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* automatically pick body part appearance from species * automatically pick body part appearance from species when attaching * make setting organs and children on parts yml work * giant body part refactor * refactor deltav species body parts * ??? * ??? --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
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Original file line number | Diff line number | Diff line change |
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@@ -1,99 +1,76 @@ | ||
# Shitmed Change: This file was mostly reorganized by shitmed to use composition | ||
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# Just copypasta of some human basic body parts for interaction, | ||
# only differences for now is that limbs work in pairs, | ||
# they are unextractable and can't be spawned (no surgery on Animals!?). | ||
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- type: entity | ||
id: PartAnimal | ||
parent: BaseItem | ||
name: "animal body part" | ||
abstract: true | ||
parent: BasePart | ||
id: PartAnimalBase | ||
components: | ||
# yes these sprites dont make sense i dont care its better than them being invisible | ||
- type: Sprite | ||
sprite: Mobs/Species/Reptilian/parts.rsi | ||
- type: Damageable | ||
damageContainer: OrganicPart # Shitmed | ||
- type: BodyPart | ||
- type: ContainerContainer | ||
containers: | ||
bodypart: !type:Container | ||
ents: [] | ||
- type: Icon | ||
sprite: Mobs/Species/Reptilian/parts.rsi | ||
- type: StaticPrice | ||
price: 50 | ||
- type: Tag | ||
tags: | ||
- Trash | ||
- type: Gibbable | ||
- type: Extractable | ||
juiceSolution: | ||
reagents: | ||
- ReagentId: Fat | ||
Quantity: 3 | ||
- ReagentId: Blood | ||
Quantity: 10 | ||
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||
- type: entity | ||
parent: PartAnimalBase | ||
id: HandsAnimal | ||
name: animal hands | ||
parent: PartAnimal | ||
categories: [ HideSpawnMenu ] | ||
components: | ||
- type: Sprite | ||
layers: | ||
- state: l_hand | ||
- state: r_hand | ||
- type: Icon | ||
state: l_hand # cba to make a state for it | ||
- type: BodyPart | ||
partType: Hand | ||
#symmetry: Left | ||
slotId: hands # Shitmed | ||
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||
- type: entity | ||
parent: PartAnimalBase | ||
id: LegsAnimal | ||
name: animal legs | ||
parent: PartAnimal | ||
categories: [ HideSpawnMenu ] | ||
components: | ||
- type: Sprite | ||
layers: | ||
- state: l_leg | ||
- state: r_leg | ||
- type: Icon | ||
state: l_leg # cba to make a state for it | ||
- type: BodyPart | ||
partType: Leg | ||
slotId: legs # Shitmed | ||
- type: MovementBodyPart | ||
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||
- type: entity | ||
parent: PartAnimalBase | ||
id: FeetAnimal | ||
name: animal feet | ||
parent: PartAnimal | ||
categories: [ HideSpawnMenu ] | ||
components: | ||
- type: Sprite | ||
layers: | ||
- state: r_foot | ||
- state: l_foot | ||
- type: Icon | ||
state: l_foot # cba to make a state for it | ||
- type: BodyPart | ||
partType: Foot | ||
slotId: feet # Shitmed | ||
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||
- type: entity | ||
parent: [ PartAnimalBase, BaseTorso ] | ||
id: TorsoAnimal | ||
name: animal torso | ||
parent: PartAnimal | ||
categories: [ HideSpawnMenu ] | ||
components: | ||
- type: Sprite | ||
layers: | ||
- state: torso_m | ||
- type: BodyPart | ||
partType: Torso | ||
- type: Damageable | ||
damageContainer: Biological | ||
- type: Extractable | ||
juiceSolution: | ||
reagents: | ||
- ReagentId: Fat | ||
Quantity: 10 | ||
- ReagentId: Blood | ||
Quantity: 20 | ||
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# standard organs are good for most animals | ||
children: # most animals have no hands (primate is unused) so just legs by default | ||
legs: | ||
id: legs | ||
type: Leg |
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