forked from your-land-mirror/yl_speak_up
added mobs_redo sheep and cow as example
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parent
3882c6263e
commit
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19
config.lua
19
config.lua
@ -46,6 +46,14 @@ yl_speak_up.mesh_data["skinsdb_3d_armor_character_5.b3d"] = {
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-- call textures2skin in order to convert the textures (wielded items)
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textures_to_skin = true,
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}
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yl_speak_up.mesh_data["mobs_sheep.b3d"] = {
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texture_index = 1,
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}
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yl_speak_up.mesh_data["mobs_cow.b3d"] = {
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texture_index = 1,
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}
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-- diffrent mob types may want to wear diffrent skins - even if they share the
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@ -63,6 +71,13 @@ yl_speak_up.mob_skins["mobs_npc:igor"] = {
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yl_speak_up.mob_skins["mobs_npc:trader"] = {
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"mobs_trader.png", "mobs_trader2.png", "mobs_trader3.png"}
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yl_speak_up.mob_skins["mobs_animal:sheep_white"] = {
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"mobs_sheep_base.png^(mobs_sheep_wool.png^[colorize:#abababc0)"}
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yl_speak_up.mob_skins["mobs_animal:sheep_red"] = {
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"mobs_sheep_base.png^(mobs_sheep_wool.png^[colorize:#ff0000a0)"}
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yl_speak_up.mob_skins["mobs_animal:cow"] = {
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"mobs_cow.png", "mobs_cow2.png"}
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-- this here uses 64 x 64 textures:
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yl_speak_up.mob_skins["yl_speak_up:human"] = {
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"yl_speak_up_main_default.png", "some_skin.png", "2022_06_28_the-lonley-lumberjack-20494635.png"}
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@ -75,7 +90,8 @@ yl_speak_up.mob_capes["yl_speak_up:human"] = {
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-- stand and walking when they're right-clicked; emulate this behaviour for NPC in
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-- this list
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yl_speak_up.emulate_orders_on_rightclick = {
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"mobs_npc:npc", "mobs_npc:igor", "mobs_npc:trader"}
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"mobs_npc:npc", "mobs_npc:igor", "mobs_npc:trader",
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"mobs_animal:sheep_white", "mobs_animal:sheep_red", "mobs_animal:cow"}
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-- some properties from external NPC can be edited and changed (they have the self. prefix),
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@ -230,3 +246,4 @@ local function read_skins_and_capes_from_folders(races)
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end
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end
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read_skins_and_capes_from_folders({"dwarf","elf","goblin","human","npc","orc"})
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