code:
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;

    }
}


code:
<?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>

1.5

	</supportedVersions>
	<packageId>c0ffee.rimworld.animations</packageId>
	<modDependencies>

			<packageId>brrainz.harmony</packageId>
			<displayName>Harmony</displayName>
			<steamWorkshopUrl>steam://url/CommunityFilePage/2009463077</steamWorkshopUrl>
			<downloadUrl>https://github.com/pardeike/HarmonyRimWorld/releases/latest</downloadUrl>

			<packageId>UnlimitedHugs.HugsLib</packageId>
			<displayName>HugsLib</displayName>
			<downloadUrl>https://github.com/UnlimitedHugs/RimworldHugsLib/releases/latest</downloadUrl>
			<steamWorkshopUrl>steam://url/CommunityFilePage/818773962</steamWorkshopUrl>

			<packageId>rim.job.world</packageId>
			<displayName>RimJobWorld</displayName>
			<downloadUrl>https://www.loverslab.com/topic/110270-mod-rimjobworld/</downloadUrl>

	</modDependencies>
	<loadAfter>

UnlimitedHugs.HugsLib

brrainz.harmony

erdelf.humanoidalienraces

nals.facialanimation

com.yayo.yayoAni

	</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>

repo_name: Handale/rimworld

license: unknown


code:
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<Manifest>
  <identifier>Rimworld-Animations</identifier>
  <version>2.0.0</version>
</Manifest>


code:
<?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>


code:
<?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>


code:
<?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>


code:
<?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>


code:
<?xml version="1.0" encoding="utf-8"?>
<LanguageData>

  <Dog_Doggystyle.label>estilo cachorrinho</Dog_Doggystyle.label>
  <Horse_Cowgirl.label>vaqueira</Horse_Cowgirl.label>

</LanguageData>


code:
<?xml version="1.0" encoding="utf-8"?>
<LanguageData>

  <Tribadism.label>tribadismo</Tribadism.label>
  <Cunnilingus.label>cunilíngua</Cunnilingus.label>

</LanguageData>


code:
<?xml version="1.0" encoding="utf-8"?>
<LanguageData>

  <Double_Penetration.label>dupla penetração</Double_Penetration.label>

</LanguageData>


code:
<?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>


code:
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<loadFolders>
	<v1.1>

/

1.1

	</v1.1>
	<v1.2>

/

1.2

Patch_HatsDisplaySelection/1.2

	</v1.2>
	<v1.3>

/

1.3

Patch_HatsDisplaySelection/1.2

Patch_SexToysMasturbation

Patch_SexToysMasturbation/1.3

	</v1.3>
	<v1.4>

/

1.4

Patch_HumanoidAlienRaces/1.4

Patch_HatsDisplaySelection/1.2

Patch_SexToysMasturbation

Patch_SexToysMasturbation/1.4

	</v1.4>
	<v1.5>

/

1.5

Patch_HumanoidAlienRaces/1.5

Patch_SexToysMasturbation/1.5

Patch_FacialAnimation/1.5

Patch_NoRimNudeWorld/1.5

Patch_NoRimNudeWorldZoo/1.5

	</v1.5>

</loadFolders>


code:
<?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>


code:
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")]


code:
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());

        }
    }
}


code:
<?xml version="1.0" encoding="utf-8" ?>
<Patch>

	<Operation Class="PatchOperationSequence">
		<success>Always</success>
		<operations>

				<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>

				<xpath>/Defs/PawnRenderTreeDef[defName="Humanlike"]/root/children/li[debugLabel="Head"]/subworkerClasses</xpath>
				<value>

Rimworld_Animations.PawnRenderSubWorker_HideWhenAnimating

				</value>

		</operations>
	</Operation>

</Patch>


code:
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;

		}
	}

	*/

}


code:
<?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>


code:
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")]


code:
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
	<!-- placeholder for when RimNude isn't installed -->
	<PawnRenderNodeTagDef>
		<defName>RimNude_Penis</defName>
	</PawnRenderNodeTagDef>
</Defs>


code:
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
	<!-- placeholder for when RimNude isn't installed -->
	<PawnRenderNodeTagDef>
		<defName>AnimalPenis</defName>
	</PawnRenderNodeTagDef>
</Defs>


code:
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")]


code:
<?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">
      <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>
    <Reference Include="UnityEngine.IMGUIModule">
      <HintPath>..\..\RimWorldWin64_Data\Managed\UnityEngine.IMGUIModule.dll</HintPath>
      <Private>False</Private>
    </Reference>
  </ItemGroup>
  <ItemGroup>
    <Compile Include="1.5\Source\Actors\Actor.cs" />
    <Compile Include="1.5\Source\Actors\AlienRaceOffset.cs" />
    <Compile Include="1.5\Source\Animations\AnimationOffsets\AnimationOffsetDef.cs" />
    <Compile Include="1.5\Source\Animations\AnimationOffsets\Offsets\AnimationOffset_AgeRange.cs" />
    <Compile Include="1.5\Source\Animations\AnimationOffsets\Offsets\AnimationOffset_BodyType.cs" />
    <Compile Include="1.5\Source\Animations\AnimationOffsets\Offsets\AnimationOffset_BodyTypeGendered.cs" />
    <Compile Include="1.5\Source\Animations\AnimationOffsets\Offsets\AnimationOffset_Single.cs" />
    <Compile Include="1.5\Source\Animations\AnimationOffsets\Offsets\BaseAnimationOffset.cs" />
    <Compile Include="1.5\Source\Animations\AnimationOffsets\Offsets\BodyTypeOffset.cs" />
    <Compile Include="1.5\Source\Animations\AnimationProps\AnimationPropDef.cs" />
    <Compile Include="1.5\Source\Animations\AnimationWorkers\AnimationWorker_KeyframesExtended.cs" />
    <Compile Include="1.5\Source\Animations\PawnTests\BasePawnTest.cs" />
    <Compile Include="1.5\Source\Animations\PawnTests\PawnTest_BodyType.cs" />
    <Compile Include="1.5\Source\Animations\PawnTests\PawnTest_Never.cs" />
    <Compile Include="1.5\Source\Animations\PawnTests\PawnTest_Humanlike.cs" />
    <Compile Include="1.5\Source\Animations\PawnTests\PawnTest_PrisonerOfColony.cs" />
    <Compile Include="1.5\Source\Animations\PawnTests\PawnTest_SlaveOfColony.cs" />
    <Compile Include="1.5\Source\Animations\PawnTests\PawnTest_Always.cs" />
    <Compile Include="1.5\Source\Animations\PawnTests\PawnTest_JobDef.cs" />
    <Compile Include="1.5\Source\Animations\PawnTests\PawnTest_Multi.cs" />
    <Compile Include="1.5\Source\Animations\PawnTests\PawnTest_Race.cs" />
    <Compile Include="1.5\Source\Animations\PawnTests\PawnTest_RJWCanBeFucked.cs" />
    <Compile Include="1.5\Source\Animations\PawnTests\PawnTest_RJWCanFuck.cs" />
    <Compile Include="1.5\Source\Animations\PawnTests\PawnTest_Trait.cs" />
    <Compile Include="1.5\Source\Animations\PawnTests\PawnTest_Hediff.cs" />
    <Compile Include="1.5\Source\Comps\CompExtendedAnimator.cs" />
    <Compile Include="1.5\Source\Comps\CompProperties_ExtendedAnimator.cs" />
    <Compile Include="1.5\Source\Comps\CompProperties_ThingAnimator.cs" />
    <Compile Include="1.5\Source\Comps\CompThingAnimator.cs" />
    <Compile Include="1.5\Source\Comps\ExtendedAnimatorAnchor\BaseExtendedAnimatorAnchor.cs" />
    <Compile Include="1.5\Source\Comps\ExtendedAnimatorAnchor\ExtendedAnimatorAnchor_Thing.cs" />
    <Compile Include="1.5\Source\Comps\ExtendedAnimatorAnchor\ExtendedAnimatorAnchor_Vector3.cs" />
    <Compile Include="1.5\Source\Defs\AnimationDefOf.cs" />
    <Compile Include="1.5\Source\Animations\GroupAnimations\GroupAnimationContexts\BaseGroupAnimationContext.cs" />
    <Compile Include="1.5\Source\Animations\GroupAnimations\GroupAnimationContexts\GroupAnimationContext_RJWSex.cs" />
    <Compile Include="1.5\Source\Animations\GroupAnimations\GroupAnimationDef.cs" />
    <Compile Include="1.5\Source\Animations\GroupAnimations\GroupAnimationStages\AnimationStage.cs" />
    <Compile Include="1.5\Source\Animations\GroupAnimations\GroupAnimationStages\AnimationStage_Branch.cs" />
    <Compile Include="1.5\Source\Animations\GroupAnimations\GroupAnimationStages\AnimationStage_LoopRandomSelectChance.cs" />
    <Compile Include="1.5\Source\Animations\GroupAnimations\GroupAnimationStages\AnimationStage_TicksDuration.cs" />
    <Compile Include="1.5\Source\Animations\Keyframes\ExtendedKeyframe.cs" />
    <Compile Include="1.5\Source\MainTabWindows\MainTabWindow_OffsetConfigure.cs" />
    <Compile Include="1.5\Source\MainTabWindows\OffsetMainButtonDefOf.cs" />
    <Compile Include="1.5\Source\MainTabWindows\WorldComponent_UpdateMainTab.cs" />
    <Compile Include="1.5\Source\Patches\Harmony_PatchAll.cs" />
    <Compile Include="1.5\Source\Patches\RimworldPatches\HarmonyPatch_Dialog_DebugRenderTree.cs" />
    <Compile Include="1.5\Source\Patches\RimworldPatches\HarmonyPatch_PawnRenderer.cs" />
    <Compile Include="1.5\Source\Patches\RimworldPatches\HarmonyPatch_PawnRenderNode.cs" />
    <Compile Include="1.5\Source\Patches\RimworldPatches\HarmonyPatch_PawnRenderNodeWorker.cs" />
    <Compile Include="1.5\Source\Patches\RimworldPatches\HarmonyPatch_PawnRenderTree.cs" />
    <Compile Include="1.5\Source\Patches\RimworldPatches\HarmonyPatch_Pawn_DrawTracker.cs" />
    <Compile Include="1.5\Source\Patches\RimworldPatches\HarmonyPatch_Thing.cs" />
    <Compile Include="1.5\Source\Patches\RJWPatches\JobDrivers\HarmonyPatch_JobDriver_Masturbate.cs" />
    <Compile Include="1.5\Source\Patches\RJWPatches\JobDrivers\JobDriver_Sex\HarmonyPatch_Animate.cs" />
    <Compile Include="1.5\Source\Patches\RJWPatches\JobDrivers\JobDriver_Sex\HarmonyPatch_PlaySexSounds.cs" />
    <Compile Include="1.5\Source\Patches\RJWPatches\JobDrivers\JobDriver_Sex\HarmonyPatch_SexTick.cs" />
    <Compile Include="1.5\Source\Patches\RJWPatches\HarmonyPatch_WorkGiverSex.cs" />
    <Compile Include="1.5\Source\Patches\RJWPatches\JobDrivers\HarmonyPatch_JobDriver_JoinInBed.cs" />
    <Compile Include="1.5\Source\Patches\RJWPatches\JobDrivers\HarmonyPatch_JobDriver_Sex.cs" />
    <Compile Include="1.5\Source\Patches\RJWPatches\JobDrivers\HarmonyPatch_JobDriver_SexBaseInitiator.cs" />
    <Compile Include="1.5\Source\Patches\RJWPatches\JobDrivers\SexBaseReceivers\HarmonyPatch_JobDriver_SexBaseReceiverRaped.cs" />
    <Compile Include="1.5\Source\Patches\RJWPatches\JobDrivers\SexBaseReceivers\HarmonyPatch_JobDriver_SexBaseReceiverLoved.cs" />
    <Compile Include="1.5\Source\PawnRenderNode\GraphicBodyTypeVariants\PawnRenderNodeProperties_GraphicBodyTypeVariants.cs" />
    <Compile Include="1.5\Source\PawnRenderNode\GraphicBodyTypeVariants\PawnRenderNodeWorker_GraphicBodyTypeVariants.cs" />
    <Compile Include="1.5\Source\PawnRenderNode\GraphicBodyTypeVariants\PawnRenderNode_GraphicBodyTypeVariants.cs" />
    <Compile Include="1.5\Source\PawnRenderNode\GraphicHediffSeverityVariants\PawnRenderNodeProperties_GraphicHediffSeverityVariants.cs" />
    <Compile Include="1.5\Source\PawnRenderNode\GraphicHediffSeverityVariants\PawnRenderNodeWorker_GraphicHediffSeverityVariants.cs" />
    <Compile Include="1.5\Source\PawnRenderNode\GraphicHediffSeverityVariants\PawnRenderNode_GraphicHediffSeverityVariants.cs" />
    <Compile Include="1.5\Source\PawnRenderNode\GraphicHediffVariants\PawnRenderNodeProperties_GraphicHediffVariants.cs" />
    <Compile Include="1.5\Source\PawnRenderNode\GraphicHediffVariants\PawnRenderNodeWorker_GraphicHediffVariants.cs" />
    <Compile Include="1.5\Source\PawnRenderNode\GraphicHediffVariants\PawnRenderNode_GraphicHediffVariants.cs" />
    <Compile Include="1.5\Source\PawnRenderNode\GraphicVariants\PawnRenderNodeProperties_GraphicVariants.cs" />
    <Compile Include="1.5\Source\PawnRenderNode\GraphicVariants\PawnRenderNodeWorker_GraphicVariants.cs" />
    <Compile Include="1.5\Source\PawnRenderNode\GraphicVariants\PawnRenderNode_GraphicVariants.cs" />
    <Compile Include="1.5\Source\PawnRenderNode\TexPathVariants.cs" />
    <Compile Include="1.5\Source\RenderSubWorkers\PawnRenderSubWorker_ChangeOffset.cs" />
    <Compile Include="1.5\Source\Patches\RJWPatches\RJWAnimationSettings.cs" />
    <Compile Include="1.5\Source\RenderSubWorkers\PawnRenderSubWorker_HideWhenAnimating.cs" />
    <Compile Include="1.5\Source\Utilities\AnimationUtility.cs" />
    <Compile Include="1.5\Source\Voices\VoiceDef.cs" />
    <Compile Include="1.5\Source\Voices\VoiceDefOf.cs" />
    <Compile Include="1.5\Source\Voices\VoiceTagDef.cs" />
    <Compile Include="Properties\AssemblyInfo.cs" />
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repo_name: Synthael/carnalitas

path: .gitignore

license: mit


code:
# Localization Helper
/localization_helper.py             @erri120

path: .gitlab/codeowners


code:
# Installation Instructions
- Download the archive "Carnalitas.VAR_VERSION.zip" and extract it somewhere
- Go to your mod folder. On Windows this is in C:\Users\\[your username]\Documents\Paradox Interactive\Crusader Kings III\mod\
- Copy the content of the archive ("Carnalitas" folder and "Carnalitas.mod" file) into the mod folder.
  > If you are updating the mod, delete the old "Carnalitas" folder present in the mod folder before copying.
- In your CK3 launcher go to Mods > Manage Mods > Add More Mods (in bottom right corner) > Select this mod and add it.
- Restart your launcher if it doesn't show up in the list when you try to add it.


code:
**Describe the bug**

A clear and concise description of what the bug is.

**To Reproduce**

Steps to reproduce the behavior:
1. Do this action '...'
2. Get this event '...'
3. Click on '....'
4. ...

**Expected behavior**

A clear and concise description of what you expected to happen.

**Screenshots**

If applicable, add screenshots to help explain your problem.

**Game Version**

Version of the game the bug has been observed

**Mods (List your mods, preferably with the load order they have in your launcher, as well as their version)**

1. Mod 1
2. Mod 2
3. ...

**Additional context**

Add any other context about the problem here.

/label bug


code:
**Is your feature request related to a problem? Please describe.**

A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]

**Describe the solution you'd like**

A clear and concise description of what you want to happen.

**Describe alternatives you've considered**

A clear and concise description of any alternative solutions or features you've considered.

**Additional context**

Add any other context or screenshots about the feature request here.

/label suggestion


code:
<!--- Take the time to look at the right-hand column and fill in the relevant information (Reviewers, Labels, Project, Linked issues...).  -->

## Types of changes
<!--- What types of changes does your code introduce? Replace the space by an `x` in all the boxes that apply: -->
- [ ] I have read the [Contributing file](https://gitgud.io/cherisong/carnalitas/-/blob/development/CONTRIBUTING.md)
- [ ] Bug fix (non-breaking change which fixes an issue)
- [ ] New feature (non-breaking change which adds functionality)
- [ ] Localization change (Your changes mainly concern localization)
- [ ] Breaking change (fix or feature that would cause existing functionality to change. Likely not save-compatible)
- [ ] I have added a summary of the change to the changelog.md file
- [ ] My change requires a change to the documentation/wiki.

## Description
<!--- Describe or list the changes you made -->


code:
# This is the build script for the Carnalitas mod
# It creates the Carnalitas.mod file based on the descriptor.mod, and compresses it alongside the mod folder into a properly named archive
# It then create a draft release prefilled with the content of "changelog.txt" and installation instructions
# Note: All changes to files made by this script are done on a building environment hosted by github, not on the actual Carnalitas repository (except the draft release of course)

name: Build and draft release

# Environment variables
env:
  # Paths are relative to the root folder of the repository
  changelog_path: changelog.md
  install_instructions_path: .github/install-instructions-template.md

# Controls when the action will run. Workflow runs when manually triggered using the UI or API.
on:
  workflow_dispatch:
    # Inputs the workflow accepts.
    inputs:
      version:
        description: 'Version'
        default: '*.*'
        required: true

jobs:

  build:
    runs-on: ubuntu-latest
    steps:

    # Checkout the repository to the building environment, into a "Carnalitas" folder
    - name: Checkout code
      uses: actions/checkout@v2
      with:
        path: Carnalitas

    # Create the Carnalitas.mod file
    - name: Create Carnalitas.mod file
      run: |
        cp ${{ github.workspace }}/Carnalitas/descriptor.mod ${{ github.workspace }}/Carnalitas.mod
        echo -e '\npath="mod/Carnalitas"' >> Carnalitas.mod

    # Build the mod and upload it as an artifact to be used later (the paths starting with ! are excluded)
    # Note: the artifact is basically the mod, but unzipped
    - name: Build artifact
      uses: actions/upload-artifact@v2
      with:
        name: Carnalitas.${{ github.event.inputs.version }}
        path: |
          ${{ github.workspace }}
          !${{ github.workspace }}/Carnalitas/.*
          !${{ github.workspace }}/Carnalitas/*.md
          !${{ github.workspace }}/Carnalitas/*.txt
          !${{ github.workspace }}/Carnalitas/*.py

    # Download the artifact for compression
    - name: Download the artifact
      uses: actions/download-artifact@v2
      id: download
      with:
        name: Carnalitas.${{ github.event.inputs.version }}
        path: ${{ github.workspace }}/Release/

    # Compress the artifact into a zip
    - name: Compress artifact to zip
      run: |
        cd ${{ github.workspace }}/Release/
        zip -r ${{ github.workspace }}/Carnalitas.${{ github.event.inputs.version }}.zip *

    # Append Installation Instructions to the release message
    - name: Append Installation Instructions to the release message
      run:  cat ${{ github.workspace }}/Carnalitas/${{env.install_instructions_path}} >> ${{ github.workspace }}/Carnalitas/${{env.changelog_path}}
    - name: change the variable VAR_VERSION to the actual version in the release notes
      run: sed -i 's/VAR_VERSION/${{ github.event.inputs.version }}/g' ${{ github.workspace }}/Carnalitas/${{env.changelog_path}}

    # Create the release on github
    - name: Create Release
      id: create_release
      uses: actions/create-release@v1
      env:
        GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }} # This token is provided by Actions, you do not need to create your own token
      with:
        tag_name: ${{ github.event.inputs.version }}
        release_name: Carnalitas ${{ github.event.inputs.version }}
        body_path: ${{ github.workspace }}/Carnalitas/${{env.changelog_path}}
        draft: true
        prerelease: false

    # Upload the compressed archive to the github release
    - name: Upload Release Asset
      id: upload-release-asset
      uses: actions/upload-release-asset@v1
      env:
        GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
      with:
        upload_url: ${{ steps.create_release.outputs.upload_url }} # This pulls from the CREATE RELEASE step above, referencing it's ID to get its outputs object, which include a `upload_url`. See this blog post for more info: https://jasonet.co/posts/new-features-of-github-actions/#passing-data-to-future-steps
        asset_path: ${{ github.workspace }}/Carnalitas.${{ github.event.inputs.version }}.zip
        asset_name: Carnalitas.${{ github.event.inputs.version }}.zip
        asset_content_type: application/zip


code:
{
    "python.linting.pylintEnabled": true,
    "python.linting.enabled": true,
    "python.linting.pylintArgs": ["--disable", "W0301"],
    "[yaml]": {
        "files.encoding": "utf8bom",
    },
}


code:
# Changelog (2.10)

## Compatibility

* @pharaox updated the mod to CK3 1.16.1, everyone thank @pharaox

## New Features

* Ban10: Added an extra birth control game rule, that enables the decision only for the player.

## Modding

* @pharaox: Change the had_sex_with_effect to give the incest and homosexual secrets before triggering the on_actions, so the code in the on_action can use these secrets.


code:
# How to contribute to the Carnalitas Framework

## You want to add a new feature or bugfix

In order to keep the development branch stable, you should not commit directly to it. Here is the workflow you should follow:

### Create a new branch

If you are an official contributor to this project, **create a new branch** from the "developing" branch (you can do it from github or directly from your local git repository)
> If you are not an official contributor, you can fork this project and work on your feature there

- It is recommended to name your branch "**feature/concise-name-of-the-feature**" for a new feature or "**fix/concise-name-of-the-bugfix**" for a bugfix.

### Work on your branch

You can now start working on your feature by pushing your modification to your feature branch.

- Only add changes that are related to that feature
- Create new files rather than writing into existing ones
- Use as specific of a namespace as possible to avoid awkward conflicts

### Create a pull request

Once your feature is done, or at least stable and functioning (doesn't cause crashes or break existing stuff), you can **create a pull request** from your feature branch to the development branch

- Follow the template instructions
- Add a reviewer to the pull request (cherisong and potentially another contributor who already worked on the code you are modifying)
- Add the label "enhancement" and any other relevant label, like "visual" if you made some graphical modification
- If your feature or bugfix is supposed to close or fix an existing issue, please link it in the pull request (the option is also in the right-hand column)

## Adding new translations

**Note: Only do this just before a final release**

Translations go into the `localization` folder where each language gets its own sub directory. You can use the localization helper to quickly setup a new language (requires [Python](https://www.python.org/)):

In a terminal (shell, cmd, powershell...), execute the following command

```shell
python localization_helper.py update --lang <language>
```

Where `<language>` is the name of the language you want to translate to, eg: `german`.

Before running the script, make sure that all the strings already translated are in the format `key:1 "value"`. The `:1` tells the script that this line is already translated and thus should not be changed.
The script will then add all the missing strings, in english, and with the format `key:0 "value"`.

**Important:** Once you have translated a string, do not forget to replace the `:0` by a `:1`. Every string with a different format than `key:1 "value"` will be replaced by the english value when you run the script

If you want to see translation statistics use `python localization_helper.py stats`.


code:
# Carnalitas

[Releases](https://gitgud.io/cherisong/carnalitas/-/releases)

[LoversLab Page](https://www.loverslab.com/files/file/14207-carnalitas/)

[Carnalitas Discord Server](https://discord.gg/9FytVhPQNa)

[Carnalitas Wiki](https://gitgud.io/cherisong/carnalitas/-/wikis/home)

[How to Contribute to Carnalitas](https://gitgud.io/cherisong/carnalitas/-/blob/development/CONTRIBUTING.md)

[Development Board](https://gitgud.io/cherisong/carnalitas/-/boards/5325)

[Credits](https://gitgud.io/cherisong/carnalitas/-/wikis/99.-Credits)

## Official Submods

[Carnalitas - Historical Slavery Doctrines](https://gitgud.io/cherisong/carnalitas-historical-slavery-doctrines)

## Load Order

* total conversion mods
* all mods not related to Carnalitas
* Carnalitas
* mods that list Carnalitas as a prerequisite

## Carnalitas Succession Law
By contributing material for Carnalitas you are agreeing to distribute it under the [GNU General Public License 3.0](https://gitgud.io/cherisong/carnalitas/-/blob/development/LICENSE.md).

This basically means that:
1. Anyone can copy, modify and distribute this software.
2. You have to include the license and copyright notice with each and every distribution.
3. You can use this software privately.
4. You can use this software for commercial purposes (but if anyone receives the software, they have the right to distribute it for free).
5. Source code must be made available when the software is distributed.
6. If you modify it, you have to indicate changes made to the code.
7. Any modifications of this code base MUST be distributed with the same license, GPLv3.
8. This software is provided without warranty.
9. The software author or license can not be held liable for any damages inflicted by the software.

Includes a very small portion of script from Crusader Kings 3 which is needed to make the mod work. Those portions are (c) Paradox Interactive.
All other parts of Carnalitas are (c) its contributors, who are listed [here](https://gitgud.io/cherisong/carnalitas/-/wikis/99.-Credits).


code:
# The ck3-tiger.conf file is in standard Paradox script format.
# It should be placed in the top directory of your mod.

languages = {
	# This will check only english and german localizations
	#check = "english"
	#check = "german"

	# If you DON'T specify any check languages, you can instead say which ones to skip.
	#skip = "french"
	#skip = "spanish"

	# If you don't specify anything in languages, the validator will check all languages.
}

# Allows configuring what reports are printed by CK3-Tiger.
filter = {

    # Whether to report about problems in vanilla game files.
    # Setting this to 'yes' results in a LOT of spam.
    # Optional boolean value, defaults to no.
    show_vanilla = no

    # Whether to report about problems in mods loaded via the load_mod sections.
    # Optional boolean value, defaults to no.
    show_loaded_mods = no

    # Contains rules for reports, using trigger syntax.
    # Only reports matching the trigger will be printed.
    # The root trigger is an AND block, just like any other trigger.
    trigger = {
        # For more information, there is a guide at: ck3-tiger/filter.md

        # In short, valid trigger keys are:
        # - always = yes/no
        # - NOT, AND, OR, NAND, NOR
        # - severity
        # - confidence
        # - key
        # - file
        # - text
        # - ignore_keys_in_files

 		# Only print warnings and errors
		severity >= Warning
		# Don't print reports that are likely false positives
		confidence >= Reasonable

		# Ignore
		NAND = { # False positives errors about unknown tokens introduced in 1.16
			key = unknown-field
			OR = {
				text = "unknown token `is_nomad_title`"
				text = "unknown token `is_obedient_to`"
			}
		}
		NAND = { # False positive warnings about unknown datafunctions introduced in 1.16
			key = datafunctions
			OR = {
				text = "unknown datafunction GetSuzerain"
				text = "unknown datafunction HasSuzerain"
				text = "unknown datafunction GetTributaryContract"
				text = "unknown datafunction GetConfederation"
				text = "unknown datafunction IsConfederation"
				text = "unknown datafunction GetHerd"
				text = "unknown datafunction GetHerdBreakdown"
				text = "unknown datafunction GetLevelsIcon"
			}
		}
		NAND = { # False positive warnings about unknown datafunctions introduced in 1.16
			key = datafunctions
			OR = {
				text = "wrong number of arguments for macro"
			}
			file = gui/window_character.gui
		}
		NAND = { # Missing Carnalitas trait flags
			key = missing-item
			OR = {
				text = "trait flag carn_cannot_be_enslaved not defined in common/traits/"
				text = "trait flag carn_slave_cannot_be_freed not defined in common/traits/"
				text = "trait flag carn_slave_cannot_be_sold not defined in common/traits/"
				text = "trait flag carn_wants_to_be_a_slave not defined in common/traits/"
				text = "trait flag carn_block_send_sex_interaction not defined in common/traits/"
				text = "trait flag carn_block_receive_sex_interaction not defined in common/traits/"
				text = "trait flag carn_cannot_use_birth_control not defined in common/traits/"
				text = "trait flag carn_cannot_stop_work_as_prostitute not defined in common/traits/"
				text = "trait flag carn_block_aborting_any_pregnancy not defined in common/traits/"
				text = "trait flag carn_block_aborting_any_normal_pregnancy not defined in common/traits/"
				text = "trait flag carn_block_aborting_any_custom_pregnancy not defined in common/traits/"
				text = "trait flag carn_absolute_birth_control not defined in common/traits/"
				text = "trait flag carn_no_consequences_for_extramarital_sex_with_me not defined in common/traits/"
				text = "trait flag carn_has_high_arousal not defined in common/traits/"
				text = "trait flag carn_has_low_arousal not defined in common/traits/"
				text = "trait flag carn_can_always_have_sex not defined in common/traits/"
				text = "trait flag carn_cannot_have_sex not defined in common/traits/"
				text = "trait flag carn_cannot_be_raped not defined in common/traits/"
				text = "trait flag carn_custom_pregnancy not defined in common/traits/"
				text = "trait flag carn_no_pregnancy_complications not defined in common/traits/"
				text = "trait flag carn_lactation_ignores_effective_age not defined in common/traits/"
				text = "trait flag carn_block_yearly_milk_production_decrease not defined in common/traits/"
				text = "trait flag carn_suppress_all_on_pregnancy_maintenance not defined in common/traits/"
				text = "trait flag carn_suppress_all_on_pregnancy_notification not defined in common/traits/"
				text = "trait flag carn_suppress_all_on_birth_notification not defined in common/traits/"
				text = "trait flag carn_is_prostitute not defined in common/traits/"
				text = "trait flag carn_cannot_be_prostitute not defined in common/traits/"
				text = "trait flag is_naked not defined in common/traits/"
				text = "trait flag immune_to_disease not defined in common/traits/"
				text = "trait flag immune_to_std not defined in common/traits/"
				text = "trait flag carn_use_pregnant_portrait not defined in common/traits/"
				text = "trait flag can_use_abduct_scheme not defined in common/traits/"
			}
		}
		NAND = { # Vanilla scope issues
			key = scopes
			text = "`base_legitimacy_value` expects root to be character but root seems to be none"
			file = common/on_action/carn_prostitution_doctrine_seeding_on_actions.txt
		}
		NAND = { # Vanilla scope issues
			key = scopes
			OR = {
				text = "`hostile_scheme_monthly_discovery_chance_effect` expects scope:target to be landed title but scope:target seems to be character"
				text = "`agent_groups_target_character_perspective_value` expects scope:target to be landed title but scope:target seems to be character"
			}
			file = common/schemes/scheme_types/carn_abduct_scheme_override.txt
		}
		NAND = { # Vanilla scope issues (likely false positives)
			key = strict-scopes
			OR = {
				text = "`secrecy_base_value` expects scope:councillor_liege to be set"
				text = "`hostile_scheme_monthly_discovery_chance_effect` expects scope:scheme to be set"
				text = "`hostile_scheme_monthly_discovery_chance_effect` expects scope:target to be set"
				text = "`hostile_scheme_monthly_discovery_chance_effect` expects scope:owner to be set"
				text = "`intrigue_scheme_ongoing_2003_other_secret_target` expects scope:owner to be set"
				text = "`intrigue_scheme_ongoing_2002_agent_trigger` expects scope:target to be set"
				text = "`agent_events_0012_extra_requirements_for_lovers_trigger` expects scope:char_1 to be set"
				text = "`agent_events_0012_extra_requirements_for_lovers_trigger` expects scope:char_2 to be set"
			}
			file = common/schemes/scheme_types/carn_abduct_scheme_override.txt
		}
		NAND = { # Missing tooltips
			key = tooltip
			text = "OR is a too complex trigger to be tooltipped in a trigger that shows failures only."
			OR = {
				file = common/character_interactions/carn_free_slave_interaction.txt
				file = common/scripted_triggers/carn_can_have_sex_triggers.txt
			}
		}
		NAND = { # Ignore missing localization warnings
			key = missing-localization
		}
		NAND = { # Ignore duplicate localizations
			key = duplicate-item
			text = "localization is redefined by another localization"
			file = localization/
		}
		NAND = { # Ignore missing item in localization
			key = missing-item
			file = localization/
		}
		NAND = { # Ignore content after final " in localization
			key = localization
			text = "content after final"
			file = localization/
		}
	}
}

# Use a load_mod section to tell ck3-tiger to load another mod before this one.
# This is useful when making submods or compatibility patch mods.
# You can have multiple load_mod sections.
#load_mod = {
#	# The label will be used in the error output to mark files from this mod
#	label = "FE"
#	# The path to the mod's .mod file. Use forward slashes.
#	modfile = "/home/gamer/Pdx/mod/FactionsExplained.mod"
#}

#characters = {
#	# Only warn about characters who are born by this date (usually your last bookmark)
#	only_born = "1511.1.1"  # optional
#}

# Sometimes ck3-tiger makes a mistake in determining the scope types expected
# by a scripted trigger or effect. Its conclusions can be overridden here.
# Scope overrides can be ALL (to accept any scope) or a list separated by |,
# like character|province|landed_title
scope_override = {
	artifact_low_rarity_trigger = ALL
	artifact_medium_rarity_trigger = ALL
	artifact_high_rarity_trigger = ALL
	artifact_region_trigger = ALL
}

# Optional block to control output styles and colors. Colors are enabled by default.
# Another way to disable all ANSI characters in the output is to supply the --no-color flag.
# That flag will override anything you define here, in the config file.
output_style = {
    # Default value is 'yes', except with ck3-tiger-auto when it is default 'no'.
    # If set to 'no', no ANSI characters will be added to the output and the output will not be colored.
    # Also, all other settings in this block will be ignored.
#    enable = yes

    # Optional block to set the error color.
#    error = {
#        # Default is red. Supported values are Black, Red, Green, Yellow, Blue, Purple, Cyan, White.
#        color = "red"
#    }
    # Optional block to set the warning color.
#    warning = {
#        # Default is yellow. Supported values are Black, Red, Green, Yellow, Blue, Purple, Cyan, White.
#        color = "yellow"
#    }
    # Optional block to set the info color.
#    info = {
#        # Default is green. Supported values are Black, Red, Green, Yellow, Blue, Purple, Cyan, White.
#        color = "green"
#    }
    # Optional block to set the advice color.
#    untidy = {
#        # Default is cyan. Supported values are Black, Red, Green, Yellow, Blue, Purple, Cyan, White.
#        color = "cyan"
#    }

}


code:
# interaction to buy a slave directly off the targeted slave owner
# actor is you
# recipient is the slave owner
# secondary_recipient is the slave
carn_buy_slave_directly_interaction = {
	category = interaction_category_prison
	desc = carn_buy_slave_directly_interaction_desc
	interface_priority = 31
	common_interaction = yes
	needs_recipient_to_open = yes

	greeting = positive

	ai_min_reply_days = 0
	ai_max_reply_days = 0

	redirect = {
		scope:recipient = { # if we clicked on the slave, get their owner on the phone instead
			if = {
				limit = { has_trait = slave }
				save_scope_as = secondary_recipient
				random_relation = {
					type = slave_owner
					save_scope_as = recipient
				}
			}
		}
	}

	populate_recipient_list = {
		scope:recipient = {
			every_relation = {
				type = slave
				limit = {
					is_busy_in_events_localised = yes
					carn_slave_can_be_sold_trigger = yes
				}
				add_to_list = characters
			}
		}
	}

	is_shown = {
		scope:recipient = {
			NOT = { this = scope:actor }
			any_relation = {
				type = slave
				exists = this
			}
		}
		NAND = { # to prevent ai spamming you with buy slave requests
			scope:actor = { is_ai = yes }
			scope:recipient = { is_ai = no }
		}
	}

	is_valid_showing_failures_only = {
		scope:actor = {
			NOT = { is_at_war_with = scope:recipient }
		}
		trigger_if = {
			limit = { exists = scope:secondary_recipient }
			scope:secondary_recipient = {
				is_busy_in_events_localised = yes
				carn_slave_can_be_sold_trigger = yes
				carn_slave_price_value <= scope:actor.gold
			}
		}
	}

	on_accept = {
		if = {
			limit = { scope:recipient = { has_relation_slave = scope:secondary_recipient } }
			scope:actor = { save_scope_as = buyer }
			scope:recipient = { save_scope_as = seller }
			scope:secondary_recipient = { save_scope_as = slave }
			carn_buy_slave_effect = {
				SLAVE_PRICE = scope:secondary_recipient.carn_slave_price_value
			}
		}
	}

	ai_frequency = 120

	ai_targets = {
		ai_recipients = realm_characters
		chance = 0.25
	}
	ai_targets = {
		ai_recipients = neighboring_rulers
		chance = 0.25
	}

	ai_potential = {
		gold >= 50
		any_courtier_or_guest = {
			is_alive = yes
			count <= 30
		}
	}

	ai_will_do = {
		base = 0
		ai_value_modifier = {
			ai_compassion = -1
		}

		#Lacking councillors
		compare_modifier = {
			trigger = { scope:actor = { NOT = { exists = cp:councillor_chancellor } } }
			target = scope:recipient
			value = diplomacy
			offset = {
				value = 0
				subtract = decent_skill_rating
			}
		}
		compare_modifier = {
			trigger = { scope:actor = { NOT = { exists = cp:councillor_marshal } } }
			target = scope:recipient
			value = martial
			offset = {
				value = 0
				subtract = decent_skill_rating
			}
		}
		compare_modifier = {
			trigger = { scope:actor = { NOT = { exists = cp:councillor_steward } } }
			target = scope:recipient
			value = stewardship
			offset = {
				value = 0
				subtract = decent_skill_rating
			}
		}
		compare_modifier = {
			trigger = { scope:actor = { NOT = { exists = cp:councillor_spymaster } } }
			target = scope:recipient
			value = intrigue
			offset = {
				value = 0
				subtract = decent_skill_rating
			}
		}

		#Lacking court physician
		compare_modifier = {
			trigger = { scope:actor = { court_physician_available_trigger = no } }
			target = scope:recipient
			value = learning
			offset = {
				value = 0
				subtract = decent_skill_rating
			}
		}

		#Lacking knights
		compare_modifier = {
			trigger = {
				prowess >= decent_skill_rating
				can_be_knight_trigger = { ARMY_OWNER = scope:actor }
				scope:actor = {
					OR = {
						number_of_knights < max_number_of_knights
						any_knight = {
							prowess < decent_skill_rating
						}
					}
				}
			}
			target = scope:recipient
			value = prowess
			offset = {
				value = 0
				subtract = decent_skill_rating
			}
		}
	}

	ai_accept = {
		base = 0
		modifier = {
			add = 50
			desc = "GOLD_POSITIVE_REASON"
		}
		modifier = {
			trigger = {
				scope:secondary_recipient = {
					is_knight_of = scope:recipient
				}
			}
			add = -25
			desc = "carn_secondary_recipient_is_my_knight_reason"
		}
		modifier = {
			trigger = {
				scope:secondary_recipient = {
					is_councillor_of = scope:recipient
				}
			}
			add = -50
			desc = "carn_secondary_recipient_is_my_councillor_reason"
		}
		modifier = {
			trigger = {
				scope:secondary_recipient = {
					has_relation_friend = scope:recipient
				}
			}
			add = -50
			desc = "carn_secondary_recipient_is_my_friend_reason"
		}
		modifier = {
			trigger = {
				scope:secondary_recipient = {
					has_relation_lover = scope:recipient
				}
			}
			add = -50
			desc = "carn_secondary_recipient_is_my_lover_reason"
		}
		modifier = {
			trigger = {
				scope:secondary_recipient = {
					has_relation_crush = scope:recipient
				}
			}
			add = -50
			desc = "carn_secondary_recipient_is_my_crush_reason"
		}
		modifier = {
			trigger = {
				scope:secondary_recipient = {
					has_relation_soulmate = scope:recipient
				}
			}
			add = -1000
			desc = "carn_secondary_recipient_is_my_soulmate_reason"
		}
		modifier = { # Say no to rivals
			add = -55
			scope:recipient = {
				has_relation_rival = scope:actor
			}
			desc = "ACTOR_RIVAL_TO_ME_REASON"
		}
		modifier = { # Say no to rivals
			add = -300
			scope:recipient = {
				has_relation_nemesis = scope:actor
			}
			desc = "ACTOR_NEMESIS_TO_ME_REASON"
		}
		modifier = { # An Intimidated recipient is significantly more likely to accept an offer from the liege
			add = 40
			trigger = {
				scope:recipient = {
					target_is_liege_or_above = scope:actor
					has_dread_level_towards = {
						target = scope:actor
						level = 1
					}
				}
			}
			desc = INTIMIDATED_REASON
		}

		modifier = { # A Cowed recipient is significantly more likely to accept an offer from the liege
			add = 100
			trigger = {
				scope:recipient = {
					target_is_liege_or_above = scope:actor
					has_dread_level_towards = {
						target = scope:actor
						level = 2
					}
				}
			}
			desc = COWED_REASON
		}
	}
}


code:
# THIS IS COMPLETE CANCER. banged my head against this for hours but can't redirect to make the UI work in a satisfying way
# players can use character finder until paradox makes their complex character interactions not hardcoded
# -cheri

# interaction to buy a slave off the general "slave market" of all slaves available
# actor and secondary_actor are you
# recipient is the slave owner
# secondary_recipient is the slave
carn_buy_slave_on_market_interaction = {
	category = interaction_category_diplomacy
	desc = carn_buy_slave_on_market_interaction_desc
	interface_priority = 9
	common_interaction = yes
	needs_recipient_to_open = no

	greeting = positive
	notification_text = carn_buy_slave_offer
	send_name = carn_buy_slave_directly_interaction

	ai_min_reply_days = 0
	ai_max_reply_days = 0

	redirect = {
		if = {
			limit = { scope:actor = scope:recipient }
			scope:actor = { save_scope_as = secondary_actor }
			clear_saved_scope = recipient
		}
		else = {
			scope:recipient = {
				save_scope_as = secondary_recipient
				random_relation = {
					type = slave_owner
					save_scope_as = recipient
				}
			}
		}
	}

	populate_recipient_list = {
		every_ruler = {
			limit = {
				is_busy_in_events_localised = yes
				in_diplomatic_range = scope:actor
				NOT = { this = scope:actor }
			}
			every_relation = {
				type = slave
				limit = {
					is_busy_in_events_localised = yes
					carn_slave_can_be_sold_trigger = yes
				}
				add_to_list = characters
			}
		}
	}

	is_shown = {
		NOT = { has_game_rule = carn_slavery_content_disabled }
		scope:actor = scope:secondary_actor
	}

	is_valid_showing_failures_only = {
		trigger_if = {
			limit = { exists = scope:recipient }
			scope:actor = {
				NOT = { is_at_war_with = scope:recipient }
			}
		}
		trigger_if = {
			limit = { exists = scope:secondary_recipient }
			scope:secondary_recipient = {
				is_busy_in_events_localised = yes
				carn_slave_can_be_sold_trigger = yes
				carn_slave_price_value <= scope:actor.gold
			}
		}
	}

	on_accept = {
		scope:actor = { save_scope_as = buyer }
		scope:recipient = { save_scope_as = seller }
		scope:secondary_recipient = { save_scope_as = slave }
		carn_buy_slave_effect = {
				SLAVE_PRICE = scope:secondary_recipient.carn_slave_price_value
		}
	}

	ai_accept = {
		base = 0
		modifier = {
			add = 50
			desc = "GOLD_POSITIVE_REASON"
		}
		modifier = {
			trigger = {
				scope:secondary_recipient = {
					is_knight_of = scope:recipient
				}
			}
			add = -25
			desc = "carn_secondary_recipient_is_my_knight_reason"
		}
		modifier = {
			trigger = {
				scope:secondary_recipient = {
					is_councillor_of = scope:recipient
				}
			}
			add = -50
			desc = "carn_secondary_recipient_is_my_councillor_reason"
		}
		modifier = {
			trigger = {
				scope:secondary_recipient = {
					has_relation_friend = scope:recipient
				}
			}
			add = -50
			desc = "carn_secondary_recipient_is_my_friend_reason"
		}
		modifier = {
			trigger = {
				scope:secondary_recipient = {
					has_relation_lover = scope:recipient
				}
			}
			add = -50
			desc = "carn_secondary_recipient_is_my_lover_reason"
		}
		modifier = {
			trigger = {
				scope:secondary_recipient = {
					has_relation_crush = scope:recipient
				}
			}
			add = -50
			desc = "carn_secondary_recipient_is_my_crush_reason"
		}
		modifier = {
			trigger = {
				scope:secondary_recipient = {
					has_relation_soulmate = scope:recipient
				}
			}
			add = -1000
			desc = "carn_secondary_recipient_is_my_soulmate_reason"
		}
		modifier = { # Say no to rivals
			add = -55
			scope:recipient = {
				has_relation_rival = scope:actor
			}
			desc = "ACTOR_RIVAL_TO_ME_REASON"
		}
		modifier = { # Say no to rivals
			add = -300
			scope:recipient = {
				has_relation_nemesis = scope:actor
			}
			desc = "ACTOR_NEMESIS_TO_ME_REASON"
		}
		modifier = { # An Intimidated recipient is significantly more likely to accept an offer from the liege
			add = 40
			trigger = {
				scope:recipient = {
					target_is_liege_or_above = scope:actor
					has_dread_level_towards = {
						target = scope:actor
						level = 1
					}
				}
			}
			desc = INTIMIDATED_REASON
		}

		modifier = { # A Cowed recipient is significantly more likely to accept an offer from the liege
			add = 100
			trigger = {
				scope:recipient = {
					target_is_liege_or_above = scope:actor
					has_dread_level_towards = {
						target = scope:actor
						level = 2
					}
				}
			}
			desc = COWED_REASON
		}
	}
}