avaaaali - #103
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RSI Diff Bot; head commit d531853 merging into 0e686ea Resources/Textures/_DVA/Mobs/Species/Avali/avali_crests.rsi
Resources/Textures/_DVA/Mobs/Species/Avali/avali_parts.rsi
Resources/Textures/_DVA/Mobs/Species/Avali/avali_stripes_one.rsi
Resources/Textures/_DVA/Mobs/Species/Avali/avali_trim_one.rsi
Resources/Textures/_DVA/Mobs/Species/Avali/avali_trim_two.rsi
Resources/Textures/_DVA/Mobs/Species/Avali/displacement.rsi
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ShepardToTheStars
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Species components need to be added to Resources/Prototypes/Entities/Mobs/Player/clone.yml as well.
| [DataField] | ||
| public EntProtoId FeatherPrototype; |
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Should this be required?
| [DataField] | ||
| public EntProtoId FeatherPrototype; |
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Should this be required?
| if (comp.CurrentFeathers >= comp.MaximumFeathers) | ||
| { | ||
| comp.RegenerateAt = null; | ||
| Dirty(uid, comp); | ||
| } | ||
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Missing a continue in the Current >= Max block? Otherwise, an additional feather would get added even if they are at the maximum, right? (but only once since RegenerateAt would be null the next time that entity gets processed.
Alternatively, you could put the Current >= Max check above the comp.RegenerateAt == null as well.
| Dirty(uid, comp); | ||
| } | ||
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| comp.CurrentFeathers += 1; |
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Thoughts on clamping this to the max?
| comp.CurrentFeathers += 1; | |
| comp.CurrentFeathers = Math.Min(comp.CurrentFeathers + 1, comp.MaximumFeathers); |


































































































About the PR
Well, the first species being brought over.
Technical details
DVGenericColorVisuals: generic visualizer for layer colour data because frankly im shocked this didnt exist yetDVInnateEyeOffset: system that augmentsEyeCursorOffsetw/ togglingDVToggleInnateEyeOffsetEventfor actionsDVPreenableComponent: handles spawning feathers w/ the right data and also the verb w/ a do-afterDVPreenOnDamaged: handles specifically triggering preens when hit by damageTest plan
Requirements
Licensing