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using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { public class PawnTest_Multi : BasePawnTest { public List<BasePawnTest> tests = new List<BasePawnTest>(); public override bool PawnTest(Pawn pawn) { //check all different pawn tests in list for pawn foreach (BasePawnTest test in tests) { if (!test.PawnTest(pawn)) { return false; } } return true; } } }
kintest/rimworld
1.5/Source/Animations/PawnTests/PawnTest_Multi.cs
C#
unknown
640
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { public class PawnTest_Never : BasePawnTest { public override bool PawnTest(Pawn pawn) { return false; } } }
kintest/rimworld
1.5/Source/Animations/PawnTests/PawnTest_Never.cs
C#
unknown
321
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { class PawnTest_PrisonerOfColony : BasePawnTest { public override bool PawnTest(Pawn pawn) { return pawn.IsPrisonerOfColony; } } }
kintest/rimworld
1.5/Source/Animations/PawnTests/PawnTest_PrisonerOfColony.cs
C#
unknown
343
using rjw; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { public class PawnTest_RJWCanBeFucked : BasePawnTest { public override bool PawnTest(Pawn pawn) { return xxx.can_be_fucked(pawn); } } }
kintest/rimworld
1.5/Source/Animations/PawnTests/PawnTest_RJWCanBeFucked.cs
C#
unknown
359
using rjw; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { public class PawnTest_RJWCanFuck : BasePawnTest { public override bool PawnTest(Pawn pawn) { return xxx.can_fuck(pawn); } } }
kintest/rimworld
1.5/Source/Animations/PawnTests/PawnTest_RJWCanFuck.cs
C#
unknown
350
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { public class PawnTest_Race : BasePawnTest { public List<ThingDef> races = new List<ThingDef>(); public override bool PawnTest(Pawn pawn) { foreach (ThingDef race in races) { if (pawn.def == race) { return true; } } return false; } } }
kintest/rimworld
1.5/Source/Animations/PawnTests/PawnTest_Race.cs
C#
unknown
565
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { class PawnTest_SlaveOfColony : BasePawnTest { public override bool PawnTest(Pawn pawn) { return pawn.IsSlaveOfColony; } } }
kintest/rimworld
1.5/Source/Animations/PawnTests/PawnTest_SlaveOfColony.cs
C#
unknown
337
using RimWorld; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { public class PawnTest_Trait : BasePawnTest { TraitDef traitDef; int? degree; public override bool PawnTest(Pawn pawn) { if (degree != null) { return pawn.story.traits.HasTrait(traitDef, (int)degree); } return pawn.story.traits.HasTrait(traitDef); } } }
kintest/rimworld
1.5/Source/Animations/PawnTests/PawnTest_Trait.cs
C#
unknown
553
using System; using System.Collections.Generic; using System.Linq; using RimWorld; using rjw; using UnityEngine; using Verse; using Verse.AI; using Verse.Sound; namespace Rimworld_Animations { public class CompExtendedAnimator : ThingComp { // CompExtendedAnimator // Helps manage AnimationQueue, AbsolutePosition //ticks of current animation private int animationTicks; private List<AnimationDef> animationQueue; private BaseExtendedAnimatorAnchor anchor; private VoiceDef voice; private bool isAnimating = false; public bool IsAnimating { get { return isAnimating; } } public bool IsAnchored { get { return anchor != null; } } private Vector3? offset; public Vector3? Offset { get { return offset; } set { this.offset = value; } } private int? rotation; public int? Rotation { get { return rotation; } set { this.rotation = value; } } public int AnimationLength { get { if (!IsAnimating) return 0; int groupAnimLength = 0; foreach(AnimationDef anim in animationQueue) { groupAnimLength += anim.durationTicks; } return groupAnimLength; } } public AnimationDef CurrentAnimation { get { return IsAnimating ? animationQueue[0] : null; } } public override void PostSpawnSetup(bool respawningAfterLoad) { if (voice == null) { AssignNewVoice(); } } public Vector3 getAnchor() { return anchor.getDrawPos(); } public override void CompTick() { if (isAnimating) { animationTicks++; //if animationticks is equal to cur. anim duration, if (animationTicks >= animationQueue[0].durationTicks) { //dequeue; returns false if more animations if (!PopAnimationQueue()) { //play next if more anims still PlayNextAnimation(); } else { StopAnimating(); } } CheckAndPlaySounds(); } base.CompTick(); } //returns false if still more animations public bool PopAnimationQueue() { if (!animationQueue.Empty()) { //pop queue animationQueue.RemoveAt(0); } return animationQueue.Empty(); } public void PlayNextAnimation() { if (!animationQueue.Empty()) { isAnimating = true; animationTicks = 0; pawn.Drawer.renderer.SetAnimation(animationQueue[0]); } } public void StopAnimating() { isAnimating = false; animationQueue = null; anchor = null; offset = null; pawn.Drawer.renderer.SetAnimation(null); pawn.Drawer.renderer.SetAllGraphicsDirty(); } public void PlayGroupAnimation(List<AnimationDef> groupAnimation, Vector3? positionOffset, int? rotationOffset) { this.Offset = positionOffset; this.Rotation = rotationOffset; animationQueue = groupAnimation; //set all graphics dirty; necessary because sometimes rjw doesn't call during threesomes pawn.Drawer.renderer.SetAllGraphicsDirty(); PlayNextAnimation(); } public void PlayGroupAnimation(List<AnimationDef> groupAnimation, Vector3? positionOffset, int? rotationOffset, BaseExtendedAnimatorAnchor anchor) { this.anchor = anchor; PlayGroupAnimation(groupAnimation, positionOffset, rotationOffset); } public override void PostExposeData() { base.PostExposeData(); Scribe_Values.Look<bool>(ref this.isAnimating, "animations_isAnimating", false); Scribe_Values.Look<int>(ref this.animationTicks, "animations_ticks", 0); Scribe_Collections.Look<AnimationDef>(ref animationQueue, "animations_queue"); Scribe_Deep.Look<BaseExtendedAnimatorAnchor>(ref this.anchor, "animations_anchor"); Scribe_Defs.Look<VoiceDef>(ref this.voice, "animations_voice"); } public override List<PawnRenderNode> CompRenderNodes() { //only if pawn is animating for performance if (IsAnimating) { List<PawnRenderNode> animRenderNodes = new List<PawnRenderNode>(); // for all animationpropdefs, foreach (AnimationPropDef animationProp in DefDatabase<AnimationPropDef>.AllDefsListForReading) { //if animation makes use of prop, if (AnimationMakesUseOfProp(animationProp)) { PawnRenderNodeProperties props = animationProp.animPropProperties; if (props.texPath.NullOrEmpty()) { props.texPath = "AnimationProps/MissingTexture/MissingTexture"; } //create new render node PawnRenderNode animRenderNode = (PawnRenderNode)Activator.CreateInstance(props.nodeClass, new object[] { this.pawn, props, pawn.Drawer.renderer.renderTree }); animRenderNodes.Add(animRenderNode); } } //return list of rendernodes that should animate return animRenderNodes; } else { return null; } } public void AssignNewVoice() { //all voice options List<VoiceDef> voiceOptions = DefDatabase<VoiceDef>.AllDefsListForReading .FindAll(voiceDef => voiceDef.VoiceFitsPawn(pawn)); //all voice options, with priority (for traitdef specific voices) List<VoiceDef> voiceOptionsWithPriority = voiceOptions.FindAll(voiceDef => voiceDef.takesPriority); if (!voiceOptionsWithPriority.NullOrEmpty()) { voice = voiceOptionsWithPriority.RandomElementByWeight(x => x.randomChanceFactor); } else if (!voiceOptions.NullOrEmpty()) { voice = voiceOptions.RandomElementByWeight(x => x.randomChanceFactor); } } public void CheckAndPlaySounds() { PawnRenderNode rootNode = pawn.Drawer?.renderer?.renderTree?.rootNode; //check if the rootnode has sounds; if so play it if (rootNode?.AnimationWorker is AnimationWorker_KeyframesExtended animWorker) { SoundDef sound = animWorker.soundAtTick(rootNode.tree.AnimationTick); if (sound != null) { SoundInfo soundInfo = new TargetInfo(pawn.Position, pawn.Map); //temp; does not consider non-rjw animations //todo: replace with value stored in comp or somewhere else? soundInfo.volumeFactor = RJWSettings.sounds_sex_volume; sound.PlayOneShot(soundInfo); } if (RJWAnimationSettings.playVoices) { SoundInfo voiceInfo = new TargetInfo(pawn.Position, pawn.Map); voiceInfo.volumeFactor = RJWSettings.sounds_voice_volume; //play voice sounds VoiceTagDef voiceTag = animWorker.voiceAtTick(rootNode.tree.AnimationTick); if (voiceTag != null) { if (voice != null && voice.sounds.ContainsKey(voiceTag)) { voice.sounds[voiceTag].PlayOneShot(voiceInfo); } else if (pawn.RaceProps.Humanlike && RJWAnimationSettings.playHumanlikeVoicesAsDefault) { //play default voice VoiceDef pawnDefaultVoice = (pawn.gender == Gender.Male ? VoiceDefOf.Voice_HumanMale : VoiceDefOf.Voice_HumanFemale); if (pawnDefaultVoice.sounds.ContainsKey(voiceTag)) { pawnDefaultVoice.sounds[voiceTag].PlayOneShot(voiceInfo); } } } } } //check rootnodes and children if (rootNode?.children != null) { foreach (PawnRenderNode node in rootNode?.children) { if (node?.AnimationWorker is AnimationWorker_KeyframesExtended childrenAnimWorker) { SoundDef sound = childrenAnimWorker.soundAtTick(node.tree.AnimationTick); if (sound != null) { SoundInfo soundInfo = new TargetInfo(pawn.Position, pawn.Map); soundInfo.volumeFactor = RJWSettings.sounds_sex_volume; sound.PlayOneShot(soundInfo); } if (RJWAnimationSettings.playVoices) { SoundInfo voiceInfo = new TargetInfo(pawn.Position, pawn.Map); voiceInfo.volumeFactor = RJWSettings.sounds_voice_volume; //play voice sounds VoiceTagDef voiceTag = childrenAnimWorker.voiceAtTick(rootNode.tree.AnimationTick); if (voiceTag != null) { if (voice != null && voice.sounds.ContainsKey(voiceTag)) { voice.sounds[voiceTag].PlayOneShot(voiceInfo); } else if (pawn.RaceProps.Humanlike && RJWAnimationSettings.playHumanlikeVoicesAsDefault) { VoiceDef pawnDefaultVoice = (pawn.gender == Gender.Male ? VoiceDefOf.Voice_HumanMale : VoiceDefOf.Voice_HumanFemale); if (pawnDefaultVoice.sounds.ContainsKey(voiceTag)) { pawnDefaultVoice.sounds[voiceTag].PlayOneShot(voiceInfo); } } } } } } } //do the same for all the child nodes } public bool AnimationMakesUseOfProp(AnimationPropDef animationProp) { // never true if not animating; anim props shouldn't be attached if (!IsAnimating) return false; //for all anims in queue (because it's only recached at start) foreach (AnimationDef animation in animationQueue) { foreach (PawnRenderNodeTagDef propTag in animation.animationParts.Keys) { // if that proptag is the same as the one for animationProp, if (propTag == animationProp.animPropProperties.tagDef) { //that prop is being used in the animation return true; } } } return false; } private Pawn pawn => base.parent as Pawn; } }
kintest/rimworld
1.5/Source/Comps/CompExtendedAnimator.cs
C#
unknown
12,913
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; using RimWorld; namespace Rimworld_Animations { public class CompProperties_ExtendedAnimator : CompProperties { public CompProperties_ExtendedAnimator() { base.compClass = typeof(CompExtendedAnimator); } } }
kintest/rimworld
1.5/Source/Comps/CompProperties_ExtendedAnimator.cs
C#
unknown
390
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { public class CompProperties_ThingAnimator : CompProperties { public CompProperties_ThingAnimator() { base.compClass = typeof(CompThingAnimator); } } }
kintest/rimworld
1.5/Source/Comps/CompProperties_ThingAnimator.cs
C#
unknown
365
using RimWorld; using rjw; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; using Verse; namespace Rimworld_Animations { public class CompThingAnimator : ThingComp { public override void CompTick() { //todo: If item is held by pawn, and pawn is doing thingcomp animation, //animate thingcomp; see CompPowerPlantWind for how thingcomps are animated return; } } }
kintest/rimworld
1.5/Source/Comps/CompThingAnimator.cs
C#
unknown
526
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; using Verse; namespace Rimworld_Animations { public abstract class BaseExtendedAnimatorAnchor : IExposable { public BaseExtendedAnimatorAnchor() { } public virtual void ExposeData() { } public abstract Vector3 getDrawPos(); public string GetUniqueLoadID() { throw new NotImplementedException(); } } }
kintest/rimworld
1.5/Source/Comps/ExtendedAnimatorAnchor/BaseExtendedAnimatorAnchor.cs
C#
unknown
514
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; using Verse; namespace Rimworld_Animations { public class ExtendedAnimatorAnchor_Thing : BaseExtendedAnimatorAnchor { private Thing thing; public ExtendedAnimatorAnchor_Thing() : base() { } public ExtendedAnimatorAnchor_Thing(Thing thing) : base() { this.thing = thing; } public override Vector3 getDrawPos() { //x and z position, regular altitude for pawns return new Vector3(thing.DrawPos.x, AltitudeLayer.Pawn.AltitudeFor(), thing.DrawPos.z); } public override void ExposeData() { base.ExposeData(); Scribe_References.Look<Thing>(ref this.thing, "animations_anchor_thing", false); } } }
kintest/rimworld
1.5/Source/Comps/ExtendedAnimatorAnchor/ExtendedAnimatorAnchor_Thing.cs
C#
unknown
894
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; using Verse; namespace Rimworld_Animations { public class ExtendedAnimatorAnchor_Vector3 : BaseExtendedAnimatorAnchor { public ExtendedAnimatorAnchor_Vector3() : base() { } private Vector3 position; public ExtendedAnimatorAnchor_Vector3(Vector3 position) : base() { //default to altitude for layer for y this.position = new Vector3(position.x, AltitudeLayer.Pawn.AltitudeFor(), position.z); } public override Vector3 getDrawPos() { return position; } public override void ExposeData() { base.ExposeData(); Scribe_Values.Look<Vector3>(ref position, "animations_anchor_position", Vector3.zero); } } }
kintest/rimworld
1.5/Source/Comps/ExtendedAnimatorAnchor/ExtendedAnimatorAnchor_Vector3.cs
C#
unknown
902
using RimWorld; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { [DefOf] public static class AnimationDefOf { static AnimationDefOf() { DefOfHelper.EnsureInitializedInCtor(typeof(AnimationDefOf)); } public static AnimationDef TestAnimation1; public static AnimationDef TestAnimation2; } }
kintest/rimworld
1.5/Source/Defs/AnimationDefOf.cs
C#
unknown
474
using System.Collections.Generic; using Verse; using RimWorld; using UnityEngine; using System.Windows; namespace Rimworld_Animations { class MainTabWindow_OffsetConfigure : MainTabWindow { public override Vector2 RequestedTabSize => new Vector2(505, 500); public override void DoWindowContents(Rect inRect) { Rect position = new Rect(inRect.x, inRect.y, inRect.width, inRect.height); Listing_Standard listingStandard = new Listing_Standard(); listingStandard.Begin(position); listingStandard.Label("RimAnims_AnimManager".Translate()); listingStandard.GapLine(); if (Find.Selector.SingleSelectedThing is Pawn curPawn && curPawn.TryGetComp<CompExtendedAnimator>(out CompExtendedAnimator extendedAnimator) && extendedAnimator.IsAnimating) { //Pawn info about their body, race Vector3 offsetPosition = extendedAnimator.Offset != null ? (Vector3)extendedAnimator.Offset : Vector3.zero; int offsetRotation = extendedAnimator.Rotation != null ? (int)extendedAnimator.Rotation : 0; string pawnDef = curPawn.def.defName; string bodyTypeDef = (curPawn.story?.bodyType != null) ? curPawn.story.bodyType.ToString() : "None"; string genderDef = curPawn.gender.ToString(); string currentAnimation = extendedAnimator.CurrentAnimation != null ? extendedAnimator.CurrentAnimation.defName : "None"; listingStandard.Label(curPawn.Name + ": " + curPawn.def.defName + ", " + bodyTypeDef + ", " + genderDef + ", Animation: " + currentAnimation); if (curPawn.def.defName == "Human") { listingStandard.Label("RimAnims_Warning".Translate()); } float posX = offsetPosition.x, posY = offsetPosition.y, posZ = offsetPosition.z; int rot = offsetRotation; float.TryParse(listingStandard.TextEntryLabeled("X: ", posX.ToString()), out posX); posX = listingStandard.Slider(posX, -2, 2); float.TryParse(listingStandard.TextEntryLabeled("Y: ", offsetPosition.y.ToString()), out posY); posY = listingStandard.Slider(posY, -2, 2); float.TryParse(listingStandard.TextEntryLabeled("Z: ", posZ.ToString()), out posZ); posZ = listingStandard.Slider(posZ, -2, 2); int.TryParse(listingStandard.TextEntryLabeled("Rotation: ", rot.ToString()), out rot); rot = (int)listingStandard.Slider(rot, -180, 180); listingStandard.GapLine(); Vector3 newOffsetVector = new Vector3(posX, posY, posZ); string offset = "<li>"; offset += bodyTypeDef != "None" ? "<bodyType>" + bodyTypeDef + "</bodyType>" : ""; offset += newOffsetVector != Vector3.zero ? "<offset>(" + posX + ", " + posY + ", " + posZ + ")</offset>" : ""; offset += rot != 0 ? "<rotation>" + rot + "</rotation>" : ""; offset += "</li>"; listingStandard.Label("Appropriate Offset value for " + currentAnimation + ", " + pawnDef + ", " + bodyTypeDef + ", " + genderDef + ": "); listingStandard.Label(offset); if (listingStandard.ButtonText("RimAnims_CopyToClipboard".Translate())) { GUIUtility.systemCopyBuffer = offset; } listingStandard.Label("RimAnims_ShareSettings".Translate()); extendedAnimator.Offset = newOffsetVector; extendedAnimator.Rotation = rot; } else { listingStandard.Label("Select a pawn currently in an animation to change their offsets"); } listingStandard.End(); } } } /** if (curPawn.TryGetComp<CompExtendedAnimator> animator) { /* CompBodyAnimator compBodyAnimator = curPawn.TryGetComp<CompBodyAnimator>(); AnimationDef def = compBodyAnimator.CurrentAnimation; int ActorIndex = compBodyAnimator.ActorIndex; float offsetX = 0, offsetZ = 0, rotation = 0; string bodyTypeDef = (curPawn.story?.bodyType != null) ? curPawn.story.bodyType.ToString() : ""; if (AnimationSettings.offsets.ContainsKey(def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex)) { offsetX = AnimationSettings.offsets[def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex].x; offsetZ = AnimationSettings.offsets[def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex].y; } else { AnimationSettings.offsets.Add(def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex, new Vector2(0, 0)); } if (AnimationSettings.rotation.ContainsKey(def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex)) { rotation = AnimationSettings.rotation[def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex]; } else { AnimationSettings.rotation.Add(def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex, 0); } listingStandard.Label("Name: " + curPawn.Name + " Race: " + curPawn.def.defName + " Actor Index: " + curPawn.TryGetComp<CompBodyAnimator>().ActorIndex + " Body Type (if any): " + bodyTypeDef + " Animation: " + def.label + (curPawn.TryGetComp<CompBodyAnimator>().Mirror ? " mirrored" : "")); if(curPawn.def.defName == "Human") { listingStandard.Label("Warning--You generally don't want to change human offsets, only alien offsets"); } float.TryParse(listingStandard.TextEntryLabeled("X Offset: ", offsetX.ToString()), out offsetX); offsetX = listingStandard.Slider(offsetX, -2, 2); float.TryParse(listingStandard.TextEntryLabeled("Z Offset: ", offsetZ.ToString()), out offsetZ); offsetZ = listingStandard.Slider(offsetZ, -2, 2); float.TryParse(listingStandard.TextEntryLabeled("Rotation: ", rotation.ToString()), out rotation); rotation = listingStandard.Slider(rotation, -180, 180); if(listingStandard.ButtonText("Reset All")) { offsetX = 0; offsetZ = 0; rotation = 0; } listingStandard.GapLine(); if(listingStandard.ButtonText("Shift Actors")) { if(AnimationSettings.debugMode) { Log.Message("Shifting actors in animation..."); } for(int i = 0; i < curPawn.TryGetComp<CompBodyAnimator>().actorsInCurrentAnimation.Count; i++) { Pawn actor = curPawn.TryGetComp<CompBodyAnimator>().actorsInCurrentAnimation[i]; actor.TryGetComp<CompBodyAnimator>()?.shiftActorPositionAndRestartAnimation(); //reset the clock time of every pawn in animation if(actor.jobs.curDriver is rjw.JobDriver_Sex) { (actor.jobs.curDriver as rjw.JobDriver_Sex).ticks_left = def.animationTimeTicks; (actor.jobs.curDriver as rjw.JobDriver_Sex).ticksLeftThisToil = def.animationTimeTicks; (actor.jobs.curDriver as rjw.JobDriver_Sex).duration = def.animationTimeTicks; } } } if (offsetX != AnimationSettings.offsets[def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex].x || offsetZ != AnimationSettings.offsets[def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex].y) { AnimationSettings.offsets[def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex] = new Vector2(offsetX, offsetZ); } if(rotation != AnimationSettings.rotation[def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex]) { AnimationSettings.rotation[def.defName + curPawn.def.defName + bodyTypeDef + ActorIndex] = rotation; } } } */
kintest/rimworld
1.5/Source/MainTabWindows/MainTabWindow_OffsetConfigure.cs
C#
unknown
8,046
using RimWorld; using Verse; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Rimworld_Animations { [DefOf] public static class OffsetMainButtonDefOf { public static MainButtonDef OffsetManager; static OffsetMainButtonDefOf() { DefOfHelper.EnsureInitializedInCtor(typeof(OffsetMainButtonDefOf)); } } }
kintest/rimworld
1.5/Source/MainTabWindows/OffsetMainButtonDefOf.cs
C#
unknown
436
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using RimWorld; using RimWorld.Planet; using Verse; namespace Rimworld_Animations { public class WorldComponent_UpdateMainTab : WorldComponent { public WorldComponent_UpdateMainTab(World world) : base(world) { } public override void FinalizeInit() { base.FinalizeInit(); OffsetMainButtonDefOf.OffsetManager.buttonVisible = RJWAnimationSettings.offsetTab; } } }
kintest/rimworld
1.5/Source/MainTabWindows/WorldComponent_UpdateMainTab.cs
C#
unknown
550
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; using HarmonyLib; using System.Reflection; namespace Rimworld_Animations { [StaticConstructorOnStartup] public static class Harmony_PatchAll { static Harmony_PatchAll() { Harmony val = new Harmony("rjwanim"); val.PatchAll(Assembly.GetExecutingAssembly()); } } }
kintest/rimworld
1.5/Source/Patches/Harmony_PatchAll.cs
C#
unknown
451
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using rjw; using HarmonyLib; using Verse; using RimWorld; using Verse.AI; namespace Rimworld_Animations { /* [HarmonyPatch(typeof(WorkGiver_Sex), "JobOnThing")] public static class HarmonyPatch_WorkGiverSex { public static bool Prefix(ref Job __result, ref Thing t) { Building_Bed bed = RestUtility.CurrentBed(t as Pawn); if (bed == null) { return false; } __result = JobMaker.MakeJob(DefDatabase<JobDef>.GetNamed("JoinInBedAnimation", true), t as Pawn, bed); return false; } } */ }
kintest/rimworld
1.5/Source/Patches/RJWPatches/HarmonyPatch_WorkGiverSex.cs
C#
unknown
720
using System.Collections.Generic; using System.Linq; using HarmonyLib; using RimWorld; using Verse; using rjw; using Verse.AI; namespace Rimworld_Animations { [HarmonyPatch(typeof(Bed_Utility), "in_same_bed")] public static class HarmonyPatch_JobDriver_InSameBedPatch { public static bool Prefix(Pawn partner, ref bool __result) { if(partner != null && partner.CurJobDef == xxx.casual_sex) { __result = true; return false; } return true; } } [HarmonyPatch(typeof(JobDriver_JoinInBed), "MakeNewToils")] public static class HarmonyPatch_JobDriver_JoinInBed { public static void Postfix(JobDriver_JoinInBed __instance, ref IEnumerable<Toil> __result) { var toils = __result.ToList(); Toil goToPawnInBed = Toils_Goto.GotoThing(__instance.iTarget, PathEndMode.OnCell); goToPawnInBed.FailOn(() => !RestUtility.InBed(__instance.Partner) && __instance.Partner.CurJobDef != xxx.gettin_loved && !Bed_Utility.in_same_bed(__instance.Partner, __instance.pawn)); toils[1] = goToPawnInBed; Toil startPartnerSex = new Toil(); startPartnerSex.initAction = delegate { if (!(__instance.Partner.jobs.curDriver is JobDriver_SexBaseReciever)) // allows threesomes { Job gettinLovedJob = JobMaker.MakeJob(xxx.gettin_loved, __instance.pawn, __instance.Bed); // new gettin loved toil that wakes up the pawn goes here __instance.Partner.jobs.jobQueue.EnqueueFirst(gettinLovedJob); __instance.Partner.jobs.EndCurrentJob(JobCondition.InterruptForced); } }; toils[2] = startPartnerSex; __result = toils.AsEnumerable(); } } }
kintest/rimworld
1.5/Source/Patches/RJWPatches/JobDrivers/HarmonyPatch_JobDriver_JoinInBed.cs
C#
unknown
1,892
using HarmonyLib; using rjw; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Rimworld_Animations { [HarmonyPatch(typeof(JobDriver_Masturbate), "SetupDurationTicks")] public class HarmonyPatch_JobDriver_Masturbate { public static void Postfix(JobDriver_Masturbate __instance) { //prevent early stoppage of masturbate jobdriver during animation __instance.duration = 10000000; __instance.ticks_left = __instance.duration; } } }
kintest/rimworld
1.5/Source/Patches/RJWPatches/JobDrivers/HarmonyPatch_JobDriver_Masturbate.cs
C#
unknown
585
using HarmonyLib; using rjw; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; using Verse; namespace Rimworld_Animations { [HarmonyPatch(typeof(JobDriver_Sex), "setup_ticks")] public class HarmonyPatch_JobDriver_Sex { public static void Postfix(JobDriver_Sex __instance) { if (!RJWAnimationSettings.hearts) { __instance.ticks_between_hearts = int.MaxValue; } } } [HarmonyPatch(typeof(JobDriver_Sex), "SexTick")] public class HarmonyPatch_JobDriver_Sex2 { public static void Postfix(JobDriver_Sex __instance, Pawn pawn) { //if neverending sex and pawn doesn't have an animation, if (__instance.neverendingsex && __instance is JobDriver_SexBaseReciever receiverJobDriver && !pawn.TryGetComp<CompExtendedAnimator>().IsAnimating) { //start a new animation for all the pawns paired with receiver job driver List<Pawn> participants = receiverJobDriver.parteners.Append(pawn).ToList(); GroupAnimationDef animation = AnimationUtility.FindGroupAnimation(participants, out int reorder); if (animation != null) { Thing anchor = (Thing)__instance.Bed ?? pawn; AnimationUtility.StartGroupAnimation(participants, animation, reorder, anchor); } } } } }
kintest/rimworld
1.5/Source/Patches/RJWPatches/JobDrivers/HarmonyPatch_JobDriver_Sex.cs
C#
unknown
1,601
using System; using System.Collections.Generic; using System.Linq; using HarmonyLib; using RimWorld; using Verse; using rjw; namespace Rimworld_Animations { [HarmonyPatch(typeof(JobDriver_SexBaseInitiator), "Start")] static class HarmonyPatch_JobDriver_SexBaseInitiator_Start { public static void Postfix(ref JobDriver_SexBaseInitiator __instance) { Pawn pawn = __instance.pawn; Pawn partner = __instance.Target as Pawn; List<Pawn> participants = (partner?.jobs?.curDriver as JobDriver_SexBaseReciever)?.parteners.Append(partner).ToList() ?? // list of all participants including partner ((__instance is JobDriver_Masturbate) ? new List<Pawn>() { pawn } : null); //solo pawn for masturbation anim GroupAnimationDef groupAnimation = AnimationUtility.FindGroupAnimation(participants, out int reorder); if (groupAnimation != null) { Thing anchor = (Thing)__instance.Bed ?? partner; AnimationUtility.StartGroupAnimation(participants, groupAnimation, reorder, anchor); int animTicks = AnimationUtility.GetAnimationLength(pawn); foreach (Pawn participant in participants) { if (RJWAnimationSettings.debugMode) { Log.Message("Participant: " + participant.Name); Log.Message("JobDriver: " + participant.CurJobDef.defName); } //null ref check for pawns that might have lost their jobs or become null for some reason if (participant?.jobs?.curDriver is JobDriver_Sex participantJobDriver) { participantJobDriver.ticks_left = animTicks; participantJobDriver.sex_ticks = animTicks; participantJobDriver.orgasmStartTick = animTicks; participantJobDriver.duration = animTicks; } } } else { //backup check for if masturbation doesn't have anim //reset duration and ticks_left to the regular RJW values //because of HarmonyPatch_JobDriver_Masturbate setting the values large to prevent early stoppage foreach (Pawn participant in participants) { if (participant?.jobs?.curDriver is JobDriver_Sex participantJobDriver) { participantJobDriver.duration = (int)(xxx.is_frustrated(participant) ? (2500f * Rand.Range(0.2f, 0.7f)) : (2500f * Rand.Range(0.2f, 0.4f))); participantJobDriver.ticks_left = participantJobDriver.duration; } } } } static IEnumerable<String> NonSexActRulePackDefNames = new String[] { "MutualHandholdingRP", "MutualMakeoutRP", }; public static bool NonSexualAct(JobDriver_SexBaseInitiator sexBaseInitiator) { if (NonSexActRulePackDefNames.Contains(sexBaseInitiator.Sexprops.rulePack)) { return true; } return false; } } [HarmonyPatch(typeof(JobDriver_SexBaseInitiator), "End")] static class HarmonyPatch_JobDriver_SexBaseInitiator_End { public static void Prefix(ref JobDriver_SexBaseInitiator __instance) { //stop pawn animating AnimationUtility.StopGroupAnimation(__instance.pawn); //stop partner animating if (__instance.Partner is Pawn partner) { AnimationUtility.StopGroupAnimation(partner); } //stop partner's other partners (threesome pawns) animating //added null ref checks for instances when pawns get nulled or lose their jobs if (__instance.Partner?.jobs?.curDriver is JobDriver_SexBaseReciever partnerReceiverJob) { foreach (Pawn pawn in partnerReceiverJob.parteners) { if (pawn != null) AnimationUtility.StopGroupAnimation(pawn); } } } } }
kintest/rimworld
1.5/Source/Patches/RJWPatches/JobDrivers/HarmonyPatch_JobDriver_SexBaseInitiator.cs
C#
unknown
4,351
using HarmonyLib; using rjw; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { [HarmonyPatch(typeof(JobDriver_Sex), "Animate")] public class HarmonyPatch_Animate { public static bool Prefix(ref JobDriver_Sex __instance, ref Pawn pawn, ref Thing target) { //remove all bumping stuff in animations; keep draw nude code __instance.RotatePawns(pawn, __instance.Partner); if (target != null) { Pawn pawn2 = target as Pawn; if (pawn2 != null && !__instance.Sexprops.isRapist) { // if not (pawn has root node and rootnode is animating) if (!(pawn2?.Drawer?.renderer?.renderTree?.rootNode is PawnRenderNode rootNode && (rootNode.AnimationWorker is AnimationWorker_KeyframesExtended || rootNode.children.Any(x => x.AnimationWorker is AnimationWorker_KeyframesExtended)))) { //play bumpin anim pawn.Drawer.Notify_MeleeAttackOn(target); } } if (!__instance.isEndytophile) { SexUtility.DrawNude(pawn, false); if (pawn2 != null) { SexUtility.DrawNude(pawn2, false); return false; } } } else if (!__instance.isEndytophile) { SexUtility.DrawNude(pawn, false); } return false; } } }
kintest/rimworld
1.5/Source/Patches/RJWPatches/JobDrivers/JobDriver_Sex/HarmonyPatch_Animate.cs
C#
unknown
1,369
using HarmonyLib; using rjw; namespace Rimworld_Animations { [HarmonyPatch(typeof(JobDriver_Sex), "PlaySexSound")] class HarmonyPatch_PlaySexSounds { public static bool Prefix(JobDriver_Sex __instance) { return false; } } }
kintest/rimworld
1.5/Source/Patches/RJWPatches/JobDrivers/JobDriver_Sex/HarmonyPatch_PlaySexSounds.cs
C#
unknown
280
using HarmonyLib; using RimWorld; using rjw; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; using Verse.AI; namespace Rimworld_Animations { [HarmonyPatch(typeof(JobDriver_Sex), "SexTick")] public class HarmonyPatch_SexTick { public static bool Prefix(JobDriver_Sex __instance, Pawn pawn, Thing target) { if ((target is Pawn) && !( (target as Pawn)?.jobs?.curDriver is JobDriver_SexBaseReciever && ((target as Pawn).jobs.curDriver as JobDriver_SexBaseReciever).parteners.Any() && ((target as Pawn).jobs.curDriver as JobDriver_SexBaseReciever).parteners[0] == pawn)) { __instance.ticks_left--; __instance.sex_ticks--; __instance.Orgasm(); if (pawn.IsHashIntervalTick(__instance.ticks_between_thrusts)) { __instance.ChangePsyfocus(pawn, target); __instance.Animate(pawn, target); __instance.PlaySexSound(); if (!__instance.Sexprops.isRape) { pawn.GainComfortFromCellIfPossible(false); if (target is Pawn) { (target as Pawn).GainComfortFromCellIfPossible(false); } } if(!__instance.isEndytophile) { SexUtility.DrawNude(pawn, false); } } return false; } return true; } } }
kintest/rimworld
1.5/Source/Patches/RJWPatches/JobDrivers/JobDriver_Sex/HarmonyPatch_SexTick.cs
C#
unknown
1,434
using HarmonyLib; using RimWorld; using rjw; using System; using System.Collections.Generic; using System.Linq; using System.Reflection.Emit; using System.Text; using System.Threading.Tasks; using Verse.AI; namespace Rimworld_Animations { [HarmonyPatch(typeof(JobDriver_SexBaseRecieverLoved), "MakeSexToil")] public class HarmonyPatch_JobDriver_SexBaseReceiverLoved { public static void Postfix(JobDriver_SexBaseRecieverLoved __instance, ref Toil __result) { //added for sudden end of jobdriver __result.AddFinishAction(delegate { AnimationUtility.StopGroupAnimation(__instance.pawn); }); } public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> codeInstructions) { var ins = codeInstructions.ToList(); for (int i = 0; i < ins.Count; i++) { if (i < ins.Count && ins[i].opcode == OpCodes.Call && ins[i].OperandIs(AccessTools.DeclaredMethod(typeof(Toils_LayDown), "LayDown"))) { ins[i].operand = AccessTools.DeclaredMethod(typeof(HarmonyPatch_JobDriver_SexBaseReceiverLoved), "DoNotLayDown"); yield return ins[i]; } else { yield return ins[i]; } } } public static Toil DoNotLayDown(TargetIndex bedOrRestSpotIndex, bool hasBed, bool lookForOtherJobs, bool canSleep = true, bool gainRestAndHealth = true, PawnPosture noBedLayingPosture = PawnPosture.LayingMask, bool deathrest = false) { return new Toil(); } } }
kintest/rimworld
1.5/Source/Patches/RJWPatches/JobDrivers/SexBaseReceivers/HarmonyPatch_JobDriver_SexBaseReceiverLoved.cs
C#
unknown
1,704
using HarmonyLib; using rjw; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse.AI; namespace Rimworld_Animations { [HarmonyPatch(typeof(JobDriver_SexBaseRecieverRaped), "MakeNewToils")] public class HarmonyPatch_JobDriver_SexBaseReceiverRaped { /* * Doesn't work; ienumerables are read-only, can't modify toil * would need to harmonypatch; stopped partner animating in sexbaseinitiator instead * public static void Postfix(JobDriver_SexBaseRecieverRaped __instance, ref IEnumerable<Toil> __result) { //added for sudden end of jobdriver __result.Last().AddFinishAction(delegate { AnimationUtility.StopGroupAnimation(__instance.pawn); }); } */ } }
kintest/rimworld
1.5/Source/Patches/RJWPatches/JobDrivers/SexBaseReceivers/HarmonyPatch_JobDriver_SexBaseReceiverRaped.cs
C#
unknown
865
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; using UnityEngine; using RimWorld; namespace Rimworld_Animations { public class RJWAnimationSettings : ModSettings { public static bool orgasmQuiver, rapeShiver, soundOverride = true, hearts = true, controlGenitalRotation = false, PlayAnimForNonsexualActs = true; //probably move this setting to a different mod menu if moving rjw parts of code public static bool playVoices = true, playHumanlikeVoicesAsDefault = true; public static float floatRangeInRenderTreeMenu = 1f; public static bool offsetTab = false, debugMode = false; public static float shiverIntensity = 2f; public override void ExposeData() { base.ExposeData(); Scribe_Values.Look(ref playVoices, "RJWAnimations_PlayVoices", true); Scribe_Values.Look(ref playHumanlikeVoicesAsDefault, "RJWAnimations-playHumanlikeVoicesAsDefault", true); Scribe_Values.Look(ref debugMode, "RJWAnimations-AnimsDebugMode", false); Scribe_Values.Look(ref offsetTab, "RJWAnimations-EnableOffsetTab", false); Scribe_Values.Look(ref controlGenitalRotation, "RJWAnimations-controlGenitalRotation", false); Scribe_Values.Look(ref orgasmQuiver, "RJWAnimations-orgasmQuiver"); Scribe_Values.Look(ref rapeShiver, "RJWAnimations-rapeShiver"); Scribe_Values.Look(ref hearts, "RJWAnimation-heartsOnLovin"); Scribe_Values.Look(ref PlayAnimForNonsexualActs, "RJWAnims-PlayAnimForNonsexualActs"); Scribe_Values.Look(ref soundOverride, "RJWAnimations-rjwAnimSoundOverride", true); Scribe_Values.Look(ref shiverIntensity, "RJWAnimations-shiverIntensity", 2f); Scribe_Values.Look(ref floatRangeInRenderTreeMenu, "RJWAnimations-FloatRangeRenderMenu", 1f); //todo: save offsetsByDefName } } public class RJW_Animations : Mod { public RJW_Animations(ModContentPack content) : base(content) { GetSettings<RJWAnimationSettings>(); } public override void DoSettingsWindowContents(Rect inRect) { Listing_Standard listingStandard = new Listing_Standard(); listingStandard.Begin(inRect); listingStandard.CheckboxLabeled("RimAnim_SoundOverride".Translate(), ref RJWAnimationSettings.soundOverride); listingStandard.CheckboxLabeled("RimAnim_GenitalRotation".Translate(), ref RJWAnimationSettings.controlGenitalRotation); listingStandard.CheckboxLabeled("RimAnim_OrgasmQuiver".Translate(), ref RJWAnimationSettings.orgasmQuiver); listingStandard.CheckboxLabeled("RimAnim_RapeShiver".Translate(), ref RJWAnimationSettings.rapeShiver); listingStandard.CheckboxLabeled("RimAnim_HeartsDuringLovin".Translate(), ref RJWAnimationSettings.hearts); listingStandard.CheckboxLabeled("RimAnim_PlayNonsexual".Translate(), ref RJWAnimationSettings.PlayAnimForNonsexualActs); listingStandard.CheckboxLabeled("RimAnim_AnimManagerTab".Translate(), ref RJWAnimationSettings.offsetTab); listingStandard.CheckboxLabeled("RimAnim_Voices".Translate(), ref RJWAnimationSettings.playVoices); if (RJWAnimationSettings.playVoices) { listingStandard.CheckboxLabeled("RimAnim_HumanlikeVoicesDefault".Translate(), ref RJWAnimationSettings.playHumanlikeVoicesAsDefault); } listingStandard.Label("RimAnim_ShiverIntensity".Translate() + RJWAnimationSettings.shiverIntensity); RJWAnimationSettings.shiverIntensity = listingStandard.Slider(RJWAnimationSettings.shiverIntensity, 0.0f, 12f); listingStandard.Label("RimAnim_FloatRangeRenderTree".Translate() + RJWAnimationSettings.floatRangeInRenderTreeMenu); RJWAnimationSettings.floatRangeInRenderTreeMenu = listingStandard.Slider(RJWAnimationSettings.floatRangeInRenderTreeMenu, 0.1f, 12f); listingStandard.CheckboxLabeled("RimAnim_DebugMode".Translate(), ref RJWAnimationSettings.debugMode); listingStandard.End(); base.DoSettingsWindowContents(inRect); } public override void WriteSettings() { base.WriteSettings(); OffsetMainButtonDefOf.OffsetManager.buttonVisible = RJWAnimationSettings.offsetTab; } public override string SettingsCategory() { return "RimAnim_ModSettings".Translate(); } } }
kintest/rimworld
1.5/Source/Patches/RJWPatches/RJWAnimationSettings.cs
C#
unknown
4,635
using HarmonyLib; using RimWorld; using System; using System.Collections.Generic; using System.Linq; using System.Reflection; using System.Reflection.Emit; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { [HarmonyPatch(typeof(Dialog_DebugRenderTree), "RightRect")] public static class HarmonyPatch_Dialog_DebugRenderTree { static MethodInfo replaceFloatRangeMethod = SymbolExtensions.GetMethodInfo(() => HarmonyPatch_Dialog_DebugRenderTree.ReplaceFloatValueRange()); public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions) { var codes = new List<CodeInstruction>(instructions); for (int i = 0; i < codes.Count; i++) { //increase granularity of x and z sliders to be 0.01 instead if (codes[i].opcode == OpCodes.Ldc_R4 && (float)codes[i].operand == 0.05f) { codes[i].operand = 0.001f; codes[i - 8].opcode = OpCodes.Call; codes[i - 8].operand = replaceFloatRangeMethod; } } return codes.AsEnumerable(); } public static FloatRange ReplaceFloatValueRange() { return new FloatRange(-RJWAnimationSettings.floatRangeInRenderTreeMenu, RJWAnimationSettings.floatRangeInRenderTreeMenu); } } }
kintest/rimworld
1.5/Source/Patches/RimworldPatches/HarmonyPatch_Dialog_DebugRenderTree.cs
C#
unknown
1,453
using HarmonyLib; using RimWorld; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { // Head Rotation Code - Textures // it's fine to just edit each AppendRequests individually // because they all the parms are passed down to each child node recursively [HarmonyPatch(typeof(PawnRenderNode), "AppendRequests")] public static class HarmonyPatch_PawnRenderNode { //if rendernodetag is head, update PawnDrawParms so that head, and all children, are rotated for anim public static bool Prefix(ref PawnRenderNode __instance, ref PawnDrawParms parms) { if (__instance.AnimationWorker is AnimationWorker_KeyframesExtended extendedAnimWorker) { if (parms.Portrait) return true; // ADJUST FACING get rotated textures // compare the previous tick to the current tick; if the current tick rotation is different, recache parms.facing = extendedAnimWorker.facingAtTick(__instance.tree.AnimationTick); //INVIS IF ANIM CALLS FOR IT //replace maybe? //cheaper call now comparing prev tick to cur tick //not necessary because of new rendernodeworker hiding props now //nvm, keep it because you can hide head and body too, if need be return extendedAnimWorker.visibleAtTick(__instance.tree.AnimationTick); } return true; } } /* * no longer needed; taken care of by graphic variants * // For changing texture path of thing to variant [HarmonyPatch(typeof(PawnRenderNode), "TexPathFor")] public static class HarmonyPatch_PawnRenderNode2 { public static void Postfix(ref PawnRenderNode __instance, ref string __result) { if (__instance.AnimationWorker is AnimationWorker_KeyframesExtended animWorker) { __result += animWorker.TexPathVariantAtTick(__instance.tree.AnimationTick); } } } */ }
kintest/rimworld
1.5/Source/Patches/RimworldPatches/HarmonyPatch_PawnRenderNode.cs
C#
unknown
2,176
using HarmonyLib; using RimWorld; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { [HarmonyPatch(typeof(PawnRenderNodeWorker), "CanDrawNow")] public class HarmonyPatch_PawnRenderTreeWorker { public static bool Prefix(PawnRenderNode node, ref bool __result) { //switching to this system so that head or body can be hidden separate from other nodes //(hide head but not addons, etc) //in case someone wanted to do that if (node.AnimationWorker is AnimationWorker_KeyframesExtended animWorker) { if (!animWorker.visibleAtTick(node.tree.AnimationTick)) { __result = false; return false; } //visible when animating return true; } return true; } } }
kintest/rimworld
1.5/Source/Patches/RimworldPatches/HarmonyPatch_PawnRenderNodeWorker.cs
C#
unknown
1,011
using HarmonyLib; using RimWorld; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; using Verse; namespace Rimworld_Animations { [HarmonyPatch(typeof(PawnRenderTree), "TryGetMatrix")] public class HarmonyPatch_PawnRenderTree { public static bool Prefix(PawnRenderTree __instance, Dictionary<PawnRenderNodeTagDef, PawnRenderNode> ___nodesByTag, PawnRenderNode node, ref PawnDrawParms parms, ref Matrix4x4 matrix, ref bool __result) { /* * Facing offsets fix */ //find lowest parent that is animating, or nothing if not animating //don't do anything if portrait if (parms.Portrait) return true; PawnRenderNode animatingNode = node; while (animatingNode != null && !(animatingNode.AnimationWorker is AnimationWorker_KeyframesExtended)) { animatingNode = animatingNode.parent; } //if animating parent node found, if (animatingNode?.AnimationWorker is AnimationWorker_KeyframesExtended animatingNodeAnimationWorker) { //change parm to facing to animate correctly parms.facing = animatingNodeAnimationWorker.facingAtTick(__instance.AnimationTick); } /* * Set Render Node to absolute position */ if (node.Props is PawnRenderNodeProperties_GraphicVariants graphicVariantProp && graphicVariantProp.absoluteTransform) { matrix = parms.matrix; //absolute transform -- just use the node's transform, not its ancestors node.GetTransform(parms, out Vector3 offset, out Vector3 pivot, out Quaternion quaternion, out Vector3 scale); if (offset != Vector3.zero) matrix *= Matrix4x4.Translate(offset); if (pivot != Vector3.zero) matrix *= Matrix4x4.Translate(pivot); if (quaternion != Quaternion.identity) matrix *= Matrix4x4.Rotate(quaternion); if (scale != Vector3.one) matrix *= Matrix4x4.Scale(scale); if (pivot != Vector3.zero) matrix *= Matrix4x4.Translate(scale).inverse; float num = node.Worker.AltitudeFor(node, parms); if (num != 0f) { matrix *= Matrix4x4.Translate(Vector3.up * num); } __result = true; return false; } return true; } } //recaching //done here because changing parms causes recaching anyway, so might as well do it here [HarmonyPatch(typeof(PawnRenderTree), "AdjustParms")] public class HarmonyPatch_PawnRenderTree2 { public static void Prefix(PawnRenderTree __instance, ref PawnDrawParms parms) { int animationTick = __instance.AnimationTick; if (__instance.rootNode.AnimationWorker is AnimationWorker_KeyframesExtended rootAnimWorkerExtended) { //recache during facing turn if (rootAnimWorkerExtended.shouldRecache(animationTick)) { __instance.rootNode.requestRecache = true; return; } } foreach (PawnRenderNode node in __instance.rootNode.children) { if (node.AnimationWorker is AnimationWorker_KeyframesExtended animWorkerExtended) { //recache during flicker on/off if (animWorkerExtended.shouldRecache(animationTick)) { node.requestRecache = true; return; } } } } } }
kintest/rimworld
1.5/Source/Patches/RimworldPatches/HarmonyPatch_PawnRenderTree.cs
C#
unknown
3,949
using HarmonyLib; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; using Verse; namespace Rimworld_Animations { [HarmonyPatch(typeof(PawnRenderer), "BodyAngle")] public class HarmonyPatch_PawnRenderer { public static bool Prefix(ref Pawn ___pawn, ref float __result) { //set body angle to zero, for when downed if (___pawn?.Drawer?.renderer?.renderTree?.rootNode?.AnimationWorker is AnimationWorker_KeyframesExtended) { __result = 0; return false; } return true; } } [HarmonyPatch(typeof(PawnRenderer), "GetBodyPos")] public class HarmonyPatch_PawnRenderer2 { //patch so that pawns appear at the same altitude layer, at layer Pawn public static void Postfix(PawnRenderer __instance, ref Vector3 __result) { if (__instance.renderTree?.rootNode?.AnimationWorker is AnimationWorker_KeyframesExtended || (__instance.renderTree?.rootNode?.children is PawnRenderNode[] childNodes && childNodes.Any(x => x.AnimationWorker is AnimationWorker_KeyframesExtended))) { __result.y = AltitudeLayer.Pawn.AltitudeFor(); } } } }
kintest/rimworld
1.5/Source/Patches/RimworldPatches/HarmonyPatch_PawnRenderer.cs
C#
unknown
1,358
using HarmonyLib; using rjw; using UnityEngine; using Verse; namespace Rimworld_Animations { [HarmonyPatch(typeof(Pawn_DrawTracker), "DrawPos", MethodType.Getter)] public static class HarmonyPatch_Pawn_DrawTracker { //switch to postfix to get pawn original height first public static void Postfix(ref Pawn ___pawn, ref Vector3 __result) { //align pos on top of partner, position, etc., based on animatoranchor if (___pawn.TryGetComp<CompExtendedAnimator>() is CompExtendedAnimator animator) { if (animator.IsAnchored) { Vector3 anchor = animator.getAnchor(); __result.x = anchor.x; __result.z = anchor.z; } } } } }
kintest/rimworld
1.5/Source/Patches/RimworldPatches/HarmonyPatch_Pawn_DrawTracker.cs
C#
unknown
832
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using HarmonyLib; using RimWorld; using Verse; namespace Rimworld_Animations { [HarmonyPatch(typeof(Thing), "DrawAt")] public static class HarmonyPatch_Thing { /* public static bool Prefix(Thing __instance) { CompThingAnimator thingAnimator = __instance.TryGetComp<CompThingAnimator>(); if (thingAnimator != null && thingAnimator.isAnimating) { thingAnimator.AnimateThing(__instance); return false; } return true; } */ } }
kintest/rimworld
1.5/Source/Patches/RimworldPatches/HarmonyPatch_Thing.cs
C#
unknown
712
using RimWorld; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { public class PawnRenderNodeProperties_BodyTypeVariants : PawnRenderNodeProperties_GraphicVariants { public List<TexPathVariants_BodyType> bodyTypeVariantsDef; } public class TexPathVariants_BodyType { public BodyTypeDef bodyType; public TexPathVariantsDef texPathVariantsDef; } }
kintest/rimworld
1.5/Source/PawnRenderNode/GraphicBodyTypeVariants/PawnRenderNodeProperties_GraphicBodyTypeVariants.cs
C#
unknown
516
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Rimworld_Animations { public class PawnRenderNodeWorker_BodyTypeVariants : PawnRenderNodeWorker_GraphicVariants { //same functionality as graphicvariants worker //just here for readability } }
kintest/rimworld
1.5/Source/PawnRenderNode/GraphicBodyTypeVariants/PawnRenderNodeWorker_GraphicBodyTypeVariants.cs
C#
unknown
352
using RimWorld; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { public class PawnRenderNode_BodyTypeVariants : PawnRenderNode_GraphicVariants { private BodyTypeDef bodyType; protected new PawnRenderNodeProperties_BodyTypeVariants props; public PawnRenderNode_BodyTypeVariants(Pawn pawn, PawnRenderNodeProperties props, PawnRenderTree tree) : base(pawn, props, tree) { this.props = (PawnRenderNodeProperties_BodyTypeVariants)props; } protected Dictionary<int, Graphic> GraphicBodyTypeVariantsFor(Pawn pawn) { if (props.bodyTypeVariantsDef == null) { Log.Error("[Anims] Error: Tried to use BodyTypeVariants node, but bodyTypeVariants weren't given"); return null; } //for each different hediff-based texpathvariants, foreach (TexPathVariants_BodyType texPathVariant_BodyType in props.bodyTypeVariantsDef) { if (pawn.story?.bodyType == texPathVariant_BodyType.bodyType) { //return that specific variant bodyType = texPathVariant_BodyType.bodyType; return GenerateVariants(pawn, texPathVariant_BodyType.texPathVariantsDef); } } return null; } protected override void EnsureMaterialsInitialized() { if (variants == null || this.tree.pawn.story?.bodyType != bodyType) variants = GraphicBodyTypeVariantsFor(this.tree.pawn); //call this in case variants wasn't set, and there is no graphic bodytype variants appropriate; it'll set variants based on default base.EnsureMaterialsInitialized(); } } }
kintest/rimworld
1.5/Source/PawnRenderNode/GraphicBodyTypeVariants/PawnRenderNode_GraphicBodyTypeVariants.cs
C#
unknown
1,936
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { public class PawnRenderNodeProperties_GraphicHediffSeverityVariants : PawnRenderNodeProperties_GraphicVariants { public BodyPartDef bodyPart = null; public List<HediffWithSeverity> hediffSeverityVariants; } public class HediffWithSeverity { public HediffDef hediff; public List<TexPathVariants_Severity> severityVariants; } public class TexPathVariants_Severity { public int severity; public TexPathVariantsDef texPathVariantsDef; } }
kintest/rimworld
1.5/Source/PawnRenderNode/GraphicHediffSeverityVariants/PawnRenderNodeProperties_GraphicHediffSeverityVariants.cs
C#
unknown
700
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Rimworld_Animations { public class PawnRenderNodeWorker_GraphicHediffSeverityVariants : PawnRenderNodeWorker_GraphicVariants { //same functionality as graphicvariants worker //just here for readability } }
kintest/rimworld
1.5/Source/PawnRenderNode/GraphicHediffSeverityVariants/PawnRenderNodeWorker_GraphicHediffSeverityVariants.cs
C#
unknown
365
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { public class PawnRenderNode_GraphicHediffSeverityVariants : PawnRenderNode_GraphicVariants { protected HediffDef hediffWithSeverity; protected float curSeverity; protected new PawnRenderNodeProperties_GraphicHediffSeverityVariants props; private HediffDef curHediff; public PawnRenderNode_GraphicHediffSeverityVariants(Pawn pawn, PawnRenderNodeProperties props, PawnRenderTree tree) : base(pawn, props, tree) { this.props = (PawnRenderNodeProperties_GraphicHediffSeverityVariants)props; } protected Dictionary<int, Graphic> GraphicHediffSeverityVariantsFor(Pawn pawn) { if (props.hediffSeverityVariants == null) { Log.Error("[Anims] Error: Tried to use GraphicBodyPartHediffSeverityVariants node, but hediffSeverityVariants weren't given"); } Hediff idealHediff = null; HediffWithSeverity idealHediffSeverity = null; if (props.bodyPart == null) { //search the entire body for the hediff because no bodypart was set for (int i = 0; i < props.hediffSeverityVariants.Count; i++) { idealHediff = pawn.health.hediffSet.hediffs.Find((Hediff hediffWithSeverity) => hediffWithSeverity.def == props.hediffSeverityVariants[i].hediff); if (idealHediff != null) { //get the ideal hediff severity variants, to iterate through and find the right one for the severity idealHediffSeverity = props.hediffSeverityVariants[i]; break; } } } else { //search for a hediff with a specific body part for (int i = 0; i < props.hediffSeverityVariants.Count; i++) { //right hediff with the right hediff and right body part idealHediff = pawn.health.hediffSet.hediffs.Find((Hediff hediffWithSeverity) => hediffWithSeverity.def == props.hediffSeverityVariants[i].hediff && hediffWithSeverity.Part.def == props.bodyPart); if (idealHediff != null) { //get the ideal hediff severity variants, to iterate through and find the right one for the severity idealHediffSeverity = props.hediffSeverityVariants[i]; break; } } } if (idealHediff != null) { //set severity so that recache when this is different curSeverity = idealHediff.Severity; //look for the right severity-based texpathvariants TexPathVariants_Severity texPathVariants_Severity = idealHediffSeverity.severityVariants.Find((TexPathVariants_Severity texPathVariants) => texPathVariants.severity < idealHediff.Severity); //if null, assume value is really too small if (texPathVariants_Severity == null) { //return largest value return GenerateVariants(pawn, idealHediffSeverity.severityVariants.First().texPathVariantsDef); } //return right severity variants return GenerateVariants(pawn, texPathVariants_Severity.texPathVariantsDef); } //there is no graphic hediff variants appropriate curHediff = null; return null; } protected override void EnsureMaterialsInitialized() { //if pawn no longer has the hediff, if (variants == null || !(this.tree.pawn.health?.hediffSet?.hediffs is List<Hediff> hediffs && hediffs.Any((Hediff hediff) => hediff.def == curHediff && hediff.Severity == curSeverity))) { //do graphicvariantsfor variants = GraphicHediffSeverityVariantsFor(this.tree.pawn); } //call this in case variants wasn't set, and there is no graphic hediff variants appropriate; it'll set variants based on default base.EnsureMaterialsInitialized(); } } }
kintest/rimworld
1.5/Source/PawnRenderNode/GraphicHediffSeverityVariants/PawnRenderNode_GraphicHediffSeverityVariants.cs
C#
unknown
4,587
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { public class PawnRenderNodeProperties_GraphicHediffVariants : PawnRenderNodeProperties_GraphicVariants { public List<TexPathVariants_Hediff> hediffVariants; } public class TexPathVariants_Hediff { public List<HediffDef> hediffs; public TexPathVariantsDef texPathVariantsDef; } }
kintest/rimworld
1.5/Source/PawnRenderNode/GraphicHediffVariants/PawnRenderNodeProperties_GraphicHediffVariants.cs
C#
unknown
499
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Rimworld_Animations { public class PawnRenderNodeWorker_GraphicHediffVariants : PawnRenderNodeWorker_GraphicVariants { //same functionality as graphicvariants worker //just here for readability } }
kintest/rimworld
1.5/Source/PawnRenderNode/GraphicHediffVariants/PawnRenderNodeWorker_GraphicHediffVariants.cs
C#
unknown
357
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { public class PawnRenderNode_GraphicHediffVariants : PawnRenderNode_GraphicVariants { protected new PawnRenderNodeProperties_GraphicHediffVariants props; private HediffDef curHediff; public PawnRenderNode_GraphicHediffVariants(Pawn pawn, PawnRenderNodeProperties props, PawnRenderTree tree) : base(pawn, props, tree) { this.props = (PawnRenderNodeProperties_GraphicHediffVariants)props; } protected Dictionary<int, Graphic> GraphicHediffVariantsFor(Pawn pawn) { if (props.hediffVariants == null) { Log.Error("[Anims] Error: Tried to use GraphicHediffVariants node, but hediffVariants weren't given"); return null; } //for each different hediff-based texpathvariants, foreach (TexPathVariants_Hediff texPathVariant_Hediff in props.hediffVariants) { //for all the hediffs corresponding to that texpathvariant, foreach (HediffDef hediffDef in texPathVariant_Hediff.hediffs) { //if the pawn has that hediff, if (pawn?.health?.hediffSet?.hediffs is List<Hediff> pawnHediffs && pawnHediffs.Any((Hediff hediff) => hediff.def == hediffDef)) { //return that specific variant curHediff = hediffDef; return GenerateVariants(pawn, texPathVariant_Hediff.texPathVariantsDef); } } } //there is no graphic hediff variants appropriate curHediff = null; return null; } protected override void EnsureMaterialsInitialized() { //if pawn no longer has the hediff, if (variants == null || !(this.tree.pawn.health?.hediffSet?.hediffs is List<Hediff> hediffs && hediffs.Any((Hediff hediff) => hediff.def == curHediff))) { //do graphicvariantsfor variants = GraphicHediffVariantsFor(this.tree.pawn); } //call this in case variants wasn't set, and there is no graphic hediff variants appropriate; it'll set variants based on default base.EnsureMaterialsInitialized(); } } }
kintest/rimworld
1.5/Source/PawnRenderNode/GraphicHediffVariants/PawnRenderNode_GraphicHediffVariants.cs
C#
unknown
2,539
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { public class PawnRenderNodeProperties_GraphicVariants : PawnRenderNodeProperties { public AnimationOffsetDef propOffsetDef = null; public TexPathVariantsDef texPathVariantsDef = null; public bool absoluteTransform = false; } }
kintest/rimworld
1.5/Source/PawnRenderNode/GraphicVariants/PawnRenderNodeProperties_GraphicVariants.cs
C#
unknown
430
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; using Verse; namespace Rimworld_Animations { public class PawnRenderNodeWorker_GraphicVariants : PawnRenderNodeWorker { public override bool CanDrawNow(PawnRenderNode node, PawnDrawParms parms) { if (!base.CanDrawNow(node, parms)) return false; if (parms.Portrait) return false; //don't draw if not visible at tick if (node.AnimationWorker is AnimationWorker_KeyframesExtended extendedAnimator) { return extendedAnimator.visibleAtTick(node.tree.AnimationTick); } //don't draw at all if not animating return false; } protected override Material GetMaterial(PawnRenderNode node, PawnDrawParms parms) { //if node is animating, and is a graphic variant type of node //and node is one with graphic variants //and texpathvariant is set if ((node.AnimationWorker is AnimationWorker_KeyframesExtended extendedAnimWorker) && (node is PawnRenderNode_GraphicVariants nodeWithGraphicVariants) && extendedAnimWorker.TexPathVariantAtTick(node.tree.AnimationTick) != null) { Material materialVariant = GetMaterialVariant(nodeWithGraphicVariants, parms, (int)extendedAnimWorker.TexPathVariantAtTick(node.tree.AnimationTick)); if (materialVariant != null) { return materialVariant; } } //otherwise return original texture return base.GetMaterial(node, parms); } public virtual Material GetMaterialVariant(PawnRenderNode_GraphicVariants node, PawnDrawParms parms, int variant) { Material material = node.getGraphicVariant(variant)?.NodeGetMat(parms); if (material == null) return null; if (!parms.Portrait && parms.flags.FlagSet(PawnRenderFlags.Invisible)) { material = InvisibilityMatPool.GetInvisibleMat(material); } return material; } public override Vector3 OffsetFor(PawnRenderNode node, PawnDrawParms parms, out Vector3 pivot) { Vector3 regularOffsets = base.OffsetFor(node, parms, out pivot); if ((node.Props as PawnRenderNodeProperties_GraphicVariants)?.propOffsetDef?.offsets is List<BaseAnimationOffset> offsets) { foreach (BaseAnimationOffset offset in offsets) { if (offset.appliesToPawn(node.tree.pawn)) { //modify offset of prop for animationOffset position regularOffsets += offset.getOffset(node.tree.pawn) ?? Vector3.zero; return regularOffsets; } } } //unmodified; no offsets found return regularOffsets; } public override Vector3 ScaleFor(PawnRenderNode node, PawnDrawParms parms) { Vector3 regularScale = base.ScaleFor(node, parms); if ((node.Props as PawnRenderNodeProperties_GraphicVariants)?.propOffsetDef?.offsets is List<BaseAnimationOffset> offsets) { foreach (BaseAnimationOffset offset in offsets) { if (offset.appliesToPawn(node.tree.pawn)) { //modify scale of prop for animationOffset position regularScale = regularScale.MultipliedBy(offset.getScale(node.tree.pawn) ?? Vector3.one); return regularScale; } } } return regularScale; } public override Quaternion RotationFor(PawnRenderNode node, PawnDrawParms parms) { Quaternion rotation = base.RotationFor(node, parms); if ((node.Props as PawnRenderNodeProperties_GraphicVariants)?.propOffsetDef?.offsets is List<BaseAnimationOffset> offsets) { foreach (BaseAnimationOffset offset in offsets) { if (offset.appliesToPawn(node.tree.pawn)) { //modify offset of prop for animationOffset rotation rotation *= Quaternion.AngleAxis(offset.getRotation(node.tree.pawn) ?? 0, Vector3.up); return rotation; } } } //unmodified; no rotation offsets found return rotation; } } }
kintest/rimworld
1.5/Source/PawnRenderNode/GraphicVariants/PawnRenderNodeWorker_GraphicVariants.cs
C#
unknown
4,848
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; using Verse; namespace Rimworld_Animations { public class PawnRenderNode_GraphicVariants : PawnRenderNode { protected new PawnRenderNodeProperties_GraphicVariants props; protected Graphic missingTextureGraphic; protected Dictionary<int, Graphic> variants; public Graphic getGraphicVariant(int variant) { if (variants == null || !variants.ContainsKey(variant)) { return missingTextureGraphic; } return variants[variant]; } public PawnRenderNode_GraphicVariants(Pawn pawn, PawnRenderNodeProperties props, PawnRenderTree tree) : base(pawn, props, tree) { this.props = (PawnRenderNodeProperties_GraphicVariants)props; } protected virtual Dictionary<int, Graphic> GraphicVariantsFor(Pawn pawn) { if (props.texPathVariantsDef == null) { return null; } return GenerateVariants(pawn, props.texPathVariantsDef); } protected override void EnsureMaterialsInitialized() { if (variants == null) { variants = GraphicVariantsFor(this.tree.pawn); } if (missingTextureGraphic == null) { missingTextureGraphic = GenerateMissingTextureGraphic(); } base.EnsureMaterialsInitialized(); } //used by all, including base classes, to create texPathVariants for pawn protected Dictionary<int, Graphic> GenerateVariants(Pawn pawn, TexPathVariantsDef texPathVariants) { Dictionary<int, Graphic> variantGraphics = new Dictionary<int, Graphic>(); //for each graphic variant for (int i = 0; i < texPathVariants.variants.Count; i++) { //get new graphic Graphic variant = GraphicDatabase.Get<Graphic_Multi>(texPathVariants.variants[i], this.ShaderFor(pawn), Vector2.one, this.ColorFor(pawn)); //add it to the variants dictionary; i + 1 for easier readability in logs variantGraphics.Add(i + 1, variant); } return variantGraphics; } protected Graphic GenerateMissingTextureGraphic() { return GraphicDatabase.Get<Graphic_Multi>("AnimationProps/MissingTexture/MissingTexture"); } } }
kintest/rimworld
1.5/Source/PawnRenderNode/GraphicVariants/PawnRenderNode_GraphicVariants.cs
C#
unknown
2,617
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { public class TexPathVariantsDef : Def { public List<string> variants; } }
kintest/rimworld
1.5/Source/PawnRenderNode/TexPathVariants.cs
C#
unknown
261
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; using Verse; namespace Rimworld_Animations { public class PawnRenderSubWorker_ChangeOffset : PawnRenderSubWorker { public override void TransformOffset(PawnRenderNode node, PawnDrawParms parms, ref Vector3 offset, ref Vector3 pivot) { if (parms.Portrait) return; if (node.AnimationWorker is AnimationWorker_KeyframesExtended && node.tree.pawn.TryGetComp<CompExtendedAnimator>(out CompExtendedAnimator extendedAnimator)) { Vector3? pawnOffset = extendedAnimator.Offset; if (pawnOffset != null) { offset += (Vector3)pawnOffset; } } } public override void TransformRotation(PawnRenderNode node, PawnDrawParms parms, ref Quaternion rotation) { if (node.AnimationWorker is AnimationWorker_KeyframesExtended && node.tree.pawn.TryGetComp<CompExtendedAnimator>(out CompExtendedAnimator extendedAnimator)) { int? pawnRotation = extendedAnimator.Rotation; if (pawnRotation != null) { Quaternion additionalRotation = Quaternion.AngleAxis((int)pawnRotation, Vector3.up); rotation *= additionalRotation; } } base.TransformRotation(node, parms, ref rotation); } } }
kintest/rimworld
1.5/Source/RenderSubWorkers/PawnRenderSubWorker_ChangeOffset.cs
C#
unknown
1,614
using RimWorld; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; using Verse; namespace Rimworld_Animations { public class PawnRenderSubWorker_HideWhenAnimating : PawnRenderSubWorker { public override void EditMaterial(PawnRenderNode node, PawnDrawParms parms, ref Material material) { if (node.tree.pawn.def != ThingDefOf.Human) return; if (node.tree.rootNode.AnimationWorker is AnimationWorker_KeyframesExtended || node.tree.rootNode.children.Any(x => x.AnimationWorker is AnimationWorker_KeyframesExtended)) { material.color = Color.clear; material.shader = ShaderTypeDefOf.Transparent.Shader; } } public override void TransformLayer(PawnRenderNode node, PawnDrawParms parms, ref float layer) { base.TransformLayer(node, parms, ref layer); if (node.tree.pawn.def != ThingDefOf.Human) return; layer -= 1000; } } }
kintest/rimworld
1.5/Source/RenderSubWorkers/PawnRenderSubWorker_HideWhenAnimating.cs
C#
unknown
1,105
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using RimWorld; using rjw.Modules.Interactions.Helpers; using rjw.Modules.Interactions.Objects; using UnityEngine; using Verse; using Verse.AI; using rjw.Modules.Interactions.Enums; namespace Rimworld_Animations { public static class AnimationUtility { public static void StartAnimation(List<Pawn> participants) { participants[0].Drawer.renderer.SetAnimation(AnimationDefOf.TestAnimation1); participants[1].Drawer.renderer.SetAnimation(AnimationDefOf.TestAnimation2); } //startgroupanimator with anchor //don't anchor to self if anchor is self public static void StartGroupAnimation(List<Pawn> participants, GroupAnimationDef groupAnimationDef, int reorder, Thing anchor) { int seed = GenTicks.TicksGame; for (int i = 0; i < participants.Count; i++) { groupAnimationDef.GetOffset(i, participants[i], out Vector3? position, out int? rotation, reorder); if (anchor is Pawn pawn && pawn == participants[i]) { List<AnimationDef> allAnimationsForPawn = groupAnimationDef.GetAllAnimationsForActor(i, seed, reorder); participants[i].TryGetComp<CompExtendedAnimator>().PlayGroupAnimation(allAnimationsForPawn, position, rotation); } else { //each participant gets their own unique extendedanimatoranchor, important for scribe_deep saving List<AnimationDef> allAnimationsForPawn = groupAnimationDef.GetAllAnimationsForActor(i, seed, reorder); BaseExtendedAnimatorAnchor animatorAnchor = new ExtendedAnimatorAnchor_Thing(anchor); if (RJWAnimationSettings.debugMode) { Log.Message("Now playing animation: " + groupAnimationDef.defName + " Actor Shift: " + reorder); } participants[i].TryGetComp<CompExtendedAnimator>().PlayGroupAnimation(allAnimationsForPawn, position, rotation, animatorAnchor); } } } //startgroupanimation without anchor; just play where standing public static void StartGroupAnimation(List<Pawn> participants, GroupAnimationDef groupAnimationDef, int reorder) { int seed = GenTicks.TicksGame; for (int i = 0; i < participants.Count; i++) { List<AnimationDef> allAnimationsForPawn = groupAnimationDef.GetAllAnimationsForActor(i, seed, reorder); groupAnimationDef.GetOffset(i, participants[i], out Vector3? position, out int? rotation, reorder); participants[i].TryGetComp<CompExtendedAnimator>().PlayGroupAnimation(allAnimationsForPawn, position, rotation); } } public static void StopGroupAnimation(List<Pawn> participants) { foreach(Pawn pawn in participants) { pawn.TryGetComp<CompExtendedAnimator>()?.StopAnimating(); } } public static void StopGroupAnimation(Pawn participant) { participant.TryGetComp<CompExtendedAnimator>()?.StopAnimating(); } public static GroupAnimationDef FindGroupAnimation(List<Pawn> participants, out int reorder) { // go through each context in each GroupAnimationDef // if you find one where it returns canAnimationBeUsed (and reorders), // return that animation //find all, reorder randomly, then find max priority context DefDatabase<GroupAnimationDef>.AllDefsListForReading .FindAll((GroupAnimationDef x) => x.canAnimationBeUsed(participants)) .OrderBy(_ => Rand.Int) .TryMaxBy((GroupAnimationDef x) => x.Priority(participants), out GroupAnimationDef result); reorder = result != null ? result.Reorder(participants) : 0; return result; } public static int GetAnimationLength(Pawn pawn) { return pawn.TryGetComp<CompExtendedAnimator>().AnimationLength; } } }
kintest/rimworld
1.5/Source/Utilities/AnimationUtility.cs
C#
unknown
4,380
using RimWorld; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { public class VoiceDef : Def { public List<ThingDef> races = new List<ThingDef>(); public Gender gender = Gender.None; public List<TraitDef> traits = new List<TraitDef>(); public bool takesPriority = false; public float randomChanceFactor = 1; public Dictionary<VoiceTagDef, SoundDef> sounds = new Dictionary<VoiceTagDef, SoundDef>(); public bool VoiceFitsPawn(Pawn pawn) { //doesn't match any of the races if (!races.Exists(x => x == pawn.def)) return false; //doesn't match gender if (gender != Gender.None && pawn.gender != gender) return false; //if traits list is not empty, and pawn doesn't have any of the designated traits, doesn't match if (!traits.Empty() && !traits.Any(trait => pawn.story.traits.HasTrait(trait))) return false; return true; } } }
kintest/rimworld
1.5/Source/Voices/VoiceDef.cs
C#
unknown
1,116
using RimWorld; using rjw; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Rimworld_Animations { [DefOf] public static class VoiceDefOf { static VoiceDefOf() { DefOfHelper.EnsureInitializedInCtor(typeof(VoiceDefOf)); } public static VoiceDef Voice_HumanMale; public static VoiceDef Voice_HumanFemale; } }
kintest/rimworld
1.5/Source/Voices/VoiceDefOf.cs
C#
unknown
456
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; namespace Rimworld_Animations { public class VoiceTagDef : Def { public float probability = 1; } }
kintest/rimworld
1.5/Source/Voices/VoiceTagDef.cs
C#
unknown
254
<?xml version="1.0" encoding="utf-8"?> <ModMetaData> <name>Rimworld Animations 2.0</name> <author>C0ffee</author> <url>https://gitgud.io/c0ffeeeeeeee/rimworld-animations</url> <supportedVersions> <li>1.5</li> </supportedVersions> <packageId>c0ffee.rimworld.animations</packageId> <modDependencies> <li> <packageId>brrainz.harmony</packageId> <displayName>Harmony</displayName> <steamWorkshopUrl>steam://url/CommunityFilePage/2009463077</steamWorkshopUrl> <downloadUrl>https://github.com/pardeike/HarmonyRimWorld/releases/latest</downloadUrl> </li> <li> <packageId>UnlimitedHugs.HugsLib</packageId> <displayName>HugsLib</displayName> <downloadUrl>https://github.com/UnlimitedHugs/RimworldHugsLib/releases/latest</downloadUrl> <steamWorkshopUrl>steam://url/CommunityFilePage/818773962</steamWorkshopUrl> </li> <li> <packageId>rim.job.world</packageId> <displayName>RimJobWorld</displayName> <downloadUrl>https://www.loverslab.com/topic/110270-mod-rimjobworld/</downloadUrl> </li> </modDependencies> <loadAfter> <li>UnlimitedHugs.HugsLib</li> <li>brrainz.harmony</li> <li>erdelf.humanoidalienraces</li> <li>nals.facialanimation</li> <li>com.yayo.yayoAni</li> </loadAfter> <loadBefore> </loadBefore> <incompatibleWith> </incompatibleWith> <description> Rimworld Animations 2.0! Hurray! Questions or bugs? Chat with me on the forums: https://www.loverslab.com/topic/140386-rjw-animations/ Or on the rjw discord: https://discord.gg/CXwHhv8 </description> </ModMetaData>
kintest/rimworld
About/About.xml
XML
unknown
1,558
<?xml version="1.0" encoding="UTF-8" standalone="yes"?> <Manifest> <identifier>Rimworld-Animations</identifier> <version>2.0.0</version> </Manifest>
kintest/rimworld
About/Manifest.xml
XML
unknown
153
<?xml version="1.0" encoding="utf-8" ?> <LanguageData> <!-- Mod menu --> <RimAnim_ModSettings>RJW Animation Settings</RimAnim_ModSettings> <RimAnim_SoundOverride>启用声音覆盖</RimAnim_SoundOverride> <RimAnim_GenitalRotation>控制生殖器旋转</RimAnim_GenitalRotation> <RimAnim_OrgasmQuiver>启用高潮颤抖</RimAnim_OrgasmQuiver> <RimAnim_RapeShiver>启用强奸颤动</RimAnim_RapeShiver> <RimAnim_HeartsDuringLovin>性爱时启用心形</RimAnim_HeartsDuringLovin> <RimAnim_PlayNonsexual>播放非性行为的动画 (牵手、亲热)</RimAnim_PlayNonsexual> <RimAnim_AnimManagerTab>启用动画管理器选项卡</RimAnim_AnimManagerTab> <RimAnim_ShiverIntensity>颤抖/颤动强度 (默认为 2): </RimAnim_ShiverIntensity> <RimAnim_Voices>在动画期间播放语音</RimAnim_Voices> <RimAnim_HumanlikeVoicesDefault>如果没有找到外星种族的声音,则默认播放人类的声音</RimAnim_HumanlikeVoicesDefault> <RimAnim_DebugMode>调试模式</RimAnim_DebugMode> <RimAnim_FloatRangeRenderTree>调整渲染树偏移表单的浮动范围:</RimAnim_FloatRangeRenderTree> <!-- Main Tab Window --> <RimAnims_AnimManager>Animation Manager</RimAnims_AnimManager> <RimAnims_Warning>警告--一般情况下,你不想更改人类偏移值,只想更改外星种族偏移值或动物偏移值</RimAnims_Warning> <RimAnims_CopyToClipboard>将偏移值复制到剪贴板</RimAnims_CopyToClipboard> <RimAnims_ShareSettings>将偏移值粘贴到 OffsetDef 中,或在 Discord 中共享</RimAnims_ShareSettings> </LanguageData>
kintest/rimworld
Languages/ChineseSimplified/Keyed/RJWAnimations-LanguageData.xml
XML
unknown
1,575
<?xml version="1.0" encoding="utf-8" ?> <LanguageData> <!-- Mod menu --> <RimAnim_ModSettings>RJW Animation Settings</RimAnim_ModSettings> <RimAnim_SoundOverride>啟用聲音覆蓋</RimAnim_SoundOverride> <RimAnim_GenitalRotation>控制生殖器旋轉</RimAnim_GenitalRotation> <RimAnim_OrgasmQuiver>啟用高潮顫抖</RimAnim_OrgasmQuiver> <RimAnim_RapeShiver>啟用強姦顫動</RimAnim_RapeShiver> <RimAnim_HeartsDuringLovin>性愛時啟用心形</RimAnim_HeartsDuringLovin> <RimAnim_PlayNonsexual>播放非性行為的動畫 (牽手、親熱)</RimAnim_PlayNonsexual> <RimAnim_AnimManagerTab>啟用動畫管理器選項卡</RimAnim_AnimManagerTab> <RimAnim_ShiverIntensity>顫抖/顫動強度 (預設為 2): </RimAnim_ShiverIntensity> <RimAnim_Voices>在動畫期間播放語音</RimAnim_Voices> <RimAnim_HumanlikeVoicesDefault>如果沒有找到外星種族的聲音,則默認播放人類的聲音</RimAnim_HumanlikeVoicesDefault> <RimAnim_DebugMode>除錯模式</RimAnim_DebugMode> <RimAnim_FloatRangeRenderTree>調整渲染樹偏移表單的浮動範圍:</RimAnim_FloatRangeRenderTree> <!-- Main Tab Window --> <RimAnims_AnimManager>Animation Manager</RimAnims_AnimManager> <RimAnims_Warning>警告--一般情況下,你不想更改人類偏移值,只想更改外星種族偏移值或動物偏移值</RimAnims_Warning> <RimAnims_CopyToClipboard>將偏移值複製到剪貼板</RimAnims_CopyToClipboard> <RimAnims_ShareSettings>將偏移值黏貼到 OffsetDef 中,或在 Discord 中共享</RimAnims_ShareSettings> </LanguageData>
kintest/rimworld
Languages/ChineseTraditional/Keyed/RJWAnimations-LanguageData.xml
XML
unknown
1,575
<?xml version="1.0" encoding="utf-8" ?> <LanguageData> <!-- Mod menu --> <RimAnim_ModSettings>RJW Animation Settings</RimAnim_ModSettings> <RimAnim_SoundOverride>Enable Sound Override</RimAnim_SoundOverride> <RimAnim_GenitalRotation>Control Genital Rotation</RimAnim_GenitalRotation> <RimAnim_OrgasmQuiver>Enable Orgasm Quiver</RimAnim_OrgasmQuiver> <RimAnim_RapeShiver>Enable Rape Shiver</RimAnim_RapeShiver> <RimAnim_HeartsDuringLovin>Enable hearts during lovin'</RimAnim_HeartsDuringLovin> <RimAnim_PlayNonsexual>Play animation for nonsexual acts (handholding, makeout)</RimAnim_PlayNonsexual> <RimAnim_AnimManagerTab>Enable Animation Manager Tab</RimAnim_AnimManagerTab> <RimAnim_ShiverIntensity>Shiver/Quiver Intensity (default 2): </RimAnim_ShiverIntensity> <RimAnim_Voices>Play voices during animations</RimAnim_Voices> <RimAnim_HumanlikeVoicesDefault>Play human voices by default, when none found for alien race</RimAnim_HumanlikeVoicesDefault> <RimAnim_DebugMode>Debug Mode</RimAnim_DebugMode> <RimAnim_FloatRangeRenderTree>Float range for Debug Render Tree offset menu: </RimAnim_FloatRangeRenderTree> <!-- Main Tab Window --> <RimAnims_AnimManager>Animation Manager</RimAnims_AnimManager> <RimAnims_Warning>Warning--You generally don't want to change human offsets, only alien offsets or animals</RimAnims_Warning> <RimAnims_CopyToClipboard>Copy Offset to Clipboard</RimAnims_CopyToClipboard> <RimAnims_ShareSettings>Paste offset values in OffsetDef, or share in Discord</RimAnims_ShareSettings> </LanguageData>
kintest/rimworld
Languages/English/Keyed/RJWAnimations-LanguageData.xml
XML
unknown
1,556
<?xml version="1.0" encoding="utf-8"?> <LanguageData> <OffsetManager.label>gerenciador de posições</OffsetManager.label> <OffsetManager.description>Controla as posições sexuais dos colonos.</OffsetManager.description> </LanguageData>
kintest/rimworld
Languages/PortugueseBrazilian/DefInjected/MainButtonDef/MainButtonDef.xml
XML
unknown
246
<?xml version="1.0" encoding="utf-8"?> <LanguageData> <Dog_Doggystyle.label>estilo cachorrinho</Dog_Doggystyle.label> <Horse_Cowgirl.label>vaqueira</Horse_Cowgirl.label> </LanguageData>
kintest/rimworld
Languages/PortugueseBrazilian/DefInjected/Rimworld_Animations.AnimationDef/Animations_Beast.xml
XML
unknown
194
<?xml version="1.0" encoding="utf-8"?> <LanguageData> <Tribadism.label>tribadismo</Tribadism.label> <Cunnilingus.label>cunilíngua</Cunnilingus.label> </LanguageData>
kintest/rimworld
Languages/PortugueseBrazilian/DefInjected/Rimworld_Animations.AnimationDef/Animations_Lesbian.xml
XML
unknown
175
<?xml version="1.0" encoding="utf-8"?> <LanguageData> <Double_Penetration.label>dupla penetração</Double_Penetration.label> </LanguageData>
kintest/rimworld
Languages/PortugueseBrazilian/DefInjected/Rimworld_Animations.AnimationDef/Animations_Multi.xml
XML
unknown
148
<?xml version="1.0" encoding="utf-8"?> <LanguageData> <Doggystyle.label>estilo cachorrinho</Doggystyle.label> <Blowjob.label>boquete</Blowjob.label> <ReverseStandAndCarry.label>69</ReverseStandAndCarry.label> <Cowgirl.label>vaqueira</Cowgirl.label> </LanguageData>
kintest/rimworld
Languages/PortugueseBrazilian/DefInjected/Rimworld_Animations.AnimationDef/Animations_vanilla.xml
XML
unknown
277
<?xml version="1.0" encoding="UTF-8" standalone="yes"?> <loadFolders> <v1.1> <li>/</li> <li>1.1</li> </v1.1> <v1.2> <li>/</li> <li>1.2</li> <li IfModActive="velc.HatsDisplaySelection">Patch_HatsDisplaySelection/1.2</li> </v1.2> <v1.3> <li>/</li> <li>1.3</li> <li IfModActive="velc.HatsDisplaySelection">Patch_HatsDisplaySelection/1.2</li> <li IfModActive="c0ffee.SexToysMasturbation">Patch_SexToysMasturbation</li> <li IfModActive="c0ffee.SexToysMasturbation">Patch_SexToysMasturbation/1.3</li> </v1.3> <v1.4> <li>/</li> <li>1.4</li> <li IfModActive="erdelf.HumanoidAlienRaces">Patch_HumanoidAlienRaces/1.4</li> <li IfModActive="velc.HatsDisplaySelection">Patch_HatsDisplaySelection/1.2</li> <li IfModActive="c0ffee.SexToysMasturbation">Patch_SexToysMasturbation</li> <li IfModActive="c0ffee.SexToysMasturbation">Patch_SexToysMasturbation/1.4</li> </v1.4> <v1.5> <li>/</li> <li>1.5</li> <li IfModActive="erdelf.HumanoidAlienRaces">Patch_HumanoidAlienRaces/1.5</li> <li IfModActive="c0ffee.SexToysMasturbation">Patch_SexToysMasturbation/1.5</li> <li IfModActive="Nals.FacialAnimation">Patch_FacialAnimation/1.5</li> <li IfModNotActive="shauaputa.rimnudeworld">Patch_NoRimNudeWorld/1.5</li> <li IfModNotActive="shauaputa.rimnudeworldzoo">Patch_NoRimNudeWorldZoo/1.5</li> </v1.5> </loadFolders>
kintest/rimworld
LoadFolders.xml
XML
unknown
1,353
<?xml version="1.0" encoding="utf-8"?> <Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" /> <PropertyGroup> <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform> <ProjectGuid>{11DC70AF-FF23-4D4D-A4E5-6453664B1A12}</ProjectGuid> <OutputType>Library</OutputType> <AppDesignerFolder>Properties</AppDesignerFolder> <RootNamespace>Milkable_Colonists_Animations</RootNamespace> <AssemblyName>Milkable-Colonists-Animations</AssemblyName> <TargetFrameworkVersion>v4.8</TargetFrameworkVersion> <FileAlignment>512</FileAlignment> <Deterministic>true</Deterministic> </PropertyGroup> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> <DebugSymbols>true</DebugSymbols> <DebugType>full</DebugType> <Optimize>false</Optimize> <OutputPath>bin\Debug\</OutputPath> <DefineConstants>DEBUG;TRACE</DefineConstants> <ErrorReport>prompt</ErrorReport> <WarningLevel>4</WarningLevel> </PropertyGroup> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> <DebugType>pdbonly</DebugType> <Optimize>true</Optimize> <OutputPath>bin\Release\</OutputPath> <DefineConstants>TRACE</DefineConstants> <ErrorReport>prompt</ErrorReport> <WarningLevel>4</WarningLevel> </PropertyGroup> <ItemGroup> <Reference Include="0Harmony"> <HintPath>..\..\..\..\..\workshop\content\294100\839005762\1.5\Assemblies\0Harmony.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="Assembly-CSharp"> <HintPath>..\..\..\RimWorldWin64_Data\Managed\Assembly-CSharp.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="RJW"> <HintPath>..\..\rjw\1.4\Assemblies\RJW.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="System" /> <Reference Include="System.Core" /> <Reference Include="System.Xml.Linq" /> <Reference Include="System.Data.DataSetExtensions" /> <Reference Include="Microsoft.CSharp" /> <Reference Include="System.Data" /> <Reference Include="System.Net.Http" /> <Reference Include="System.Xml" /> <Reference Include="UnityEngine"> <HintPath>..\..\..\RimWorldWin64_Data\Managed\UnityEngine.dll</HintPath> <Private>False</Private> </Reference> </ItemGroup> <ItemGroup> <Compile Include="Properties\AssemblyInfo.cs" /> <Compile Include="Source\Patches\Harmony_PatchAll.cs" /> </ItemGroup> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> </Project>
kintest/rimworld
Milkable-Colonists-Animations/Milkable-Colonists-Animations.csproj
csproj
unknown
2,878
using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; // General Information about an assembly is controlled through the following // set of attributes. Change these attribute values to modify the information // associated with an assembly. [assembly: AssemblyTitle("Milkable-Colonists-Animations")] [assembly: AssemblyDescription("")] [assembly: AssemblyConfiguration("")] [assembly: AssemblyCompany("")] [assembly: AssemblyProduct("Milkable-Colonists-Animations")] [assembly: AssemblyCopyright("Copyright © 2024")] [assembly: AssemblyTrademark("")] [assembly: AssemblyCulture("")] // Setting ComVisible to false makes the types in this assembly not visible // to COM components. If you need to access a type in this assembly from // COM, set the ComVisible attribute to true on that type. [assembly: ComVisible(false)] // The following GUID is for the ID of the typelib if this project is exposed to COM [assembly: Guid("11dc70af-ff23-4d4d-a4e5-6453664b1a12")] // Version information for an assembly consists of the following four values: // // Major Version // Minor Version // Build Number // Revision // // You can specify all the values or you can default the Build and Revision Numbers // by using the '*' as shown below: // [assembly: AssemblyVersion("1.0.*")] [assembly: AssemblyVersion("1.0.0.0")] [assembly: AssemblyFileVersion("1.0.0.0")]
kintest/rimworld
Milkable-Colonists-Animations/Properties/AssemblyInfo.cs
C#
unknown
1,429
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Verse; using HarmonyLib; using System.Reflection; namespace MC_Animations { [StaticConstructorOnStartup] public static class Harmony_PatchAll { static Harmony_PatchAll() { Harmony val = new Harmony("mcanim"); val.PatchAll(Assembly.GetExecutingAssembly()); } } }
kintest/rimworld
Milkable-Colonists-Animations/Source/Patches/Harmony_PatchAll.cs
C#
unknown
444
<?xml version="1.0" encoding="utf-8" ?> <Patch> <!-- hide node when animating --> <Operation Class="PatchOperationSequence"> <success>Always</success> <operations> <li Class="PatchOperationConditional"> <xpath>/Defs/PawnRenderTreeDef[defName="Humanlike"]/root/children/li[debugLabel="Head"]/subworkerClasses</xpath> <success>Always</success> <nomatch Class="PatchOperationAdd"> <xpath>/Defs/PawnRenderTreeDef[defName="Humanlike"]/root/children/li[debugLabel="Head"]</xpath> <value> <subworkerClasses /> </value> </nomatch> </li> <li Class="PatchOperationAdd"> <xpath>/Defs/PawnRenderTreeDef[defName="Humanlike"]/root/children/li[debugLabel="Head"]/subworkerClasses</xpath> <value> <li>Rimworld_Animations.PawnRenderSubWorker_HideWhenAnimating</li> </value> </li> </operations> </Operation> </Patch>
kintest/rimworld
Patch_FacialAnimation/1.5/Patches/AnimationPatch_HideHeadWhenAnimating.xml
XML
unknown
875
using HarmonyLib; using System; using System.Collections.Generic; using System.Linq; using System.Reflection; using System.Reflection.Emit; using System.Text; using System.Threading.Tasks; using UnityEngine; using Verse; using AlienRace; namespace Rimworld_Animations { [StaticConstructorOnStartup] public static class HarmonyPatch_AlienRace { static HarmonyPatch_AlienRace() { (new Harmony("rjwanim")).Patch(AccessTools.Method(AccessTools.TypeByName("AlienRace.HarmonyPatches"), "DrawAddons"), prefix: new HarmonyMethod(AccessTools.Method(typeof(HarmonyPatch_AlienRace), "Prefix_AnimateHeadAddons"))); } /* todo: replace jank prefix with this public static void Prefix_DrawAddonsFinalHook(ref Pawn pawn, ref AlienPartGenerator.BodyAddon addon, ref Rot4 rot, ref Graphic graphic, ref Vector3 offsetVector, ref float angle, ref Material mat) { CompBodyAnimator animator = pawn.TryGetComp<CompBodyAnimator>(); if (animator == null || !animator.isAnimating) { return; } if(addon.alignWithHead || addon.drawnInBed) { rot = animator.headFacing; angle = animator.headAngle; offsetVector += animator.deltaPos + animator.bodyAngle * animator.headBob; } else { rot = animator.bodyFacing; angle = animator.bodyAngle; offsetVector += animator.deltaPos; } } */ public static bool Prefix_AnimateHeadAddons(PawnRenderFlags renderFlags, Vector3 vector, Vector3 headOffset, Pawn pawn, Quaternion quat, Rot4 rotation) { if (renderFlags.FlagSet(PawnRenderFlags.Portrait) || !CompBodyAnimator.IsAnimating(pawn)) return true; if (!(pawn.def is ThingDef_AlienRace alienProps) || renderFlags.FlagSet(PawnRenderFlags.Invisible)) return false; List<AlienPartGenerator.BodyAddon> addons = alienProps.alienRace.generalSettings.alienPartGenerator.bodyAddons; AlienPartGenerator.AlienComp comp = pawn.GetComp<AlienPartGenerator.AlienComp>(); CompBodyAnimator pawnAnimator = pawn.TryGetComp<CompBodyAnimator>(); bool flag = renderFlags.FlagSet(PawnRenderFlags.Portrait); bool flag2 = renderFlags.FlagSet(PawnRenderFlags.Invisible); for (int i = 0; i < addons.Count; i++) { AlienPartGenerator.BodyAddon ba = addons[index: i]; if (!ba.CanDrawAddon(pawn: pawn)) continue; bool forceDrawForBody = false; if (alienProps.defName.Contains("Orassan") && ba.path.ToLower().Contains("tail")) { forceDrawForBody = true; } AlienPartGenerator.RotationOffset offset = ba.defaultOffsets.GetOffset((ba.drawnInBed && !forceDrawForBody) || ba.alignWithHead ? pawnAnimator.headFacing : pawnAnimator.bodyFacing); Vector3 a = (offset != null) ? offset.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, pawn.story.headType) : Vector3.zero; AlienPartGenerator.RotationOffset offset2 = ba.offsets.GetOffset((ba.drawnInBed && !forceDrawForBody) || ba.alignWithHead ? pawnAnimator.headFacing : pawnAnimator.bodyFacing); Vector3 vector2 = a + ((offset2 != null) ? offset2.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, pawn.story.headType) : Vector3.zero); vector2.y = (ba.inFrontOfBody ? (0.3f + vector2.y) : (-0.3f - vector2.y)); float num = ba.angle; if (((ba.drawnInBed && !forceDrawForBody) || ba.alignWithHead ? pawnAnimator.headFacing : pawnAnimator.bodyFacing) == Rot4.North) { if (ba.layerInvert) { vector2.y = 0f - vector2.y; } num = 0f; } if (((ba.drawnInBed && !forceDrawForBody) || ba.alignWithHead ? pawnAnimator.headFacing : pawnAnimator.bodyFacing) == Rot4.East) { num = 0f - num; vector2.x = 0f - vector2.x; } Graphic addonGraphic = comp.addonGraphics[i]; addonGraphic.drawSize = ((flag && ba.drawSizePortrait != Vector2.zero) ? ba.drawSizePortrait : ba.drawSize) * (ba.scaleWithPawnDrawsize ? (ba.alignWithHead ? ((flag ? comp.customPortraitHeadDrawSize : comp.customHeadDrawSize) * (ModsConfig.BiotechActive ? (pawn.ageTracker.CurLifeStage.headSizeFactor ?? 1.5f) : 1.5f)) : ((flag ? comp.customPortraitDrawSize : comp.customDrawSize) * (ModsConfig.BiotechActive ? pawn.ageTracker.CurLifeStage.bodySizeFactor : 1f) * 1.5f)) : (Vector2.one * 1.5f)); if ((ba.drawnInBed && !forceDrawForBody) || ba.alignWithHead) { Quaternion addonRotation = Quaternion.AngleAxis(pawnAnimator.headAngle < 0 ? 360 - (360 % pawnAnimator.headAngle) : pawnAnimator.headAngle, Vector3.up); GenDraw.DrawMeshNowOrLater(mesh: addonGraphic.MeshAt(rot: pawnAnimator.headFacing), loc: vector + (ba.alignWithHead ? headOffset : headOffset - addonRotation * pawn.Drawer.renderer.BaseHeadOffsetAt(pawnAnimator.headFacing)) + vector2.RotatedBy(angle: Mathf.Acos(f: Quaternion.Dot(a: Quaternion.identity, b: addonRotation)) * 2f * 57.29578f), quat: Quaternion.AngleAxis(angle: num, axis: Vector3.up) * addonRotation, mat: addonGraphic.MatAt(rot: pawnAnimator.headFacing), renderFlags.FlagSet(PawnRenderFlags.DrawNow)); } else { Quaternion addonRotation; if (AnimationSettings.controlGenitalRotation && ba.path.ToLower().Contains("penis")) { addonRotation = Quaternion.AngleAxis(pawnAnimator.genitalAngle, Vector3.up); } else { addonRotation = Quaternion.AngleAxis(pawnAnimator.bodyAngle, Vector3.up); } if (AnimationSettings.controlGenitalRotation && pawnAnimator.controlGenitalAngle && ba?.hediffGraphics != null && ba.hediffGraphics.Count != 0 && ba.hediffGraphics[0]?.path != null && (ba.hediffGraphics[0].path.Contains("Penis") || ba.hediffGraphics[0].path.Contains("penis"))) { GenDraw.DrawMeshNowOrLater(mesh: addonGraphic.MeshAt(rot: rotation), loc: vector + (ba.alignWithHead ? headOffset : Vector3.zero) + vector2.RotatedBy(angle: Mathf.Acos(f: Quaternion.Dot(a: Quaternion.identity, b: addonRotation)) * 2f * 57.29578f), quat: Quaternion.AngleAxis(angle: pawnAnimator.genitalAngle, axis: Vector3.up), mat: addonGraphic.MatAt(rot: rotation), renderFlags.FlagSet(PawnRenderFlags.DrawNow)); } else { GenDraw.DrawMeshNowOrLater(mesh: addonGraphic.MeshAt(rot: rotation), loc: vector + (ba.alignWithHead ? headOffset : Vector3.zero) + vector2.RotatedBy(angle: Mathf.Acos(f: Quaternion.Dot(a: Quaternion.identity, b: addonRotation)) * 2f * 57.29578f), quat: Quaternion.AngleAxis(angle: num, axis: Vector3.up) * addonRotation, mat: addonGraphic.MatAt(rot: rotation), renderFlags.FlagSet(PawnRenderFlags.DrawNow)); } } } return false; } } /* [HarmonyPatch(typeof(AlienRace.HarmonyPatches), "DrawAddons")] public static class HarmonyPatch_AlienRace { public static void RenderHeadAddonInAnimation(Mesh mesh, Vector3 loc, Quaternion quat, Material mat, bool drawNow, Graphic graphic, AlienPartGenerator.BodyAddon bodyAddon, Vector3 v, Vector3 headOffset, Pawn pawn, PawnRenderFlags renderFlags, Vector3 vector, Rot4 rotation) { CompBodyAnimator pawnAnimator = pawn.TryGetComp<CompBodyAnimator>(); AlienPartGenerator.AlienComp comp = pawn.GetComp<AlienPartGenerator.AlienComp>(); if (pawnAnimator != null && pawnAnimator.isAnimating) { if((bodyAddon.drawnInBed || bodyAddon.alignWithHead)) { AlienPartGenerator.RotationOffset offset = bodyAddon.defaultOffsets.GetOffset(rotation); Vector3 a = (offset != null) ? offset.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, comp.crownType) : Vector3.zero; AlienPartGenerator.RotationOffset offset2 = bodyAddon.offsets.GetOffset(rotation); Vector3 vector2 = a + ((offset2 != null) ? offset2.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, comp.crownType) : Vector3.zero); vector2.y = (bodyAddon.inFrontOfBody ? (0.3f + vector2.y) : (-0.3f - vector2.y)); float num = bodyAddon.angle; if (rotation == Rot4.North) { if (bodyAddon.layerInvert) { vector2.y = -vector2.y; } num = 0f; } if (rotation == Rot4.East) { num = -num; vector2.x = -vector2.x; } vector = vector + Quaternion.AngleAxis(pawnAnimator.bodyAngle, Vector3.up) * pawn.Drawer.renderer.BaseHeadOffsetAt(pawnAnimator.bodyFacing) - pawnAnimator.getPawnHeadOffset(); //convert vector into pseudo body pos for head quat = Quaternion.AngleAxis(pawnAnimator.headAngle, Vector3.up); loc = vector + (bodyAddon.alignWithHead ? headOffset : Vector3.zero) + vector2.RotatedBy(Mathf.Acos(Quaternion.Dot(Quaternion.identity, quat)) * 2f * 57.29578f); mat = graphic.MatAt(rot: pawnAnimator.headFacing); } else { AlienPartGenerator.RotationOffset offset = bodyAddon.defaultOffsets.GetOffset(rotation); Vector3 a = (offset != null) ? offset.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, comp.crownType) : Vector3.zero; AlienPartGenerator.RotationOffset offset2 = bodyAddon.offsets.GetOffset(rotation); Vector3 vector2 = a + ((offset2 != null) ? offset2.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, comp.crownType) : Vector3.zero); vector2.y = (bodyAddon.inFrontOfBody ? (0.3f + vector2.y) : (-0.3f - vector2.y)); float num = bodyAddon.angle; if (rotation == Rot4.North) { if (bodyAddon.layerInvert) { vector2.y = -vector2.y; } num = 0f; } if (rotation == Rot4.East) { num = -num; vector2.x = -vector2.x; } quat = Quaternion.AngleAxis(pawnAnimator.bodyAngle, Vector3.up); loc = vector + (bodyAddon.alignWithHead ? headOffset : Vector3.zero) + vector2.RotatedBy(Mathf.Acos(Quaternion.Dot(Quaternion.identity, quat)) * 2f * 57.29578f); } } GenDraw.DrawMeshNowOrLater(mesh, loc, quat, mat, drawNow); /* if (pawnAnimator != null && !renderFlags.FlagSet(PawnRenderFlags.Portrait) && pawnAnimator.isAnimating && (bodyAddon.drawnInBed || bodyAddon.alignWithHead)) { if ((pawn.def as ThingDef_AlienRace).defName == "Alien_Orassan") { orassan = true; if(bodyAddon.path.Contains("closed")) { return; } if (bodyAddon.bodyPart.Contains("ear")) { orassan = true; orassanv = new Vector3(0, 0, 0.23f); if (pawnAnimator.headFacing == Rot4.North) { orassanv.z -= 0.1f; orassanv.y += 1f; if(bodyAddon.bodyPart.Contains("left")) { orassanv.x += 0.03f; } else { orassanv.x -= 0.03f; } } else if (pawnAnimator.headFacing == Rot4.East) { orassanv.x -= 0.1f; } else if (pawnAnimator.headFacing == Rot4.West) { orassanv.x = 0.1f; } else { orassanv.z -= 0.1f; orassanv.y += 1f; if (bodyAddon.bodyPart.Contains("right")) { orassanv.x += 0.05f; } else { orassanv.x -= 0.05f; } } orassanv = orassanv.RotatedBy(pawnAnimator.headAngle); } } GenDraw.DrawMeshNowOrLater(mesh: graphic.MeshAt(rot: headRotInAnimation), loc: loc + orassanv + (bodyAddon.alignWithHead ? headOffset : Vector3.zero),// + v.RotatedBy(Mathf.Acos(Quaternion.Dot(Quaternion.identity, quat)) * 2f * 57.29578f), quat: Quaternion.AngleAxis(angle: num, axis: Vector3.up) * headQuatInAnimation, mat: graphic.MatAt(rot: pawnAnimator.headFacing), drawNow: drawNow);; } else { } } public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions) { List<CodeInstruction> ins = instructions.ToList(); for (int i = 0; i < ins.Count; i++) { Type[] type = new Type[] { typeof(Mesh), typeof(Vector3), typeof(Quaternion), typeof(Material), typeof(bool) }; if (ins[i].OperandIs(AccessTools.Method(typeof(GenDraw), "DrawMeshNowOrLater", type))) { yield return new CodeInstruction(OpCodes.Ldloc, (object)7); //graphic yield return new CodeInstruction(OpCodes.Ldloc, (object)4); //bodyAddon yield return new CodeInstruction(OpCodes.Ldloc, (object)5); //offsetVector/AddonOffset (v) yield return new CodeInstruction(OpCodes.Ldarg, (object)2); //headOffset yield return new CodeInstruction(OpCodes.Ldarg, (object)3); //pawn yield return new CodeInstruction(OpCodes.Ldarg, (object)0); //renderflags yield return new CodeInstruction(OpCodes.Ldarg, (object)1); //vector yield return new CodeInstruction(OpCodes.Ldarg, (object)5); //rotation yield return new CodeInstruction(OpCodes.Call, AccessTools.DeclaredMethod(typeof(HarmonyPatch_AlienRace), "RenderHeadAddonInAnimation")); } else { yield return ins[i]; } } } public static bool Prefix(PawnRenderFlags renderFlags, ref Vector3 vector, ref Vector3 headOffset, Pawn pawn, ref Quaternion quat, ref Rot4 rotation) { if(pawn == null) { return true; } CompBodyAnimator anim = pawn.TryGetComp<CompBodyAnimator>(); if(anim == null) { return true; } if (anim != null && !renderFlags.FlagSet(PawnRenderFlags.Portrait) && anim.isAnimating) { //quat = Quaternion.AngleAxis(anim.bodyAngle, Vector3.up); } return true; } } */ }
kintest/rimworld
Patch_HumanoidAlienRaces/1.4/Source/HarmonyPatch_AlienRace.cs
C#
unknown
13,714
<?xml version="1.0" encoding="utf-8"?> <Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" /> <PropertyGroup> <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform> <ProjectGuid>{C76F3790-9AC0-4827-ACD5-84174238954F}</ProjectGuid> <OutputType>Library</OutputType> <AppDesignerFolder>Properties</AppDesignerFolder> <RootNamespace>Patch_HumanoidAlienRaces</RootNamespace> <AssemblyName>Patch_HumanoidAlienRaces</AssemblyName> <TargetFrameworkVersion>v4.8</TargetFrameworkVersion> <FileAlignment>512</FileAlignment> <Deterministic>true</Deterministic> </PropertyGroup> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> <DebugSymbols>false</DebugSymbols> <DebugType>none</DebugType> <Optimize>false</Optimize> <OutputPath>1.5\Assemblies\</OutputPath> <DefineConstants>DEBUG;TRACE</DefineConstants> <ErrorReport>prompt</ErrorReport> <WarningLevel>4</WarningLevel> <GenerateSerializationAssemblies>Off</GenerateSerializationAssemblies> </PropertyGroup> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> <DebugType>pdbonly</DebugType> <Optimize>true</Optimize> <OutputPath>bin\Release\</OutputPath> <DefineConstants>TRACE</DefineConstants> <ErrorReport>prompt</ErrorReport> <WarningLevel>4</WarningLevel> </PropertyGroup> <ItemGroup> <Reference Include="0Harmony"> <HintPath>..\..\..\..\..\workshop\content\294100\839005762\1.4\Assemblies\0Harmony.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="AlienRace"> <HintPath>..\..\..\..\..\workshop\content\294100\839005762\1.5\Assemblies\AlienRace.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="Assembly-CSharp"> <HintPath>..\..\..\RimWorldWin64_Data\Managed\Assembly-CSharp.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="Rimworld-Animations"> <HintPath>..\1.4\Assemblies\Rimworld-Animations.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="RJW"> <HintPath>..\..\rjw\1.4\Assemblies\RJW.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="System" /> <Reference Include="System.Core" /> <Reference Include="System.Xml.Linq" /> <Reference Include="System.Data.DataSetExtensions" /> <Reference Include="Microsoft.CSharp" /> <Reference Include="System.Data" /> <Reference Include="System.Net.Http" /> <Reference Include="System.Xml" /> <Reference Include="UnityEngine"> <HintPath>..\..\..\RimWorldWin64_Data\Managed\UnityEngine.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="UnityEngine.CoreModule"> <HintPath>..\..\..\RimWorldWin64_Data\Managed\UnityEngine.CoreModule.dll</HintPath> <Private>False</Private> </Reference> </ItemGroup> <ItemGroup> <Compile Include="1.5\Source\Patches\Harmony_PatchAll.cs" /> <Compile Include="Properties\AssemblyInfo.cs" /> </ItemGroup> <ItemGroup> <Content Include="1.5\Assemblies\Patch_HumanoidAlienRaces.dll" /> </ItemGroup> <ItemGroup /> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> </Project>
kintest/rimworld
Patch_HumanoidAlienRaces/Patch_HumanoidAlienRaces.csproj
csproj
unknown
3,607
using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; // General Information about an assembly is controlled through the following // set of attributes. Change these attribute values to modify the information // associated with an assembly. [assembly: AssemblyTitle("Patch_HumanoidAlienRaces")] [assembly: AssemblyDescription("")] [assembly: AssemblyConfiguration("")] [assembly: AssemblyCompany("")] [assembly: AssemblyProduct("Patch_HumanoidAlienRaces")] [assembly: AssemblyCopyright("Copyright © 2022")] [assembly: AssemblyTrademark("")] [assembly: AssemblyCulture("")] // Setting ComVisible to false makes the types in this assembly not visible // to COM components. If you need to access a type in this assembly from // COM, set the ComVisible attribute to true on that type. [assembly: ComVisible(false)] // The following GUID is for the ID of the typelib if this project is exposed to COM [assembly: Guid("c76f3790-9ac0-4827-acd5-84174238954f")] // Version information for an assembly consists of the following four values: // // Major Version // Minor Version // Build Number // Revision // // You can specify all the values or you can default the Build and Revision Numbers // by using the '*' as shown below: // [assembly: AssemblyVersion("1.0.*")] [assembly: AssemblyVersion("1.0.0.0")] [assembly: AssemblyFileVersion("1.0.0.0")]
kintest/rimworld
Patch_HumanoidAlienRaces/Properties/AssemblyInfo.cs
C#
unknown
1,419
<?xml version="1.0" encoding="utf-8" ?> <Defs> <!-- placeholder for when RimNude isn't installed --> <PawnRenderNodeTagDef> <defName>RimNude_Penis</defName> </PawnRenderNodeTagDef> </Defs>
kintest/rimworld
Patch_NoRimNudeWorld/1.5/Defs/PawnRenderNodeTagDef_RimnudePenisPlaceholder.xml
XML
unknown
197
<?xml version="1.0" encoding="utf-8" ?> <Defs> <!-- placeholder for when RimNude isn't installed --> <PawnRenderNodeTagDef> <defName>AnimalPenis</defName> </PawnRenderNodeTagDef> </Defs>
kintest/rimworld
Patch_NoRimNudeWorldZoo/1.5/Defs/PawnRenderNodeTagDef_AnimalPenisPlaceholder.xml
XML
unknown
195
using System.Reflection; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; // General Information about an assembly is controlled through the following // set of attributes. Change these attribute values to modify the information // associated with an assembly. [assembly: AssemblyTitle("Rimworld-Animations")] [assembly: AssemblyDescription("")] [assembly: AssemblyConfiguration("")] [assembly: AssemblyCompany("")] [assembly: AssemblyProduct("Rimworld-Animations")] [assembly: AssemblyCopyright("Copyright © 2020")] [assembly: AssemblyTrademark("")] [assembly: AssemblyCulture("")] // Setting ComVisible to false makes the types in this assembly not visible // to COM components. If you need to access a type in this assembly from // COM, set the ComVisible attribute to true on that type. [assembly: ComVisible(false)] // The following GUID is for the ID of the typelib if this project is exposed to COM [assembly: Guid("71b05d71-67b2-4014-82cd-18c20ac0882f")] // Version information for an assembly consists of the following four values: // // Major Version // Minor Version // Build Number // Revision // // You can specify all the values or you can default the Build and Revision Numbers // by using the '*' as shown below: // [assembly: AssemblyVersion("1.0.*")] [assembly: AssemblyVersion("1.0.0.0")] [assembly: AssemblyFileVersion("1.0.0.0")]
kintest/rimworld
Properties/AssemblyInfo.cs
C#
unknown
1,409
<?xml version="1.0" encoding="utf-8"?> <Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" /> <PropertyGroup> <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform> <ProjectGuid>{71B05D71-67B2-4014-82CD-18C20AC0882F}</ProjectGuid> <OutputType>Library</OutputType> <AppDesignerFolder>Properties</AppDesignerFolder> <RootNamespace>Rimworld_Animations</RootNamespace> <AssemblyName>Rimworld-Animations</AssemblyName> <TargetFrameworkVersion>v4.8</TargetFrameworkVersion> <FileAlignment>512</FileAlignment> <Deterministic>true</Deterministic> <TargetFrameworkProfile /> </PropertyGroup> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> <DebugSymbols>false</DebugSymbols> <DebugType>none</DebugType> <Optimize>false</Optimize> <OutputPath>1.5\Assemblies\</OutputPath> <DefineConstants>DEBUG;TRACE</DefineConstants> <ErrorReport>prompt</ErrorReport> <WarningLevel>4</WarningLevel> </PropertyGroup> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> <DebugType>none</DebugType> <Optimize>true</Optimize> <OutputPath>bin\Release\</OutputPath> <DefineConstants>TRACE</DefineConstants> <ErrorReport>prompt</ErrorReport> <WarningLevel>4</WarningLevel> </PropertyGroup> <ItemGroup> <Reference Include="0Harmony"> <HintPath>..\..\..\..\workshop\content\294100\1321849735\1.4\Assemblies\0Harmony.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="AlienRace"> <HintPath>..\..\..\..\workshop\content\294100\839005762\1.4\Assemblies\AlienRace.dll</HintPath> <Private>False</Private> </Reference> <Reference Include="Assembly-CSharp"> <HintPath>..\..\RimWorldWin64_Data\Managed\Assembly-CSharp.dll</HintPath> <Private>False</Private> 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Include="1.5\Textures\AnimationProps\Cum\Cum.png" /> <Content Include="1.5\Textures\AnimationProps\Doggystyle\Doggy_Arms_north.png" /> <Content Include="1.5\Textures\AnimationProps\Doggystyle\Doggy_Legs_north.png" /> <Content Include="1.5\Textures\AnimationProps\Hand\Hand_north.png" /> <Content Include="1.5\Textures\AnimationProps\MissingTexture\MissingTexture_east.png" /> <Content Include="1.5\Textures\AnimationProps\MissingTexture\MissingTexture_north.png" /> <Content Include="1.5\Textures\AnimationProps\MissingTexture\MissingTexture_south.png" /> <Content Include="1.5\Textures\AnimationProps\MissingTexture\MissingTexture_west.png" /> <Content Include="1.5\Textures\AnimationProps\CowgirlXray\XRay2-1.png" /> <Content Include="1.5\Textures\AnimationProps\CowgirlXray\XRay2-2.png" /> <Content Include="1.5\Textures\AnimationProps\CowgirlXray\XRay2-3.png" /> <Content Include="1.5\Textures\AnimationProps\CowgirlXray\XRay2-4.png" /> <Content Include="1.5\Textures\AnimationProps\CowgirlXray\XRay2-5.png" /> <Content Include="1.5\Textures\AnimationProps\CowgirlXray\XRay2-6.png" /> <Content Include="1.5\Textures\AnimationProps\Saliva\Saliva_north.png" /> <Content Include="1.5\Textures\UI\MainTab.png" /> <Content Include="About\About.xml" /> <Content Include="About\Manifest.xml" /> <Content Include="Languages\English\Keyed\RJWAnimations-LanguageData.xml" /> <Content Include="Languages\PortugueseBrazilian\DefInjected\MainButtonDef\MainButtonDef.xml" /> <Content Include="Languages\PortugueseBrazilian\DefInjected\Rimworld_Animations.AnimationDef\Animations_Beast.xml" /> <Content Include="Languages\PortugueseBrazilian\DefInjected\Rimworld_Animations.AnimationDef\Animations_Lesbian.xml" /> <Content Include="Languages\PortugueseBrazilian\DefInjected\Rimworld_Animations.AnimationDef\Animations_Multi.xml" /> <Content Include="Languages\PortugueseBrazilian\DefInjected\Rimworld_Animations.AnimationDef\Animations_vanilla.xml" /> <Content Include="LoadFolders.xml" /> <Content Include="Patch_FacialAnimation\1.5\Patches\AnimationPatch_HideHeadWhenAnimating.xml" /> <Content Include="Patch_NoRimNudeWorldZoo\1.5\Defs\PawnRenderNodeTagDef_AnimalPenisPlaceholder.xml" /> <Content Include="Patch_NoRimNudeWorld\1.5\Defs\PawnRenderNodeTagDef_RimnudePenisPlaceholder.xml" /> </ItemGroup> <ItemGroup> <Folder Include="1.5\Source\Extensions\" /> <Folder Include="1.5\Source\Patches\OtherModPatches\" /> <Folder Include="1.5\Source\Settings\" /> </ItemGroup> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> </Project>
kintest/rimworld
Rimworld-Animations.csproj
csproj
unknown
28,671
 Microsoft Visual Studio Solution File, Format Version 12.00 # Visual Studio Version 17 VisualStudioVersion = 17.11.35431.28 MinimumVisualStudioVersion = 10.0.40219.1 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Rimworld-Animations", "Rimworld-Animations.csproj", "{71B05D71-67B2-4014-82CD-18C20AC0882F}" EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution Debug|Any CPU = Debug|Any CPU Release|Any CPU = Release|Any CPU EndGlobalSection GlobalSection(ProjectConfigurationPlatforms) = postSolution {71B05D71-67B2-4014-82CD-18C20AC0882F}.Debug|Any CPU.ActiveCfg = Debug|Any CPU {71B05D71-67B2-4014-82CD-18C20AC0882F}.Debug|Any CPU.Build.0 = Debug|Any CPU {71B05D71-67B2-4014-82CD-18C20AC0882F}.Release|Any CPU.ActiveCfg = Release|Any CPU {71B05D71-67B2-4014-82CD-18C20AC0882F}.Release|Any CPU.Build.0 = Release|Any CPU EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE EndGlobalSection GlobalSection(ExtensibilityGlobals) = postSolution SolutionGuid = {7E01292A-D76F-4CA3-AA64-085B84ECD905} EndGlobalSection EndGlobal
kintest/rimworld
Rimworld-Animations.sln
sln
unknown
1,118
stages: - build build-job: stage: build script: - cp "UTF-8 BOM.txt" "mobile suits.csv" && cd "mobile suits" && mlr --j2c unsparsify --fill-with 0 then cat * > temp.csv && cat temp.csv >> "../mobile suits.csv" artifacts: paths: - "mobile suits.csv"
gbo2databasecreator/gbo2databasefailed
.gitlab-ci.yml
YAML
mit
260
This project's indentation style is [Ratliff](https://en.wikipedia.org/wiki/Indentation_style#Ratliff_style) with tabs. The &ldquo;Name: Expanded&rdquo; field is reserved for expanding abbreviations (e. g., of ace names), and should not be used for adding extraneous information. For example: - &ldquo;Desert Zaku (DR)&rdquo; should be expanded to &ldquo;Desert Zaku (Desert Rommel)&rdquo;. - &ldquo;Char's Gelgoog&rdquo; should be expanded to &ldquo;Char Aznable's Gelgoog&rdquo;. - &ldquo;FA Gundam Mk-II&rdquo; should be expanded to &ldquo;Full Armor Gundam Mk-II&rdquo;. - &ldquo;GM Kai Ground Type [CB] [TB]&rdquo; should be expanded to &ldquo;GM Kai Ground Type [Corvette Booster] [Thunderbolt]&rdquo;. - &ldquo;Alex&rdquo; should not be expanded to &ldquo;Gundam NT-1 Alex&rdquo;. This database is in the public domain under the CC0 tool. Material cannot be copied into this database from the Fandom wiki, which uses the more restrictive CC BY-SA (Attribution-ShareAlike) license. (If you want to copy stuff from the Fandom wiki and pretend that you copied it directly from the game, it's true that nobody can prove that you're a liar. But, in the interest of avoiding copyright disputes (and/or Internet slapfights coordinated in whatever Discord server the Fandom wiki's moderators use), I refuse to condone such behavior.)
gbo2databasecreator/gbo2databasefailed
CONTRIBUTING.md
Markdown
mit
1,335
# GBO2 Database This is a database of items in the game <cite>Gundam Battle Operation 2</cite>. More information regarding the game can be found in [the 4chan general thread](https://boards.4chan.org/m/gbo2). The base format for this database is JSON, because editing randomly-ordered mobile-suit skills in JSON is a <em>lot</em> less annoying than editing them in a spreadsheet program. CSV files that can be opened, filtered, and sorted in a spreadsheet program are provided as [build artifacts](https://gitgud.io/gbo2databasecreator/gbo2database/-/artifacts).
gbo2databasecreator/gbo2databasefailed
README.md
Markdown
mit
564

gbo2databasecreator/gbo2databasefailed
UTF-8 BOM.txt
Text
mit
3
[ {"Name: Standard":"Acguy","Level":5,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam", "Cost":400, "Can sortie to: Ground":true, "Can sortie to: Space":false, "Category":"Raid", "Hit points":19000, "Resistance: Ballistic":12, "Resistance: Beam":16, "Resistance: Melee":14, "Strength: Ranged":27, "Strength: Melee":13, "Speed: Cruising":125, "Speed: Top (HSM)":185, "Thruster gauge":55, "Turning speed":54, "Part slots: Close-range":14, "Part slots: Medium-range":10, "Part slots: Long-range":4, "Melee priority":3, "Seconds to sortie again":13, "Is compatible with: Ground":true, "Is compatible with: Space":false, "Is compatible with: Water":true, "Rarity":1, "DP Exchange requirement: Rank":"Sergeant", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: Melee Combo Controller":1, "Skill level: Anti-Blast Stabilizer":1, "Skill level: Leg Shock Absorber":2, "Skill level: Stealth":3, "Skill level: Emergency Evasion System":1, "Skill level: High-Performance Balancer":1, "Skill level: Special Head Buffer":1, "Skill level: Maneuver Armor":1, "Skill level: Assault Booster":1 }, {"Name: Standard":"Acguy","Level":4,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam", "Cost":350, "Can sortie to: Ground":true, "Can sortie to: Space":false, "Category":"Raid", "Hit points":17500, "Resistance: Ballistic":10, "Resistance: Beam":14, "Resistance: Melee":12, "Strength: Ranged":24, "Strength: Melee":11, "Speed: Cruising":125, "Speed: Top (HSM)":185, "Thruster gauge":55, "Turning speed":54, "Part slots: Close-range":12, "Part slots: Medium-range":9, "Part slots: Long-range":3, "Melee priority":3, "Seconds to sortie again":12, "Is compatible with: Ground":true, "Is compatible with: Space":false, "Is compatible with: Water":true, "Rarity":2, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: Melee Combo Controller":1, "Skill level: Anti-Blast Stabilizer":1, "Skill level: Leg Shock Absorber":2, "Skill level: Stealth":3, "Skill level: Emergency Evasion System":1, "Skill level: High-Performance Balancer":1, "Skill level: Special Head Buffer":1, "Skill level: Maneuver Armor":1, "Skill level: Assault Booster":1 }, {"Name: Standard":"Acguy","Level":3,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam", "Cost":300, "Can sortie to: Ground":true, "Can sortie to: Space":false, "Category":"Raid", "Hit points":15000, "Resistance: Ballistic":8, "Resistance: Beam":12, "Resistance: Melee":10, "Strength: Ranged":21, "Strength: Melee":9, "Speed: Cruising":125, "Speed: Top (HSM)":185, "Thruster gauge":55, "Turning speed":54, "Part slots: Close-range":10, "Part slots: Medium-range":8, "Part slots: Long-range":2, "Melee priority":3, "Seconds to sortie again":10, "Is compatible with: Ground":true, "Is compatible with: Space":false, "Is compatible with: Water":true, "Rarity":2, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: Melee Combo Controller":1, "Skill level: Anti-Blast Stabilizer":1, "Skill level: Leg Shock Absorber":2, "Skill level: Stealth":2, "Skill level: Emergency Evasion System":1, "Skill level: High-Performance Balancer":1, "Skill level: Special Head Buffer":1, "Skill level: Maneuver Armor":1, "Skill level: Assault Booster":1 }, {"Name: Standard":"Acguy","Level":2,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam", "Cost":250, "Can sortie to: Ground":true, "Can sortie to: Space":false, "Category":"Raid", "Hit points":12500, "Resistance: Ballistic":6, "Resistance: Beam":10, "Resistance: Melee":8, "Strength: Ranged":18, "Strength: Melee":7, "Speed: Cruising":125, "Speed: Top (HSM)":185, "Thruster gauge":55, "Turning speed":54, "Part slots: Close-range":8, "Part slots: Medium-range":7, "Part slots: Long-range":1, "Melee priority":3, "Seconds to sortie again":8, "Is compatible with: Ground":true, "Is compatible with: Space":false, "Is compatible with: Water":true, "Rarity":2, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: Melee Combo Controller":1, "Skill level: Anti-Blast Stabilizer":1, "Skill level: Leg Shock Absorber":2, "Skill level: Stealth":2, "Skill level: Emergency Evasion System":1, "Skill level: High-Performance Balancer":1, "Skill level: Special Head Buffer":1, "Skill level: Maneuver Armor":1, "Skill level: Assault Booster":1 }, {"Name: Standard":"Acguy","Level":1,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam", "Cost":200, "Can sortie to: Ground":true, "Can sortie to: Space":false, "Category":"Raid", "Hit points":11000, "Resistance: Ballistic":4, "Resistance: Beam":8, "Resistance: Melee":6, "Strength: Ranged":15, "Strength: Melee":5, "Speed: Cruising":125, "Speed: Top (HSM)":185, "Thruster gauge":55, "Turning speed":54, "Part slots: Close-range":7, "Part slots: Medium-range":5, "Part slots: Long-range":0, "Melee priority":3, "Seconds to sortie again":7, "Is compatible with: Ground":true, "Is compatible with: Space":false, "Is compatible with: Water":true, "Rarity":2, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: Melee Combo Controller":1, "Skill level: Anti-Blast Stabilizer":1, "Skill level: Leg Shock Absorber":2, "Skill level: Stealth":2, "Skill level: Emergency Evasion System":1, "Skill level: High-Performance Balancer":1, "Skill level: Special Head Buffer":1, "Skill level: Maneuver Armor":1, "Skill level: Assault Booster":1 } ]
gbo2databasecreator/gbo2databasefailed
mobile suits/Acguy.json
JSON
mit
6,503
[ {"Name: Standard":"Act Zaku","Level":3,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"MS-X", "Cost":450, "Can sortie to: Ground":true, "Can sortie to: Space":true, "Category":"General", "Hit points":13500, "Resistance: Ballistic":17, "Resistance: Beam":17, "Resistance: Melee":14, "Strength: Ranged":26, "Strength: Melee":30, "Speed: Cruising":135, "Speed: Top (HSM)":195, "Thruster gauge":60, "Turning speed":72, "Part slots: Close-range":12, "Part slots: Medium-range":16, "Part slots: Long-range":8, "Melee priority":2, "Seconds to sortie again":13, "Is compatible with: Ground":false, "Is compatible with: Space":false, "Is compatible with: Water":false, "Rarity":2, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: Leg Shock Absorber":2, "Skill level: Emergency Evasion System":1, "Skill level: High-Performance Balancer":1, "Skill level: Melee Combo Controller":1, "Skill level: High-Performance Radar":1, "Skill level: Anti-Stealth":2, "Skill level: High-Spec AMBAC":1 }, {"Name: Standard":"Act Zaku","Level":2,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"MS-X", "Cost":400, "Can sortie to: Ground":true, "Can sortie to: Space":true, "Category":"General", "Hit points":12500, "Resistance: Ballistic":15, "Resistance: Beam":15, "Resistance: Melee":12, "Strength: Ranged":23, "Strength: Melee":23, "Speed: Cruising":135, "Speed: Top (HSM)":195, "Thruster gauge":60, "Turning speed":72, "Part slots: Close-range":11, "Part slots: Medium-range":14, "Part slots: Long-range":7, "Melee priority":2, "Seconds to sortie again":13, "Is compatible with: Ground":false, "Is compatible with: Space":false, "Is compatible with: Water":false, "Rarity":2, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: Leg Shock Absorber":2, "Skill level: Emergency Evasion System":1, "Skill level: High-Performance Balancer":1, "Skill level: Melee Combo Controller":1, "Skill level: High-Performance Radar":1, "Skill level: Anti-Stealth":2, "Skill level: High-Spec AMBAC":1 }, {"Name: Standard":"Act Zaku","Level":1,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"MS-X", "Cost":350, "Can sortie to: Ground":true, "Can sortie to: Space":true, "Category":"General", "Hit points":11500, "Resistance: Ballistic":13, "Resistance: Beam":13, "Resistance: Melee":10, "Strength: Ranged":20, "Strength: Melee":18, "Speed: Cruising":135, "Speed: Top (HSM)":195, "Thruster gauge":60, "Turning speed":72, "Part slots: Close-range":9, "Part slots: Medium-range":11, "Part slots: Long-range":6, "Melee priority":2, "Seconds to sortie again":12, "Is compatible with: Ground":false, "Is compatible with: Space":false, "Is compatible with: Water":false, "Rarity":2, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: Leg Shock Absorber":2, "Skill level: Emergency Evasion System":1, "Skill level: High-Performance Balancer":1, "Skill level: Melee Combo Controller":1, "Skill level: High-Performance Radar":1, "Skill level: Anti-Stealth":2, "Skill level: High-Spec AMBAC":1 } ]
gbo2databasecreator/gbo2databasefailed
mobile suits/Act Zaku.json
JSON
mit
3,690
[ {"Name: Standard":"Advanced Hazel","Level":2,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Advance of Zeta - The Flag of the Titans", "Cost":600, "Can sortie to: Ground":true, "Can sortie to: Space":true, "Category":"Support", "Hit points":17500, "Resistance: Ballistic":26, "Resistance: Beam":26, "Resistance: Melee":20, "Strength: Ranged":34, "Strength: Melee":28, "Speed: Cruising":110, "Speed: Top (HSM)":170, "Thruster gauge":45, "Turning speed":60, "Part slots: Close-range":11, "Part slots: Medium-range":10, "Part slots: Long-range":23, "Melee priority":1, "Seconds to sortie again":15, "Is compatible with: Ground":false, "Is compatible with: Space":true, "Is compatible with: Water":false, "Rarity":2, "DP Exchange requirement: Rank":null, "DP Exchange requirement: Level":null, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: High-Performance Radar":2, "Skill level: Observational Data Link":1, "Skill level: High-performance Aerospace Gimbal":1, "Skill level: Leg Shock Absorber":3, "Skill level: High-Performance Balancer":1, "Skill level: Enhanced Tackle":4, "Skill level: High-Spec AMBAC":2, "Skill level: Forced Injector":1, "Skill level: Shield Booster Controller Custom":1 }, {"Name: Standard":"Advanced Hazel","Level":1,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Advance of Zeta - The Flag of the Titans", "Cost":550, "Can sortie to: Ground":true, "Can sortie to: Space":true, "Category":"Support", "Hit points":16000, "Resistance: Ballistic":24, "Resistance: Beam":24, "Resistance: Melee":18, "Strength: Ranged":30, "Strength: Melee":25, "Speed: Cruising":110, "Speed: Top (HSM)":170, "Thruster gauge":45, "Turning speed":60, "Part slots: Close-range":10, "Part slots: Medium-range":9, "Part slots: Long-range":21, "Melee priority":1, "Seconds to sortie again":14, "Is compatible with: Ground":false, "Is compatible with: Space":true, "Is compatible with: Water":false, "Rarity":2, "DP Exchange requirement: Rank":null, "DP Exchange requirement: Level":null, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: High-Performance Radar":2, "Skill level: Observational Data Link":1, "Skill level: High-performance Aerospace Gimbal":1, "Skill level: Leg Shock Absorber":3, "Skill level: High-Performance Balancer":1, "Skill level: Enhanced Tackle":4, "Skill level: High-Spec AMBAC":2, "Skill level: Forced Injector":1, "Skill level: Shield Booster Controller Custom":1 } ]
gbo2databasecreator/gbo2databasefailed
mobile suits/Advanced Hazel.json
JSON
mit
2,725
[ {"Name: Standard":"Agguguy","Level":4,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"MSV", "Cost":400, "Can sortie to: Ground":true, "Can sortie to: Space":false, "Category":"Raid", "Hit points":17500, "Resistance: Ballistic":13, "Resistance: Beam":13, "Resistance: Melee":16, "Strength: Ranged":11, "Strength: Melee":29, "Speed: Cruising":120, "Speed: Top (HSM)":185, "Thruster gauge":60, "Turning speed":57, "Part slots: Close-range":13, "Part slots: Medium-range":9, "Part slots: Long-range":6, "Melee priority":3, "Seconds to sortie again":13, "Is compatible with: Ground":true, "Is compatible with: Space":false, "Is compatible with: Water":true, "Rarity":1, "DP Exchange requirement: Rank":null, "DP Exchange requirement: Level":null, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: High-Performance Balancer":1, "Skill level: Maneuver Armor":1, "Skill level: Anti-Blast Stabilizer":1, "Skill level: Special Head Buffer":3, "Skill level: Emergency Evasion System":1, "Skill level: High-Performance Radar":1, "Skill level: Stealth":1, "Skill level: Melee Combo Controller":1, "Skill level: Assault Booster":1 }, {"Name: Standard":"Agguguy","Level":3,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"MSV", "Cost":350, "Can sortie to: Ground":true, "Can sortie to: Space":false, "Category":"Raid", "Hit points":15500, "Resistance: Ballistic":11, "Resistance: Beam":11, "Resistance: Melee":14, "Strength: Ranged":9, "Strength: Melee":26, "Speed: Cruising":120, "Speed: Top (HSM)":185, "Thruster gauge":60, "Turning speed":57, "Part slots: Close-range":11, "Part slots: Medium-range":8, "Part slots: Long-range":5, "Melee priority":3, "Seconds to sortie again":12, "Is compatible with: Ground":true, "Is compatible with: Space":false, "Is compatible with: Water":true, "Rarity":2, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: High-Performance Balancer":1, "Skill level: Maneuver Armor":1, "Skill level: Anti-Blast Stabilizer":1, "Skill level: Special Head Buffer":2, "Skill level: Emergency Evasion System":1, "Skill level: High-Performance Radar":1, "Skill level: Stealth":1, "Skill level: Melee Combo Controller":1, "Skill level: Assault Booster":1 }, {"Name: Standard":"Agguguy","Level":2,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"MSV", "Cost":300, "Can sortie to: Ground":true, "Can sortie to: Space":false, "Category":"Raid", "Hit points":13500, "Resistance: Ballistic":9, "Resistance: Beam":9, "Resistance: Melee":12, "Strength: Ranged":7, "Strength: Melee":23, "Speed: Cruising":120, "Speed: Top (HSM)":185, "Thruster gauge":60, "Turning speed":57, "Part slots: Close-range":9, "Part slots: Medium-range":7, "Part slots: Long-range":4, "Melee priority":3, "Seconds to sortie again":10, "Is compatible with: Ground":true, "Is compatible with: Space":false, "Is compatible with: Water":true, "Rarity":2, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: High-Performance Balancer":1, "Skill level: Maneuver Armor":1, "Skill level: Anti-Blast Stabilizer":1, "Skill level: Special Head Buffer":2, "Skill level: Emergency Evasion System":1, "Skill level: High-Performance Radar":1, "Skill level: Stealth":1, "Skill level: Melee Combo Controller":1, "Skill level: Assault Booster":1 }, {"Name: Standard":"Agguguy","Level":1,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"MSV", "Cost":250, "Can sortie to: Ground":true, "Can sortie to: Space":false, "Category":"Raid", "Hit points":11500, "Resistance: Ballistic":7, "Resistance: Beam":7, "Resistance: Melee":10, "Strength: Ranged":5, "Strength: Melee":20, "Speed: Cruising":120, "Speed: Top (HSM)":185, "Thruster gauge":60, "Turning speed":57, "Part slots: Close-range":7, "Part slots: Medium-range":6, "Part slots: Long-range":3, "Melee priority":3, "Seconds to sortie again":8, "Is compatible with: Ground":true, "Is compatible with: Space":false, "Is compatible with: Water":true, "Rarity":2, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: High-Performance Balancer":1, "Skill level: Maneuver Armor":1, "Skill level: Anti-Blast Stabilizer":1, "Skill level: Special Head Buffer":2, "Skill level: Emergency Evasion System":1, "Skill level: High-Performance Radar":1, "Skill level: Stealth":1, "Skill level: Melee Combo Controller":1, "Skill level: Assault Booster":1 } ]
gbo2databasecreator/gbo2databasefailed
mobile suits/Agguguy.json
JSON
mit
5,162
[ {"Name: Standard":"Alex","Level":4,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam 0080: War in the Pocket", "Cost":600, "Can sortie to: Ground":true, "Can sortie to: Space":true, "Category":"General", "Hit points":16000, "Resistance: Ballistic":23, "Resistance: Beam":23, "Resistance: Melee":21, "Strength: Ranged":34, "Strength: Melee":25, "Speed: Cruising":135, "Speed: Top (HSM)":190, "Thruster gauge":60, "Turning speed":72, "Part slots: Close-range":17, "Part slots: Medium-range":18, "Part slots: Long-range":9, "Melee priority":2, "Seconds to sortie again":15, "Is compatible with: Ground":false, "Is compatible with: Space":false, "Is compatible with: Water":false, "Rarity":3, "DP Exchange requirement: Rank":"Lieutenant", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: Leg Shock Absorber":3, "Skill level: Emergency Evasion System":2, "Skill level: High-Performance Balancer":1, "Skill level: Melee Combo Controller":1, "Skill level: High-Spec AMBAC":2, "Skill level: High-Performance Radar":1 }, {"Name: Standard":"Alex","Level":3,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam 0080: War in the Pocket", "Cost":550, "Can sortie to: Ground":true, "Can sortie to: Space":true, "Category":"General", "Hit points":15000, "Resistance: Ballistic":21, "Resistance: Beam":21, "Resistance: Melee":19, "Strength: Ranged":31, "Strength: Melee":23, "Speed: Cruising":135, "Speed: Top (HSM)":190, "Thruster gauge":60, "Turning speed":72, "Part slots: Close-range":16, "Part slots: Medium-range":16, "Part slots: Long-range":8, "Melee priority":2, "Seconds to sortie again":14, "Is compatible with: Ground":false, "Is compatible with: Space":false, "Is compatible with: Water":false, "Rarity":3, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: Leg Shock Absorber":3, "Skill level: Emergency Evasion System":2, "Skill level: High-Performance Balancer":1, "Skill level: Melee Combo Controller":1, "Skill level: High-Spec AMBAC":2, "Skill level: High-Performance Radar":1 }, {"Name: Standard":"Alex","Level":2,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam 0080: War in the Pocket", "Cost":500, "Can sortie to: Ground":true, "Can sortie to: Space":true, "Category":"General", "Hit points":14000, "Resistance: Ballistic":19, "Resistance: Beam":19, "Resistance: Melee":17, "Strength: Ranged":28, "Strength: Melee":21, "Speed: Cruising":135, "Speed: Top (HSM)":190, "Thruster gauge":60, "Turning speed":72, "Part slots: Close-range":15, "Part slots: Medium-range":14, "Part slots: Long-range":7, "Melee priority":2, "Seconds to sortie again":14, "Is compatible with: Ground":false, "Is compatible with: Space":false, "Is compatible with: Water":false, "Rarity":3, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: Leg Shock Absorber":3, "Skill level: Emergency Evasion System":2, "Skill level: High-Performance Balancer":1, "Skill level: Melee Combo Controller":1, "Skill level: High-Spec AMBAC":2, "Skill level: High-Performance Radar":1 }, {"Name: Standard":"Alex","Level":1,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam 0080: War in the Pocket", "Cost":450, "Can sortie to: Ground":true, "Can sortie to: Space":true, "Category":"General", "Hit points":13000, "Resistance: Ballistic":17, "Resistance: Beam":17, "Resistance: Melee":15, "Strength: Ranged":25, "Strength: Melee":19, "Speed: Cruising":135, "Speed: Top (HSM)":190, "Thruster gauge":60, "Turning speed":72, "Part slots: Close-range":14, "Part slots: Medium-range":12, "Part slots: Long-range":6, "Melee priority":2, "Seconds to sortie again":13, "Is compatible with: Ground":false, "Is compatible with: Space":false, "Is compatible with: Water":false, "Rarity":3, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: Leg Shock Absorber":3, "Skill level: Emergency Evasion System":2, "Skill level: High-Performance Balancer":1, "Skill level: Melee Combo Controller":1, "Skill level: High-Spec AMBAC":2, "Skill level: High-Performance Radar":1 } ]
gbo2databasecreator/gbo2databasefailed
mobile suits/Alex.json
JSON
mit
4,917
[ {"Name: Standard":"Aqua GM","Level":4,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"M-MSV", "Cost":450, "Can sortie to: Ground":true, "Can sortie to: Space":false, "Category":"General", "Hit points":16500, "Resistance: Ballistic":21, "Resistance: Beam":21, "Resistance: Melee":11, "Strength: Ranged":35, "Strength: Melee":10, "Speed: Cruising":125, "Speed: Top (HSM)":170, "Thruster gauge":55, "Turning speed":51, "Part slots: Close-range":10, "Part slots: Medium-range":11, "Part slots: Long-range":11, "Melee priority":2, "Seconds to sortie again":13, "Is compatible with: Ground":true, "Is compatible with: Space":false, "Is compatible with: Water":true, "Rarity":1, "DP Exchange requirement: Rank":null, "DP Exchange requirement: Level":null, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: Leg Shock Absorber":3, "Skill level: Quick Boost":2, "Skill level: Emergency Evasion System":1, "Skill level: Special Back Buffer":3, "Skill level: High-Performance Balancer":1, "Skill level: Aquatic Mobile Shooting":1 }, {"Name: Standard":"Aqua GM","Level":3,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"M-MSV", "Cost":400, "Can sortie to: Ground":true, "Can sortie to: Space":false, "Category":"General", "Hit points":15000, "Resistance: Ballistic":19, "Resistance: Beam":19, "Resistance: Melee":9, "Strength: Ranged":32, "Strength: Melee":8, "Speed: Cruising":120, "Speed: Top (HSM)":170, "Thruster gauge":50, "Turning speed":51, "Part slots: Close-range":9, "Part slots: Medium-range":10, "Part slots: Long-range":9, "Melee priority":2, "Seconds to sortie again":13, "Is compatible with: Ground":true, "Is compatible with: Space":false, "Is compatible with: Water":true, "Rarity":1, "DP Exchange requirement: Rank":"Master Sergeant", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: Leg Shock Absorber":2, "Skill level: Quick Boost":1, "Skill level: Emergency Evasion System":1, "Skill level: Special Back Buffer":2, "Skill level: High-Performance Balancer":1, "Skill level: Aquatic Mobile Shooting":1 }, {"Name: Standard":"Aqua GM","Level":2,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"M-MSV", "Cost":350, "Can sortie to: Ground":true, "Can sortie to: Space":false, "Category":"General", "Hit points":13500, "Resistance: Ballistic":17, "Resistance: Beam":17, "Resistance: Melee":7, "Strength: Ranged":29, "Strength: Melee":6, "Speed: Cruising":120, "Speed: Top (HSM)":170, "Thruster gauge":50, "Turning speed":51, "Part slots: Close-range":8, "Part slots: Medium-range":9, "Part slots: Long-range":7, "Melee priority":2, "Seconds to sortie again":12, "Is compatible with: Ground":true, "Is compatible with: Space":false, "Is compatible with: Water":true, "Rarity":1, "DP Exchange requirement: Rank":"Sergeant", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: Leg Shock Absorber":2, "Skill level: Quick Boost":1, "Skill level: Emergency Evasion System":1, "Skill level: Special Back Buffer":2, "Skill level: High-Performance Balancer":1, "Skill level: Aquatic Mobile Shooting":1 }, {"Name: Standard":"Aqua GM","Level":1,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"M-MSV", "Cost":300, "Can sortie to: Ground":true, "Can sortie to: Space":false, "Category":"General", "Hit points":12000, "Resistance: Ballistic":15, "Resistance: Beam":15, "Resistance: Melee":5, "Strength: Ranged":26, "Strength: Melee":4, "Speed: Cruising":120, "Speed: Top (HSM)":170, "Thruster gauge":50, "Turning speed":51, "Part slots: Close-range":7, "Part slots: Medium-range":7, "Part slots: Long-range":6, "Melee priority":2, "Seconds to sortie again":10, "Is compatible with: Ground":true, "Is compatible with: Space":false, "Is compatible with: Water":true, "Rarity":1, "DP Exchange requirement: Rank":"Corporal", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: Leg Shock Absorber":2, "Skill level: Quick Boost":1, "Skill level: Emergency Evasion System":1, "Skill level: Special Back Buffer":2, "Skill level: High-Performance Balancer":1, "Skill level: Aquatic Mobile Shooting":1 } ]
gbo2databasecreator/gbo2databasefailed
mobile suits/Aqua GM.json
JSON
mit
4,718
[ {"Name: Standard":"Armored GM","Level":4,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam: Zeonic Front", "Cost":400, "Can sortie to: Ground":true, "Can sortie to: Space":false, "Category":"General", "Hit points":12500, "Resistance: Ballistic":16, "Resistance: Beam":16, "Resistance: Melee":10, "Strength: Ranged":29, "Strength: Melee":11, "Speed: Cruising":130, "Speed: Top (HSM)":175, "Thruster gauge":55, "Turning speed":54, "Part slots: Close-range":7, "Part slots: Medium-range":12, "Part slots: Long-range":9, "Melee priority":2, "Seconds to sortie again":13, "Is compatible with: Ground":true, "Is compatible with: Space":false, "Is compatible with: Water":false, "Rarity":1, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Hovering", "Skill level: Leg Shock Absorber":1, "Skill level: Emergency Evasion System":1, "Skill level: High-Performance Balancer":1, "Skill level: Melee Combo Controller":1, "Skill level: Explosive Reactive Armor":1 }, {"Name: Standard":"Armored GM","Level":3,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam: Zeonic Front", "Cost":350, "Can sortie to: Ground":true, "Can sortie to: Space":false, "Category":"General", "Hit points":12000, "Resistance: Ballistic":14, "Resistance: Beam":14, "Resistance: Melee":8, "Strength: Ranged":26, "Strength: Melee":9, "Speed: Cruising":130, "Speed: Top (HSM)":175, "Thruster gauge":55, "Turning speed":54, "Part slots: Close-range":6, "Part slots: Medium-range":10, "Part slots: Long-range":8, "Melee priority":2, "Seconds to sortie again":12, "Is compatible with: Ground":true, "Is compatible with: Space":false, "Is compatible with: Water":false, "Rarity":1, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Hovering", "Skill level: Leg Shock Absorber":1, "Skill level: Emergency Evasion System":1, "Skill level: High-Performance Balancer":1, "Skill level: Melee Combo Controller":1, "Skill level: Explosive Reactive Armor":1 }, {"Name: Standard":"Armored GM","Level":2,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam: Zeonic Front", "Cost":300, "Can sortie to: Ground":true, "Can sortie to: Space":false, "Category":"General", "Hit points":11500, "Resistance: Ballistic":12, "Resistance: Beam":12, "Resistance: Melee":6, "Strength: Ranged":23, "Strength: Melee":7, "Speed: Cruising":130, "Speed: Top (HSM)":175, "Thruster gauge":55, "Turning speed":54, "Part slots: Close-range":5, "Part slots: Medium-range":8, "Part slots: Long-range":7, "Melee priority":2, "Seconds to sortie again":10, "Is compatible with: Ground":true, "Is compatible with: Space":false, "Is compatible with: Water":false, "Rarity":1, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Hovering", "Skill level: Leg Shock Absorber":1, "Skill level: Emergency Evasion System":1, "Skill level: High-Performance Balancer":1, "Skill level: Melee Combo Controller":1, "Skill level: Explosive Reactive Armor":1 }, {"Name: Standard":"Armored GM","Level":1,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam: Zeonic Front", "Cost":250, "Can sortie to: Ground":true, "Can sortie to: Space":false, "Category":"General", "Hit points":11000, "Resistance: Ballistic":10, "Resistance: Beam":10, "Resistance: Melee":4, "Strength: Ranged":20, "Strength: Melee":5, "Speed: Cruising":130, "Speed: Top (HSM)":175, "Thruster gauge":55, "Turning speed":54, "Part slots: Close-range":4, "Part slots: Medium-range":7, "Part slots: Long-range":5, "Melee priority":2, "Seconds to sortie again":8, "Is compatible with: Ground":true, "Is compatible with: Space":false, "Is compatible with: Water":false, "Rarity":1, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Hovering", "Skill level: Leg Shock Absorber":1, "Skill level: Emergency Evasion System":1, "Skill level: High-Performance Balancer":1, "Skill level: Melee Combo Controller":1, "Skill level: Explosive Reactive Armor":1 } ]
gbo2databasecreator/gbo2databasefailed
mobile suits/Armored GM.json
JSON
mit
4,763
[ {"Name: Standard":"Assault Guntank","Level":4,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam: MS IGLOO 2", "Cost":550, "Can sortie to: Ground":true, "Can sortie to: Space":false, "Category":"Support", "Hit points":22000, "Resistance: Ballistic":24, "Resistance: Beam":24, "Resistance: Melee":12, "Strength: Ranged":50, "Strength: Melee":5, "Speed: Cruising":100, "Speed: Top (HSM)":135, "Thruster gauge":65, "Turning speed":42, "Part slots: Close-range":8, "Part slots: Medium-range":14, "Part slots: Long-range":18, "Melee priority":1, "Seconds to sortie again":14, "Is compatible with: Ground":true, "Is compatible with: Space":false, "Is compatible with: Water":false, "Rarity":2, "DP Exchange requirement: Rank":null, "DP Exchange requirement: Level":null, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Rolling", "Skill level: High-Performance Radar":2, "Skill level: High-Performance Scope":2, "Skill level: Observational Data Link":1, "Skill level: Transform":1, "Skill level: Precision Shelling":1, "Skill level: Stabilization Device":1, "Skill level: Enhanced Tackle":3 }, {"Name: Standard":"Assault Guntank","Level":4,"Is transformed":true, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam: MS IGLOO 2", "Cost":550, "Can sortie to: Ground":true, "Can sortie to: Space":false, "Category":"Support", "Hit points":22000, "Resistance: Ballistic":24, "Resistance: Beam":24, "Resistance: Melee":12, "Strength: Ranged":50, "Strength: Melee":5, "Speed: Cruising":180, "Speed: Top (HSM)":null, "Thruster gauge":65, "Turning speed":60, "Part slots: Close-range":8, "Part slots: Medium-range":14, "Part slots: Long-range":18, "Melee priority":1, "Seconds to sortie again":14, "Is compatible with: Ground":true, "Is compatible with: Space":false, "Is compatible with: Water":false, "Rarity":2, "DP Exchange requirement: Rank":null, "DP Exchange requirement: Level":null, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Rolling", "Skill level: High-Performance Radar":1, "Skill level: High-Performance Scope":1, "Skill level: Observational Data Link":1, "Skill level: Transform":1, "Skill level: High Speed Charge":1, "Skill level: Shock Dampeners":1, "Skill level: Anti-Blast Stabilizer":1 }, {"Name: Standard":"Assault Guntank","Level":3,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam: MS IGLOO 2", "Cost":500, "Can sortie to: Ground":true, "Can sortie to: Space":false, "Category":"Support", "Hit points":20000, "Resistance: Ballistic":22, "Resistance: Beam":22, "Resistance: Melee":10, "Strength: Ranged":45, "Strength: Melee":5, "Speed: Cruising":100, "Speed: Top (HSM)":135, "Thruster gauge":65, "Turning speed":42, "Part slots: Close-range":7, "Part slots: Medium-range":13, "Part slots: Long-range":16, "Melee priority":1, "Seconds to sortie again":14, "Is compatible with: Ground":true, "Is compatible with: Space":false, "Is compatible with: Water":false, "Rarity":3, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Rolling", "Skill level: High-Performance Radar":2, "Skill level: High-Performance Scope":2, "Skill level: Observational Data Link":1, "Skill level: Transform":1, "Skill level: Precision Shelling":1, "Skill level: Stabilization Device":1, "Skill level: Enhanced Tackle":3 }, {"Name: Standard":"Assault Guntank","Level":3,"Is transformed":true, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam: MS IGLOO 2", "Cost":550, "Can sortie to: Ground":true, "Can sortie to: Space":false, "Category":"Support", "Hit points":20000, "Resistance: Ballistic":22, "Resistance: Beam":22, "Resistance: Melee":10, "Strength: Ranged":45, "Strength: Melee":5, "Speed: Cruising":180, "Speed: Top (HSM)":null, "Thruster gauge":65, "Turning speed":60, "Part slots: Close-range":7, "Part slots: Medium-range":13, "Part slots: Long-range":16, "Melee priority":1, "Seconds to sortie again":14, "Is compatible with: Ground":true, "Is compatible with: Space":false, "Is compatible with: Water":false, "Rarity":3, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Rolling", "Skill level: High-Performance Radar":1, "Skill level: High-Performance Scope":1, "Skill level: Observational Data Link":1, "Skill level: Transform":1, "Skill level: High Speed Charge":1, "Skill level: Shock Dampeners":1, "Skill level: Anti-Blast Stabilizer":1 }, {"Name: Standard":"Assault Guntank","Level":2,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam: MS IGLOO 2", "Cost":450, "Can sortie to: Ground":true, "Can sortie to: Space":false, "Category":"Support", "Hit points":18000, "Resistance: Ballistic":20, "Resistance: Beam":20, "Resistance: Melee":8, "Strength: Ranged":40, "Strength: Melee":5, "Speed: Cruising":100, "Speed: Top (HSM)":135, "Thruster gauge":65, "Turning speed":42, "Part slots: Close-range":6, "Part slots: Medium-range":12, "Part slots: Long-range":14, "Melee priority":1, "Seconds to sortie again":13, "Is compatible with: Ground":true, "Is compatible with: Space":false, "Is compatible with: Water":false, "Rarity":3, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Rolling", "Skill level: High-Performance Radar":2, "Skill level: High-Performance Scope":2, "Skill level: Observational Data Link":1, "Skill level: Transform":1, "Skill level: Precision Shelling":1, "Skill level: Stabilization Device":1, "Skill level: Enhanced Tackle":3 }, {"Name: Standard":"Assault Guntank","Level":2,"Is transformed":true, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam: MS IGLOO 2", "Cost":450, "Can sortie to: Ground":true, "Can sortie to: Space":false, "Category":"Support", "Hit points":18000, "Resistance: Ballistic":20, "Resistance: Beam":20, "Resistance: Melee":8, "Strength: Ranged":40, "Strength: Melee":5, "Speed: Cruising":180, "Speed: Top (HSM)":null, "Thruster gauge":65, "Turning speed":60, "Part slots: Close-range":6, "Part slots: Medium-range":12, "Part slots: Long-range":14, "Melee priority":1, "Seconds to sortie again":13, "Is compatible with: Ground":true, "Is compatible with: Space":false, "Is compatible with: Water":false, "Rarity":3, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Rolling", "Skill level: High-Performance Radar":1, "Skill level: High-Performance Scope":1, "Skill level: Observational Data Link":1, "Skill level: Transform":1, "Skill level: High Speed Charge":1, "Skill level: Shock Dampeners":1, "Skill level: Anti-Blast Stabilizer":1 }, {"Name: Standard":"Assault Guntank","Level":1,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam: MS IGLOO 2", "Cost":400, "Can sortie to: Ground":true, "Can sortie to: Space":false, "Category":"Support", "Hit points":16000, "Resistance: Ballistic":18, "Resistance: Beam":18, "Resistance: Melee":6, "Strength: Ranged":35, "Strength: Melee":5, "Speed: Cruising":100, "Speed: Top (HSM)":135, "Thruster gauge":65, "Turning speed":42, "Part slots: Close-range":5, "Part slots: Medium-range":11, "Part slots: Long-range":12, "Melee priority":1, "Seconds to sortie again":13, "Is compatible with: Ground":true, "Is compatible with: Space":false, "Is compatible with: Water":false, "Rarity":3, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Rolling", "Skill level: High-Performance Radar":2, "Skill level: High-Performance Scope":2, "Skill level: Observational Data Link":1, "Skill level: Transform":1, "Skill level: Precision Shelling":1, "Skill level: Stabilization Device":1, "Skill level: Enhanced Tackle":3 }, {"Name: Standard":"Assault Guntank","Level":1,"Is transformed":true, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam: MS IGLOO 2", "Cost":400, "Can sortie to: Ground":true, "Can sortie to: Space":false, "Category":"Support", "Hit points":16000, "Resistance: Ballistic":18, "Resistance: Beam":18, "Resistance: Melee":6, "Strength: Ranged":35, "Strength: Melee":5, "Speed: Cruising":170, "Speed: Top (HSM)":null, "Thruster gauge":65, "Turning speed":60, "Part slots: Close-range":5, "Part slots: Medium-range":11, "Part slots: Long-range":12, "Melee priority":1, "Seconds to sortie again":13, "Is compatible with: Ground":true, "Is compatible with: Space":false, "Is compatible with: Water":false, "Rarity":3, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Rolling", "Skill level: High-Performance Radar":1, "Skill level: High-Performance Scope":1, "Skill level: Observational Data Link":1, "Skill level: Transform":1, "Skill level: High Speed Charge":1, "Skill level: Shock Dampeners":1, "Skill level: Anti-Blast Stabilizer":1 } ]
gbo2databasecreator/gbo2databasefailed
mobile suits/Assault Guntank.json
JSON
mit
9,992
[ {"Name: Standard":"Barzam","Level":3,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Zeta Gundam", "Cost":550, "Can sortie to: Ground":true, "Can sortie to: Space":true, "Category":"General", "Hit points":20500, "Resistance: Ballistic":30, "Resistance: Beam":30, "Resistance: Melee":14, "Strength: Ranged":46, "Strength: Melee":9, "Speed: Cruising":130, "Speed: Top (HSM)":200, "Thruster gauge":65, "Turning speed":60, "Part slots: Close-range":14, "Part slots: Medium-range":16, "Part slots: Long-range":10, "Melee priority":2, "Seconds to sortie again":14, "Is compatible with: Ground":false, "Is compatible with: Space":true, "Is compatible with: Water":false, "Rarity":2, "DP Exchange requirement: Rank":"Ensign", "DP Exchange requirement: Level":10, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: Leg Shock Absorber":3, "Skill level: Quick Boost":3, "Skill level: Emergency Evasion System":1, "Skill level: Flight Control Program":2, "Skill level: High-Performance Balancer":1, "Skill level: High-Spec AMBAC":2, "Skill level: Melee Combo Controller":1, "Skill level: Forced Injector":1, "Skill level: High-Performance Radar":1, "Skill level: Special Leg Buffer":1 }, {"Name: Standard":"Barzam","Level":2,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Zeta Gundam", "Cost":500, "Can sortie to: Ground":true, "Can sortie to: Space":true, "Category":"General", "Hit points":18500, "Resistance: Ballistic":26, "Resistance: Beam":26, "Resistance: Melee":12, "Strength: Ranged":43, "Strength: Melee":7, "Speed: Cruising":130, "Speed: Top (HSM)":200, "Thruster gauge":65, "Turning speed":60, "Part slots: Close-range":12, "Part slots: Medium-range":15, "Part slots: Long-range":9, "Melee priority":2, "Seconds to sortie again":14, "Is compatible with: Ground":false, "Is compatible with: Space":true, "Is compatible with: Water":false, "Rarity":2, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: Leg Shock Absorber":3, "Skill level: Quick Boost":3, "Skill level: Emergency Evasion System":1, "Skill level: Flight Control Program":2, "Skill level: High-Performance Balancer":1, "Skill level: High-Spec AMBAC":2, "Skill level: Melee Combo Controller":1, "Skill level: Forced Injector":1, "Skill level: High-Performance Radar":1, "Skill level: Special Leg Buffer":1 }, {"Name: Standard":"Barzam","Level":1,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Zeta Gundam", "Cost":450, "Can sortie to: Ground":true, "Can sortie to: Space":true, "Category":"General", "Hit points":16500, "Resistance: Ballistic":23, "Resistance: Beam":23, "Resistance: Melee":10, "Strength: Ranged":40, "Strength: Melee":5, "Speed: Cruising":130, "Speed: Top (HSM)":200, "Thruster gauge":65, "Turning speed":60, "Part slots: Close-range":10, "Part slots: Medium-range":14, "Part slots: Long-range":8, "Melee priority":2, "Seconds to sortie again":13, "Is compatible with: Ground":false, "Is compatible with: Space":true, "Is compatible with: Water":false, "Rarity":2, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: Leg Shock Absorber":3, "Skill level: Quick Boost":3, "Skill level: Emergency Evasion System":1, "Skill level: Flight Control Program":2, "Skill level: High-Performance Balancer":1, "Skill level: High-Spec AMBAC":2, "Skill level: Melee Combo Controller":1, "Skill level: Forced Injector":1, "Skill level: High-Performance Radar":1, "Skill level: Special Leg Buffer":1 } ]
gbo2databasecreator/gbo2databasefailed
mobile suits/Barzam.json
JSON
mit
4,078
[ {"Name: Standard":"Bawoo","Level":4,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam ZZ", "Cost":700, "Can sortie to: Ground":true, "Can sortie to: Space":true, "Category":"Raid", "Hit points":23000, "Resistance: Ballistic":28, "Resistance: Beam":32, "Resistance: Melee":16, "Strength: Ranged":37, "Strength: Melee":33, "Speed: Cruising":135, "Speed: Top (HSM)":215, "Thruster gauge":80, "Turning speed":66, "Part slots: Close-range":19, "Part slots: Medium-range":19, "Part slots: Long-range":14, "Melee priority":3, "Seconds to sortie again":16, "Is compatible with: Ground":false, "Is compatible with: Space":true, "Is compatible with: Water":false, "Rarity":2, "DP Exchange requirement: Rank":null, "DP Exchange requirement: Level":null, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: High-Performance Balancer":1, "Skill level: High-Spec AMBAC":2, "Skill level: Maneuver Armor":3, "Skill level: Forced Injector":3, "Skill level: Melee Combo Controller":1, "Skill level: Emergency Evasion System":1, "Skill level: High-Performance Radar":1, "Skill level: Wings Special Cushioning":2, "Skill level: Assault Booster":3, "Skill level: Flight Control Program":2, "Skill level: Shield Break Stance Mastery":1, "Skill level: Thruster Output Increase":2, "Skill level: Reaction Booster Program":2 }, {"Name: Standard":"Bawoo","Level":3,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam ZZ", "Cost":650, "Can sortie to: Ground":true, "Can sortie to: Space":true, "Category":"Raid", "Hit points":20000, "Resistance: Ballistic":25, "Resistance: Beam":31, "Resistance: Melee":15, "Strength: Ranged":34, "Strength: Melee":31, "Speed: Cruising":135, "Speed: Top (HSM)":215, "Thruster gauge":75, "Turning speed":66, "Part slots: Close-range":18, "Part slots: Medium-range":18, "Part slots: Long-range":12, "Melee priority":3, "Seconds to sortie again":15, "Is compatible with: Ground":false, "Is compatible with: Space":true, "Is compatible with: Water":false, "Rarity":3, "DP Exchange requirement: Rank":"Captain", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: High-Performance Balancer":1, "Skill level: High-Spec AMBAC":2, "Skill level: Maneuver Armor":2, "Skill level: Forced Injector":3, "Skill level: Melee Combo Controller":1, "Skill level: Emergency Evasion System":1, "Skill level: High-Performance Radar":1, "Skill level: Wings Special Cushioning":2, "Skill level: Assault Booster":3, "Skill level: Flight Control Program":2, "Skill level: Shield Break Stance Mastery":1, "Skill level: Thruster Output Increase":1, "Skill level: Reaction Booster Program":1 }, {"Name: Standard":"Bawoo","Level":2,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam ZZ", "Cost":600, "Can sortie to: Ground":true, "Can sortie to: Space":true, "Category":"Raid", "Hit points":18500, "Resistance: Ballistic":22, "Resistance: Beam":30, "Resistance: Melee":14, "Strength: Ranged":31, "Strength: Melee":29, "Speed: Cruising":130, "Speed: Top (HSM)":215, "Thruster gauge":75, "Turning speed":66, "Part slots: Close-range":17, "Part slots: Medium-range":17, "Part slots: Long-range":10, "Melee priority":3, "Seconds to sortie again":15, "Is compatible with: Ground":false, "Is compatible with: Space":true, "Is compatible with: Water":false, "Rarity":3, "DP Exchange requirement: Rank":"Lieutenant", "DP Exchange requirement: Level":10, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: High-Performance Balancer":1, "Skill level: High-Spec AMBAC":2, "Skill level: Maneuver Armor":2, "Skill level: Forced Injector":2, "Skill level: Melee Combo Controller":1, "Skill level: Emergency Evasion System":1, "Skill level: High-Performance Radar":1, "Skill level: Wings Special Cushioning":2, "Skill level: Assault Booster":2, "Skill level: Flight Control Program":2, "Skill level: Shield Break Stance Mastery":1 }, {"Name: Standard":"Bawoo","Level":1,"Is transformed":false, "Name: Expanded":null, "Is recommended":true, "Series":"Mobile Suit Gundam ZZ", "Cost":550, "Can sortie to: Ground":true, "Can sortie to: Space":true, "Category":"Raid", "Hit points":17000, "Resistance: Ballistic":20, "Resistance: Beam":28, "Resistance: Melee":12, "Strength: Ranged":28, "Strength: Melee":27, "Speed: Cruising":130, "Speed: Top (HSM)":215, "Thruster gauge":75, "Turning speed":66, "Part slots: Close-range":15, "Part slots: Medium-range":15, "Part slots: Long-range":10, "Melee priority":3, "Seconds to sortie again":14, "Is compatible with: Ground":false, "Is compatible with: Space":true, "Is compatible with: Water":false, "Rarity":3, "DP Exchange requirement: Rank":"Lieutenant", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: High-Performance Balancer":1, "Skill level: High-Spec AMBAC":2, "Skill level: Maneuver Armor":2, "Skill level: Forced Injector":2, "Skill level: Melee Combo Controller":1, "Skill level: Emergency Evasion System":1, "Skill level: High-Performance Radar":1, "Skill level: Wings Special Cushioning":2, "Skill level: Assault Booster":2, "Skill level: Flight Control Program":2, "Skill level: Shield Break Stance Mastery":1 } ]
gbo2databasecreator/gbo2databasefailed
mobile suits/Bawoo.json
JSON
mit
5,792
[ {"Name: Standard":"Bishop","Level":4,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"MSV", "Cost":500, "Can sortie to: Ground":false, "Can sortie to: Space":true, "Category":"Support", "Hit points":17000, "Resistance: Ballistic":26, "Resistance: Beam":26, "Resistance: Melee":10, "Strength: Ranged":39, "Strength: Melee":0, "Speed: Cruising":105, "Speed: Top (HSM)":180, "Thruster gauge":50, "Turning speed":54, "Part slots: Close-range":3, "Part slots: Medium-range":16, "Part slots: Long-range":17, "Melee priority":1, "Seconds to sortie again":14, "Is compatible with: Ground":false, "Is compatible with: Space":true, "Is compatible with: Water":false, "Rarity":1, "DP Exchange requirement: Rank":"Ensign", "DP Exchange requirement: Level":10, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":null, "Skill level: High-Performance Radar":3, "Skill level: High-Performance Scope":2, "Skill level: Observational Data Link":1, "Skill level: High-Spec AMBAC":2, "Skill level: Anti-Jamming":3, "Skill level: Forced Injector":1, "Skill level: High-performance Aerospace Gimbal":1 }, {"Name: Standard":"Bishop","Level":3,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"MSV", "Cost":450, "Can sortie to: Ground":false, "Can sortie to: Space":true, "Category":"Support", "Hit points":16000, "Resistance: Ballistic":24, "Resistance: Beam":24, "Resistance: Melee":8, "Strength: Ranged":36, "Strength: Melee":0, "Speed: Cruising":105, "Speed: Top (HSM)":180, "Thruster gauge":50, "Turning speed":54, "Part slots: Close-range":3, "Part slots: Medium-range":14, "Part slots: Long-range":15, "Melee priority":1, "Seconds to sortie again":13, "Is compatible with: Ground":false, "Is compatible with: Space":true, "Is compatible with: Water":false, "Rarity":2, "DP Exchange requirement: Rank":"Ensign", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":null, "Skill level: High-Performance Radar":3, "Skill level: High-Performance Scope":2, "Skill level: Observational Data Link":1, "Skill level: High-Spec AMBAC":2, "Skill level: Anti-Jamming":3, "Skill level: Forced Injector":1, "Skill level: High-performance Aerospace Gimbal":1 }, {"Name: Standard":"Bishop","Level":2,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"MSV", "Cost":400, "Can sortie to: Ground":false, "Can sortie to: Space":true, "Category":"Support", "Hit points":15000, "Resistance: Ballistic":22, "Resistance: Beam":22, "Resistance: Melee":6, "Strength: Ranged":33, "Strength: Melee":0, "Speed: Cruising":105, "Speed: Top (HSM)":180, "Thruster gauge":50, "Turning speed":54, "Part slots: Close-range":3, "Part slots: Medium-range":12, "Part slots: Long-range":13, "Melee priority":1, "Seconds to sortie again":13, "Is compatible with: Ground":false, "Is compatible with: Space":true, "Is compatible with: Water":false, "Rarity":2, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":null, "Skill level: High-Performance Radar":3, "Skill level: High-Performance Scope":2, "Skill level: Observational Data Link":1, "Skill level: High-Spec AMBAC":2, "Skill level: Anti-Jamming":3, "Skill level: Forced Injector":1, "Skill level: High-performance Aerospace Gimbal":1 }, {"Name: Standard":"Bishop","Level":1,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"MSV", "Cost":350, "Can sortie to: Ground":false, "Can sortie to: Space":true, "Category":"Support", "Hit points":14000, "Resistance: Ballistic":20, "Resistance: Beam":20, "Resistance: Melee":4, "Strength: Ranged":30, "Strength: Melee":0, "Speed: Cruising":105, "Speed: Top (HSM)":180, "Thruster gauge":50, "Turning speed":54, "Part slots: Close-range":3, "Part slots: Medium-range":10, "Part slots: Long-range":11, "Melee priority":1, "Seconds to sortie again":12, "Is compatible with: Ground":false, "Is compatible with: Space":true, "Is compatible with: Water":false, "Rarity":2, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":null, "Skill level: High-Performance Radar":3, "Skill level: High-Performance Scope":2, "Skill level: Observational Data Link":1, "Skill level: High-Spec AMBAC":2, "Skill level: Anti-Jamming":3, "Skill level: Forced Injector":1, "Skill level: High-performance Aerospace Gimbal":1 } ]
gbo2databasecreator/gbo2databasefailed
mobile suits/Bishop.json
JSON
mit
4,876
[ {"Name: Standard":"Black Rider","Level":2,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam Battle Operation: Code Fairy", "Cost":500, "Can sortie to: Ground":true, "Can sortie to: Space":false, "Category":"Raid", "Hit points":18000, "Resistance: Ballistic":17, "Resistance: Beam":6, "Resistance: Melee":26, "Strength: Ranged":15, "Strength: Melee":40, "Speed: Cruising":125, "Speed: Top (HSM)":205, "Thruster gauge":60, "Turning speed":60, "Part slots: Close-range":16, "Part slots: Medium-range":11, "Part slots: Long-range":9, "Melee priority":3, "Seconds to sortie again":14, "Is compatible with: Ground":true, "Is compatible with: Space":false, "Is compatible with: Water":false, "Rarity":2, "DP Exchange requirement: Rank":"Ensign", "DP Exchange requirement: Level":10, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: High-Performance Balancer":1, "Skill level: Melee Combo Controller":2, "Skill level: Maneuver Armor":2, "Skill level: Forced Injector":1, "Skill level: Anti-Blast Stabilizer":1, "Skill level: Assault Booster":2, "Skill level: Emergency Evasion System":1, "Skill level: Jamming":1, "Skill level: Special Back Add-On Buffer":3, "Skill level: Optical Camo System":1, "Skill level: THEMIS Ability Boost":1, "Skill level: Thruster Output Increase":1, "Skill level: Reaction Booster Program":1 }, {"Name: Standard":"Black Rider","Level":1,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam Battle Operation: Code Fairy", "Cost":450, "Can sortie to: Ground":true, "Can sortie to: Space":false, "Category":"Raid", "Hit points":16500, "Resistance: Ballistic":15, "Resistance: Beam":5, "Resistance: Melee":23, "Strength: Ranged":13, "Strength: Melee":37, "Speed: Cruising":125, "Speed: Top (HSM)":205, "Thruster gauge":55, "Turning speed":60, "Part slots: Close-range":14, "Part slots: Medium-range":10, "Part slots: Long-range":8, "Melee priority":3, "Seconds to sortie again":13, "Is compatible with: Ground":true, "Is compatible with: Space":false, "Is compatible with: Water":false, "Rarity":2, "DP Exchange requirement: Rank":"Ensign", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: High-Performance Balancer":1, "Skill level: Melee Combo Controller":2, "Skill level: Maneuver Armor":2, "Skill level: Forced Injector":1, "Skill level: Anti-Blast Stabilizer":1, "Skill level: Assault Booster":2, "Skill level: Emergency Evasion System":1, "Skill level: Jamming":1, "Skill level: Special Back Add-On Buffer":3, "Skill level: Optical Camo System":1, "Skill level: THEMIS Ability Boost":1 } ]
gbo2databasecreator/gbo2databasefailed
mobile suits/Black Rider.json
JSON
mit
2,923
[ {"Name: Standard":"Blue Destiny Unit-1","Level":4,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam Side Story: The Blue Destiny", "Cost":500, "Can sortie to: Ground":true, "Can sortie to: Space":false, "Category":"Raid", "Hit points":15250, "Resistance: Ballistic":17, "Resistance: Beam":21, "Resistance: Melee":26, "Strength: Ranged":16, "Strength: Melee":39, "Speed: Cruising":130, "Speed: Top (HSM)":210, "Thruster gauge":45, "Turning speed":54, "Part slots: Close-range":19, "Part slots: Medium-range":12, "Part slots: Long-range":5, "Melee priority":3, "Seconds to sortie again":14, "Is compatible with: Ground":true, "Is compatible with: Space":false, "Is compatible with: Water":false, "Rarity":3, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: High-Performance Balancer":1, "Skill level: Melee Combo Controller":2, "Skill level: Forced Injector":1, "Skill level: Maneuver Armor":1, "Skill level: Anti-Blast Stabilizer":1, "Skill level: Power Accelerator":1, "Skill level: EXAM Ability Boost":1, "Skill level: Shield Tackle":1, "Skill level: Assault Booster":1 }, {"Name: Standard":"Blue Destiny Unit-1","Level":3,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam Side Story: The Blue Destiny", "Cost":450, "Can sortie to: Ground":true, "Can sortie to: Space":false, "Category":"Raid", "Hit points":14000, "Resistance: Ballistic":15, "Resistance: Beam":19, "Resistance: Melee":24, "Strength: Ranged":14, "Strength: Melee":36, "Speed: Cruising":130, "Speed: Top (HSM)":210, "Thruster gauge":45, "Turning speed":54, "Part slots: Close-range":17, "Part slots: Medium-range":10, "Part slots: Long-range":5, "Melee priority":3, "Seconds to sortie again":13, "Is compatible with: Ground":true, "Is compatible with: Space":false, "Is compatible with: Water":false, "Rarity":3, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: High-Performance Balancer":1, "Skill level: Melee Combo Controller":2, "Skill level: Forced Injector":1, "Skill level: Maneuver Armor":1, "Skill level: Anti-Blast Stabilizer":1, "Skill level: Power Accelerator":1, "Skill level: EXAM Ability Boost":1, "Skill level: Shield Tackle":1, "Skill level: Assault Booster":1 }, {"Name: Standard":"Blue Destiny Unit-1","Level":2,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam Side Story: The Blue Destiny", "Cost":400, "Can sortie to: Ground":true, "Can sortie to: Space":false, "Category":"Raid", "Hit points":12500, "Resistance: Ballistic":13, "Resistance: Beam":17, "Resistance: Melee":22, "Strength: Ranged":12, "Strength: Melee":33, "Speed: Cruising":130, "Speed: Top (HSM)":210, "Thruster gauge":45, "Turning speed":54, "Part slots: Close-range":16, "Part slots: Medium-range":8, "Part slots: Long-range":4, "Melee priority":3, "Seconds to sortie again":13, "Is compatible with: Ground":true, "Is compatible with: Space":false, "Is compatible with: Water":false, "Rarity":3, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: High-Performance Balancer":1, "Skill level: Melee Combo Controller":2, "Skill level: Forced Injector":1, "Skill level: Maneuver Armor":1, "Skill level: Anti-Blast Stabilizer":1, "Skill level: Power Accelerator":1, "Skill level: EXAM Ability Boost":1, "Skill level: Shield Tackle":1, "Skill level: Assault Booster":1 }, {"Name: Standard":"Blue Destiny Unit-1","Level":1,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam Side Story: The Blue Destiny", "Cost":350, "Can sortie to: Ground":true, "Can sortie to: Space":false, "Category":"Raid", "Hit points":11000, "Resistance: Ballistic":11, "Resistance: Beam":15, "Resistance: Melee":20, "Strength: Ranged":10, "Strength: Melee":30, "Speed: Cruising":130, "Speed: Top (HSM)":210, "Thruster gauge":45, "Turning speed":54, "Part slots: Close-range":14, "Part slots: Medium-range":7, "Part slots: Long-range":3, "Melee priority":3, "Seconds to sortie again":12, "Is compatible with: Ground":true, "Is compatible with: Space":false, "Is compatible with: Water":false, "Rarity":3, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: High-Performance Balancer":1, "Skill level: Melee Combo Controller":2, "Skill level: Forced Injector":1, "Skill level: Maneuver Armor":1, "Skill level: Anti-Blast Stabilizer":1, "Skill level: Power Accelerator":1, "Skill level: EXAM Ability Boost":1, "Skill level: Shield Tackle":1, "Skill level: Assault Booster":1 } ]
gbo2databasecreator/gbo2databasefailed
mobile suits/Blue Destiny Unit-1.json
JSON
mit
5,378
[ {"Name: Standard":"Blue Destiny Unit-3","Level":4,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam Side Story: The Blue Destiny", "Cost":550, "Can sortie to: Ground":true, "Can sortie to: Space":true, "Category":"General", "Hit points":18000, "Resistance: Ballistic":22, "Resistance: Beam":22, "Resistance: Melee":20, "Strength: Ranged":39, "Strength: Melee":35, "Speed: Cruising":130, "Speed: Top (HSM)":200, "Thruster gauge":50, "Turning speed":60, "Part slots: Close-range":14, "Part slots: Medium-range":19, "Part slots: Long-range":7, "Melee priority":3, "Seconds to sortie again":14, "Is compatible with: Ground":false, "Is compatible with: Space":true, "Is compatible with: Water":false, "Rarity":3, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: Emergency Evasion System":1, "Skill level: High-Performance Balancer":1, "Skill level: Melee Combo Controller":1, "Skill level: High-Spec AMBAC":2, "Skill level: Forced Injector":1, "Skill level: EXAM Ability Boost":2 }, {"Name: Standard":"Blue Destiny Unit-3","Level":3,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam Side Story: The Blue Destiny", "Cost":500, "Can sortie to: Ground":true, "Can sortie to: Space":true, "Category":"General", "Hit points":17000, "Resistance: Ballistic":20, "Resistance: Beam":20, "Resistance: Melee":16, "Strength: Ranged":36, "Strength: Melee":30, "Speed: Cruising":130, "Speed: Top (HSM)":200, "Thruster gauge":50, "Turning speed":60, "Part slots: Close-range":13, "Part slots: Medium-range":17, "Part slots: Long-range":6, "Melee priority":3, "Seconds to sortie again":14, "Is compatible with: Ground":false, "Is compatible with: Space":true, "Is compatible with: Water":false, "Rarity":3, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: Emergency Evasion System":1, "Skill level: High-Performance Balancer":1, "Skill level: Melee Combo Controller":1, "Skill level: High-Spec AMBAC":2, "Skill level: Forced Injector":1, "Skill level: EXAM Ability Boost":2 }, {"Name: Standard":"Blue Destiny Unit-3","Level":2,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam Side Story: The Blue Destiny", "Cost":450, "Can sortie to: Ground":true, "Can sortie to: Space":true, "Category":"General", "Hit points":16000, "Resistance: Ballistic":18, "Resistance: Beam":18, "Resistance: Melee":12, "Strength: Ranged":33, "Strength: Melee":25, "Speed: Cruising":130, "Speed: Top (HSM)":200, "Thruster gauge":50, "Turning speed":60, "Part slots: Close-range":12, "Part slots: Medium-range":15, "Part slots: Long-range":5, "Melee priority":3, "Seconds to sortie again":13, "Is compatible with: Ground":false, "Is compatible with: Space":true, "Is compatible with: Water":false, "Rarity":3, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: Emergency Evasion System":1, "Skill level: High-Performance Balancer":1, "Skill level: Melee Combo Controller":1, "Skill level: High-Spec AMBAC":2, "Skill level: Forced Injector":1, "Skill level: EXAM Ability Boost":2 }, {"Name: Standard":"Blue Destiny Unit-3","Level":1,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam Side Story: The Blue Destiny", "Cost":400, "Can sortie to: Ground":true, "Can sortie to: Space":true, "Category":"General", "Hit points":14500, "Resistance: Ballistic":16, "Resistance: Beam":16, "Resistance: Melee":10, "Strength: Ranged":30, "Strength: Melee":20, "Speed: Cruising":130, "Speed: Top (HSM)":200, "Thruster gauge":50, "Turning speed":60, "Part slots: Close-range":11, "Part slots: Medium-range":13, "Part slots: Long-range":4, "Melee priority":3, "Seconds to sortie again":13, "Is compatible with: Ground":false, "Is compatible with: Space":true, "Is compatible with: Water":false, "Rarity":3, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: Emergency Evasion System":1, "Skill level: High-Performance Balancer":1, "Skill level: Melee Combo Controller":1, "Skill level: High-Spec AMBAC":2, "Skill level: Forced Injector":1, "Skill level: EXAM Ability Boost":2 } ]
gbo2databasecreator/gbo2databasefailed
mobile suits/Blue Destiny Unit-3.json
JSON
mit
4,972
[ {"Name: Standard":"Bolinoak Sammahn","Level":4,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Zeta Gundam", "Cost":650, "Can sortie to: Ground":true, "Can sortie to: Space":true, "Category":"Raid", "Hit points":24500, "Resistance: Ballistic":31, "Resistance: Beam":21, "Resistance: Melee":39, "Strength: Ranged":21, "Strength: Melee":44, "Speed: Cruising":135, "Speed: Top (HSM)":225, "Thruster gauge":75, "Turning speed":66, "Part slots: Close-range":22, "Part slots: Medium-range":17, "Part slots: Long-range":9, "Melee priority":3, "Seconds to sortie again":15, "Is compatible with: Ground":false, "Is compatible with: Space":true, "Is compatible with: Water":false, "Rarity":2, "DP Exchange requirement: Rank":"Lieutenant", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: High-Performance Balancer":1, "Skill level: High-Spec AMBAC":2, "Skill level: Maneuver Armor":2, "Skill level: Forced Injector":2, "Skill level: Melee Combo Controller":2, "Skill level: High-Performance Radar":2, "Skill level: Marker":1, "Skill level: Fake Beacon":2, "Skill level: Anti-Jamming":2, "Skill level: Special Back Buffer":3, "Skill level: Special R-Arm Equipment Buffer":3, "Skill level: Damage Control":3, "Skill level: Assault Booster":3, "Skill level: Precision Analysis":1 }, {"Name: Standard":"Bolinoak Sammahn","Level":3,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Zeta Gundam", "Cost":600, "Can sortie to: Ground":true, "Can sortie to: Space":true, "Category":"Raid", "Hit points":23000, "Resistance: Ballistic":29, "Resistance: Beam":20, "Resistance: Melee":36, "Strength: Ranged":19, "Strength: Melee":41, "Speed: Cruising":135, "Speed: Top (HSM)":225, "Thruster gauge":75, "Turning speed":66, "Part slots: Close-range":20, "Part slots: Medium-range":16, "Part slots: Long-range":8, "Melee priority":3, "Seconds to sortie again":15, "Is compatible with: Ground":false, "Is compatible with: Space":true, "Is compatible with: Water":false, "Rarity":2, "DP Exchange requirement: Rank":"Ensign", "DP Exchange requirement: Level":10, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: High-Performance Balancer":1, "Skill level: High-Spec AMBAC":2, "Skill level: Maneuver Armor":2, "Skill level: Forced Injector":2, "Skill level: Melee Combo Controller":2, "Skill level: High-Performance Radar":2, "Skill level: Marker":1, "Skill level: Fake Beacon":2, "Skill level: Anti-Jamming":2, "Skill level: Special Back Buffer":3, "Skill level: Special R-Arm Equipment Buffer":3, "Skill level: Damage Control":3, "Skill level: Assault Booster":3, "Skill level: Precision Analysis":1 }, {"Name: Standard":"Bolinoak Sammahn","Level":2,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Zeta Gundam", "Cost":550, "Can sortie to: Ground":true, "Can sortie to: Space":true, "Category":"Raid", "Hit points":21500, "Resistance: Ballistic":27, "Resistance: Beam":19, "Resistance: Melee":33, "Strength: Ranged":17, "Strength: Melee":38, "Speed: Cruising":135, "Speed: Top (HSM)":225, "Thruster gauge":75, "Turning speed":66, "Part slots: Close-range":18, "Part slots: Medium-range":15, "Part slots: Long-range":7, "Melee priority":3, "Seconds to sortie again":14, "Is compatible with: Ground":false, "Is compatible with: Space":true, "Is compatible with: Water":false, "Rarity":2, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: High-Performance Balancer":1, "Skill level: High-Spec AMBAC":2, "Skill level: Maneuver Armor":2, "Skill level: Forced Injector":2, "Skill level: Melee Combo Controller":2, "Skill level: High-Performance Radar":2, "Skill level: Marker":1, "Skill level: Fake Beacon":2, "Skill level: Anti-Jamming":2, "Skill level: Special Back Buffer":3, "Skill level: Special R-Arm Equipment Buffer":3, "Skill level: Damage Control":3, "Skill level: Assault Booster":2, "Skill level: Precision Analysis":1 }, {"Name: Standard":"Bolinoak Sammahn","Level":1,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Zeta Gundam", "Cost":500, "Can sortie to: Ground":true, "Can sortie to: Space":true, "Category":"Raid", "Hit points":20000, "Resistance: Ballistic":25, "Resistance: Beam":18, "Resistance: Melee":30, "Strength: Ranged":15, "Strength: Melee":35, "Speed: Cruising":135, "Speed: Top (HSM)":225, "Thruster gauge":75, "Turning speed":66, "Part slots: Close-range":16, "Part slots: Medium-range":14, "Part slots: Long-range":6, "Melee priority":3, "Seconds to sortie again":14, "Is compatible with: Ground":false, "Is compatible with: Space":true, "Is compatible with: Water":false, "Rarity":2, "DP Exchange requirement: Rank":"Private 2nd Class", "DP Exchange requirement: Level":1, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Walking", "Skill level: High-Performance Balancer":1, "Skill level: High-Spec AMBAC":2, "Skill level: Maneuver Armor":2, "Skill level: Forced Injector":2, "Skill level: Melee Combo Controller":2, "Skill level: High-Performance Radar":2, "Skill level: Marker":1, "Skill level: Fake Beacon":2, "Skill level: Anti-Jamming":2, "Skill level: Special Back Buffer":3, "Skill level: Special R-Arm Equipment Buffer":3, "Skill level: Damage Control":3, "Skill level: Assault Booster":2, "Skill level: Precision Analysis":1 } ]
gbo2databasecreator/gbo2databasefailed
mobile suits/Bolinoak Sammahn.json
JSON
mit
5,983
[ {"Name: Standard":"Byarlant Isolde","Level":2,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam Twilight Axis", "Cost":650, "Can sortie to: Ground":true, "Can sortie to: Space":true, "Category":"General", "Hit points":23000, "Resistance: Ballistic":22, "Resistance: Beam":28, "Resistance: Melee":22, "Strength: Ranged":23, "Strength: Melee":49, "Speed: Cruising":140, "Speed: Top (HSM)":220, "Thruster gauge":80, "Turning speed":75, "Part slots: Close-range":14, "Part slots: Medium-range":24, "Part slots: Long-range":10, "Melee priority":2, "Seconds to sortie again":15, "Is compatible with: Ground":false, "Is compatible with: Space":true, "Is compatible with: Water":false, "Rarity":3, "DP Exchange requirement: Rank":null, "DP Exchange requirement: Level":null, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Hovering", "Skill level: Emergency Evasion System":3, "Skill level: Flight Control Program":3, "Skill level: Flight System":3, "Skill level: High Spec Flight Control":1, "Skill level: High-Performance Balancer":1, "Skill level: High-Spec AMBAC":2, "Skill level: Maneuver Armor":1, "Skill level: Melee Combo Controller":1, "Skill level: Forced Injector":3, "Skill level: High-Performance Radar":1, "Skill level: Special Back Add-On Buffer":3, "Skill level: Special Shoulder Buffer":3, "Skill level: Immobile Aerial Fire":1 }, {"Name: Standard":"Byarlant Isolde","Level":1,"Is transformed":false, "Name: Expanded":null, "Is recommended":false, "Series":"Mobile Suit Gundam Twilight Axis", "Cost":600, "Can sortie to: Ground":true, "Can sortie to: Space":true, "Category":"General", "Hit points":21500, "Resistance: Ballistic":20, "Resistance: Beam":26, "Resistance: Melee":20, "Strength: Ranged":20, "Strength: Melee":45, "Speed: Cruising":140, "Speed: Top (HSM)":220, "Thruster gauge":80, "Turning speed":75, "Part slots: Close-range":13, "Part slots: Medium-range":22, "Part slots: Long-range":9, "Melee priority":2, "Seconds to sortie again":15, "Is compatible with: Ground":false, "Is compatible with: Space":true, "Is compatible with: Water":false, "Rarity":3, "DP Exchange requirement: Rank":null, "DP Exchange requirement: Level":null, "Is reward: Event":false, "Is reward: Mission":false, "Ground movement":"Hovering", "Skill level: Emergency Evasion System":3, "Skill level: Flight Control Program":3, "Skill level: Flight System":3, "Skill level: High Spec Flight Control":1, "Skill level: High-Performance Balancer":1, "Skill level: High-Spec AMBAC":2, "Skill level: Maneuver Armor":1, "Skill level: Melee Combo Controller":1, "Skill level: Forced Injector":2, "Skill level: High-Performance Radar":1, "Skill level: Special Back Add-On Buffer":2, "Skill level: Special Shoulder Buffer":3, "Skill level: Immobile Aerial Fire":1 } ]
gbo2databasecreator/gbo2databasefailed
mobile suits/Byarlant Isolde.json
JSON
mit
3,015