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5 changed files with 4 additions and 60 deletions
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@ -1,11 +1,9 @@
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# figura-skin
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# figura-skin
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my figura avatar!! this currently targets version **0.15**
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my figura avatar!! this currently targets version **0.14**
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`textures/main.png` contains the skins base, which can be used as your default minecraft skin if you so choose
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`textures/vanilla.png` contains the skins base, which can be used as your default minecraft skin if you so choose
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## development
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## development
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to get proper typings, find the correct branch for your figura version [on this repository](github.com/GrandpaScout/FiguraRewriteVSDocs/). then, copy everything from the `src/` folder into your current working folder here
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to get proper typings, find the correct branch for your figura version [on this repository](github.com/GrandpaScout/FiguraRewriteVSDocs/). then, copy everything from the `src/` folder into your current working folder here
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unfortunately, 0.15 typings aren't done yet, so just make sure it works :)
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"authors": [
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"authors": [
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"reidlab",
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"reidlab",
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"mrsirsquishy: Squishy's API",
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"mrsirsquishy: Squishy's API",
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"purpledeni + Manuel_: Gradient Scroll Nickname",
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"purpledeni + Manuel_: Gradient Scroll Nickname"
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"adristel: Wet Clothes/Fur Script"
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],
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],
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"color": "#d87b5a",
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"color": "#d87b5a",
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"version": "0.1.5",
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"version": "0.1.4",
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"autoScripts": [ "scripts/main.lua" ]
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"autoScripts": [ "scripts/main.lua" ]
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}
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}
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@ -1,17 +0,0 @@
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local module = {}
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--- @param model ModelPart
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--- @param func fun(model: ModelPart)
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function module.forEachNonGroup(model, func)
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if model:getType() == "GROUP" then
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for _, child in pairs(model:getChildren()) do
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module.forEachNonGroup(child, func)
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end
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end
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if model:getType() == "CUBE" or model:getType() == "MESH" then
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func(model)
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end
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end
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return module
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@ -3,5 +3,4 @@ events.ENTITY_INIT:register(function ()
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require("scripts.tail_physics")
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require("scripts.tail_physics")
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require("scripts.ear_physics")
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require("scripts.ear_physics")
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require("scripts.nameplate")
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require("scripts.nameplate")
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require("scripts.soggy")
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end)
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end)
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local utils = require("scripts.libs.utils")
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local tw = 1 --top wetness --wet effect
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local bw = 1 --bottom wetness
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local driptime = 4 --recommended to change based on how low you have TW/BW
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local offset = vec(0,0,0)
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local offset2 = vec(0,0,0)
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events.TICK:register(function ()
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if player:isInRain() then --makes clothes wet if in rain
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tw = tw - 0.005
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bw = bw - 0.005
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if tw <= 0.6 then tw = 0.6 end
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if bw <= 0.6 then bw = 0.6 end
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end
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offset = vec((math.random()-0.5), math.random(), (math.random()-0.5)) --random offset of particles
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offset2 = vec(math.random(-1,1),math.random(-1,1),math.random(-1,1)) -- velocity
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if player:isInWater() then bw = 0.6 end --if player is standing in water, make bottom clothes wet
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if player:isUnderwater() then tw = 0.6 end --if player is submerged in water, make top clothes wet
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if not player:isUnderwater() and tw ~= 1 and not player:isInRain() then tw = tw + 0.005 end --if not submerged in water, dry top clothes
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if not player:isInWater() and bw ~= 1 and not player:isInRain() then bw = bw + 0.005 end --if not standing in water, dry bottom clothes
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if bw >= 1 then bw = 1 end
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if tw >= 1 then tw = 1 end
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if world.getTime() % driptime == 0 and tw ~= 1 and not (player:isUnderwater()) then for _ = 0, driptime*0.5 do particles:newParticle("falling_dripstone_water",player:getPos():add(offset+vec(0,0.7,0)),offset2) end end
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if world.getTime() % driptime == 0 and bw ~= 1 and not (player:isInWater()) then for _ = 0, driptime*0.5 do particles:newParticle("falling_dripstone_water",player:getPos():add(offset),offset2:mul(0.5)) end end
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utils.forEachNonGroup(models.models.main.LeftArm, function (part) part:setColor(tw,tw,tw) end)
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utils.forEachNonGroup(models.models.main.RightArm, function (part) part:setColor(tw,tw,tw) end)
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utils.forEachNonGroup(models.models.main.Head, function (part) part:setColor(tw,tw,tw) end)
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utils.forEachNonGroup(models.models.main.Body, function (part) part:setColor(tw,tw,tw) end)
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utils.forEachNonGroup(models.models.main.LeftLeg, function (part) part:setColor(bw,bw,bw) end)
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utils.forEachNonGroup(models.models.main.RightLeg, function (part) part:setColor(bw,bw,bw) end)
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end)
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