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0.17.0
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3 changed files with 6 additions and 6 deletions
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@ -48,12 +48,12 @@ namespace ExampleMod {
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this.customTops[0, 0], // the top left in-world region (the rest will be auto-gathered from the atlas)
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100, // the price
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ClothesIntention.Everyday | ClothesIntention.Workout, // the clothes item's use cases
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this.Icon, false, ColorScheme.WarmDark);
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ColorScheme.WarmDark) {Icon = this.Icon};
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Clothes.Register(darkShirt);
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// adding some more custom clothing
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Clothes.Register(new Clothes("ExampleMod.PastelPants", ClothesLayer.Pants, this.customBottoms[4, 0], 100, ClothesIntention.Everyday, this.Icon, false, ColorScheme.Pastel));
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Clothes.Register(new Clothes("ExampleMod.PastelShoes", ClothesLayer.Shoes, this.customBottoms[0, 0], 100, ClothesIntention.Everyday, this.Icon, false, ColorScheme.Pastel));
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Clothes.Register(new Clothes("ExampleMod.WeirdHair", ClothesLayer.Hair, this.customHairs[0, 0], 0, ClothesIntention.None, this.Icon, false, ColorScheme.Modern));
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Clothes.Register(new Clothes("ExampleMod.PastelPants", ClothesLayer.Pants, this.customBottoms[4, 0], 100, ClothesIntention.Everyday, ColorScheme.Pastel) {Icon = this.Icon});
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Clothes.Register(new Clothes("ExampleMod.PastelShoes", ClothesLayer.Shoes, this.customBottoms[0, 0], 100, ClothesIntention.Everyday, ColorScheme.Pastel) {Icon = this.Icon});
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Clothes.Register(new Clothes("ExampleMod.WeirdHair", ClothesLayer.Hair, this.customHairs[0, 0], 0, ClothesIntention.None, ColorScheme.Modern) {Icon = this.Icon});
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// adding an event subscription to people
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MapObject.OnEventsAttachable += o => {
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@ -5,7 +5,7 @@
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="TinyLifeApi" Version="0.16.1" />
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<PackageReference Include="TinyLifeApi" Version="0.17.0" />
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<PackageReference Include="ExtremelySimpleLogger" Version="1.2.3" />
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<PackageReference Include="MLEM.Data" Version="5.0.0" />
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@ -30,7 +30,7 @@ namespace ExampleMod {
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// this method gets called every update frame while the action is active
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// set our person to look like they're sitting on the ground
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this.Person.CurrentPose = Person.Pose.SittingLegsClose;
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this.Person.CurrentPose = Person.Pose.SittingGround;
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// restore need and lower emotions
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this.Person.RestoreNeed(NeedType.Energy, 0.5F, speed);
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