forked from SilverStudioGames/WTS
Zlayers
* Implemented zorder control for specific clothing layers * Fixed Tonks' breasts missing shading.
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game/characters/tonks/body/breasts/normal.webp
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BIN
game/characters/tonks/body/breasts/normal.webp
(Stored with Git LFS)
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@ -48,6 +48,10 @@ init python:
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def set_layers(self):
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for x in self.layers_special:
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if x == "zorder":
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self.__dict__["zlayers"] = [f for f in renpy.list_files() if f.startswith(self.imagepath.lstrip("/")) and "zorder" in f]
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else:
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path = "{}{}.webp".format(self.imagepath, x)
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self.__dict__[x] = path if renpy.loadable(path) else None
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@ -86,6 +90,8 @@ init python:
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self.get_armfix(mannequin=True)
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]
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sprites.extend(self.get_zlayers())
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sprites.sort(key=itemgetter(1))
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# Apply Alpha mask
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@ -146,6 +152,24 @@ init python:
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# Defers rebuild until next time get_image is called
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self.cached_icon = False
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def get_zlayers(self):
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"""Returns a list of zordered layers"""
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zlayers = []
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for i in self.zlayers:
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path, filename = os.path.split(i)
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filename = os.path.splitext(filename)[0]
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# I.e "0_zorder_35", we don't need the middle control
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layertype, _, zorder = filename.split("_")
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if layertype.isdigit():
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zlayers.append((self.apply_color(i, int(layertype)), int(zorder)))
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else:
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zlayers.append((i, int(zorder)))
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return zlayers
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def get_back(self):
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"""Returns a list of layers displayed in the back of object/character"""
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back_outline = [self.back_outline] if self.back_outline else []
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@ -76,7 +76,7 @@ init -1 python:
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icon_threadlock = False
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layers_extra = {"extra", "outline", "overlay"}
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layers_special = {"skin", "mask", "wind_mask"}
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layers_special = {"skin", "mask", "wind_mask", "zorder"}
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layers_additional = {"back", "front"}
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blacklist_toggles = ("hair", "glasses", "pubes", "piercing", "makeup", "tattoo", "earrings")
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@ -83,9 +83,13 @@ init python:
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clothing.get_armfix(),
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])
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sprites.extend(clothing.get_zlayers())
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if clothing.mask:
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masks.append((clothing.mask, zorder-1))
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print sprites
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sprites.sort(key=itemgetter(1))
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masks.sort(key=itemgetter(1))
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@ -56,6 +56,8 @@ init python:
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i.get_armfix(mannequin=True),
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])
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sprites.extend(i.get_zlayers())
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if i.mask:
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masks.append((i.mask, i.zorder-1))
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