code:
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;

    }
}


code:
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);
        }

    }
}

repo_name: feraleeltamer/rimworld

license: unknown


code:
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;
        }

    }

}


code:
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;
        }

    }
}


code:
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;

        }

    }
}


code:
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;
    }
}


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>


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\839005762\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" />
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    <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>


code:
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 16
VisualStudioVersion = 16.0.29905.134
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Rimworld-Animations", "Rimworld-Animations.csproj", "{71B05D71-67B2-4014-82CD-18C20AC0882F}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Milkable-Colonists-Animations", "Milkable-Colonists-Animations\Milkable-Colonists-Animations.csproj", "{11DC70AF-FF23-4D4D-A4E5-6453664B1A12}"
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
		{11DC70AF-FF23-4D4D-A4E5-6453664B1A12}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
		{11DC70AF-FF23-4D4D-A4E5-6453664B1A12}.Debug|Any CPU.Build.0 = Debug|Any CPU
		{11DC70AF-FF23-4D4D-A4E5-6453664B1A12}.Release|Any CPU.ActiveCfg = Release|Any CPU
		{11DC70AF-FF23-4D4D-A4E5-6453664B1A12}.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


code:
# Ignore all files
*.*

# File Types
!*.mps
!*.dat
!*.json
!*.txt
!*.project
!*.js
!*.zip
!*.7z
!*.csv
!*.ain
!*.fnl
!*.ks
!*.tjs
!*.yaml
!*.rb
!*.rvdata2

# Other Needed Files
!.gitignore
!README.md
!patch-config.txt
!GameUpdate*
!patch*
!Game.dat

# Ignore
previous_patch_sha.txt
kabe3_save.dat
kabe3_system.dat
psbpack.dat
Save*

# Images
!kuppuku.png_
!kurenwaku.png_
!manzokudo.png_
!manzokudo2.png_
!manzokudo3.png_
!manzokudo4.png_
!titunai_migi1.png_

repo_name: onms/sister

path: .gitignore


code:
@echo off
setlocal

REM Copy GAMEUPDATE.bat to a new file
copy patch.bat patch2.bat

REM Run the new file
call patch2.bat

REM Delete the new file
del patch2.bat

endlocal
@echo on


code:
#!/bin/bash

# Enable error handling
set -e

# Copy patch.bat to a new file
cp patch.sh patch2.sh

# Run the new file
bash patch2.sh

# Delete the new file
rm patch2.sh


code:
# Apply Patch
1. Click Code
2. Click Download ZIP
3. Extract to game folder and Replace All.

## Future Patching
1. Run GAMEUPDATE.bat to auto patch.

# Troubleshooting
**GAMEUPDATE.bat doesn't update and closes immediately**
1. Make sure your path doesn't contain any Japanese characters or lots of whitespace.
2. Make sure you actually have permissions in the folder

For WOLF RPG games, if you downloaded the game off of DLSite, you will need to do some extra steps to patch it. This is because there is a "master" file called Data.wolf that will take priority over the english patch files. You will need this file to be a folder before patching will work.

# Wolf Games
1) Download the latest UberWolf.exe release from the following link:
https://github.com/Sinflower/UberWolf/releases
2) Drag Data.wolf onto UberWolf.exe. This will create a new folder called data.wolf~
3) Rename the new data.wolf~ folder to Data
4) Delete the Data.wolf file
5) Delete previous_patch_sha.txt (this will exist if you ran GameUpdate.bat previously)
6) Run GameUpdate.bat

# Edit/Contribute
TLDR 3 steps.

    Fork the repository.
    Make the changes.
    Submit a merge request.

If everything looks good and doesn't break things I'll merge it in.

Longer Version:

# Required Software:
* [VSCode](https://code.visualstudio.com/) Make sure you check all the boxes for context menus.
* [Git](https://git-scm.com/downloads) (Use the default for everything. Just keep clicking Next)

# Guide to contributing

### 1. Fork the Repository
- Go to the repository you want to fork.
- Click the "Fork" button.

### 2. Clone Your Fork
- Clone your forked repository to your local machine.
    ```sh
    git clone https://gitgud.io/YOUR_USERNAME/REPO_NAME.git
    ```

### 3. Make Your Changes (In VSCode)
- Edit the files locally on your new branch using VSCode.
- Add and commit your changes.
    ```sh
    git add .
    git commit -m "Description of your changes"
    ```

### 4. Push Your Changes
- Push your changes to your fork on GitGud.io.
    ```sh
    git push origin your-feature-branch
    ```

### 5. Create a Merge Request
- Go to your fork on GitGud.io.
- Click on "Merge Requests" in the sidebar.
- Click the "New merge request" button.
- Select the branch you made changes to and the target project (the original repo).
- Provide a title and description for your merge request and submit it.

---

## Example

Assuming you want to fork a repository named `example-project`:

### 1. Fork the Repo
- Navigate to `https://gitgud.io/original_user/example-project` and click "Fork".

### 2. Clone Your Fork
    ```sh
    git clone https://gitgud.io/YOUR_USERNAME/example-project.git
    ```

### 3. Make Changes and Commit
    ```sh
    # Make changes to the files
    git add .
    git commit -m "Add new feature to example project"
    ```

### 4. Push Changes
    ```sh
    git push origin add-new-feature
    ```

### 5. Create a Merge Request
- Go to `https://gitgud.io/YOUR_USERNAME/example-project/merge_requests` and click on "New merge request".
- Choose the source branch `add-new-feature` and target branch (default: `main` or `master`).
- Fill in the details and submit the merge request.


code:
@echo off
setlocal EnableExtensions EnableDelayedExpansion

echo Checking for pwsh...
set _my_shell=pwsh

REM Check if pwsh.exe exists
where /q !_my_shell!
if !errorlevel! neq 0 (
  echo pwsh not found. Falling back to powershell...
  REM If pwsh is not found, set to powershell
  set _my_shell=powershell

  REM Check if powershell.exe exists
  echo Checking for powershell...
  where /q !_my_shell!
  if !errorlevel! neq 0 (
    echo.Error: Powershell not found!
    pause
    exit /B 1
  ) else (
    echo powershell found.
  )
) else (
  echo pwsh found.
)

echo Using !_my_shell! for script execution.

REM Check if patch-config.txt exists
if not exist patch-config.txt (
    echo "Config file (patch-config.txt) not found! Assuming no patching needed."
    pause
    exit /b
)

REM Read configuration from file
for /f "tokens=1,2 delims==" %%a in (patch-config.txt) do (
    if "%%a"=="username" set "username=%%b"
    if "%%a"=="repo" set "repo=%%b"
    if "%%a"=="branch" set "branch=%%b"
)

REM Get the latest hash
echo "Getting latest commit SHA hash"
!_my_shell! -Command "(Invoke-RestMethod -Uri 'https://gitgud.io/api/v4/projects/%username%%%2F%repo%/repository/branches/%branch%').commit.id" > latest_patch_sha.txt

REM Read the latest SHA from the file
set /p latest_patch_sha=<latest_patch_sha.txt

REM Check if previous_patch_sha.txt exists
if not exist previous_patch_sha.txt (
    echo "Previous SHA hash not found!"
    echo "Assuming first time patching..."
    goto download_extract
)

REM Read the stored SHA from previous check
set /p previous_patch_sha=<previous_patch_sha.txt

REM Trim whitespace from SHA strings
set "previous_patch_sha=%previous_patch_sha: =%"
set "latest_patch_sha=%latest_patch_sha: =%"

REM Compare trimmed SHAs
if "%latest_patch_sha%" neq "%previous_patch_sha%" (
    echo "Update found! Patching..."
    goto download_extract
) else (
    echo "Patch is up to date."
)

REM Delete latest_patch_sha.txt
del latest_patch_sha.txt

endlocal
pause
exit /b

:download_extract

REM Escape single quotes in paths
set "escaped_cd=%CD:'=''%"

REM Download zip file
echo "Downloading latest patch..."
!_my_shell! -Command "Set-Location -LiteralPath '%escaped_cd%'; Invoke-WebRequest -Uri 'https://gitgud.io/%username%/%repo%/-/archive/%branch%/%repo%-%branch%.zip' -OutFile 'repo.zip'"
if !errorlevel! neq 0 (
    pause
    exit /b
)

REM Extract contents, overwriting conflicts
echo "Extracting..."
!_my_shell! -Command "Set-Location -LiteralPath '%escaped_cd%'; Expand-Archive -Path '.\repo.zip' -DestinationPath '.' -Force"
echo "Applying patch..."
xcopy /s /e /y "%repo%-%branch%\*" "."

REM Clean up
echo "Cleaning up..."
del repo.zip
rmdir /s /q "%repo%-%branch%"
del latest_patch_sha.txt

REM Store latest SHA for next check
echo %latest_patch_sha% > previous_patch_sha.txt
endlocal
pause
exit /b


code:
#!/bin/bash

check_dependency() {
  if ! command -v "$1" > /dev/null 2>&1; then
    echo "Error: '$1' is not installed. Please install it using 'pkg install $1'."
    exit 1
  fi
}

# Check for jq, unzip, and curl
check_dependency jq
check_dependency unzip
check_dependency curl

CONFIG_FILE="patch-config.txt"

# Check if CONFIG_FILE exists
if [ ! -f "$CONFIG_FILE" ]; then
    echo "Config file '$CONFIG_FILE' not found! Assuming no patching needed."
    exit 0
fi

# Convert line endings to Unix format
sed -i 's/\r$//' "$CONFIG_FILE"

# Debug information
echo "Current directory: $(pwd)"
echo "Config file path: $(pwd)/$CONFIG_FILE"

# Read configuration from file
. "$(pwd)/$CONFIG_FILE"

# Get the latest hash
echo "Getting latest commit SHA hash"
latest_patch_sha=$(curl -s "https://gitgud.io/api/v4/projects/$username%2F$repo/repository/branches/$branch" | jq -r '.commit.id')

download_extract() {
    # Download zip file
    echo "Downloading latest patch..."
    curl -sL "https://gitgud.io/$username/$repo/-/archive/$branch/$repo-$branch.zip" -o repo.zip

    # Extract contents, overwriting conflicts
    echo "Extracting..."
    unzip -qo repo.zip

    echo "Applying patch..."
    cp -r "$repo-$branch/"* .

    echo "Cleaning up..."
    rm repo.zip
    rm -rf "$repo-$branch"
    rm -f latest_patch_sha.txt

    # Store latest SHA for next check
    echo "$latest_patch_sha" > previous_patch_sha.txt
}

# Check if previous_patch_sha.txt exists
if [ ! -f previous_patch_sha.txt ]; then
    echo "Previous SHA hash not found!"
    echo "Assuming first time patching..."
    download_extract
else
    # Read the stored SHA from previous check
    previous_patch_sha=$(cat previous_patch_sha.txt)

    # Compare trimmed SHAs
    if [ "$latest_patch_sha" != "$previous_patch_sha" ]; then
        echo "Update found! Patching..."
        download_extract
    else
        echo "Patch is up to date."
    fi
fi


私服(胸元)

note:
<invokeCommonEventId:98>
<ECE_スキル:72>

note:
<invokeCommonEventId:99>
<ECE_スキル:72>

下着

description: 必要条件：露出段階♥♥

note:
<invokeCommonEventId:94>
<ECE_スキル:73>

全裸

description: 必要条件：露出段階♥♥♥

note:
<invokeCommonEventId:93>
<ECE_スキル:74>

戦闘服(中破)

note:
<invokeCommonEventId:59>
<ECE_スキル:73>

戦闘服(大破)

note:
<invokeCommonEventId:60>
<ECE_スキル:74>

開発アーマー

description: デバッグ用最強装備

サイバーフォースベスト

description: 最新の素材技術が使用された軽量かつ柔軟性に優れたベスト。[防御力:10up]

薄光の護符

description: [TP再生率 3%UP]

ひび割れた闇のお守り

description: [MP再生率 2%UP]

聖光の祝符

description: [TP再生率 6%UP]

闇影の呪詛符

description: [MP再生率 3%UP]

天光の輝護符

description: [TP再生率 10%UP]

深淵の闇護符

description: [MP再生率 5%UP]


聖職者

note:
※武器タイプ要確認
※タイプ設定


獣の魔女 アビゲイル

note: <noMirror>

エロ敵tpl

battlerName: 研究員エリート（サイズ変更）


スティミュラント

formula: b.mhp / 2

聖女結晶

description:
聖女の力が宿る不思議な結晶
呪いや災いを跳ね除け、人々を守る力が宿る

快感薬

description: 変数アイテム

時計

description:
時間帯を変更します。
夜に使用した場合拠点に戻ります。

ダンジョン脱出

description:
ダンジョンから脱出します。
使用した場合1日が経過します。

快感薬

description:
快感値を上昇させる薬剤。(10~20の上昇)
※戦闘時不可

強快感薬

description:
快感値を上昇させる薬剤。(30~40の上昇)
※戦闘時不可

超快感薬

description:
快感値を上昇させる薬剤。(90~100の上昇)
※戦闘時不可

発情錠剤

description:
瞬時に女性を発情状態にさせる錠剤。
※戦闘時不可

淫乱度上昇薬

description:
淫乱度が上昇する。(1~5の上昇)
※戦闘時不可

快感抑制薬

description:
快感を抑制させる薬剤。
※戦闘時不可

発情抑制錠剤

description:
発情状態を解除させる錠剤。
※戦闘時不可

特殊繊維布

description:
衣装耐久度を回復させる。[50上昇]
※戦闘時不可

特殊裁ち鋸

description:
衣装耐久度を減少させる。[50減少,消耗なし]
※戦闘時不可、ダンジョン内のみ使用可能

異教徒の本Ⅰ

description:
聖女教に異を唱えた話題の一冊
規律正しい人が読むと少しだけ開放的な気分になる、らしい

異教徒の本Ⅱ

description:
聖女教に異を唱えた話題の一冊
発売禁止となった本の続編、ちょっぴり呪われているらしい(露出段階→♥♥)

異教徒の本Ⅲ

description:
聖女教に異を唱えた話題の一冊
修道女を堕落させるために、えげつない呪いが込められている(露出段階→♥♥♥)

淫欲濃縮剤(HP)

description: HPを30上昇する

淫欲濃縮剤(MP)

description: MPを3上昇する

淫欲濃縮剤(攻)

description: 攻撃力を1上昇する

淫欲濃縮剤(防)

description: 防御力を1上昇する

淫欲濃縮剤(魔)

description: 魔法攻撃力と魔法防御力を1上昇する

淫欲濃縮剤(速)

description: 俊敏性を1上昇する

淫欲濃縮剤(運)

description: 幸運を1上昇する

淫欲濃縮剤(スキルP)

description: スキルPを10獲得する

note: <STS Get SP: 10>

経験の書-下

description: 経験値を3000獲得する

経験の書-中

description: 経験値を5000獲得する

経験の書-上

description: 経験値を10000獲得する

エーテルⅡ

description:
主人公が魔法や特殊能力を使用した際に枯渇したMPを補充することができる。
[MP回復:40%]

エーテルⅢ

description:
主人公が魔法や特殊能力を使用した際に枯渇したMPを補充することができる。
[MP回復:60%]

ディスペルハーブ

description: [状態異常全回復]

テレポートストーン

description:
ダンジョンから途中脱出。[消耗あり,拠点にイベント出現]
拠点から前回使用時の階層から出撃することが出来る。※戦闘時不可、ダンジョン内のみ使用可能

エリクサー

description: [HP全回復,MP全回復]

解毒薬

description: [毒状態回復]

目薬

description: [暗闇状態回復]

のど飴

description: [沈黙状態回復]

鎮静剤

description: [激昂状態回復]

気つけ薬

description: [混乱状態回復]

タピオカミルクティー

description:
若い女性の間で流行している飲み物。とても甘い。
[毒状態回復,HP回復:300]

パンケーキ

description:
若い女性の間で流行している飲み物。とても甘い。
[暗闇状態回復,HP回復:300]

チーズハットグ

description:
若い女性の間で流行している韓国の食べ物。一度食べたら止まらない。
[沈黙状態回復,HP回復:300]

チーズボール

description:
若い女性の間で流行している食べ物。かわいい見た目でカロリー化物。
[激昂状態回復,HP回復:300]

わたあめ

description:
若い女性の間で流行している食べ物。とても甘い。
[混乱状態回復,HP回復:300]

イチゴかき氷

description:
若い女性の間で流行している食べ物。ふわふわで口の中で溶けていく。
[毒状態回復,HP回復:500]

オムライス

description:
若い女性の間で流行している食べ物。ふわふわ卵でできている。
[毒状態回復,HP回復:500]

フラペチーノ

description:
若い女性の間で流行している飲み物。心も温まる。
[暗闇状態回復,HP回復:500]

アジー

description:
[釣りアイテム]何の変哲のないただの魚
戦闘中に使用可能：体力回復(小)

イワシー

description:
[釣りアイテム]何の変哲のないただの魚
戦闘中に使用可能：体力回復(小)

タイー

description:
[釣りアイテム]何の変哲のないただの魚
戦闘中に使用可能：体力回復(小)

マグロー

description:
[釣りアイテム]何の変哲のないただの魚
戦闘中に使用可能：体力回復(中)

謎の巨大タコ

description:
[釣りアイテム]何かヌメッとした巨大なタコ、もしかしたら魔物なのかもしれない…
戦闘中に使用可能：体力回復(大)、タコの守り

穢レ頭蓋骨

description: 凄まじい異臭と禍々しさを放つ呪われた骨

穢レ下肢骨

description: 凄まじい異臭と禍々しさを放つ呪われた骨

穢レ胸郭骨

description: 凄まじい異臭と禍々しさを放つ呪われた骨

穢レ鎖骨

description: 凄まじい異臭と禍々しさを放つ呪われた骨

穢レ左上腕骨

description: 凄まじい異臭と禍々しさを放つ呪われた骨

穢レ脊柱骨

description: 凄まじい異臭と禍々しさを放つ呪われた骨

穢レ右上腕骨

description: 凄まじい異臭と禍々しさを放つ呪われた骨

穢レ右上腕骨(偽)

description: ドミが創り出した偽物の遺骨、聖女と人々の祈りの力が込められている

ゲームバグ修正

description:
以下のバグを修正するイベントを実行します
[画面が暗転したまま,Hな効果音がなり続ける]

テストプレイMAP帰還

description: ダンジョンや回想内では使用しないでください

エッチな噂ー①

description: 第１章で発生するＨイベント♡

エッチな噂ー②

description: 第２章で発生するＨイベント♡

エッチな噂ー③

description: 第３章で発生するＨイベント♡

エッチな噂ー④

description: 第４章で発生するＨイベント♡

エッチな噂ー⑤

description: 第５章で発生するＨイベント♡

エッチな噂ー⑥

description: 第６章で発生するＨイベント♡


battleback2Name: Battleback

displayName: ミストウッド雪森

MAP移動テンプレ

note: ゲーム開始から移動可能

selfSwitchCh: A

characterName: !CursorsColor

parameters: ★イベントの出現条件を編集してください

parameters: ★画像カーソルの向きをMAPに合わせて変更してください

parameters: ★場所移動を変更してください

アイテム宝箱

characterName: !Chest


displayName: ミストウッド雪森 ボス部屋

note: <NoMinimap>

MAP移動テンプレ

parameters: ★イベントの出現条件を編集してください

parameters: ★画像カーソルの向きをMAPに合わせて変更してください

parameters: ★場所移動を変更してください

parameters: ★イベントの出現条件を編集してください

parameters: ★画像カーソルの向きをMAPに合わせて変更してください

parameters: ★場所移動を変更してください

parameters: ★イベントの出現条件を編集してください

parameters: ★画像カーソルの向きをMAPに合わせて変更してください

parameters: ★場所移動を変更してください

OPボス

parameters: ①以下主人公の初期表示を編集してください

parameters: …あなたが魔物達の親玉ですね

parameters: 今ならまだ痛い目に遭わずにすみます！

parameters: 大人しく元の居場所に戻ってください！

parameters: (…ああっ！もう見てられないっ！)

parameters: (で、出るべきだろうか…っ)

parameters: (いや…もう少しだけ様子を…)

parameters: …仕方ありません\CE[508]

parameters: 師匠直伝の魔法で退治するしかなさそうです\SE[Magic2]

parameters: (おっ…中々の魔力だな…)

parameters: ①この注釈を選択してイベントを貼り付け

parameters: やりました！これで魔物退治は完了ですね！

selfSwitchCh: B

parameters: ①以下主人公の初期表示を編集してください

parameters: 魔物退治、バッチリと終えてきましたよ♪\CE[504]

parameters: カタリナに褒められるなんて久しぶりですね

parameters: ふん…あまり調子にのるなよ

parameters: もう魔物は残って…いな…っくしゅんっ！

parameters: 可愛いくしゃみですね、カタリナ

parameters: …しかしこの寒さ、聖女結晶の力が弱まっている影響かもな

parameters: …やはりカタリナもそう思いますか\CE[506]

parameters: 各地の聖女結晶の力が少しずつ弱まり始めているらしい

parameters: なにか対策を立てないといけないのかもな

parameters: まあ、何はともあれ早く帰ろうか

parameters: 脂肪の多いお前と違って私には厳しい寒さだ

parameters: …それ、私の胸のことを言っていますか？\CE[797]\CE[508]

parameters: そうだ！そのたぷたぷと揺れる乳は見ていてうっとうしいっ

parameters: その衣装も何とかならんのか、無駄に露出しおって…！

parameters: 急に何なんですかアナタはっ\CE[509]

parameters: こ、これは由緒正しい教会の衣装なんです…！

parameters: 久しぶりに会えたというのに、あなたという人は…

parameters: すまんすまん、どうも気が緩んでしまってな

parameters: もうっ、私に会えたのがそんなに嬉しいんですか？

parameters: 早く街に戻りましょう、積もる話もあるでしょうし\CE[500]

parameters: そうだな、帰ろうか、ソフィー

parameters: 幼馴染の二人は互いの近況を話しながら長い帰路についた

parameters: ①この注釈を選択してイベントを貼り付け

selfSwitchCh: C

parameters: ★イベントの出現条件、画像、トリガー、オプション、自立移動を編集してください

parameters: ①以下主人公の初期表示を編集してください

parameters: - 聖都ノーブルヘイツ 自宅にて

parameters: トントントントン…\SE[包丁で切る2]

parameters: ジュ～…\SE[目玉焼きを焼く]

parameters: スパッ…スパスパッ…\SE[包丁で切る3]

parameters: グツグツ…\SE[ぐつぐつ煮る]

parameters: 朝ごはんが出来ましたよ～♪

parameters: ※相手画像,背景,bgm切り替え線

parameters: さぁ！遠慮なく召し上がってください、師匠\CE[504]

parameters: お前のご飯が恋しかったぞ～！

parameters: ほれっ！ほれほれっ！いくつになってもお前は可愛いな～！

parameters: くすぐったいですよ、師匠♪\CE[503]

parameters: 元宮廷魔術師。ソフィーリアの師匠であり育ての親。

parameters: 王都グランヘイツでの仕事から帰宅直後。

parameters: 酒好き。奔放な性格だけどそんな師匠がソフィーは大好き。

parameters: お前を撫でていると幸せな気持ちが湧いてくる…

parameters: 仕事で荒んだ精神が癒されていくぞ～…

parameters: な、撫ですぎです…ほら、師匠！\CE[501]

parameters: 料理が冷めてしまいますから、早く食べちゃってください！

parameters: それじゃあ、早速頂くとするか…

parameters: (相変わらずこの娘の料理は…)

parameters: (生臭くて…べちょべちょで…味が薄～い…)

parameters: どうですか、師匠\CE[505]

parameters: (くっ…そんな愛くるしい顔で見つめられたら…)

parameters: (マズいなんて口が裂けても言えん…)

parameters: (ソフィーが笑顔なら…私は何だっていいのだ！)

parameters: 美味いっ！！！流石我が弟子だな！！！

parameters: 王都の宮廷料理にも引けをとらないぞ！

parameters: 将来は修道女じゃなくて料理人か～！？

parameters: もうっ、師匠ったら…言い過ぎですよ\CE[503]

parameters: 王都から帰ってこられたのですから、またいつでも食べれますから

parameters: (…王都の宮廷料理達が恋しいな)

parameters: それで師匠、王都では何のお仕事をされていたのですか\CE[501]

parameters: そうだっ、確か…王都の旧下水道の調査だったかな

parameters: それはそれは…お疲れでしょう\CE[502]

parameters: しばらくはここでゆっくりなさってください

parameters: 身の回りのお世話は私がしますので♪

parameters: ああ、長旅で疲れたからな…ゆっくりさせてもらうよ

parameters: と、言いたいところだが… ！

parameters: 私がいない間、修行をサボっていなかっただろうな！

parameters: さぁ！庭で修行の成果を見せてもらうぞ！

parameters: ええ、抜かりはありません\CE[504]

parameters: 修行の成果、お見せ致します！

parameters: まだまだ料理は残っていますので、全部平らげてからにしましょう\CE[503]

parameters: 多めに作ってありますから、今持ってきますね♪

parameters: ①この注釈を選択してイベントを貼り付け

parameters: ①以下主人公の初期表示を編集してください

parameters: …うむ、しっかりと修行を続けていたようだな

parameters: 上出来だ、もはや何も言うことはない

parameters: これでようやく一人前の魔法使いになれたな

parameters: ありがとうございます、師匠

parameters: 教えて頂いたのは極々基本的な魔法のみです\CE[506]

parameters: これだけで魔物と戦えるのでしょうか…

parameters: 心配するな、基本は完璧に教えた

parameters: いざという時ほど、それが大事なのさ

parameters: 自信を持っていい、お前の才能は1000年に1人の逸材だ

parameters: 後は自分に合った魔法の道を進んでいくがいいさ！

parameters: …わかりました、ご指導ありがとうございます\CE[502]

parameters: これからも精進して参ります！

parameters: うむっ…可愛い弟子もついに巣立つ時がきたか…

parameters: …師匠は私を子ども扱いしすぎです\CE[512]

parameters: ところで、師匠は今日どうされるのですか？

parameters: そうだな…、家でゆっくりするよ

parameters: 何だか酷く眠くなってきたしな…ふあぁ…

parameters: …まだ本調子ではないようですね\CE[503]

parameters: わかりました、私はこれから街の方に出かけますので

parameters: 帰りに夕食の材料を買ってきます♪

parameters: あっ…いや…！気を使わないでいいぞ！

parameters: 今日はその…夕食は…自分で…

parameters: それでは師匠、また後で…\CE[501]

parameters: 行ってらっしゃい、ソフィー…

parameters: (夕飯までに胃の中のモノを消化しなければ…！)

parameters: ①この注釈を選択してイベントを貼り付け

parameters: ★以下イベント後の場所移動を編集してください

parameters: ★イベント後のストーリー進行変数、スイッチを編集してください (必要な場合)

parameters: ★複数イベントの場合、2ページ目で更にセルフスイッチを操作して、新規EVページ作成

parameters: ★以下イベント後の主人公のセリフを編集してください

parameters: \n<ソフィーリア>さてと…

parameters: まずは聖女教会のシスターとして、聖都の様子を見に行きましょう

parameters: ★現在の目的変数を編集してください (不要な場合↓3つ削除)

parameters: '聖女教会の修道女として大通りで住人に声をかける[4人]'

parameters: LL_InfoPopupWIndowMV showWindow \v[15] 180 0 0 0

selfSwitchCh: D