Files
GS13NG/tools/HumanScissors/HumanScissors.dm
Poojawa b393789f19 Character Creation Overhaul (#7987)
* Rebase fail. good thing I made back ups. c:

* Tails more or less done

* wouldn't update cleanly otherwise

* It's completly working now. holy fuck I did it

Just need the refurbished body markings done, then to chop 'em up for full PR status

* MARKINGS DONE AAAAAAAAAAAAA

* fixes digi legs that didn't convert correctly

* ports the refractored preferences

Kinda ugly now tbh. but fuckit

* quality sweep, things should should properly now in general

* Taurs converted and improved! BODYMARKING -> MATRIXED

* oops. s'what I get for not compile checking

* remember to throw shade at furries

* vigorously update markings upon switching species and colors

* re-adds old wolf ears, Big Wolf fixes snout bugs

* few more snout tweaks

* cut the lists, cut everything. reeee

* This code I s2g

* Adds context clues to preferences

Hopefully people will read them before making an OOC fuss

* Fixes hands and feet markings with this one weird trick

remember kids, proper layering and order of operations is important

* Sprite tweaking and polishing

Sergal stuff being worked on

* a few QoL things for species swapping

* how the fuck did I miss these markings

* fleshes out sprites in preperation for marking experimentation later

* fixes catboy problems

* Mam_snout is a thing now,

* pixel adjusted tails, cleaned up wah tail a bit better

also gets digitgate legs missing pixels fixed

* cleans up more shit. ree

* force "plain" instead of none to avoid missing pixel reports

* tweaks to reinspire mapdiff

* Clean up Preference UI

Looks a little better now

* k

* doubly ensure None markings aren't valid

* reee spessman barbie

* brightens pixels around tiger head markings

* YEENS

* Cat ears tweaked because it triggers Kev otherwise

* another session of quality control

* Crows and crow accessories

* husk fixes

* works good enough, mission accomplished

* fixes the proc properly

* cleans up brute force code that isn't needed

* c a t
2019-02-22 05:59:05 -08:00

57 lines
1.4 KiB
Plaintext

/*
These are simple defaults for your project.
*/
world
fps = 25 // 25 frames per second
icon_size = 32 // 32x32 icon size by default
view = 6 // show up to 6 tiles outward from center (13x13 view)
// Make objects move 8 pixels per tick when walking
//usr << ftp(usr.working,"[usr.outfile].dmi")
mob
step_size = 8
obj
step_size = 8
client/verb/split_sprites()
set name = "Begin The Decimation"
set desc = "Loads SpritesToSnip.dmi and cuts them with CookieCutter.dmi"
set category = "Here"
var/icon/SpritesToSnip = icon('SpritesToSnip.dmi')
var/icon/CookieCutter = icon('CookieCutter.dmi')
var/icon/RunningOutput = new ()
//For each original project
for(var/OriginalState in icon_states(SpritesToSnip))
//For each piece we're going to cut
for(var/CutterState in icon_states(CookieCutter))
//The fully assembled icon to cut
var/icon/Original = icon(SpritesToSnip,OriginalState)
//Our cookie cutter sprite
var/icon/Cutter = icon(CookieCutter,CutterState)
//We have to make these all black to cut with
Cutter.Blend(rgb(0,0,0),ICON_MULTIPLY)
//Blend with AND to cut
Original.Blend(Cutter,ICON_AND) //AND, not ADD
//Make a useful name
var/good_name = "[OriginalState]_[CutterState]"
//Add to the output with the good name
RunningOutput.Insert(Original,good_name)
//Give the output
usr << ftp(RunningOutput,"CutUpPeople.dmi")