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