diff --git a/ExampleMod.cs b/ExampleMod.cs index 71f7bde..4564170 100644 --- a/ExampleMod.cs +++ b/ExampleMod.cs @@ -48,12 +48,12 @@ namespace ExampleMod { this.customTops[0, 0], // the top left in-world region (the rest will be auto-gathered from the atlas) 100, // the price ClothesIntention.Everyday | ClothesIntention.Workout, // the clothes item's use cases - this.Icon, false, ColorScheme.WarmDark); + ColorScheme.WarmDark) {Icon = this.Icon}; Clothes.Register(darkShirt); // adding some more custom clothing - Clothes.Register(new Clothes("ExampleMod.PastelPants", ClothesLayer.Pants, this.customBottoms[4, 0], 100, ClothesIntention.Everyday, this.Icon, false, ColorScheme.Pastel)); - Clothes.Register(new Clothes("ExampleMod.PastelShoes", ClothesLayer.Shoes, this.customBottoms[0, 0], 100, ClothesIntention.Everyday, this.Icon, false, ColorScheme.Pastel)); - Clothes.Register(new Clothes("ExampleMod.WeirdHair", ClothesLayer.Hair, this.customHairs[0, 0], 0, ClothesIntention.None, this.Icon, false, ColorScheme.Modern)); + Clothes.Register(new Clothes("ExampleMod.PastelPants", ClothesLayer.Pants, this.customBottoms[4, 0], 100, ClothesIntention.Everyday, ColorScheme.Pastel) {Icon = this.Icon}); + Clothes.Register(new Clothes("ExampleMod.PastelShoes", ClothesLayer.Shoes, this.customBottoms[0, 0], 100, ClothesIntention.Everyday, ColorScheme.Pastel) {Icon = this.Icon}); + Clothes.Register(new Clothes("ExampleMod.WeirdHair", ClothesLayer.Hair, this.customHairs[0, 0], 0, ClothesIntention.None, ColorScheme.Modern) {Icon = this.Icon}); // adding an event subscription to people MapObject.OnEventsAttachable += o => { diff --git a/ExampleMod.csproj b/ExampleMod.csproj index 841af43..e1bf124 100644 --- a/ExampleMod.csproj +++ b/ExampleMod.csproj @@ -5,7 +5,7 @@ - + diff --git a/SitDownOnGrassAction.cs b/SitDownOnGrassAction.cs index cfa426a..05d9486 100644 --- a/SitDownOnGrassAction.cs +++ b/SitDownOnGrassAction.cs @@ -30,7 +30,7 @@ namespace ExampleMod { // this method gets called every update frame while the action is active // set our person to look like they're sitting on the ground - this.Person.CurrentPose = Person.Pose.SittingLegsClose; + this.Person.CurrentPose = Person.Pose.SittingGround; // restore need and lower emotions this.Person.RestoreNeed(NeedType.Energy, 0.5F, speed);