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He suggested the Power pack framework
var arm4 = Instance.transform.Find("BackArm").Find("LowerArm");
var arm1 = Instance.transform.Find("FrontArm").Find("UpperArmFront");
var arm2 = Instance.transform.Find("BackArm").Find("UpperArm");
arm1.gameObject.GetComponent<PhysicalBehaviour>().Properties = ModAPI.FindPhysicalProperties("Metal");
arm2.gameObject.GetComponent<PhysicalBehaviour>().Properties = ModAPI.FindPhysicalProperties("Metal");
arm3.gameObject.GetComponent<PhysicalBehaviour>().Properties = ModAPI.FindPhysicalProperties("Metal");
arm4.gameObject.GetComponent<PhysicalBehaviour>().Properties = ModAPI.FindPhysicalProperties("Metal");
new Modification()
{
OriginalItem = ModAPI.FindSpawnable("Human"), //item to derive from
NameOverride = "MK11 Cyrax", //new item name with a suffix to assure it is globally unique
DescriptionOverride = "Sucks How he was not Playable..", //new item description
CategoryOverride = ModAPI.FindCategory("The Mortal Kombat Mod"), //new item category
ThumbnailOverride = ModAPI.LoadSprite("Cyber Cyrax Thumb.png"), //new item thumbnail (relative path)
AfterSpawn = (Instance) => //all code in the AfterSpawn delegate will be executed when the item is spawned
{
//load textures for each layer (see Human textures folder in this repository)
var skin = ModAPI.LoadTexture("Cyber Cyrax skin.png");
var flesh = ModAPI.LoadTexture("Cyrax flesh.png");
var bone = ModAPI.LoadTexture("Cyrax bone.png");
//get person
var person = Instance.GetComponent<PersonBehaviour>();
//use the helper function to set each texture
//parameters are as follows:
// skin texture, flesh texture, bone texture, sprite scale
//you can pass "null" to fall back to the original texture
person.SetBodyTextures(skin, flesh, bone, 1);
foreach (var body in person.Limbs)
{
body.gameObject.GetComponent<PhysicalBehaviour>().Properties = ModAPI.FindPhysicalProperties("Metal");
}
//change procedural damage colours if they interfere with your texture (rgb 0-255)
person.SetBruiseColor(86, 62, 130); //main bruise colour. purple-ish by default
person.SetSecondBruiseColor(154, 0, 7); //second bruise colour. red by default
person.SetThirdBruiseColor(207, 206, 120); // third bruise colour. light yellow by default
person.SetRottenColour(202, 199, 104); // rotten/zombie colour. light yellow/green by default
person.SetBloodColour(108, 0, 4); // blood colour. dark red by default. note that this does not change decal nor particle effect colours. it only affects the procedural blood color which may or may not be rendered
}
}
);
Please add me on Discord GetGAMING#1880 and you could help me out with some code