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6
TODO.md
6
TODO.md
@ -1,11 +1,5 @@
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# TODO
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## THIS BRANCH
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- [ ] Split armor trim overhang into two objects with different UVs; you can
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get the 4 pixel wide armor trim hang by combining the left and right
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corners of the existing trim (kinda hacky and may break with modded
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textures.
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## General
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- [ ] use matrix thing for UVManager (linear algebra is hard)
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- [ ] Add action wheel icons
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File diff suppressed because it is too large
Load Diff
44
script.lua
44
script.lua
@ -28,6 +28,7 @@ UVManager=require("nulllib.UVManager")
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sharedstate=require("nulllib.sharedstate")
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sharedconfig=require("nulllib.sharedconfig")
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statemonitor=require("nulllib.statemonitor")
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KattArmorTail=require("kattarmor.KattArmor")()
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KattArmor=require("kattarmor.KattArmor")()
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---Set optimal settings for random player sounds
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@ -148,22 +149,32 @@ MAIN_GROUPS={model.Head, model.RightArm, model.LeftArm, model.RightLeg, model.Le
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TAIL_LEGGINGS={
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model.Body.LeggingsTop,
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model.Body.LeggingsTopTrimF,
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model.Body.LeggingsTopTrimB,
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model.Body.LeggingsTopTrim,
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model.Body.MTail1.Leggings,
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model.Body.MTail1.LeggingsTrim,
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model.Body.MTail1.MTail2.LeggingsBottom
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}
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TAIL_LEGGINGS_COLOR={
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model.Body.LeggingsTopTrimF,
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model.Body.LeggingsTopTrimB,
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model.Body.LeggingsTopTrim,
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model.Body.MTail1.Leggings,
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model.Body.MTail1.LeggingsTrim,
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model.Body.MTail1.MTail2.LeggingsBottom
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}
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TAIL_LEGGINGS_TRIM={
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-- god help me
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model.Body.LeggingsTopArmorTrim, -- the trim of the normal part
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model.Body.LeggingsTopTrimArmorTrim, -- the trim of the trim
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model.Body.MTail1.LeggingsArmorTrim,
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model.Body.MTail1.LeggingsTrimArmorTrim,
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model.Body.MTail1.MTail2.LegginsBottomArmorTrim
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}
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TAIL_BOOTS={
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model.Body.MTail1.MTail2.MTail3.Boot,
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model.Body.MTail1.MTail2.MTail3.LeatherBoot
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--model.Body.MTail1.MTail2.MTail3.LeatherBoot
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}
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TAIL_BOOTS_TRIM={
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model.Body.MTail1.MTail2.MTail3.BootArmorTrim,
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}
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TAIL_BONES={
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model.Body.MTail1,
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@ -262,11 +273,15 @@ do
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PM.addPartListFunction(tail_parts, tail_visible_rule)
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PM.addPartListFunction(TAIL_LEGGINGS, tail_visible_rule)
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PM.addPartListFunction(TAIL_LEGGINGS_TRIM, tail_visible_rule)
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PM.addPartListFunction(TAIL_BOOTS, tail_visible_rule)
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PM.addPartListFunction(TAIL_BOOTS_TRIM, tail_visible_rule)
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--- Armor state
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local all_armor=util.reduce(util.mergeTable, {VANILLA_GROUPS.ARMOR, TAIL_LEGGINGS, TAIL_BOOTS})
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PM.addPartListFunction(all_armor, function(last) return last and sharedconfig.load("armor_enabled") end)
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-- Disable vanilla chestplate (KattArmor is better because animation)
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PM.addPartFunction(vanilla_model.CHESTPLATE, function(_) return false end)
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-- Only show armor if equipped
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-- PM.addPartFunction(model.Body.MTail1.MTail2.MTail3.Boot, function(last) return last and armor_state.boots end)
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-- PM.addPartFunction(model.Body.MTail1.MTail2.MTail3.LeatherBoot, function(last) return last and armor_state.leather_boots end)
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@ -281,9 +296,15 @@ SNORES={"snore-1", "snore-2", "snore-3"}
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-- }}}
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-- KattArmor Config -- {{{
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KattArmor.Armor.Leggings:addParts(table.unpack(TAIL_LEGGINGS))
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KattArmor.Armor.Boots:addParts(table.unpack(TAIL_BOOTS))
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-- KattArmor.
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KattArmorTail.Armor.Leggings:addParts(table.unpack(TAIL_LEGGINGS))
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KattArmorTail.Armor.Leggings:addTrimParts(table.unpack(TAIL_LEGGINGS_TRIM))
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KattArmorTail.Armor.Leggings:setLayer(1)
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KattArmorTail.Armor.Boots:addParts(table.unpack(TAIL_BOOTS))
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KattArmorTail.Armor.Boots:addTrimParts(table.unpack(TAIL_BOOTS_TRIM))
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KattArmor.Armor.Chestplate:addParts(model.Body.Chestplate, model.LeftArm.Chestplate, model.RightArm.Chestplate)
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KattArmor.Armor.Chestplate:addTrimParts(model.Body.ChestplateTrim, model.LeftArm.ChestplateTrim, model.RightArm.ChestplateTrim)
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-- }}}
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-- Expression change -- {{{
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@ -682,10 +703,9 @@ function animateMTail(val, delta)
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amplitude_multiplier=0.3
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end
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resetAngles(model.Body)
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model.Body:setRot(vec( wave(val, period, 3*amplitude_multiplier), 0, 0 ))
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model.Body.LeggingsTopTrimF:setRot(vec( wave(val-1, period, 4*amplitude_multiplier), 0, 0 ))
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model.Body.LeggingsTopTrimB:setRot(vec( wave(val-1, period, 4*amplitude_multiplier), 0, 0 ))
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TAIL_BONES[1]:setRot(vec( wave(val-1, period, 7*amplitude_multiplier) + curve, 0, 0 ))
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model.Body:setRot(vec( wave(val, period, 2*amplitude_multiplier), 0, 0 ))
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-- model.Body.LeggingsTopTrim:setRot(vec( wave(val-1, period, 4*amplitude_multiplier), 0, 0 ))
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TAIL_BONES[1]:setRot(vec( wave(val-1, period, 4*amplitude_multiplier) + curve, 0, 0 ))
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end
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TAIL_BONES[2]:setRot(vec( wave(val-2, period, 8*amplitude_multiplier) + curve, 0, 0 ))
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BIN
textures/blank.png
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textures/blank.png
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