first possible hair from the respective species list

* different approach to random skin color

* oh, that's why it wasn't working

* randomize everything now just updates every single control

* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,

* markingmanager now uses OnlyWhitelisted to populate by category and species

* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not

* oops

* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called

* order of operations for the horizontal expand for add/remove

* hair pickers should now update when you add/remove the hair slot

* fixes variable naming error in character appearance

* loc string fix in singlemarkingpicker

* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs

* having zero possible hairs should no longer cause an exception in randomization

* setting species should now update hair pickers

* ignore categories for marking picker

* and a clear as well for the category button

* places that functionality in its own function instead

* adds eye base sprite, vox now also have their own custom eye sprites

* loading a profile client-side should do FilterSpecies for markings now

* client-side load profile does filter species after adding in the hairs now

* magic mirror

* callbacks now call the callback instead of adding it on construct

* whoops

* in removemarking too

* adds missing synchronize calls

* comments out an updateinterface call in magic mirror

* magic mirror window title, minimum sizing

* fixes minsize, adds warning for players who try to set their hair for species that have no hair

* removes spaces in xaml

* namespace changes/organization

* whoopsie (merge conflicts)

* re-enables identity from humanoid component

* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum

* removes commas from json

* changes to visuals system so the change is consistent

* chest

* reptilian

* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it

not a big fan of this

* adds a check in applybasesprites

* adding/removing parts should now make them invisible on a humanoid

* body part removal/adding now enumerates over sublayers instead

* synchro now runs in bodycomponent startup

* parts instead of slots

* humanoidcompnent check

* switches from rsi to actualrsi

* removes all the body stuff (too slow)

* cleans up resolves from humanoid visualizer system

* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)

* not forgetting that one again

* merging now returns an actual dirty value

* replaces the sequenceequal with a more accurate solution

* permanent layers, layer visibility on add/remove part in body

* should send all hidden layers over now

* isdirty in visualizer system for base layers

* isdirty checks count as well

* ok, IsDirty should now set the base layers if the merged sprites are different

* equals override in HumanoidSpritePrototypes.cs

temporary until record prototypes :heck:

* makes fields readonly, equates IDs instead

* adds forced markings through marking picker

* forced in humanoidsystem api, ignorespecies in markingpicker

* marking bui

* makes that serializable as well

* ignore species/forced toggles now work

* adds icon to modifier verb, interface and keys to humanoid bases

* needs the actual enum value to open, no?

* makes the key the actual key

* actions now propagate upwards

* ignore species when set now repopulates markingpicker

* modifiable base layers in the markings window

* oops!

* layout changes

* info box should now appear

* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window

* collapsible layout moment

* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible

* small change to marking visibility

* small changes to modifier UI

* markings now match skin on zombification

* zombie stuff

* makes the line edit in marking modifier window more obvious

* disables vox on round start

* horizontal expand on the single label in base layer modifiers

* humanoid profiles in prototypes

* randomhumanoidappearance won't work if the humanoid has a profile already stored

* removes unused code

* documentation in humanoidsystem server-side

* documentation in shared/client

* whoops

* converts accessory into marking in locale files (also adds marking loc string into single marking picker)

* be gone, shared humanoid appearance system from the last upstream merge

* species ignore on randomization (defaults to no ignored species)

* more upstream merge parts that bypassed any errors before merge

* addresses review (also just adds typeserializers in some places)

* submodule moment

* upstream merge issues
This commit is contained in:
Flipp Syder
2022-09-22 15:19:00 -07:00
committed by GitHub
parent dd994e9ee1
commit 5a0a04bde7
184 changed files with 7667 additions and 5209 deletions

View File

@@ -1,2 +0,0 @@
accessory-HairBald = Bald
accessory-FacialHairShaved = Shaved

View File

@@ -1,35 +1,35 @@
accessory-HumanFacialHairAbe = Beard (Abraham Lincoln)
accessory-HumanFacialHairBrokenman = Beard (Broken Man)
accessory-HumanFacialHairChin = Beard (Chinstrap)
accessory-HumanFacialHairDwarf = Beard (Dwarf)
accessory-HumanFacialHairFullbeard = Beard (Full)
accessory-HumanFacialHairCroppedfullbeard = Beard (Cropped Fullbeard)
accessory-HumanFacialHairGt = Beard (Goatee)
accessory-HumanFacialHairHip = Beard (Hipster)
accessory-HumanFacialHairJensen = Beard (Jensen)
accessory-HumanFacialHairNeckbeard = Beard (Neckbeard)
accessory-HumanFacialHairWise = Beard (Very Long)
accessory-HumanFacialHairMuttonmus = Beard (Muttonmus)
accessory-HumanFacialHairMartialartist = Beard (Martial Artist)
accessory-HumanFacialHairChinlessbeard = Beard (Chinless Beard)
accessory-HumanFacialHairMoonshiner = Beard (Moonshiner)
accessory-HumanFacialHairLongbeard = Beard (Long)
accessory-HumanFacialHairVolaju = Beard (Volaju)
accessory-HumanFacialHair3oclock = Beard (Three o Clock Shadow)
accessory-HumanFacialHairFiveoclock = Beard (Five o Clock Shadow)
accessory-HumanFacialHair5oclockmoustache = Beard (Five o Clock Moustache)
accessory-HumanFacialHair7oclock = Beard (Seven o Clock Shadow)
accessory-HumanFacialHair7oclockmoustache = Beard (Seven o Clock Moustache)
accessory-HumanFacialHairMoustache = Moustache
accessory-HumanFacialHairPencilstache = Moustache (Pencilstache)
accessory-HumanFacialHairSmallstache = Moustache (Smallstache)
accessory-HumanFacialHairWalrus = Moustache (Walrus)
accessory-HumanFacialHairFumanchu = Moustache (Fu Manchu)
accessory-HumanFacialHairHogan = Moustache (Hulk Hogan)
accessory-HumanFacialHairSelleck = Moustache (Selleck)
accessory-HumanFacialHairChaplin = Moustache (Square)
accessory-HumanFacialHairVandyke = Moustache (Van Dyke)
accessory-HumanFacialHairWatson = Moustache (Watson)
accessory-HumanFacialHairElvis = Sideburns (Elvis)
accessory-HumanFacialHairMutton = Sideburns (Mutton Chops)
accessory-HumanFacialHairSideburn = Sideburns
marking-HumanFacialHairAbe = Beard (Abraham Lincoln)
marking-HumanFacialHairBrokenman = Beard (Broken Man)
marking-HumanFacialHairChin = Beard (Chinstrap)
marking-HumanFacialHairDwarf = Beard (Dwarf)
marking-HumanFacialHairFullbeard = Beard (Full)
marking-HumanFacialHairCroppedfullbeard = Beard (Cropped Fullbeard)
marking-HumanFacialHairGt = Beard (Goatee)
marking-HumanFacialHairHip = Beard (Hipster)
marking-HumanFacialHairJensen = Beard (Jensen)
marking-HumanFacialHairNeckbeard = Beard (Neckbeard)
marking-HumanFacialHairWise = Beard (Very Long)
marking-HumanFacialHairMuttonmus = Beard (Muttonmus)
marking-HumanFacialHairMartialartist = Beard (Martial Artist)
marking-HumanFacialHairChinlessbeard = Beard (Chinless Beard)
marking-HumanFacialHairMoonshiner = Beard (Moonshiner)
marking-HumanFacialHairLongbeard = Beard (Long)
marking-HumanFacialHairVolaju = Beard (Volaju)
marking-HumanFacialHair3oclock = Beard (Three o Clock Shadow)
marking-HumanFacialHairFiveoclock = Beard (Five o Clock Shadow)
marking-HumanFacialHair5oclockmoustache = Beard (Five o Clock Moustache)
marking-HumanFacialHair7oclock = Beard (Seven o Clock Shadow)
marking-HumanFacialHair7oclockmoustache = Beard (Seven o Clock Moustache)
marking-HumanFacialHairMoustache = Moustache
marking-HumanFacialHairPencilstache = Moustache (Pencilstache)
marking-HumanFacialHairSmallstache = Moustache (Smallstache)
marking-HumanFacialHairWalrus = Moustache (Walrus)
marking-HumanFacialHairFumanchu = Moustache (Fu Manchu)
marking-HumanFacialHairHogan = Moustache (Hulk Hogan)
marking-HumanFacialHairSelleck = Moustache (Selleck)
marking-HumanFacialHairChaplin = Moustache (Square)
marking-HumanFacialHairVandyke = Moustache (Van Dyke)
marking-HumanFacialHairWatson = Moustache (Watson)
marking-HumanFacialHairElvis = Sideburns (Elvis)
marking-HumanFacialHairMutton = Sideburns (Mutton Chops)
marking-HumanFacialHairSideburn = Sideburns

View File

@@ -1,174 +1,174 @@
accessory-HumanHairAfro = Afro
accessory-HumanHairAfro2 = Afro 2
accessory-HumanHairBigafro = Afro (Large)
accessory-HumanHairAntenna = Ahoge
accessory-HumanHairBalding = Balding Hair
accessory-HumanHairBedhead = Bedhead
accessory-HumanHairBedheadv2 = Bedhead 2
accessory-HumanHairBedheadv3 = Bedhead 3
accessory-HumanHairLongBedhead = Long Bedhead
accessory-HumanHairFloorlengthBedhead = Floorlength Bedhead
accessory-HumanHairBeehive = Beehive
accessory-HumanHairBeehivev2 = Beehive 2
accessory-HumanHairBob = Bob Hair
accessory-HumanHairBob2 = Bob Hair 2
accessory-HumanHairBobcut = Bob Hair 3
accessory-HumanHairBob4 = Bob Hair 4
accessory-HumanHairBobcurl = Bobcurl
accessory-HumanHairBoddicker = Boddicker
accessory-HumanHairBowlcut = Bowlcut
accessory-HumanHairBowlcut2 = Bowlcut 2
accessory-HumanHairBraid = Braid (Floorlength)
accessory-HumanHairBraided = Braided
accessory-HumanHairBraidfront = Braided Front
accessory-HumanHairBraid2 = Braid (High)
accessory-HumanHairHbraid = Braid (Low)
accessory-HumanHairShortbraid = Braid (Short)
accessory-HumanHairBraidtail = Braided Tail
accessory-HumanHairBun = Bun Head
accessory-HumanHairBunhead2 = Bun Head 2
accessory-HumanHairBun3 = Bun Head 3
accessory-HumanHairLargebun = Bun (Large)
accessory-HumanHairManbun = Bun (Manbun)
accessory-HumanHairTightbun = Bun (Tight)
accessory-HumanHairBusiness = Business Hair
accessory-HumanHairBusiness2 = Business Hair 2
accessory-HumanHairBusiness3 = Business Hair 3
accessory-HumanHairBusiness4 = Business Hair 4
accessory-HumanHairBuzzcut = Buzzcut
accessory-HumanHairCia = CIA
accessory-HumanHairCoffeehouse = Coffee House
accessory-HumanHairCombover = Combover
accessory-HumanHairCornrows = Cornrows
accessory-HumanHairCornrows2 = Cornrows 2
accessory-HumanHairCornrowbun = Cornrow Bun
accessory-HumanHairCornrowbraid = Cornrow Braid
accessory-HumanHairCornrowtail = Cornrow Tail
accessory-HumanHairCrewcut = Crewcut
accessory-HumanHairCurls = Curls
accessory-HumanHairC = Cut Hair
accessory-HumanHairDandypompadour = Dandy Pompadour
accessory-HumanHairDevilock = Devil Lock
accessory-HumanHairDoublebun = Double Bun
accessory-HumanHairDreads = Dreadlocks
accessory-HumanHairDrillruru = Drillruru
accessory-HumanHairDrillhairextended = Drill Hair (Extended)
accessory-HumanHairEmo = Emo
accessory-HumanHairEmofringe = Emo Fringe
accessory-HumanHairNofade = Fade (None)
accessory-HumanHairHighfade = Fade (High)
accessory-HumanHairMedfade = Fade (Medium)
accessory-HumanHairLowfade = Fade (Low)
accessory-HumanHairBaldfade = Fade (Bald)
accessory-HumanHairFeather = Feather
accessory-HumanHairFather = Father
accessory-HumanHairSargeant = Flat Top
accessory-HumanHairFlair = Flair
accessory-HumanHairBigflattop = Flat Top (Big)
accessory-HumanHairFlow = Flow Hair
accessory-HumanHairGelled = Gelled Back
accessory-HumanHairGentle = Gentle
accessory-HumanHairHalfbang = Half-banged Hair
accessory-HumanHairHalfbang2 = Half-banged Hair 2
accessory-HumanHairHalfshaved = Half-shaved
accessory-HumanHairHedgehog = Hedgehog Hair
accessory-HumanHairHimecut = Hime Cut
accessory-HumanHairHimecut2 = Hime Cut 2
accessory-HumanHairShorthime = Hime Cut (Short)
accessory-HumanHairHimeup = Hime Updo
accessory-HumanHairHitop = Hitop
accessory-HumanHairJade = Jade
accessory-HumanHairJensen = Jensen Hair
accessory-HumanHairJoestar = Joestar
accessory-HumanHairKeanu = Keanu Hair
accessory-HumanHairKusanagi = Kusanagi Hair
accessory-HumanHairLong = Long Hair 1
accessory-HumanHairLong2 = Long Hair 2
accessory-HumanHairLong3 = Long Hair 3
accessory-HumanHairLongovereye = Long Over Eye
accessory-HumanHairLbangs = Long Bangs
accessory-HumanHairLongemo = Long Emo
accessory-HumanHairLongfringe = Long Fringe
accessory-HumanHairLongsidepart = Long Side Part
accessory-HumanHairMegaeyebrows = Mega Eyebrows
accessory-HumanHairMessy = Messy
accessory-HumanHairModern = Modern
accessory-HumanHairMohawk = Mohawk
accessory-HumanHairNitori = Nitori
accessory-HumanHairReversemohawk = Mohawk (Reverse)
accessory-HumanHairUnshavenMohawk = Mohawk (Unshaven)
accessory-HumanHairMulder = Mulder
accessory-HumanHairOdango = Odango
accessory-HumanHairOmbre = Ombre
accessory-HumanHairOneshoulder = One Shoulder
accessory-HumanHairShortovereye = Over Eye
accessory-HumanHairOxton = Oxton
accessory-HumanHairParted = Parted
accessory-HumanHairPart = Parted (Side)
accessory-HumanHairKagami = Pigtails
accessory-HumanHairPigtails = Pigtails 2
accessory-HumanHairPigtails2 = Pigtails 3
accessory-HumanHairPixie = Pixie Cut
accessory-HumanHairPompadour = Pompadour
accessory-HumanHairBigpompadour = Pompadour (Big)
accessory-HumanHairPonytail = Ponytail
accessory-HumanHairPonytail2 = Ponytail 2
accessory-HumanHairPonytail3 = Ponytail 3
accessory-HumanHairPonytail4 = Ponytail 4
accessory-HumanHairPonytail5 = Ponytail 5
accessory-HumanHairPonytail6 = Ponytail 6
accessory-HumanHairPonytail7 = Ponytail 7
accessory-HumanHairHighponytail = Ponytail (High)
accessory-HumanHairStail = Ponytail (Short)
accessory-HumanHairLongstraightponytail = Ponytail (Long)
accessory-HumanHairCountry = Ponytail (Country)
accessory-HumanHairFringetail = Ponytail (Fringe)
accessory-HumanHairSidetail = Ponytail (Side)
accessory-HumanHairSidetail2 = Ponytail (Side) 2
accessory-HumanHairSidetail3 = Ponytail (Side) 3
accessory-HumanHairSidetail4 = Ponytail (Side) 4
accessory-HumanHairSpikyponytail = Ponytail (Spiky)
accessory-HumanHairPoofy = Poofy
accessory-HumanHairQuiff = Quiff
accessory-HumanHairRonin = Ronin
accessory-HumanHairShaved = Shaved
accessory-HumanHairShavedpart = Shaved Part
accessory-HumanHairShortbangs = Short Bangs
accessory-HumanHairA = Short Hair
accessory-HumanHairShorthair2 = Short Hair 2
accessory-HumanHairShorthair3 = Short Hair 3
accessory-HumanHairD = Short Hair 4
accessory-HumanHairE = Short Hair 5
accessory-HumanHairF = Short Hair 6
accessory-HumanHairShorthairg = Short Hair 7
accessory-HumanHair80s = Short Hair 80s
accessory-HumanHairRosa = Short Hair Rosa
accessory-HumanHairB = Shoulder-length Hair
accessory-HumanHairSidecut = Sidecut
accessory-HumanHairSkinhead = Skinhead
accessory-HumanHairProtagonist = Slightly Long Hair
accessory-HumanHairSpikey = Spiky
accessory-HumanHairSpiky = Spiky 2
accessory-HumanHairSpiky2 = Spiky 3
accessory-HumanHairSwept = Swept Back Hair
accessory-HumanHairSwept2 = Swept Back Hair 2
accessory-HumanHairThinning = Thinning
accessory-HumanHairThinningfront = Thinning (Front)
accessory-HumanHairThinningrear = Thinning (Rear)
accessory-HumanHairTopknot = Topknot
accessory-HumanHairTressshoulder = Tress Shoulder
accessory-HumanHairTrimmed = Trimmed
accessory-HumanHairTrimflat = Trim Flat
accessory-HumanHairTwintail = Twintails
accessory-HumanHairUndercut = Undercut
accessory-HumanHairUndercutleft = Undercut Left
accessory-HumanHairUndercutright = Undercut Right
accessory-HumanHairUnkept = Unkept
accessory-HumanHairUpdo = Updo
accessory-HumanHairVlong = Very Long Hair
accessory-HumanHairLongest = Very Long Hair 2
accessory-HumanHairLongest2 = Very Long Over Eye
accessory-HumanHairVeryshortovereyealternate = Very Short Over Eye
accessory-HumanHairVlongfringe = Very Long with Fringe
accessory-HumanHairVolaju = Volaju
accessory-HumanHairWisp = Wisp
marking-HumanHairAfro = Afro
marking-HumanHairAfro2 = Afro 2
marking-HumanHairBigafro = Afro (Large)
marking-HumanHairAntenna = Ahoge
marking-HumanHairBalding = Balding Hair
marking-HumanHairBedhead = Bedhead
marking-HumanHairBedheadv2 = Bedhead 2
marking-HumanHairBedheadv3 = Bedhead 3
marking-HumanHairLongBedhead = Long Bedhead
marking-HumanHairFloorlengthBedhead = Floorlength Bedhead
marking-HumanHairBeehive = Beehive
marking-HumanHairBeehivev2 = Beehive 2
marking-HumanHairBob = Bob Hair
marking-HumanHairBob2 = Bob Hair 2
marking-HumanHairBobcut = Bob Hair 3
marking-HumanHairBob4 = Bob Hair 4
marking-HumanHairBobcurl = Bobcurl
marking-HumanHairBoddicker = Boddicker
marking-HumanHairBowlcut = Bowlcut
marking-HumanHairBowlcut2 = Bowlcut 2
marking-HumanHairBraid = Braid (Floorlength)
marking-HumanHairBraided = Braided
marking-HumanHairBraidfront = Braided Front
marking-HumanHairBraid2 = Braid (High)
marking-HumanHairHbraid = Braid (Low)
marking-HumanHairShortbraid = Braid (Short)
marking-HumanHairBraidtail = Braided Tail
marking-HumanHairBun = Bun Head
marking-HumanHairBunhead2 = Bun Head 2
marking-HumanHairBun3 = Bun Head 3
marking-HumanHairLargebun = Bun (Large)
marking-HumanHairManbun = Bun (Manbun)
marking-HumanHairTightbun = Bun (Tight)
marking-HumanHairBusiness = Business Hair
marking-HumanHairBusiness2 = Business Hair 2
marking-HumanHairBusiness3 = Business Hair 3
marking-HumanHairBusiness4 = Business Hair 4
marking-HumanHairBuzzcut = Buzzcut
marking-HumanHairCia = CIA
marking-HumanHairCoffeehouse = Coffee House
marking-HumanHairCombover = Combover
marking-HumanHairCornrows = Cornrows
marking-HumanHairCornrows2 = Cornrows 2
marking-HumanHairCornrowbun = Cornrow Bun
marking-HumanHairCornrowbraid = Cornrow Braid
marking-HumanHairCornrowtail = Cornrow Tail
marking-HumanHairCrewcut = Crewcut
marking-HumanHairCurls = Curls
marking-HumanHairC = Cut Hair
marking-HumanHairDandypompadour = Dandy Pompadour
marking-HumanHairDevilock = Devil Lock
marking-HumanHairDoublebun = Double Bun
marking-HumanHairDreads = Dreadlocks
marking-HumanHairDrillruru = Drillruru
marking-HumanHairDrillhairextended = Drill Hair (Extended)
marking-HumanHairEmo = Emo
marking-HumanHairEmofringe = Emo Fringe
marking-HumanHairNofade = Fade (None)
marking-HumanHairHighfade = Fade (High)
marking-HumanHairMedfade = Fade (Medium)
marking-HumanHairLowfade = Fade (Low)
marking-HumanHairBaldfade = Fade (Bald)
marking-HumanHairFeather = Feather
marking-HumanHairFather = Father
marking-HumanHairSargeant = Flat Top
marking-HumanHairFlair = Flair
marking-HumanHairBigflattop = Flat Top (Big)
marking-HumanHairFlow = Flow Hair
marking-HumanHairGelled = Gelled Back
marking-HumanHairGentle = Gentle
marking-HumanHairHalfbang = Half-banged Hair
marking-HumanHairHalfbang2 = Half-banged Hair 2
marking-HumanHairHalfshaved = Half-shaved
marking-HumanHairHedgehog = Hedgehog Hair
marking-HumanHairHimecut = Hime Cut
marking-HumanHairHimecut2 = Hime Cut 2
marking-HumanHairShorthime = Hime Cut (Short)
marking-HumanHairHimeup = Hime Updo
marking-HumanHairHitop = Hitop
marking-HumanHairJade = Jade
marking-HumanHairJensen = Jensen Hair
marking-HumanHairJoestar = Joestar
marking-HumanHairKeanu = Keanu Hair
marking-HumanHairKusanagi = Kusanagi Hair
marking-HumanHairLong = Long Hair 1
marking-HumanHairLong2 = Long Hair 2
marking-HumanHairLong3 = Long Hair 3
marking-HumanHairLongovereye = Long Over Eye
marking-HumanHairLbangs = Long Bangs
marking-HumanHairLongemo = Long Emo
marking-HumanHairLongfringe = Long Fringe
marking-HumanHairLongsidepart = Long Side Part
marking-HumanHairMegaeyebrows = Mega Eyebrows
marking-HumanHairMessy = Messy
marking-HumanHairModern = Modern
marking-HumanHairMohawk = Mohawk
marking-HumanHairNitori = Nitori
marking-HumanHairReversemohawk = Mohawk (Reverse)
marking-HumanHairUnshavenMohawk = Mohawk (Unshaven)
marking-HumanHairMulder = Mulder
marking-HumanHairOdango = Odango
marking-HumanHairOmbre = Ombre
marking-HumanHairOneshoulder = One Shoulder
marking-HumanHairShortovereye = Over Eye
marking-HumanHairOxton = Oxton
marking-HumanHairParted = Parted
marking-HumanHairPart = Parted (Side)
marking-HumanHairKagami = Pigtails
marking-HumanHairPigtails = Pigtails 2
marking-HumanHairPigtails2 = Pigtails 3
marking-HumanHairPixie = Pixie Cut
marking-HumanHairPompadour = Pompadour
marking-HumanHairBigpompadour = Pompadour (Big)
marking-HumanHairPonytail = Ponytail
marking-HumanHairPonytail2 = Ponytail 2
marking-HumanHairPonytail3 = Ponytail 3
marking-HumanHairPonytail4 = Ponytail 4
marking-HumanHairPonytail5 = Ponytail 5
marking-HumanHairPonytail6 = Ponytail 6
marking-HumanHairPonytail7 = Ponytail 7
marking-HumanHairHighponytail = Ponytail (High)
marking-HumanHairStail = Ponytail (Short)
marking-HumanHairLongstraightponytail = Ponytail (Long)
marking-HumanHairCountry = Ponytail (Country)
marking-HumanHairFringetail = Ponytail (Fringe)
marking-HumanHairSidetail = Ponytail (Side)
marking-HumanHairSidetail2 = Ponytail (Side) 2
marking-HumanHairSidetail3 = Ponytail (Side) 3
marking-HumanHairSidetail4 = Ponytail (Side) 4
marking-HumanHairSpikyponytail = Ponytail (Spiky)
marking-HumanHairPoofy = Poofy
marking-HumanHairQuiff = Quiff
marking-HumanHairRonin = Ronin
marking-HumanHairShaved = Shaved
marking-HumanHairShavedpart = Shaved Part
marking-HumanHairShortbangs = Short Bangs
marking-HumanHairA = Short Hair
marking-HumanHairShorthair2 = Short Hair 2
marking-HumanHairShorthair3 = Short Hair 3
marking-HumanHairD = Short Hair 4
marking-HumanHairE = Short Hair 5
marking-HumanHairF = Short Hair 6
marking-HumanHairShorthairg = Short Hair 7
marking-HumanHair80s = Short Hair 80s
marking-HumanHairRosa = Short Hair Rosa
marking-HumanHairB = Shoulder-length Hair
marking-HumanHairSidecut = Sidecut
marking-HumanHairSkinhead = Skinhead
marking-HumanHairProtagonist = Slightly Long Hair
marking-HumanHairSpikey = Spiky
marking-HumanHairSpiky = Spiky 2
marking-HumanHairSpiky2 = Spiky 3
marking-HumanHairSwept = Swept Back Hair
marking-HumanHairSwept2 = Swept Back Hair 2
marking-HumanHairThinning = Thinning
marking-HumanHairThinningfront = Thinning (Front)
marking-HumanHairThinningrear = Thinning (Rear)
marking-HumanHairTopknot = Topknot
marking-HumanHairTressshoulder = Tress Shoulder
marking-HumanHairTrimmed = Trimmed
marking-HumanHairTrimflat = Trim Flat
marking-HumanHairTwintail = Twintails
marking-HumanHairUndercut = Undercut
marking-HumanHairUndercutleft = Undercut Left
marking-HumanHairUndercutright = Undercut Right
marking-HumanHairUnkept = Unkept
marking-HumanHairUpdo = Updo
marking-HumanHairVlong = Very Long Hair
marking-HumanHairLongest = Very Long Hair 2
marking-HumanHairLongest2 = Very Long Over Eye
marking-HumanHairVeryshortovereyealternate = Very Short Over Eye
marking-HumanHairVlongfringe = Very Long with Fringe
marking-HumanHairVolaju = Volaju
marking-HumanHairWisp = Wisp

View File

@@ -1,5 +1,5 @@
accessory-VoxFacialHairColonel = Vox Colonel
accessory-VoxFacialHairFu = Quill Fu
accessory-VoxFacialHairNeck = Neck Quills
accessory-VoxFacialHairBeard = Quill Beard
accessory-VoxFacialHairRuffBeard = Ruff Beard
marking-VoxFacialHairColonel = Vox Colonel
marking-VoxFacialHairFu = Quill Fu
marking-VoxFacialHairNeck = Neck Quills
marking-VoxFacialHairBeard = Quill Beard
marking-VoxFacialHairRuffBeard = Ruff Beard

View File

@@ -1,13 +1,13 @@
accessory-VoxHairShortQuills = Short Vox Quills
accessory-VoxHairKingly = Vox Kingly
accessory-VoxHairAfro = Vox Afro
accessory-VoxHairMohawk = Vox Mohawk
accessory-VoxHairYasuhiro = Vox Yasuhiro
accessory-VoxHairHorns = Vox Horns
accessory-VoxHairNights = Vox Nights
accessory-VoxHairSurf = Vox Surf
accessory-VoxHairCropped = Vox Cropped
accessory-VoxHairRuffhawk = Vox Ruffhawk
accessory-VoxHairRows = Vox Rows
accessory-VoxHairMange = Vox Mange
accessory-VoxHairPony = Vox Pony
marking-VoxHairShortQuills = Short Vox Quills
marking-VoxHairKingly = Vox Kingly
marking-VoxHairAfro = Vox Afro
marking-VoxHairMohawk = Vox Mohawk
marking-VoxHairYasuhiro = Vox Yasuhiro
marking-VoxHairHorns = Vox Horns
marking-VoxHairNights = Vox Nights
marking-VoxHairSurf = Vox Surf
marking-VoxHairCropped = Vox Cropped
marking-VoxHairRuffhawk = Vox Ruffhawk
marking-VoxHairRows = Vox Rows
marking-VoxHairMange = Vox Mange
marking-VoxHairPony = Vox Pony

View File

@@ -5,10 +5,15 @@ markings-remove = Remove Marking
markings-rank-up = Up
markings-rank-down = Down
marking-points-remaining = Markings left: {$points}
marking-used = {$marking-name} ({$marking-category})
marking-used = {$marking-name}
marking-used-forced = {$marking-name} (Forced)
marking-slot-add = Add
marking-slot-remove = Remove
# Categories
markings-category-Hair = Hair
markings-category-FacialHair = Facial Hair
markings-category-Head = Head
markings-category-HeadTop = Head (Top)
markings-category-HeadSide = Head (Side)

View File

@@ -0,0 +1,245 @@
- type: marking
id: HumanFacialHairAbe
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: abe
- type: marking
id: HumanFacialHairBrokenman
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: brokenman
- type: marking
id: HumanFacialHairChin
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: chin
- type: marking
id: HumanFacialHairDwarf
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: dwarf
- type: marking
id: HumanFacialHairFullbeard
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: fullbeard
- type: marking
id: HumanFacialHairCroppedfullbeard
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: croppedfullbeard
- type: marking
id: HumanFacialHairGt
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: gt
- type: marking
id: HumanFacialHairHip
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: hip
- type: marking
id: HumanFacialHairJensen
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: jensen
- type: marking
id: HumanFacialHairNeckbeard
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: neckbeard
- type: marking
id: HumanFacialHairWise
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: wise
- type: marking
id: HumanFacialHairMuttonmus
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: muttonmus
- type: marking
id: HumanFacialHairMartialartist
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: martialartist
- type: marking
id: HumanFacialHairChinlessbeard
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: chinlessbeard
- type: marking
id: HumanFacialHairMoonshiner
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: moonshiner
- type: marking
id: HumanFacialHairLongbeard
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: longbeard
- type: marking
id: HumanFacialHairVolaju
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: volaju
- type: marking
id: HumanFacialHair3oclock
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: 3oclock
- type: marking
id: HumanFacialHairFiveoclock
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: fiveoclock
- type: marking
id: HumanFacialHair5oclockmoustache
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: 5oclockmoustache
- type: marking
id: HumanFacialHair7oclock
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: 7oclock
- type: marking
id: HumanFacialHair7oclockmoustache
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: 7oclockmoustache
- type: marking
id: HumanFacialHairMoustache
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: moustache
- type: marking
id: HumanFacialHairPencilstache
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: pencilstache
- type: marking
id: HumanFacialHairSmallstache
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: smallstache
- type: marking
id: HumanFacialHairWalrus
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: walrus
- type: marking
id: HumanFacialHairFumanchu
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: fumanchu
- type: marking
id: HumanFacialHairHogan
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: hogan
- type: marking
id: HumanFacialHairSelleck
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: selleck
- type: marking
id: HumanFacialHairChaplin
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: chaplin
- type: marking
id: HumanFacialHairVandyke
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: vandyke
- type: marking
id: HumanFacialHairWatson
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: watson
- type: marking
id: HumanFacialHairElvis
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: elvis
- type: marking
id: HumanFacialHairMutton
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: mutton
- type: marking
id: HumanFacialHairSideburn
bodyPart: FacialHair
markingCategory: FacialHair
sprites:
- sprite: Mobs/Customization/human_facial_hair.rsi
state: sideburn

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,40 @@
- type: marking
id: VoxFacialHairColonel
bodyPart: FacialHair
markingCategory: FacialHair
speciesRestriction: [Vox]
sprites:
- sprite: Mobs/Customization/vox_facial_hair.rsi
state: vox_colonel_s
- type: marking
id: VoxFacialHairFu
bodyPart: FacialHair
markingCategory: FacialHair
speciesRestriction: [Vox]
sprites:
- sprite: Mobs/Customization/vox_facial_hair.rsi
state: vox_fu_s
- type: marking
id: VoxFacialHairNeck
bodyPart: FacialHair
markingCategory: FacialHair
speciesRestriction: [Vox]
sprites:
- sprite: Mobs/Customization/vox_facial_hair.rsi
state: vox_neck_s
- type: marking
id: VoxFacialHairBeard
bodyPart: FacialHair
markingCategory: FacialHair
speciesRestriction: [Vox]
sprites:
- sprite: Mobs/Customization/vox_facial_hair.rsi
state: vox_beard_s
- type: marking
id: VoxFacialHairRuffBeard
bodyPart: FacialHair
markingCategory: FacialHair
speciesRestriction: [Vox]
sprites:
- sprite: Mobs/Customization/vox_facial_hair.rsi
state: vox_ruff_beard_s

View File

@@ -0,0 +1,104 @@
- type: marking
id: VoxHairShortQuills
bodyPart: Hair
markingCategory: Hair
speciesRestriction: [Vox]
sprites:
- sprite: Mobs/Customization/vox_hair.rsi
state: vox_shortquills_s
- type: marking
id: VoxHairKingly
bodyPart: Hair
markingCategory: Hair
speciesRestriction: [Vox]
sprites:
- sprite: Mobs/Customization/vox_hair.rsi
state: vox_kingly_s
- type: marking
id: VoxHairAfro
bodyPart: Hair
markingCategory: Hair
speciesRestriction: [Vox]
sprites:
- sprite: Mobs/Customization/vox_hair.rsi
state: vox_afro_s
- type: marking
id: VoxHairMohawk
bodyPart: Hair
markingCategory: Hair
speciesRestriction: [Vox]
sprites:
- sprite: Mobs/Customization/vox_hair.rsi
state: vox_mohawk_s
- type: marking
id: VoxHairYasuhiro
bodyPart: Hair
markingCategory: Hair
speciesRestriction: [Vox]
sprites:
- sprite: Mobs/Customization/vox_hair.rsi
state: vox_yasu_s
- type: marking
id: VoxHairHorns
bodyPart: Hair
markingCategory: Hair
speciesRestriction: [Vox]
sprites:
- sprite: Mobs/Customization/vox_hair.rsi
state: vox_horns_s
- type: marking
id: VoxHairNights
bodyPart: Hair
markingCategory: Hair
speciesRestriction: [Vox]
sprites:
- sprite: Mobs/Customization/vox_hair.rsi
state: vox_nights_s
- type: marking
id: VoxHairSurf
bodyPart: Hair
markingCategory: Hair
speciesRestriction: [Vox]
sprites:
- sprite: Mobs/Customization/vox_hair.rsi
state: vox_surf_s
- type: marking
id: VoxHairCropped
bodyPart: Hair
markingCategory: Hair
speciesRestriction: [Vox]
sprites:
- sprite: Mobs/Customization/vox_hair.rsi
state: vox_cropped_s
- type: marking
id: VoxHairRuffhawk
bodyPart: Hair
markingCategory: Hair
speciesRestriction: [Vox]
sprites:
- sprite: Mobs/Customization/vox_hair.rsi
state: vox_ruff_hawk_s
- type: marking
id: VoxHairRows
bodyPart: Hair
markingCategory: Hair
speciesRestriction: [Vox]
sprites:
- sprite: Mobs/Customization/vox_hair.rsi
state: vox_rows_s
- type: marking
id: VoxHairMange
bodyPart: Hair
markingCategory: Hair
speciesRestriction: [Vox]
sprites:
- sprite: Mobs/Customization/vox_hair.rsi
state: vox_mange_s
- type: marking
id: VoxHairPony
bodyPart: Hair
markingCategory: Hair
speciesRestriction: [Vox]
sprites:
- sprite: Mobs/Customization/vox_hair.rsi
state: vox_pony_s

View File

@@ -33,7 +33,7 @@
layer:
- MachineLayer
- type: CharacterInfo
- type: HumanoidAppearance
- type: Humanoid
- type: AnimationPlayer
- type: MeleeWeapon
hidden: true

View File

@@ -96,33 +96,13 @@
drawdepth: Mobs
layers:
- map: [ "enum.HumanoidVisualLayers.Chest" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: torso_m
- map: [ "enum.HumanoidVisualLayers.Head" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: head_m
- map: [ "enum.HumanoidVisualLayers.Snout" ]
- map: [ "enum.HumanoidVisualLayers.Eyes" ]
color: "#008800"
sprite: Mobs/Customization/eyes.rsi
state: eyes
- map: [ "enum.HumanoidVisualLayers.RArm" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: r_arm
- map: [ "enum.HumanoidVisualLayers.LArm" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: l_arm
- map: [ "enum.HumanoidVisualLayers.RLeg" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: r_leg
- map: [ "enum.HumanoidVisualLayers.LLeg" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: l_leg
- shader: StencilClear
sprite: Mobs/Species/Human/parts.rsi
state: l_leg
@@ -134,21 +114,9 @@
- map: [ "jumpsuit" ]
shader: StencilDraw
- map: [ "enum.HumanoidVisualLayers.LHand" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: l_hand
- map: [ "enum.HumanoidVisualLayers.RHand" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: r_hand
- map: [ "enum.HumanoidVisualLayers.LFoot" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: l_foot
- map: [ "enum.HumanoidVisualLayers.RFoot" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: r_foot
- map: [ "enum.HumanoidVisualLayers.Handcuffs" ]
color: "#ffffff"
sprite: Objects/Misc/handcuffs.rsi
@@ -164,32 +132,14 @@
- map: [ "neck" ]
- map: [ "back" ]
- map: [ "enum.HumanoidVisualLayers.FacialHair" ]
state: shaved
sprite: Mobs/Customization/human_facial_hair.rsi
- map: [ "enum.HumanoidVisualLayers.Hair" ]
state: bald
sprite: Mobs/Customization/human_hair.rsi
- map: [ "enum.HumanoidVisualLayers.HeadSide" ]
- map: [ "enum.HumanoidVisualLayers.HeadTop" ]
- map: [ "enum.HumanoidVisualLayers.Tail" ]
- map: [ "mask" ]
- map: [ "head" ]
- map: [ "pocket1" ]
- map: [ "pocket2" ]
- type: Markings
layerPoints:
Tail:
points: 0
required: false
HeadTop:
points: 0
required: false
Chest:
points: 1
required: false
Legs:
points: 2
required: false
Arms:
points: 2
required: false
- type: Physics
bodyType: KinematicController
- type: Fixtures
@@ -221,7 +171,8 @@
heatDamage:
types:
Heat: 0.1 #per second, scales with temperature & other constants
- type: HumanoidAppearance
- type: Humanoid
species: Human
- type: Body
template: HumanoidTemplate
preset: HumanPreset
@@ -307,6 +258,8 @@
- type: Strippable
- type: UserInterface
interfaces:
- key: enum.HumanoidMarkingModifierKey.Key
type: HumanoidMarkingModifierBoundUserInterface
- key: enum.StrippingUiKey.Key
type: StrippableBoundUserInterface
- type: Puller
@@ -350,85 +303,51 @@
noRot: true
# TODO BODY Turn these into individual body parts?
layers:
- map: ["enum.HumanoidVisualLayers.Chest"]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: torso_m
- map: ["enum.HumanoidVisualLayers.Head"]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: head_m
- map: ["enum.HumanoidVisualLayers.Eyes"]
color: "#008800"
sprite: Mobs/Customization/eyes.rsi
state: eyes
- map: ["enum.HumanoidVisualLayers.RArm"]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: r_arm
- map: ["enum.HumanoidVisualLayers.LArm"]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: l_arm
- map: ["enum.HumanoidVisualLayers.RLeg"]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: r_leg
- map: ["enum.HumanoidVisualLayers.LLeg"]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: l_leg
- map: [ "enum.HumanoidVisualLayers.LFoot" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: l_foot
- map: [ "enum.HumanoidVisualLayers.RFoot" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: r_foot
- shader: StencilClear
- shader: StencilMask
map: ["enum.HumanoidVisualLayers.StencilMask"]
sprite: Mobs/Customization/masking_helpers.rsi
state: female_full
visible: false
- map: ["jumpsuit"]
shader: StencilDraw
- map: ["enum.HumanoidVisualLayers.LHand"]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: l_hand
- map: ["enum.HumanoidVisualLayers.RHand"]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: r_hand
- map: ["enum.HumanoidVisualLayers.Handcuffs"]
color: "#ffffff"
sprite: Objects/Misc/handcuffs.rsi
state: body-overlay-2
visible: false
- map: ["id"]
- map: ["gloves"]
- map: ["shoes"]
- map: ["ears"]
- map: ["outerClothing"]
- map: ["eyes"]
- map: ["belt"]
- map: ["neck"]
- map: ["back"]
- map: ["enum.HumanoidVisualLayers.FacialHair"]
state: shaved
sprite: Mobs/Customization/human_facial_hair.rsi
- map: ["enum.HumanoidVisualLayers.Hair"]
state: bald
sprite: Mobs/Customization/human_hair.rsi
- map: ["mask"]
- map: ["head"]
- map: [ "pocket1" ]
- map: [ "pocket2" ]
- map: ["hand-left"]
- map: ["hand-right"]
- type: Markings
- map: [ "enum.HumanoidVisualLayers.Chest" ]
- map: [ "enum.HumanoidVisualLayers.Head" ]
- map: [ "enum.HumanoidVisualLayers.Snout" ]
- map: [ "enum.HumanoidVisualLayers.Eyes" ]
- map: [ "enum.HumanoidVisualLayers.RArm" ]
- map: [ "enum.HumanoidVisualLayers.LArm" ]
- map: [ "enum.HumanoidVisualLayers.RLeg" ]
- map: [ "enum.HumanoidVisualLayers.LLeg" ]
- shader: StencilClear
sprite: Mobs/Species/Human/parts.rsi
state: l_leg
- shader: StencilMask
map: [ "enum.HumanoidVisualLayers.StencilMask" ]
sprite: Mobs/Customization/masking_helpers.rsi
state: female_full
visible: false
- map: [ "jumpsuit" ]
shader: StencilDraw
- map: [ "enum.HumanoidVisualLayers.LHand" ]
- map: [ "enum.HumanoidVisualLayers.RHand" ]
- map: [ "enum.HumanoidVisualLayers.LFoot" ]
- map: [ "enum.HumanoidVisualLayers.RFoot" ]
- map: [ "enum.HumanoidVisualLayers.Handcuffs" ]
color: "#ffffff"
sprite: Objects/Misc/handcuffs.rsi
state: body-overlay-2
visible: false
- map: [ "id" ]
- map: [ "gloves" ]
- map: [ "shoes" ]
- map: [ "ears" ]
- map: [ "outerClothing" ]
- map: [ "eyes" ]
- map: [ "belt" ]
- map: [ "neck" ]
- map: [ "back" ]
- map: [ "enum.HumanoidVisualLayers.FacialHair" ]
- map: [ "enum.HumanoidVisualLayers.Hair" ]
- map: [ "enum.HumanoidVisualLayers.HeadSide" ]
- map: [ "enum.HumanoidVisualLayers.HeadTop" ]
- map: [ "enum.HumanoidVisualLayers.Tail" ]
- map: [ "mask" ]
- map: [ "head" ]
- map: [ "pocket1" ]
- map: [ "pocket2" ]
- type: Physics
bodyType: Dynamic
- type: Fixtures
@@ -442,7 +361,8 @@
- MobMask
layer:
- MobLayer
- type: HumanoidAppearance
- type: Humanoid
species: Human
- type: Body
template: HumanoidTemplate
preset: HumanPreset
@@ -456,3 +376,7 @@
- type: Appearance
visuals:
- type: RotationVisualizer
- type: UserInterface
interfaces:
- key: enum.HumanoidMarkingModifierKey.Key # sure, this can go here too
type: HumanoidMarkingModifierBoundUserInterface

View File

@@ -22,85 +22,6 @@
noRot: true
drawdepth: Mobs
scale: 1, 0.8
layers:
- map: [ "enum.HumanoidVisualLayers.Chest" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: torso_m
- map: [ "enum.HumanoidVisualLayers.Head" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: head_m
- map: [ "enum.HumanoidVisualLayers.Eyes" ]
color: "#008800"
sprite: Mobs/Customization/eyes.rsi
state: eyes
- map: [ "enum.HumanoidVisualLayers.RArm" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: r_arm
- map: [ "enum.HumanoidVisualLayers.LArm" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: l_arm
- map: [ "enum.HumanoidVisualLayers.RLeg" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: r_leg
- map: [ "enum.HumanoidVisualLayers.LLeg" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: l_leg
- shader: StencilClear
sprite: Mobs/Species/Human/parts.rsi
state: l_leg
- shader: StencilMask
map: [ "enum.HumanoidVisualLayers.StencilMask" ]
sprite: Mobs/Customization/masking_helpers.rsi
state: female_full
visible: false
- map: [ "jumpsuit" ]
shader: StencilDraw
- map: [ "enum.HumanoidVisualLayers.LHand" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: l_hand
- map: [ "enum.HumanoidVisualLayers.RHand" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: r_hand
- map: [ "enum.HumanoidVisualLayers.LFoot" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: l_foot
- map: [ "enum.HumanoidVisualLayers.RFoot" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: r_foot
- map: [ "enum.HumanoidVisualLayers.Handcuffs" ]
color: "#ffffff"
sprite: Objects/Misc/handcuffs.rsi
state: body-overlay-2
visible: false
- map: [ "id" ]
- map: [ "gloves" ]
- map: [ "shoes" ]
- map: [ "ears" ]
- map: [ "outerClothing" ]
- map: [ "eyes" ]
- map: [ "belt" ]
- map: [ "neck" ]
- map: [ "back" ]
- map: [ "enum.HumanoidVisualLayers.FacialHair" ]
state: shaved
sprite: Mobs/Customization/human_facial_hair.rsi
- map: [ "enum.HumanoidVisualLayers.Hair" ]
state: bald
sprite: Mobs/Customization/human_hair.rsi
- map: [ "mask" ]
- map: [ "head" ]
- map: [ "pocket1" ]
- map: [ "pocket2" ]
- type: Body
template: HumanoidTemplate
preset: HumanPreset
@@ -118,82 +39,3 @@
noRot: true
drawdepth: Mobs
scale: 1, 0.8
layers:
- map: [ "enum.HumanoidVisualLayers.Chest" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: torso_m
- map: [ "enum.HumanoidVisualLayers.Head" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: head_m
- map: [ "enum.HumanoidVisualLayers.Eyes" ]
color: "#008800"
sprite: Mobs/Customization/eyes.rsi
state: eyes
- map: [ "enum.HumanoidVisualLayers.RArm" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: r_arm
- map: [ "enum.HumanoidVisualLayers.LArm" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: l_arm
- map: [ "enum.HumanoidVisualLayers.RLeg" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: r_leg
- map: [ "enum.HumanoidVisualLayers.LLeg" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: l_leg
- shader: StencilClear
sprite: Mobs/Species/Human/parts.rsi
state: l_leg
- shader: StencilMask
map: [ "enum.HumanoidVisualLayers.StencilMask" ]
sprite: Mobs/Customization/masking_helpers.rsi
state: female_full
visible: false
- map: [ "jumpsuit" ]
shader: StencilDraw
- map: [ "enum.HumanoidVisualLayers.LHand" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: l_hand
- map: [ "enum.HumanoidVisualLayers.RHand" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: r_hand
- map: [ "enum.HumanoidVisualLayers.LFoot" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: l_foot
- map: [ "enum.HumanoidVisualLayers.RFoot" ]
color: "#e8b59b"
sprite: Mobs/Species/Human/parts.rsi
state: r_foot
- map: [ "enum.HumanoidVisualLayers.Handcuffs" ]
color: "#ffffff"
sprite: Objects/Misc/handcuffs.rsi
state: body-overlay-2
visible: false
- map: [ "id" ]
- map: [ "gloves" ]
- map: [ "shoes" ]
- map: [ "ears" ]
- map: [ "outerClothing" ]
- map: [ "eyes" ]
- map: [ "belt" ]
- map: [ "neck" ]
- map: [ "back" ]
- map: [ "enum.HumanoidVisualLayers.FacialHair" ]
state: shaved
sprite: Mobs/Customization/human_facial_hair.rsi
- map: [ "enum.HumanoidVisualLayers.Hair" ]
state: bald
sprite: Mobs/Customization/human_hair.rsi
- map: [ "mask" ]
- map: [ "head" ]
- map: [ "pocket1" ]
- map: [ "pocket2" ]

View File

@@ -5,121 +5,13 @@
id: BaseMobReptilian
abstract: true
components:
- type: Humanoid
species: Reptilian
- type: Hunger
- type: Thirst
- type: Icon
sprite: Mobs/Species/Reptilian/parts.rsi
state: full
- type: Markings
layerPoints:
Tail:
points: 1
required: true
defaultMarkings: [LizardTailSmooth]
Snout:
points: 1
required: true
defaultMarkings: [LizardSnoutRound]
HeadTop:
points: 1
required: false
HeadSide:
points: 1
required: false
- type: Sprite
netsync: false
noRot: true
drawdepth: Mobs
scale: 1, 1
layers:
- map: [ "enum.HumanoidVisualLayers.Chest" ]
color: "#34a223"
sprite: Mobs/Species/Reptilian/parts.rsi
state: torso_m
- map: [ "enum.HumanoidVisualLayers.Head" ]
color: "#34a223"
sprite: Mobs/Species/Reptilian/parts.rsi
state: head_m
- map: [ "enum.HumanoidVisualLayers.Snout" ]
sprite: Mobs/Customization/masking_helpers.rsi
state: none
visible: false
- map: [ "enum.HumanoidVisualLayers.Eyes" ]
color: "#008800"
sprite: Mobs/Customization/eyes.rsi
state: eyes
- map: [ "enum.HumanoidVisualLayers.RArm" ]
color: "#34a223"
sprite: Mobs/Species/Reptilian/parts.rsi
state: r_arm
- map: [ "enum.HumanoidVisualLayers.LArm" ]
color: "#34a223"
sprite: Mobs/Species/Reptilian/parts.rsi
state: l_arm
- map: [ "enum.HumanoidVisualLayers.RLeg" ]
color: "#34a223"
sprite: Mobs/Species/Reptilian/parts.rsi
state: r_leg
- map: [ "enum.HumanoidVisualLayers.LLeg" ]
color: "#34a223"
sprite: Mobs/Species/Reptilian/parts.rsi
state: l_leg
- shader: StencilClear
sprite: Mobs/Species/Reptilian/parts.rsi
state: l_leg
- shader: StencilMask
map: [ "enum.HumanoidVisualLayers.StencilMask" ]
sprite: Mobs/Customization/masking_helpers.rsi
state: female_full
visible: false
- map: [ "jumpsuit" ]
shader: StencilDraw
- map: [ "enum.HumanoidVisualLayers.LHand" ]
color: "#34a223"
sprite: Mobs/Species/Reptilian/parts.rsi
state: l_hand
- map: [ "enum.HumanoidVisualLayers.RHand" ]
color: "#34a223"
sprite: Mobs/Species/Reptilian/parts.rsi
state: r_hand
- map: [ "enum.HumanoidVisualLayers.LFoot" ]
color: "#34a223"
sprite: Mobs/Species/Reptilian/parts.rsi
state: l_foot
- map: [ "enum.HumanoidVisualLayers.RFoot" ]
color: "#34a223"
sprite: Mobs/Species/Reptilian/parts.rsi
state: r_foot
- map: [ "enum.HumanoidVisualLayers.Handcuffs" ]
color: "#ffffff"
sprite: Objects/Misc/handcuffs.rsi
state: body-overlay-2
visible: false
- map: [ "id" ]
- map: [ "gloves" ]
- map: [ "shoes" ]
- map: [ "ears" ]
- map: [ "outerClothing" ]
- map: [ "eyes" ]
- map: [ "belt" ]
- map: [ "neck" ]
- map: [ "back" ]
- map: [ "enum.HumanoidVisualLayers.HeadSide" ]
sprite: Mobs/Customization/masking_helpers.rsi
state: none
visible: false
- map: [ "enum.HumanoidVisualLayers.HeadTop" ]
sprite: Mobs/Customization/masking_helpers.rsi
state: none
visible: false
- map: [ "enum.HumanoidVisualLayers.Tail" ]
sprite: Mobs/Customization/masking_helpers.rsi
state: none
visible: false
- map: [ "mask" ]
- map: [ "head" ]
- map: [ "pocket1" ]
- map: [ "pocket2" ]
- type: Body
template: HumanoidTemplate
preset: ReptilianPreset
@@ -164,115 +56,7 @@
noSpawn: true
description: A dummy reptilian meant to be used in character setup.
components:
- type: Markings
layerPoints:
Tail:
points: 1
required: true
defaultMarkings: [LizardTailSmooth]
Snout:
points: 1
required: true
defaultMarkings: [LizardSnoutRound]
HeadTop:
points: 1
required: false
HeadSide:
points: 1
required: false
- type: Sprite
netsync: false
noRot: true
drawdepth: Mobs
scale: 1, 1
layers:
- map: [ "enum.HumanoidVisualLayers.Chest" ]
color: "#34a223"
sprite: Mobs/Species/Reptilian/parts.rsi
state: torso_m
- map: [ "enum.HumanoidVisualLayers.Head" ]
color: "#34a223"
sprite: Mobs/Species/Reptilian/parts.rsi
state: head_m
- map: [ "enum.HumanoidVisualLayers.Snout" ]
sprite: Mobs/Customization/masking_helpers.rsi
state: none
visible: false
- map: [ "enum.HumanoidVisualLayers.Eyes" ]
color: "#008800"
sprite: Mobs/Customization/eyes.rsi
state: eyes
- map: [ "enum.HumanoidVisualLayers.RArm" ]
color: "#34a223"
sprite: Mobs/Species/Reptilian/parts.rsi
state: r_arm
- map: [ "enum.HumanoidVisualLayers.LArm" ]
color: "#34a223"
sprite: Mobs/Species/Reptilian/parts.rsi
state: l_arm
- map: [ "enum.HumanoidVisualLayers.RLeg" ]
color: "#34a223"
sprite: Mobs/Species/Reptilian/parts.rsi
state: r_leg
- map: [ "enum.HumanoidVisualLayers.LLeg" ]
color: "#34a223"
sprite: Mobs/Species/Reptilian/parts.rsi
state: l_leg
- shader: StencilClear
sprite: Mobs/Species/Reptilian/parts.rsi
state: l_leg
- shader: StencilMask
map: [ "enum.HumanoidVisualLayers.StencilMask" ]
sprite: Mobs/Customization/masking_helpers.rsi
state: female_full
visible: false
- map: [ "jumpsuit" ]
shader: StencilDraw
- map: [ "enum.HumanoidVisualLayers.LHand" ]
color: "#34a223"
sprite: Mobs/Species/Reptilian/parts.rsi
state: l_hand
- map: [ "enum.HumanoidVisualLayers.RHand" ]
color: "#34a223"
sprite: Mobs/Species/Reptilian/parts.rsi
state: r_hand
- map: [ "enum.HumanoidVisualLayers.LFoot" ]
color: "#34a223"
sprite: Mobs/Species/Reptilian/parts.rsi
state: l_foot
- map: [ "enum.HumanoidVisualLayers.RFoot" ]
color: "#34a223"
sprite: Mobs/Species/Reptilian/parts.rsi
state: r_foot
- map: [ "enum.HumanoidVisualLayers.Handcuffs" ]
color: "#ffffff"
sprite: Objects/Misc/handcuffs.rsi
state: body-overlay-2
visible: false
- map: [ "id" ]
- map: [ "gloves" ]
- map: [ "shoes" ]
- map: [ "ears" ]
- map: [ "outerClothing" ]
- map: [ "eyes" ]
- map: [ "belt" ]
- map: [ "neck" ]
- map: [ "back" ]
- map: [ "enum.HumanoidVisualLayers.HeadSide" ]
sprite: Mobs/Customization/masking_helpers.rsi
state: none
visible: false
- map: [ "enum.HumanoidVisualLayers.HeadTop" ]
sprite: Mobs/Customization/masking_helpers.rsi
state: none
visible: false
- map: [ "enum.HumanoidVisualLayers.Tail" ]
sprite: Mobs/Customization/masking_helpers.rsi
state: none
visible: false
- map: [ "mask" ]
- map: [ "head" ]
- map: [ "pocket1" ]
- map: [ "pocket2" ]
- type: Humanoid
species: Reptilian
#Weh

View File

@@ -5,85 +5,12 @@
id: BaseMobSkeletonPerson
abstract: true
components:
- type: Markings
- type: Humanoid
species: Skeleton
- type: Icon
sprite: Mobs/Species/Skeleton/parts.rsi
state: full
# Other
- type: Sprite
layers:
- map: [ "enum.HumanoidVisualLayers.Chest" ]
color: "#ffffff"
sprite: Mobs/Species/Skeleton/parts.rsi
state: torso_m
- map: [ "enum.HumanoidVisualLayers.Head" ]
color: "#ffffff"
sprite: Mobs/Species/Skeleton/parts.rsi
state: head_m
- map: ["enum.HumanoidVisualLayers.Eyes"]
color: "#008800"
sprite: Mobs/Customization/eyes.rsi
state: no_eyes
- map: [ "enum.HumanoidVisualLayers.RArm" ]
color: "#ffffff"
sprite: Mobs/Species/Skeleton/parts.rsi
state: r_arm
- map: [ "enum.HumanoidVisualLayers.LArm" ]
color: "#ffffff"
sprite: Mobs/Species/Skeleton/parts.rsi
state: l_arm
- map: [ "enum.HumanoidVisualLayers.RLeg" ]
color: "#ffffff"
sprite: Mobs/Species/Skeleton/parts.rsi
state: r_leg
- map: [ "enum.HumanoidVisualLayers.LLeg" ]
color: "#ffffff"
sprite: Mobs/Species/Skeleton/parts.rsi
state: l_leg
- shader: StencilClear
sprite: Mobs/Species/Skeleton/parts.rsi
state: l_leg
- shader: StencilMask
map: [ "enum.HumanoidVisualLayers.StencilMask" ]
sprite: Mobs/Customization/masking_helpers.rsi
state: female_full
visible: false
- map: [ "jumpsuit" ]
shader: StencilDraw
- map: [ "enum.HumanoidVisualLayers.LHand" ]
color: "#ffffff"
sprite: Mobs/Species/Skeleton/parts.rsi
state: l_hand
- map: [ "enum.HumanoidVisualLayers.RHand" ]
color: "#ffffff"
sprite: Mobs/Species/Skeleton/parts.rsi
state: r_hand
- map: [ "enum.HumanoidVisualLayers.LFoot" ]
color: "#ffffff"
sprite: Mobs/Species/Skeleton/parts.rsi
state: l_foot
- map: [ "enum.HumanoidVisualLayers.RFoot" ]
color: "#ffffff"
sprite: Mobs/Species/Skeleton/parts.rsi
state: r_foot
- map: [ "enum.HumanoidVisualLayers.Handcuffs" ]
color: "#ffffff"
sprite: Objects/Misc/handcuffs.rsi
state: body-overlay-2
visible: false
- map: [ "id" ]
- map: [ "gloves" ]
- map: [ "shoes" ]
- map: [ "ears" ]
- map: [ "outerClothing" ]
- map: [ "eyes" ]
- map: [ "belt" ]
- map: [ "neck" ]
- map: [ "back" ]
- map: [ "mask" ]
- map: [ "head" ]
- map: [ "pocket1" ]
- map: [ "pocket2" ]
- type: Body
template: HumanoidTemplate
preset: SkeletonPreset
@@ -116,79 +43,5 @@
noSpawn: true
description: A dummy skeleton meant to be used in character setup.
components:
- type: Sprite
netsync: false
drawdepth: Mobs
layers:
- map: [ "enum.HumanoidVisualLayers.Chest" ]
color: "#b8b8b8"
sprite: Mobs/Species/Skeleton/parts.rsi
state: torso_m
- map: [ "enum.HumanoidVisualLayers.Head" ]
color: "#b8b8b8"
sprite: Mobs/Species/Skeleton/parts.rsi
state: head_m
- map: ["enum.HumanoidVisualLayers.Eyes"]
color: "#008800"
sprite: Mobs/Customization/eyes.rsi
state: no_eyes
- map: [ "enum.HumanoidVisualLayers.RArm" ]
color: "#b8b8b8"
sprite: Mobs/Species/Skeleton/parts.rsi
state: r_arm
- map: [ "enum.HumanoidVisualLayers.LArm" ]
color: "#b8b8b8"
sprite: Mobs/Species/Skeleton/parts.rsi
state: l_arm
- map: [ "enum.HumanoidVisualLayers.RLeg" ]
color: "#b8b8b8"
sprite: Mobs/Species/Skeleton/parts.rsi
state: r_leg
- map: [ "enum.HumanoidVisualLayers.LLeg" ]
color: "#b8b8b8"
sprite: Mobs/Species/Skeleton/parts.rsi
state: l_leg
- shader: StencilClear
sprite: Mobs/Species/Skeleton/parts.rsi
state: l_leg
- shader: StencilMask
map: [ "enum.HumanoidVisualLayers.StencilMask" ]
sprite: Mobs/Customization/masking_helpers.rsi
state: female_full
visible: false
- map: [ "jumpsuit" ]
shader: StencilDraw
- map: [ "enum.HumanoidVisualLayers.LHand" ]
color: "#b8b8b8"
sprite: Mobs/Species/Skeleton/parts.rsi
state: l_hand
- map: [ "enum.HumanoidVisualLayers.RHand" ]
color: "#b8b8b8"
sprite: Mobs/Species/Skeleton/parts.rsi
state: r_hand
- map: [ "enum.HumanoidVisualLayers.LFoot" ]
color: "#b8b8b8"
sprite: Mobs/Species/Skeleton/parts.rsi
state: l_foot
- map: [ "enum.HumanoidVisualLayers.RFoot" ]
color: "#b8b8b8"
sprite: Mobs/Species/Skeleton/parts.rsi
state: r_foot
- map: [ "enum.HumanoidVisualLayers.Handcuffs" ]
color: "#ffffff"
sprite: Objects/Misc/handcuffs.rsi
state: body-overlay-2
visible: false
- map: [ "id" ]
- map: [ "gloves" ]
- map: [ "shoes" ]
- map: [ "ears" ]
- map: [ "outerClothing" ]
- map: ["eyes"]
- map: [ "belt" ]
- map: [ "neck" ]
- map: [ "back" ]
- map: [ "mask" ]
- map: [ "head" ]
- map: [ "pocket1" ]
- map: [ "pocket2" ]
- type: Humanoid
species: Skeleton

View File

@@ -9,102 +9,11 @@
- type: Icon
sprite: Mobs/Species/Slime/parts.rsi
state: full
- type: Sprite
netsync: false
drawdepth: Mobs
layers:
- map: [ "enum.HumanoidVisualLayers.Chest" ]
color: "#b8b8b8"
sprite: Mobs/Species/Slime/parts.rsi
state: torso_m
- map: [ "enum.HumanoidVisualLayers.Head" ]
color: "#b8b8b8"
sprite: Mobs/Species/Slime/parts.rsi
state: head_m
- map: [ "enum.HumanoidVisualLayers.Eyes" ]
color: "#008800"
sprite: Mobs/Customization/eyes.rsi
state: eyes
- map: [ "enum.HumanoidVisualLayers.RArm" ]
color: "#b8b8b8"
sprite: Mobs/Species/Slime/parts.rsi
state: r_arm
- map: [ "enum.HumanoidVisualLayers.LArm" ]
color: "#b8b8b8"
sprite: Mobs/Species/Slime/parts.rsi
state: l_arm
- map: [ "enum.HumanoidVisualLayers.RLeg" ]
color: "#b8b8b8"
sprite: Mobs/Species/Slime/parts.rsi
state: r_leg
- map: [ "enum.HumanoidVisualLayers.LLeg" ]
color: "#b8b8b8"
sprite: Mobs/Species/Slime/parts.rsi
state: l_leg
- shader: StencilClear
sprite: Mobs/Species/Slime/parts.rsi
state: l_leg
- shader: StencilMask
map: [ "enum.HumanoidVisualLayers.StencilMask" ]
sprite: Mobs/Customization/masking_helpers.rsi
state: female_full
visible: false
- map: [ "jumpsuit" ]
shader: StencilDraw
- map: [ "enum.HumanoidVisualLayers.LHand" ]
color: "#b8b8b8"
sprite: Mobs/Species/Slime/parts.rsi
state: l_hand
- map: [ "enum.HumanoidVisualLayers.RHand" ]
color: "#b8b8b8"
sprite: Mobs/Species/Slime/parts.rsi
state: r_hand
- map: [ "enum.HumanoidVisualLayers.LFoot" ]
color: "#b8b8b8"
sprite: Mobs/Species/Slime/parts.rsi
state: l_foot
- map: [ "enum.HumanoidVisualLayers.RFoot" ]
color: "#b8b8b8"
sprite: Mobs/Species/Slime/parts.rsi
state: r_foot
- map: [ "enum.HumanoidVisualLayers.Handcuffs" ]
color: "#ffffff"
sprite: Objects/Misc/handcuffs.rsi
state: body-overlay-2
visible: false
- map: [ "id" ]
- map: [ "gloves" ]
- map: [ "shoes" ]
- map: [ "ears" ]
- map: [ "outerClothing" ]
- map: [ "eyes" ]
- map: [ "belt" ]
- map: [ "neck" ]
- map: [ "back" ]
- map: [ "enum.HumanoidVisualLayers.FacialHair" ]
state: shaved
sprite: Mobs/Customization/human_facial_hair.rsi
- map: [ "enum.HumanoidVisualLayers.Hair" ]
state: bald
sprite: Mobs/Customization/human_hair.rsi
- map: [ "mask" ]
- map: [ "head" ]
- map: [ "pocket1" ]
- map: [ "pocket2" ]
- type: Markings
layerPoints:
Legs:
points: 2
required: false
Arms:
points: 4
required: false
- type: Body
template: HumanoidTemplate
preset: SlimePreset
- type: HumanoidAppearance
hairMatchesSkin: true
hairAlpha: 0.5
- type: Humanoid
species: SlimePerson
- type: Speech
speechSounds: Slime
- type: Damageable
@@ -172,90 +81,5 @@
noSpawn: true
description: A dummy slime meant to be used in character setup.
components:
- type: Sprite
netsync: false
drawdepth: Mobs
layers:
- map: [ "enum.HumanoidVisualLayers.Chest" ]
color: "#b8b8b8"
sprite: Mobs/Species/Slime/parts.rsi
state: torso_m
- map: [ "enum.HumanoidVisualLayers.Head" ]
color: "#b8b8b8"
sprite: Mobs/Species/Slime/parts.rsi
state: head_m
- map: [ "enum.HumanoidVisualLayers.Eyes" ]
color: "#008800"
sprite: Mobs/Customization/eyes.rsi
state: eyes
- map: [ "enum.HumanoidVisualLayers.RArm" ]
color: "#b8b8b8"
sprite: Mobs/Species/Slime/parts.rsi
state: r_arm
- map: [ "enum.HumanoidVisualLayers.LArm" ]
color: "#b8b8b8"
sprite: Mobs/Species/Slime/parts.rsi
state: l_arm
- map: [ "enum.HumanoidVisualLayers.RLeg" ]
color: "#b8b8b8"
sprite: Mobs/Species/Slime/parts.rsi
state: r_leg
- map: [ "enum.HumanoidVisualLayers.LLeg" ]
color: "#b8b8b8"
sprite: Mobs/Species/Slime/parts.rsi
state: l_leg
- shader: StencilClear
sprite: Mobs/Species/Slime/parts.rsi
state: l_leg
- shader: StencilMask
map: [ "enum.HumanoidVisualLayers.StencilMask" ]
sprite: Mobs/Customization/masking_helpers.rsi
state: female_full
visible: false
- map: [ "jumpsuit" ]
shader: StencilDraw
- map: [ "enum.HumanoidVisualLayers.LHand" ]
color: "#b8b8b8"
sprite: Mobs/Species/Slime/parts.rsi
state: l_hand
- map: [ "enum.HumanoidVisualLayers.RHand" ]
color: "#b8b8b8"
sprite: Mobs/Species/Slime/parts.rsi
state: r_hand
- map: [ "enum.HumanoidVisualLayers.LFoot" ]
color: "#b8b8b8"
sprite: Mobs/Species/Slime/parts.rsi
state: l_foot
- map: [ "enum.HumanoidVisualLayers.RFoot" ]
color: "#b8b8b8"
sprite: Mobs/Species/Slime/parts.rsi
state: r_foot
- map: [ "enum.HumanoidVisualLayers.Handcuffs" ]
color: "#ffffff"
sprite: Objects/Misc/handcuffs.rsi
state: body-overlay-2
visible: false
- map: [ "id" ]
- map: [ "gloves" ]
- map: [ "shoes" ]
- map: [ "ears" ]
- map: [ "outerClothing" ]
- map: [ "eyes" ]
- map: [ "belt" ]
- map: [ "neck" ]
- map: [ "back" ]
- map: [ "enum.HumanoidVisualLayers.FacialHair" ]
state: shaved
sprite: Mobs/Customization/human_facial_hair.rsi
color: '#FFFFFF80'
- map: [ "enum.HumanoidVisualLayers.Hair" ]
state: bald
sprite: Mobs/Customization/human_hair.rsi
color: '#FFFFFF80'
- map: [ "mask" ]
- map: [ "head" ]
- map: [ "pocket1" ]
- map: [ "pocket2" ]
- type: HumanoidAppearance
hairMatchesSkin: true
hairAlpha: 0.5
- type: Humanoid
species: SlimePerson

View File

@@ -90,11 +90,10 @@
damageRecovery:
types:
Asphyxiation: -1.0
- type: HumanoidAppearance
canColorHair: false
canColorFacialHair: false
categoriesHair: VoxHair
categoriesFacialHair: VoxFacialHair
- type: Humanoid
species: Vox
# canColorHair: false
# canColorFacialHair: false
- type: Inventory
speciesId: vox
- type: Butcherable
@@ -108,85 +107,8 @@
parent: MobHumanDummy
noSpawn: true
components:
- type: Sprite
netsync: false
noRot: true
drawdepth: Mobs
layers:
- map: [ "enum.HumanoidVisualLayers.Chest" ]
sprite: Mobs/Species/Vox/parts.rsi
state: torso_m
- map: [ "enum.HumanoidVisualLayers.Head" ]
sprite: Mobs/Species/Vox/parts.rsi
state: head_m
- map: [ "enum.HumanoidVisualLayers.Eyes" ]
color: "#008800"
sprite: Mobs/Customization/eyes.rsi
state: vox_eyes_s
- map: [ "enum.HumanoidVisualLayers.RArm" ]
sprite: Mobs/Species/Vox/parts.rsi
state: r_arm
- map: [ "enum.HumanoidVisualLayers.LArm" ]
sprite: Mobs/Species/Vox/parts.rsi
state: l_arm
- map: [ "enum.HumanoidVisualLayers.RLeg" ]
sprite: Mobs/Species/Vox/parts.rsi
state: r_leg
- map: [ "enum.HumanoidVisualLayers.LLeg" ]
sprite: Mobs/Species/Vox/parts.rsi
state: l_leg
# Vox don't have female clothing masks.
#- shader: StencilClear
# sprite: Mobs/Species/Vox/parts.rsi
# state: l_leg
#- shader: StencilMask
# map: [ "enum.HumanoidVisualLayers.StencilMask" ]
# sprite: Mobs/Customization/masking_helpers.rsi
# state: female_full
# visible: false
#- map: [ "jumpsuit" ]
# shader: StencilDraw
- map: [ "enum.HumanoidVisualLayers.LHand" ]
sprite: Mobs/Species/Vox/parts.rsi
state: l_hand
- map: [ "enum.HumanoidVisualLayers.RHand" ]
sprite: Mobs/Species/Vox/parts.rsi
state: r_hand
- map: [ "enum.HumanoidVisualLayers.LFoot" ]
sprite: Mobs/Species/Vox/parts.rsi
state: l_foot
- map: [ "enum.HumanoidVisualLayers.RFoot" ]
sprite: Mobs/Species/Vox/parts.rsi
state: r_foot
- map: [ "enum.HumanoidVisualLayers.Handcuffs" ]
color: "#ffffff"
sprite: Objects/Misc/handcuffs.rsi
state: body-overlay-2
visible: false
- map: [ "id" ]
- map: [ "gloves" ]
- map: [ "shoes" ]
- map: [ "ears" ]
- map: [ "outerClothing" ]
- map: [ "eyes" ]
- map: [ "belt" ]
- map: [ "neck" ]
- map: [ "back" ]
- map: [ "enum.HumanoidVisualLayers.FacialHair" ]
state: shaved
sprite: Mobs/Customization/human_facial_hair.rsi
- map: [ "enum.HumanoidVisualLayers.Hair" ]
state: bald
sprite: Mobs/Customization/human_hair.rsi
- map: [ "mask" ]
- map: [ "head" ]
- map: [ "pocket1" ]
- map: [ "pocket2" ]
- type: HumanoidAppearance
canColorHair: false
canColorFacialHair: false
categoriesHair: VoxHair
categoriesFacialHair: VoxFacialHair
- type: Humanoid
species: Vox
- type: Body
template: HumanoidTemplate
preset: VoxPreset

View File

@@ -1,19 +0,0 @@
# Bald and shaved are used for multiple species.
- categories: [HumanHair, VoxHair]
id: HairBald
# Bald is always on top
priority: 1
sprite:
sprite: Mobs/Customization/human_hair.rsi
state: bald
type: spriteAccessory
- categories: [HumanFacialHair, VoxFacialHair]
id: FacialHairShaved
# Shaved is always on top
priority: 1
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: shaved
type: spriteAccessory

View File

@@ -1,210 +0,0 @@
- categories: HumanFacialHair
id: HumanFacialHairAbe
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: abe
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHairBrokenman
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: brokenman
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHairChin
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: chin
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHairDwarf
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: dwarf
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHairFullbeard
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: fullbeard
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHairCroppedfullbeard
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: croppedfullbeard
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHairGt
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: gt
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHairHip
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: hip
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHairJensen
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: jensen
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHairNeckbeard
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: neckbeard
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHairWise
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: wise
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHairMuttonmus
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: muttonmus
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHairMartialartist
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: martialartist
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHairChinlessbeard
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: chinlessbeard
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHairMoonshiner
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: moonshiner
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHairLongbeard
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: longbeard
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHairVolaju
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: volaju
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHair3oclock
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: 3oclock
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHairFiveoclock
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: fiveoclock
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHair5oclockmoustache
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: 5oclockmoustache
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHair7oclock
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: 7oclock
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHair7oclockmoustache
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: 7oclockmoustache
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHairMoustache
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: moustache
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHairPencilstache
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: pencilstache
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHairSmallstache
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: smallstache
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHairWalrus
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: walrus
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHairFumanchu
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: fumanchu
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHairHogan
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: hogan
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHairSelleck
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: selleck
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHairChaplin
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: chaplin
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHairVandyke
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: vandyke
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHairWatson
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: watson
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHairElvis
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: elvis
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHairMutton
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: mutton
type: spriteAccessory
- categories: HumanFacialHair
id: HumanFacialHairSideburn
sprite:
sprite: Mobs/Customization/human_facial_hair.rsi
state: sideburn
type: spriteAccessory

File diff suppressed because it is too large Load Diff

View File

@@ -1,34 +0,0 @@
- type: spriteAccessory
id: VoxFacialHairColonel
categories: VoxFacialHair
sprite:
sprite: Mobs/Customization/vox_facial_hair.rsi
state: vox_colonel_s
- type: spriteAccessory
id: VoxFacialHairFu
categories: VoxFacialHair
sprite:
sprite: Mobs/Customization/vox_facial_hair.rsi
state: vox_fu_s
- type: spriteAccessory
id: VoxFacialHairNeck
categories: VoxFacialHair
sprite:
sprite: Mobs/Customization/vox_facial_hair.rsi
state: vox_neck_s
- type: spriteAccessory
id: VoxFacialHairBeard
categories: VoxFacialHair
sprite:
sprite: Mobs/Customization/vox_facial_hair.rsi
state: vox_beard_s
- type: spriteAccessory
id: VoxFacialHairRuffBeard
categories: VoxFacialHair
sprite:
sprite: Mobs/Customization/vox_facial_hair.rsi
state: vox_ruff_beard_s

View File

@@ -1,91 +0,0 @@
- type: spriteAccessory
id: VoxHairShortQuills
categories: VoxHair
sprite:
sprite: Mobs/Customization/vox_hair.rsi
state: vox_shortquills_s
- type: spriteAccessory
id: VoxHairKingly
categories: VoxHair
sprite:
sprite: Mobs/Customization/vox_hair.rsi
state: vox_kingly_s
- type: spriteAccessory
id: VoxHairAfro
categories: VoxHair
sprite:
sprite: Mobs/Customization/vox_hair.rsi
state: vox_afro_s
- type: spriteAccessory
id: VoxHairMohawk
categories: VoxHair
sprite:
sprite: Mobs/Customization/vox_hair.rsi
state: vox_mohawk_s
- type: spriteAccessory
id: VoxHairYasuhiro
categories: VoxHair
sprite:
sprite: Mobs/Customization/vox_hair.rsi
state: vox_yasu_s
- type: spriteAccessory
id: VoxHairHorns
categories: VoxHair
sprite:
sprite: Mobs/Customization/vox_hair.rsi
state: vox_horns_s
- type: spriteAccessory
id: VoxHairNights
categories: VoxHair
sprite:
sprite: Mobs/Customization/vox_hair.rsi
state: vox_nights_s
- type: spriteAccessory
id: VoxHairSurf
categories: VoxHair
sprite:
sprite: Mobs/Customization/vox_hair.rsi
state: vox_surf_s
- type: spriteAccessory
id: VoxHairCropped
categories: VoxHair
sprite:
sprite: Mobs/Customization/vox_hair.rsi
state: vox_cropped_s
- type: spriteAccessory
id: VoxHairRuffhawk
categories: VoxHair
sprite:
sprite: Mobs/Customization/vox_hair.rsi
state: vox_ruff_hawk_s
- type: spriteAccessory
id: VoxHairRows
categories: VoxHair
sprite:
sprite: Mobs/Customization/vox_hair.rsi
state: vox_rows_s
- type: spriteAccessory
id: VoxHairMange
categories: VoxHair
sprite:
sprite: Mobs/Customization/vox_hair.rsi
state: vox_mange_s
- type: spriteAccessory
id: VoxHairPony
categories: VoxHair
sprite:
sprite: Mobs/Customization/vox_hair.rsi
state: vox_pony_s

View File

@@ -0,0 +1,9 @@
- type: species
id: Dwarf
name: species-name-dwarf
roundStart: false
prototype: MobDwarf
sprites: MobHumanSprites
markingLimits: MobHumanMarkingLimits
dollPrototype: MobDwarfDummy
skinColoration: HumanToned

View File

@@ -0,0 +1,154 @@
- type: species
id: Human
name: species-name-human
roundStart: true
prototype: MobHuman
sprites: MobHumanSprites
markingLimits: MobHumanMarkingLimits
dollPrototype: MobHumanDummy
skinColoration: HumanToned
# The lack of a layer means that
# this person cannot have round-start anything
# applied to that layer. It has to instead
# be defined as a 'custom base layer'
# in either the mob's starting marking prototype,
# or it has to be added in C#.
- type: speciesBaseSprites
id: MobHumanSprites
sprites:
Head: MobHumanHead
Hair: MobHumanoidAnyMarking
FacialHair: MobHumanoidAnyMarking
Chest: MobHumanTorso
Eyes: MobHumanoidEyes
LArm: MobHumanLArm
RArm: MobHumanRArm
LHand: MobHumanLHand
RHand: MobHumanRHand
LLeg: MobHumanLLeg
RLeg: MobHumanRLeg
LFoot: MobHumanLFoot
RFoot: MobHumanRFoot
- type: markingPoints
id: MobHumanMarkingLimits
points:
Hair:
points: 1
required: false
FacialHair:
points: 1
required: false
Tail: # the cat tail joke
points: 0
required: false
HeadTop: # the cat ear joke
points: 0
required: false
Chest:
points: 1
required: false
Legs:
points: 2
required: false
Arms:
points: 2
required: false
- type: humanoidBaseSprite
id: MobHumanoidEyes
baseSprite:
sprite: Mobs/Customization/eyes.rsi
state: eyes
- type: humanoidBaseSprite
id: MobHumanoidAnyMarking
- type: humanoidBaseSprite
id: MobHumanoidMarkingMatchSkin
markingsMatchSkin: true
- type: humanoidBaseSprite
id: MobHumanHead
baseSprite:
sprite: Mobs/Species/Human/parts.rsi
state: head_m
- type: humanoidBaseSprite
id: MobHumanHeadMale
baseSprite:
sprite: Mobs/Species/Human/parts.rsi
state: head_m
- type: humanoidBaseSprite
id: MobHumanHeadFemale
baseSprite:
sprite: Mobs/Species/Human/parts.rsi
state: head_f
- type: humanoidBaseSprite
id: MobHumanTorso
baseSprite:
sprite: Mobs/Species/Human/parts.rsi
state: torso_m
- type: humanoidBaseSprite
id: MobHumanTorsoMale
baseSprite:
sprite: Mobs/Species/Human/parts.rsi
state: torso_m
- type: humanoidBaseSprite
id: MobHumanTorsoFemale
baseSprite:
sprite: Mobs/Species/Human/parts.rsi
state: torso_f
- type: humanoidBaseSprite
id: MobHumanLLeg
baseSprite:
sprite: Mobs/Species/Human/parts.rsi
state: l_leg
- type: humanoidBaseSprite
id: MobHumanLArm
baseSprite:
sprite: Mobs/Species/Human/parts.rsi
state: l_arm
- type: humanoidBaseSprite
id: MobHumanLHand
baseSprite:
sprite: Mobs/Species/Human/parts.rsi
state: l_hand
- type: humanoidBaseSprite
id: MobHumanLFoot
baseSprite:
sprite: Mobs/Species/Human/parts.rsi
state: l_foot
- type: humanoidBaseSprite
id: MobHumanRLeg
baseSprite:
sprite: Mobs/Species/Human/parts.rsi
state: r_leg
- type: humanoidBaseSprite
id: MobHumanRArm
baseSprite:
sprite: Mobs/Species/Human/parts.rsi
state: r_arm
- type: humanoidBaseSprite
id: MobHumanRHand
baseSprite:
sprite: Mobs/Species/Human/parts.rsi
state: r_hand
- type: humanoidBaseSprite
id: MobHumanRFoot
baseSprite:
sprite: Mobs/Species/Human/parts.rsi
state: r_foot

View File

@@ -0,0 +1,140 @@
- type: species
id: Reptilian
name: species-name-reptilian
roundStart: true
prototype: MobReptilian
sprites: MobReptilianSprites
markingLimits: MobReptilianMarkingLimits
dollPrototype: MobReptilianDummy
skinColoration: Hues
maleFirstNames: names_reptilian_male
femaleFirstNames: names_reptilian_female
naming: FirstDashFirst
- type: speciesBaseSprites
id: MobReptilianSprites
sprites:
Head: MobReptilianHead
Snout: MobHumanoidAnyMarking
Chest: MobReptilianTorso
HeadTop: MobHumanoidAnyMarking
HeadSide: MobHumanoidAnyMarking
Tail: MobHumanoidAnyMarking
Eyes: MobHumanoidEyes
LArm: MobReptilianLArm
RArm: MobReptilianRArm
LHand: MobReptilianLHand
RHand: MobReptilianRHand
LLeg: MobReptilianLLeg
RLeg: MobReptilianRLeg
LFoot: MobReptilianLFoot
RFoot: MobReptilianRFoot
- type: markingPoints
id: MobReptilianMarkingLimits
onlyWhitelisted: true
points:
Hair:
points: 0
required: false
FacialHair:
points: 0
required: false
Tail:
points: 1
required: true
defaultMarkings: [ LizardTailSmooth ]
Snout:
points: 1
required: true
defaultMarkings: [ LizardSnoutRound ]
HeadTop:
points: 1
required: false
HeadSide:
points: 1
required: false
- type: humanoidBaseSprite
id: MobReptilianHead
baseSprite:
sprite: Mobs/Species/Reptilian/parts.rsi
state: head_m
- type: humanoidBaseSprite
id: MobReptilianHeadMale
baseSprite:
sprite: Mobs/Species/Reptilian/parts.rsi
state: head_m
- type: humanoidBaseSprite
id: MobReptilianHeadFemale
baseSprite:
sprite: Mobs/Species/Reptilian/parts.rsi
state: head_f
- type: humanoidBaseSprite
id: MobReptilianTorso
baseSprite:
sprite: Mobs/Species/Reptilian/parts.rsi
state: torso_m
- type: humanoidBaseSprite
id: MobReptilianTorsoMale
baseSprite:
sprite: Mobs/Species/Reptilian/parts.rsi
state: torso_m
- type: humanoidBaseSprite
id: MobReptilianTorsoFemale
baseSprite:
sprite: Mobs/Species/Reptilian/parts.rsi
state: torso_f
- type: humanoidBaseSprite
id: MobReptilianLLeg
baseSprite:
sprite: Mobs/Species/Reptilian/parts.rsi
state: l_leg
- type: humanoidBaseSprite
id: MobReptilianLHand
baseSprite:
sprite: Mobs/Species/Reptilian/parts.rsi
state: l_hand
- type: humanoidBaseSprite
id: MobReptilianLArm
baseSprite:
sprite: Mobs/Species/Reptilian/parts.rsi
state: l_arm
- type: humanoidBaseSprite
id: MobReptilianLFoot
baseSprite:
sprite: Mobs/Species/Reptilian/parts.rsi
state: l_foot
- type: humanoidBaseSprite
id: MobReptilianRLeg
baseSprite:
sprite: Mobs/Species/Reptilian/parts.rsi
state: r_leg
- type: humanoidBaseSprite
id: MobReptilianRHand
baseSprite:
sprite: Mobs/Species/Reptilian/parts.rsi
state: r_hand
- type: humanoidBaseSprite
id: MobReptilianRArm
baseSprite:
sprite: Mobs/Species/Reptilian/parts.rsi
state: r_arm
- type: humanoidBaseSprite
id: MobReptilianRFoot
baseSprite:
sprite: Mobs/Species/Reptilian/parts.rsi
state: r_foot

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@@ -0,0 +1,110 @@
- type: species
id: Skeleton
name: Skeleton
roundStart: false #unspooky, change it in october
prototype: MobSkeletonPerson
sprites: MobSkeletonSprites
markingLimits: MobHumanMarkingLimits
dollPrototype: MobSkeletonPersonDummy
skinColoration: TintedHues
- type: speciesBaseSprites
id: MobSkeletonSprites
sprites:
Head: MobSkeletonHead
Hair: MobHumanoidAnyMarking
FacialHair: MobHumanoidAnyMarking
Chest: MobSkeletonTorso
Eyes: MobHumanoidEyes
LArm: MobSkeletonLArm
RArm: MobSkeletonRArm
LHand: MobSkeletonLHand
RHand: MobSkeletonRHand
LLeg: MobSkeletonLLeg
RLeg: MobSkeletonRLeg
LFoot: MobSkeletonLFoot
RFoot: MobSkeletonRFoot
- type: humanoidBaseSprite
id: MobSkeletonHead
baseSprite:
sprite: Mobs/Species/Skeleton/parts.rsi
state: head_m
- type: humanoidBaseSprite
id: MobSkeletonHeadMale
baseSprite:
sprite: Mobs/Species/Skeleton/parts.rsi
state: head_m
- type: humanoidBaseSprite
id: MobSkeletonHeadFemale
baseSprite:
sprite: Mobs/Species/Skeleton/parts.rsi
state: head_f
- type: humanoidBaseSprite
id: MobSkeletonTorso
baseSprite:
sprite: Mobs/Species/Skeleton/parts.rsi
state: torso_m
- type: humanoidBaseSprite
id: MobSkeletonTorsoMale
baseSprite:
sprite: Mobs/Species/Skeleton/parts.rsi
state: torso_m
- type: humanoidBaseSprite
id: MobSkeletonTorsoFemale
baseSprite:
sprite: Mobs/Species/Skeleton/parts.rsi
state: torso_f
- type: humanoidBaseSprite
id: MobSkeletonLLeg
baseSprite:
sprite: Mobs/Species/Skeleton/parts.rsi
state: l_leg
- type: humanoidBaseSprite
id: MobSkeletonLArm
baseSprite:
sprite: Mobs/Species/Skeleton/parts.rsi
state: l_arm
- type: humanoidBaseSprite
id: MobSkeletonLHand
baseSprite:
sprite: Mobs/Species/Skeleton/parts.rsi
state: l_hand
- type: humanoidBaseSprite
id: MobSkeletonLFoot
baseSprite:
sprite: Mobs/Species/Skeleton/parts.rsi
state: l_foot
- type: humanoidBaseSprite
id: MobSkeletonRLeg
baseSprite:
sprite: Mobs/Species/Skeleton/parts.rsi
state: r_leg
- type: humanoidBaseSprite
id: MobSkeletonRArm
baseSprite:
sprite: Mobs/Species/Skeleton/parts.rsi
state: r_arm
- type: humanoidBaseSprite
id: MobSkeletonRHand
baseSprite:
sprite: Mobs/Species/Skeleton/parts.rsi
state: r_hand
- type: humanoidBaseSprite
id: MobSkeletonRFoot
baseSprite:
sprite: Mobs/Species/Skeleton/parts.rsi
state: r_foot

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@@ -0,0 +1,131 @@
- type: species
id: SlimePerson
name: species-name-slime
roundStart: true
prototype: MobSlimePerson
sprites: MobSlimeSprites
markingLimits: MobSlimeMarkingLimits
dollPrototype: MobSlimePersonDummy
skinColoration: Hues
- type: speciesBaseSprites
id: MobSlimeSprites
sprites:
Head: MobSlimeHead
Hair: MobSlimeMarkingFollowSkin
FacialHair: MobSlimeMarkingFollowSkin
Chest: MobSlimeTorso
Eyes: MobHumanoidEyes
LArm: MobSlimeLArm
RArm: MobSlimeRArm
LHand: MobSlimeLHand
RHand: MobSlimeRHand
LLeg: MobSlimeLLeg
RLeg: MobSlimeRLeg
LFoot: MobSlimeLFoot
RFoot: MobSlimeRFoot
- type: markingPoints
id: MobSlimeMarkingLimits
points:
Hair:
points: 1
required: false
FacialHair:
points: 1
required: false
Legs:
points: 2
required: false
Arms:
points: 4
required: false
- type: humanoidBaseSprite
id: MobSlimeMarkingFollowSkin
markingsMatchSkin: true
layerAlpha: 0.5
- type: humanoidBaseSprite
id: MobSlimeHead
baseSprite:
sprite: Mobs/Species/Slime/parts.rsi
state: head_m
- type: humanoidBaseSprite
id: MobSlimeHeadMale
baseSprite:
sprite: Mobs/Species/Slime/parts.rsi
state: head_m
- type: humanoidBaseSprite
id: MobSlimeHeadFemale
baseSprite:
sprite: Mobs/Species/Slime/parts.rsi
state: head_f
- type: humanoidBaseSprite
id: MobSlimeTorso
baseSprite:
sprite: Mobs/Species/Slime/parts.rsi
state: torso_m
- type: humanoidBaseSprite
id: MobSlimeTorsoMale
baseSprite:
sprite: Mobs/Species/Slime/parts.rsi
state: torso_m
- type: humanoidBaseSprite
id: MobSlimeTorsoFemale
baseSprite:
sprite: Mobs/Species/Slime/parts.rsi
state: torso_f
- type: humanoidBaseSprite
id: MobSlimeLLeg
baseSprite:
sprite: Mobs/Species/Slime/parts.rsi
state: l_leg
- type: humanoidBaseSprite
id: MobSlimeLArm
baseSprite:
sprite: Mobs/Species/Slime/parts.rsi
state: l_arm
- type: humanoidBaseSprite
id: MobSlimeLHand
baseSprite:
sprite: Mobs/Species/Slime/parts.rsi
state: l_hand
- type: humanoidBaseSprite
id: MobSlimeLFoot
baseSprite:
sprite: Mobs/Species/Slime/parts.rsi
state: l_foot
- type: humanoidBaseSprite
id: MobSlimeRLeg
baseSprite:
sprite: Mobs/Species/Slime/parts.rsi
state: r_leg
- type: humanoidBaseSprite
id: MobSlimeRArm
baseSprite:
sprite: Mobs/Species/Slime/parts.rsi
state: r_arm
- type: humanoidBaseSprite
id: MobSlimeRHand
baseSprite:
sprite: Mobs/Species/Slime/parts.rsi
state: r_hand
- type: humanoidBaseSprite
id: MobSlimeRFoot
baseSprite:
sprite: Mobs/Species/Slime/parts.rsi
state: r_foot

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@@ -0,0 +1,138 @@
- type: species
id: Vox
name: Vox
roundStart: false # sad...
prototype: MobVox
sprites: MobVoxSprites
markingLimits: MobVoxMarkingLimits
dollPrototype: MobVoxDummy
skinColoration: Hues
- type: speciesBaseSprites
id: MobVoxSprites
sprites:
Head: MobVoxHead
Hair: MobHumanoidAnyMarking
FacialHair: MobHumanoidAnyMarking
Chest: MobVoxTorso
Eyes: MobVoxEyes
LArm: MobVoxLArm
RArm: MobVoxRArm
LHand: MobVoxLHand
RHand: MobVoxRHand
LLeg: MobVoxLLeg
RLeg: MobVoxRLeg
LFoot: MobVoxLFoot
RFoot: MobVoxRFoot
- type: markingPoints
id: MobVoxMarkingLimits
onlyWhitelisted: true
points:
Hair:
points: 1
required: false
FacialHair:
points: 1
required: false
Chest:
points: 1
required: false
Legs:
points: 2
required: false
Arms:
points: 2
required: false
- type: humanoidBaseSprite
id: MobVoxEyes
baseSprite:
sprite: Mobs/Customization/eyes.rsi
state: vox_eyes_s
- type: humanoidBaseSprite
id: MobVoxHead
baseSprite:
sprite: Mobs/Species/Vox/parts.rsi
state: head_m
- type: humanoidBaseSprite
id: MobVoxHeadMale
baseSprite:
sprite: Mobs/Species/Vox/parts.rsi
state: head_m
- type: humanoidBaseSprite
id: MobVoxHeadFemale
baseSprite:
sprite: Mobs/Species/Vox/parts.rsi
state: head_f
- type: humanoidBaseSprite
id: MobVoxTorso
baseSprite:
sprite: Mobs/Species/Vox/parts.rsi
state: torso_m
- type: humanoidBaseSprite
id: MobVoxTorsoMale
baseSprite:
sprite: Mobs/Species/Vox/parts.rsi
state: torso_m
- type: humanoidBaseSprite
id: MobVoxTorsoFemale
baseSprite:
sprite: Mobs/Species/Vox/parts.rsi
state: torso_f
- type: humanoidBaseSprite
id: MobVoxLLeg
baseSprite:
sprite: Mobs/Species/Vox/parts.rsi
state: l_leg
- type: humanoidBaseSprite
id: MobVoxLArm
baseSprite:
sprite: Mobs/Species/Vox/parts.rsi
state: l_arm
- type: humanoidBaseSprite
id: MobVoxLHand
baseSprite:
sprite: Mobs/Species/Vox/parts.rsi
state: l_hand
- type: humanoidBaseSprite
id: MobVoxLFoot
baseSprite:
sprite: Mobs/Species/Vox/parts.rsi
state: l_foot
- type: humanoidBaseSprite
id: MobVoxRLeg
baseSprite:
sprite: Mobs/Species/Vox/parts.rsi
state: r_leg
- type: humanoidBaseSprite
id: MobVoxRArm
baseSprite:
sprite: Mobs/Species/Vox/parts.rsi
state: r_arm
- type: humanoidBaseSprite
id: MobVoxRHand
baseSprite:
sprite: Mobs/Species/Vox/parts.rsi
state: r_hand
- type: humanoidBaseSprite
id: MobVoxRFoot
baseSprite:
sprite: Mobs/Species/Vox/parts.rsi
state: r_foot
#

View File

@@ -1,50 +0,0 @@
- type: species
id: Human
name: species-name-human
roundStart: true
prototype: MobHuman
dollPrototype: MobHumanDummy
skinColoration: HumanToned
- type: species
id: Dwarf
name: species-name-dwarf
roundStart: false
prototype: MobDwarf
dollPrototype: MobDwarfDummy
skinColoration: HumanToned
- type: species
id: Reptilian
name: species-name-reptilian
roundStart: true
prototype: MobReptilian
dollPrototype: MobReptilianDummy
skinColoration: Hues
maleFirstNames: names_reptilian_male
femaleFirstNames: names_reptilian_female
naming: FirstDashFirst
- type: species
id: SlimePerson
name: species-name-slime
roundStart: true
prototype: MobSlimePerson
dollPrototype: MobSlimePersonDummy
skinColoration: Hues
- type: species
id: Skeleton
name: Skeleton
roundStart: false #unspooky, change it in october
prototype: MobSkeletonPerson
dollPrototype: MobSkeletonPersonDummy
skinColoration: TintedHues
#- type: species
# id: Vox
# name: Vox
# roundStart: true
# prototype: MobVox
# dollPrototype: MobVoxDummy
# skinColoration: Hues

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@@ -4,29 +4,23 @@
"copyright": "Taken from https://github.com/Citadel-Station-13/Citadel-Station-13/blob/971ddef989f7f4f365a714ef3d4df5dea2d53d9a/icons/mob/dam_mob.dmi",
"size": {"x": 32, "y": 32},
"states": [
{"name": "head_m_Brute_20", "directions": 4},
{"name": "head_f_Brute_20", "directions": 4},
{"name": "l_arm_Brute_20", "directions": 4},
{"name": "l_leg_Brute_20", "directions": 4},
{"name": "r_arm_Brute_20", "directions": 4},
{"name": "r_leg_Brute_20", "directions": 4},
{"name": "torso_m_Brute_20", "directions": 4},
{"name": "torso_f_Brute_20", "directions": 4},
{"name": "head_m_Brute_40", "directions": 4},
{"name": "head_f_Brute_40", "directions": 4},
{"name": "l_arm_Brute_40", "directions": 4},
{"name": "l_leg_Brute_40", "directions": 4},
{"name": "r_arm_Brute_40", "directions": 4},
{"name": "r_leg_Brute_40", "directions": 4},
{"name": "torso_m_Brute_40", "directions": 4},
{"name": "torso_f_Brute_40", "directions": 4},
{"name": "head_m_Brute_100", "directions": 4},
{"name": "head_f_Brute_100", "directions": 4},
{"name": "l_arm_Brute_100", "directions": 4},
{"name": "l_leg_Brute_100", "directions": 4},
{"name": "r_arm_Brute_100", "directions": 4},
{"name": "r_leg_Brute_100", "directions": 4},
{"name": "torso_m_Brute_100", "directions": 4},
{"name": "torso_f_Brute_100", "directions": 4}
{"name": "Head_Brute_20", "directions": 4},
{"name": "LArm_Brute_20", "directions": 4},
{"name": "LLeg_Brute_20", "directions": 4},
{"name": "RArm_Brute_20", "directions": 4},
{"name": "RLeg_Brute_20", "directions": 4},
{"name": "Chest_Brute_20", "directions": 4},
{"name": "Head_Brute_40", "directions": 4},
{"name": "LArm_Brute_40", "directions": 4},
{"name": "LLeg_Brute_40", "directions": 4},
{"name": "RArm_Brute_40", "directions": 4},
{"name": "RLeg_Brute_40", "directions": 4},
{"name": "Chest_Brute_40", "directions": 4},
{"name": "Head_Brute_100", "directions": 4},
{"name": "LArm_Brute_100", "directions": 4},
{"name": "LLeg_Brute_100", "directions": 4},
{"name": "RArm_Brute_100", "directions": 4},
{"name": "RLeg_Brute_100", "directions": 4},
{"name": "Chest_Brute_100", "directions": 4}
]
}

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"copyright": "Taken from https://github.com/Citadel-Station-13/Citadel-Station-13/blob/971ddef989f7f4f365a714ef3d4df5dea2d53d9a/icons/mob/dam_mob.dmi",
"size": {"x": 32, "y": 32},
"states": [
{"name": "head_m_Burn_20", "directions": 4},
{"name": "head_f_Burn_20", "directions": 4},
{"name": "l_arm_Burn_20", "directions": 4},
{"name": "l_leg_Burn_20", "directions": 4},
{"name": "r_arm_Burn_20", "directions": 4},
{"name": "r_leg_Burn_20", "directions": 4},
{"name": "torso_m_Burn_20", "directions": 4},
{"name": "torso_f_Burn_20", "directions": 4},
{"name": "head_m_Burn_40", "directions": 4},
{"name": "head_f_Burn_40", "directions": 4},
{"name": "l_arm_Burn_40", "directions": 4},
{"name": "l_leg_Burn_40", "directions": 4},
{"name": "r_arm_Burn_40", "directions": 4},
{"name": "r_leg_Burn_40", "directions": 4},
{"name": "torso_m_Burn_40", "directions": 4},
{"name": "torso_f_Burn_40", "directions": 4},
{"name": "head_m_Burn_100", "directions": 4},
{"name": "head_f_Burn_100", "directions": 4},
{"name": "l_arm_Burn_100", "directions": 4},
{"name": "l_leg_Burn_100", "directions": 4},
{"name": "r_arm_Burn_100", "directions": 4},
{"name": "r_leg_Burn_100", "directions": 4},
{"name": "torso_m_Burn_100", "directions": 4},
{"name": "torso_f_Burn_100", "directions": 4}
{"name": "Head_Burn_20", "directions": 4},
{"name": "LArm_Burn_20", "directions": 4},
{"name": "LLeg_Burn_20", "directions": 4},
{"name": "RArm_Burn_20", "directions": 4},
{"name": "RLeg_Burn_20", "directions": 4},
{"name": "Chest_Burn_20", "directions": 4},
{"name": "Head_Burn_40", "directions": 4},
{"name": "LArm_Burn_40", "directions": 4},
{"name": "LLeg_Burn_40", "directions": 4},
{"name": "RArm_Burn_40", "directions": 4},
{"name": "RLeg_Burn_40", "directions": 4},
{"name": "Chest_Burn_40", "directions": 4},
{"name": "Head_Burn_100", "directions": 4},
{"name": "LArm_Burn_100", "directions": 4},
{"name": "LLeg_Burn_100", "directions": 4},
{"name": "RArm_Burn_100", "directions": 4},
{"name": "RLeg_Burn_100", "directions": 4},
{"name": "Chest_Burn_100", "directions": 4}
]
}

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