code
stringlengths 0
56.1M
| repo_name
stringclasses 515
values | path
stringlengths 2
147
| language
stringclasses 447
values | license
stringclasses 7
values | size
int64 0
56.8M
|
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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>
</Reference>
<Reference Include="RJW">
<HintPath>..\rjw\1.5\Assemblies\RJW.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="RJW-ToysAndMasturbation">
<HintPath>..\rjw-toys-and-masturbation\Assemblies\RJW-ToysAndMasturbation.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">
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<Content Include="1.5\Sounds\Voices\MVoice\Moan2.wav" />
<Content Include="1.5\Sounds\Voices\MVoice\Moan3.wav" />
<Content Include="1.5\Sounds\Voices\MVoice\Moan4.wav" />
<Content Include="1.5\Sounds\Voices\MVoice\MoanShort1.wav" />
<Content Include="1.5\Sounds\Voices\MVoice\MoanShort2.wav" />
<Content Include="1.5\Sounds\Voices\MVoice\MoanShort3.wav" />
<Content Include="1.5\Sounds\Voices\MVoice\Scream1.wav" />
<Content Include="1.5\Sounds\Voices\MVoice\Scream2.wav" />
<Content Include="1.5\Sounds\Voices\MVoice\Scream3.wav" />
<Content Include="1.5\Textures\AnimationProps\Banana\Banana_east.png" />
<Content Include="1.5\Textures\AnimationProps\Banana\Banana_north.png" />
<Content Include="1.5\Textures\AnimationProps\Banana\Banana_south.png" />
<Content Include="1.5\Textures\AnimationProps\Banana\Banana_west.png" />
<Content Include="1.5\Textures\AnimationProps\Cat\Cat1_north.png" />
<Content Include="1.5\Textures\AnimationProps\Cat\Cat2_north.png" />
<Content 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 “Name: Expanded” field is reserved for expanding abbreviations (e. g., of ace names), and should not be used for adding extraneous information. For example:
- “Desert Zaku (DR)” should be expanded to “Desert Zaku (Desert Rommel)”.
- “Char's Gelgoog” should be expanded to “Char Aznable's Gelgoog”.
- “FA Gundam Mk-II” should be expanded to “Full Armor Gundam Mk-II”.
- “GM Kai Ground Type [CB] [TB]” should be expanded to “GM Kai Ground Type [Corvette Booster] [Thunderbolt]”.
- “Alex” should not be expanded to “Gundam NT-1 Alex”.
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,
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"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",
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"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,
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"Melee priority":1,
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"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,
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"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,
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"Strength: Ranged":28,
"Strength: Melee":27,
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"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,
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"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,
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"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,
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"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 |
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