Dragon Wolf Leo

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  1. This is a guide for my extended sample character mod. Video Walkthrough Provided by Sabeku. What You Need Extended sample character mod. You can get it here: http://forums.kleientertainment.com/files/file/950-extended-sample-character/ There's separate version for single player and multiplayer. Also on the Steam Workshop. Don't Starve/Reign of Giants version. Don't Starve Together version. Shipwrecked version. Don't Starve Mod Tools in Steam. (See below) An image editor with transparency support, such as Paint.NET, GIMP, or Photoshop. Basically anything that isn't Microsoft Paint. A text editor. Notepad++ or Sublime Text 3 is recommended. TEX Tools, to convert image files ignored by the compiler. (The mod icon) http://forums.kleientertainment.com/index.php?/files/file/73-matts-tools/ Where to get the Mod Tools Games > Tools > Don't Starve Mod Tools Installing the Mod Check this thread for instructions on installing the mod: http://forums.kleientertainment.com/topic/29657-how-to-install-and-use-mods/ Editing the mod's info Open modinfo.lua with your text editor. This is the information displayed in the Mods screen. This is pretty straightforward, so you shouldn't have much of a problem here. Renaming the character You probably have an amazing new name for your character, so you probably want to change the template's name to that. Let's walk through what has to be renamed. In Notepad++, press Ctrl + Shift + F to open the Find in Files dialog. There are two ways the character is named, all lowercase (esctemplate) and all uppercase (ESCTEMPLATE). The capitalization is important! Set Directory to the location of your mod, and check the Match Case checkbox. Replace esctemplate with yourcharacter, and ESCTEMPLATE with YOURCHARACTER. Open modmain.lua with your text editor. We should already see your character's name since we used Find in Files. So now, you can go through and change the strings such as your character's title, quote, and description. Next, go to scripts\speech_esctemplate.lua. Change the file name to speech_[your character's name].lua. If you want to change your character's speech, this is what you'll edit. By default, this includes Wilson's lines for Base Don't Starve. If you want to use a different character's speech file as a base, get it from dont_starve\data\scripts. If you have Reign of Giants, it is highly suggested you use a speech file for that instead. Get it from dont_starve\data\DLC0001\scripts. Next, go to scripts\prefabs\esctemplate.lua. Change esctemplate.lua to [your character's name].lua. Open it. Just like in modmain.lua, replace all instances of esctemplate with your character's name. Let's change your character's voice. Find the line inst.soundsname = "willow". Replace willow with the character's voice you want to use. The voices available are wilson, willow, wolfgang, wendy, wx78, wickerbottom, woodie, maxwell, wathgrithr, and webber. Now on to renaming the rest of the files. In the bigportraits and images folders, there are many .png, .tex, and .xml files. We want to change the name of the .png files to replace esctemplate with your characters names. While you can change the names of the .tex and .xml files, it's not necessary since the compiler will rebuild these files, so you can actually delete these and let them re-appear with your character's name when compiling. Go to the exported folder. There are two or three folders, esctemplate, esctemplate_cleared, and if you're modding DST, ghost_esctemplate_build. For now, you can ignore esctemplate_cleared (if you want) since that's only there for reference, but you should rename the other two to your character's name, and also the .scml files inside them. Finally, let's go to the anim folder. You'll see one or two .zip files, esctemplate.zip, and if you're modding DST, ghost_esctemplate_build.zip. These aren't quite easy to rename, since it requires also changing the name within build.bin to work. But you don't need to. The contents of the exported folder will compile into this folder, so you can just delete these. New ones will appear, already renamed to your character's name. Now our character should be fully renamed. It's a good idea to test the mod at this point to see if we've done this correctly. Compiling Compiling the mod will convert your .png files to .tex and .xml files, and your .scml to .zip files in the anim folder. This is usually done automatically, since the autocompiler launches whenever you start Don't Starve, as long as you have the mod tools installed. Alternatively you can force-run the compiler by running Steam\steamapps\common\Don't Starve Mod Tools\mod_tools\autocompiler.exe. If you need it, there's another way to compile the Spriter project by using scml.exe in the mod_tools folder directly. Start your Command Prompt, and drag the path of scml.exe, the path to your .scml file, and the path to your mod folder. It should look something like this: Png files that aren't in the exported folder can be converted in a similar way, but using png.exe instead. If everything ran smoothly, we can work on the art next. DST Big Portraits and Names Additional Instructions These directions need to be followed in the DST of the template or the mod will crash. This may have to be repeated after editing either of the files involved: After you compile bigportraits/[character]_none.png and images/names_[character].png, you will need to edit the resulting .xml in a text editor. In bigportraits/[character]_none.xml, change the Element name to "[character]_none_oval.tex". (Do not change the Texture filename). In images/names_[character].png, change the Element name to "[character].tex". (Do not change the Texture filename). Creating art Remember, you need an image editor with transparency support! For Don't Starve Together, here's a useful tutorial/template for making the big portrait by @Fidooop. All edits to images will automatically compile except for modicon.png. This is what we need TEX Tools for. If you decide to draw a new modicon, use TEXCreator to convert from .png to .tex. The images in the bigportraits and images folders are meant to be automatically compiled by the autocompiler. You can also use png.exe in the mod_tools folder if you wish to do it yourself. Though, if you wish to use TEXTools for these instead, convert the .tex files to png first rather than using the ones provided. This is to avoid crashing caused by textures that don't have dimensions of the power of 2. Now let's take a closer look at how to draw our character's in-game art. Your character's art is in all the folders within the exported folder. Open the .scml with Spriter, which comes with Don't Starve Mod Tools. You can preview the changes you make by opening this. This will save you time as opposed to opening Don't Starve every time you make a change. The template provided includes all animatable parts (or symbols), but it's likely the character you wish to make doesn't need a certain symbol, such as hairpigtails, tail, and/or skirt. Rather than having to edit the .scml to remove these, you can clear out the .png files of these symbols. This is why I included the folder esctemplate_cleared. You can simply replace a symbol with one of these cleared version to "remove" it. Information on faces used can be found here. Try not to change the dimensions of any part, unless you absolutely know what your doing. Changing the dimensions (length and width) of the images will require editing the .scml as well, which includes updating the length and width of a part, and also having to recalculate pivots using this complicated equation if resized from the center of the image: NewPivot = (OldLength*OldPivot+((NewLength-OldLength)/2))/NewLength Additionally, this will make updating to future versions of the template a bit more inconvenient. Don't forget to compile your mod to see the changes. Cleaning up Note: If uploading to Steam Workshop, this step is not necessary if you choose not to upload redundant files. If you've finally completed your mod, and want to release it to the public without taking up any unnecessary file space, you may want to remove some of your extra work files. (Though, if you like the clutter, you don't have to do any of this!) Please back up your mod before deleting anything! The entire exported folder can be removed, since everything compiles into the anims folder. All .png files can be removed, since all image data is stored as .tex and .xml files. This includes the ones in the bigportraits and images folders, and also modicon.png. Do not remove anything else. Troubleshooting If problems arise, check your log to see what the error is. For Don't Starve, this is located in Documents\Klei\DoNotStarve\log.txt. For Don't Starve Together, this is located in Documents\Klei\DoNotStarveTogether\client_log.txt In DST, make sure you didn't skip the additional steps for big portraits and names. This is the basics for using this template. I hope this tutorial was helpful.
  2. Version DST1.2.4.2/SW1.3.1.1


    A character mod template for Don't Starve and Don't Starve Together. There are multiple versions. V1.0.4 - Don't Starve and Don't Starve Reign of Giants V1.2.4.2 - Don't Starve Together V1.3.1 - Don't Starve Shipwrecked The full tutorial can be found here. Features: Basic coding for a character mod All sprites and symbols to build a character Extended drawing areas for custom art Reign of Giants, Shipwrecked, and Don't Starve Together versions This requires Don't Starve Mod Tools to autocompile .png files that are modified. The .scml is built in a way that you can use Spriter (included with Don't Starve Mod Tools) to preview the changes you make. The .scml file is not intended to be changed itself, and changes may not correctly reflect how it appears in-game. A folder of cleared sprites has been included to easily remove unwanted parts from your character. Also on Github
  3. Dusk and Night Music

    Version 1.0.1/1.2.3


    For Don't Starve, Reign of Giants, and Don't Starve Together. This mod adds music tracks for dusk and night for each season. You can also configure whether you want music to play continuously or only when working. Music:
  4. Rakky the Kangarcoon

    Version DS1.4.2/DST1.5.1


    This mod adds Rakky as a playable character for base Don't Starve, Reign of Giants, Shipwrecked, and Don't Starve Together. He has custom dialogue and a custom voice. Version 1.4.2 is for Don't Starve Version 1.5.1 is for Don't Starve Together Stats: - Hunger: 200 - Health: 150 - Sanity: 200 Rakky is an adventurous kangarcoon that is good with boomerangs. He is able to catch boomerangs automatically. He can also craft his own special boomerangs. Rakky's Boomerangs: Adventurang Recipe: Hound's Tooth x2, Log x3 Durability: 100 Rakky's basic boomerang. Does spear damage and last much longer than a regular boomerang. Featherang Requires Science Machine Recipe: Stinger x4, Crimson Feather x4, Jet Feather x4 Durability: 150 Faster than a regular boomerang. Carrotrang Requires Alchemy Engine Recipe: Carrot x4, Rope, Honey x4 Perish Time: 10 Days This boomerang has a perishing time instead of a durability. Slumberang Requires Prestihatitor Recipe: Azure Feather x4, Silk x4, Gold Nugget x2 Durability: 50 Makes targets fall asleep. Batarang Requires Shadow Manipulator Recipe (DS/RoG): Batwing x4, Living Log x2, Tentacle Spots Recipe (SW): Monster Jerky x4, Living Log x2, Snakeskin x2 Durability: 150 Absorbs health from targets. Catastrorang Requires Ancient Altar (DS/RoG); Requires Shadow Manipulator (SW) Recipe (DS/RoG): Thulecite Medalion, Walrus Tusk x2, Nightmare Fuel x4 Recipe (SW): Hound's Tooth x4, Purple Gem, Nightmare Fuel x4 Durability: 300 (DS/RoG); 150 (SW) Indicates when a hound or giant attack is about to happen. It is strongest in times of danger. Shipwrecked Boomerangs Flowerang Requires Science Machine Recipe: Bamboo x2, Petals x5, Palm Leaf x2 Perish Time: 4.5 Days Gives minor sanity increase, water resistance, and summer insulation. Brainerang Requires Alchemy Engine Recipe: Brainy Matter, Seashell x10, Electrical Doodad x3 Durability: 75 Hits multiple times automatically. --------------------- Rakky is part raccoon and prefers food stale for some reason. Fresh food is now considered unripe. Unripe food has stale food effects on hunger (66%) and health (33%), and spoiled food effects on sanity (-10 if sanity value > 0). Stale food has a 1.2x multiplier on hunger and 1.5x multiplier on health. --------------------- Rakky is too focused on adventure, so he is unobservant to incoming threats. Rakky will not get a warning of hounds, giants, krampus, or Charlie. --------------------- Tips: As Rakky, you'll likely will have prepare food ahead of time. Since Rakky doesn't gain sanity from eating unripe food, keeping sane could be a challenge. Sleeping becomes useful for recovering sanity if you have lots of food. Berries and vegetables spoil faster if cooked. Meats spoil faster when raw, though meats other than fish damage sanity when eaten raw. Raw fish is very useful (especially in Shipwrecked) since it spoils fast and is safe to eat. Additionally, food spoils faster when placed on the ground, though you would have to watch out for other mobs taking it.
  5. Ron the Luck Seeker

    It's also probably a style thing. At this point, making anthropomorphic characters is my style.
  6. Ron the Luck Seeker

    Why not? It's good to put variety in characters.
  7. Ron the Luck Seeker

    Version 1.1/1.2


    "I'm a squirrel! Just a normal, fluffy squirrel. But...why do I have these memories of being something else?" Version 1.1 Don't Starve Vanilla, Reign of Giants, and Shipwrecked Version 1.2 Don't Starve Together This mod adds Ron as a playable character for Don't Starve and Don't Starve Together. STATS Hunger: 150 Health: 250 Health Absorption: 50% Sanity: 100 JINX The mod adds a jinxing mechanic to the game, in which completing various tasks, such as mining a boulder or picking a berry bush, can trigger a hostile creature spawn, or even an ambush event. Most jinx effects will result in the player taking damage easier. However, Ron has increased health and defense to balance this out. The jinx can also affect nearby players and entities that are not protected with luck-giving items. The jinx itself can be hindered if the victim is protected by luck. The jinx also changes and adds new behaviors to the game. The most common effect is hostile mobs having a preference to the victim over other entities, along with having an increased targeting range. Spawners are also affected. For instance, spider dens have a tendency to spawn a tougher variant of the spider, the spider warrior. Also, meteors will target the victim, accompanied with aggressive frogs. Ron can also build a doll of himself, called the Jinxed Doll, that retains his jinxing effects. Its usage includes being an alternative target for hostile mobs, or allowing characters other than Ron to experience the jinx's effects. LUCK Clovers are the main way of combating Ron's jinx. Ron has an increased chance to find clovers over other characters, making him efficient at clover hunting. A number of luck giving items have been added to the game, most, if not all, requiring clovers as crafting ingredients. These items have the ability to prevent the jinx. ITEMS Jinxed Doll Ron-specific recipe Recipe: Beefalo Wool x4, Catcoon Tail, Wet Goop x4 Gives bad luck when held in inventory. Prefered target to hostile mobs. Clover Found randomly picking flowers, cave ferns, and tumble weeds, and chopping trees. Clover amulet increases chance of finding. Increased chance to be found by Ron. Increased chance to be picked in rain or spring. Increased chance to be picked every seventh day. Prevents jinx when held in inventory. Olives Found randomly picking berry bushes and tumble weeds, and chopping trees. Clovers increase chance of finding. Increased chance to be found by Ron. Increased chance to be picked in summer. Potted Clover Requires Science Machine Recipe: Cut Stone, Clover Protects an area from jinx. Marble Clover (Don't Starve) Requires Alchemy Engine Recipe: Marble, Clover Protects an area from jinx. Fireproof. Obsidian Clover (Don't Starve Shipwrecked) Requires Alchemy Engine Recipe: Obsidian x3, Clover Protects an area from jinx and volcanic meteors. Moonrock Clover (Don't Starve Together) Requires Alchemy Engine Recipe: Moon Rock x3, Clover Protects an area from jinx and meteors. Clover Amulet Requires Prestihatitor Recipe: Gold Nugget x3, Clover Prevents jinx when worn. Increases chance to find clovers and olives. Guardian Amulet Requires Prestihatitor Recipe: Gold Nugget x3, Clover x3, Moon Rock Transfers damage of nearby players, followers, and companions to wearer. 40% damage absorption. Wearer becomes a prefered target to hostile mobs. Peace Amulet Requires Prestihatitor Recipe: Gold Nugget x3, Clover x3, Olives x3 20% damage absorption. Wearer becomes less targeted by hostile mobs. Wearer's damage reduced by 50%. Leprechaun Hat Requires Prestihatitor Recipe: Gold Nugget, Clover x4, Silk x4 Prevents jinx. Gives chance to randomly find gold nuggets.
  8. [Tutorial] Using Extended Sample Character Template

    @rons0n, it looks like the x and y pivots were mistakenly defined in the animation data. I usually delete those, but for some reason Spriter added those back in. I will delete them again.
  9. Dusk and Night Music

  10. Food spoilage penalties aren't working. I think I found the cause in edible.lua. A typo. self.degrades_with_spolage = true
  11. Nedelya the Fireblooded Wolf

    The DST version will be worked on once Reign of Giants gets added. EDIT: Done.
  12. Version DS1.3.3/DST1.4


    "I've saved a friend from death, but at what cost? I can no longer be with him without endangering his life." This mod adds Nedelya as a playable character for Reign of Giants, Shipwrecked, and Don't Starve Together. She has custom dialogue and a custom voice. Version 1.3 for Don't Starve Reign of Giants and Shipwrecked. Version 1.4 for Don't Starve Together. STATS - Hunger: 150 - Health: 200 - Sanity: 200 DAMAGE MULTIPLIERS Nedelya - Normal/Cold: 0.75 - Warm: 1.25 - Hot: 2 Conductor Blade - Normal: 0.8x spear damage (x0.75 normal damage multiplier) - Warm: 2x spear damage (x1.25 warm damage multiplier) - Hot: 3x spear damage (x2 hot damage multiplier) - Cold: 4x spear damage (x0.75 normal damage multiplier) Nedelya is a wolf inflicted with a condition called "fireblood". She has an increased temperature (50 degrees higher), and can overheat in spring, summer, and autumn. This also prevents her from freezing in the winter. Heat and cold sources affect Nedelya 50% more, and also insulation slows down Nedelya's temperature rate 50% longer. Additionally, she can cool down by expelling the fires from her body. This is done by either attacking with her fist or Conductor Blade, setting the target on fire. Also, being attacked while not wearing armor will work. Rain is also helpful. Rain lowers Nedelya's temperature, and also gives summer insulation. She also doesn't lose sanity from wetness. In Shipwrecked, the temperature rate has been slowed when sailing the seas. Boosting on waves will also decrease Nedelya's temperature. Wind will also lower her temperature. Nedelya's damage multiplier changes with heat. She is strongest when she is hot. The Conductor Blade is Nedelya's special weapon, which also gets stronger when hotter. When warm or hot, the blade provides light. It also sets the target on fire, which immediately cools Nedelya down. It also gets stronger when cold, which freezes its target. This time I've given the character an actual story of how she ended up in the world of Don't Starve. ---------------------------------------------- TIPS - If starting in spring, summer, or autumn, it's a good idea to craft a straw hat and pretty parasol as soon as possible. - Players have extra summer insulation at dusk and night, and also extra insulation in caves. This is a normal Don't Starve mechanic. - More tips on dealing with overheating: http://dont-starve-game.wikia.com/wiki/Overheating
  13. [Tutorial] Using Extended Sample Character Template

    I answered some of your questions I had time to. You can modify your character's eater component in wakkari.lua: -- Remove sanity penalty from foodinst.components.eater.Eat_orig = inst.components.eater.Eatfunction inst.components.eater:Eat( food ) if self:CanEat(food) and food.components.edible.sanityvalue < 0 then food.components.edible.sanityvalue = 0 end return inst.components.eater:Eat_orig(food)end I think it should look like this: item.atlas = resolvefilepath("images/item.xml") You want to modify their retarget function. This can be done by using AddPrefabPostInit in modmain.lua: -- Function to make beefalo hostile to characterlocal makeBeefaloHostile = function (prefab) if prefab.components.combat then local targetfn_orig = prefab.components.combat.targetfn local targetfn_new = function(inst) local target = nil -- First retarget normally if targetfn_orig then target = targetfn_orig(inst) end -- If no target found, target Wakkari if target == nil then target = GLOBAL.FindEntity(inst, GLOBAL.TUNING.BEEFALO_TARGET_DIST, function(guy) return not guy:HasTag("beefalo") and inst.components.combat:CanTarget(guy) and not guy:HasTag("wall") and guy.prefab == "wakkari" end) end return target end prefab.components.combat.targetfn = targetfn_new endendAddPrefabPostInit("beefalo", makeBeefaloHostile)
  14. [Tutorial] Using Extended Sample Character Template

    There were a few syntax errors in the function sanitychange. There also isn't a WILSON_SANITY_MULT, so it should be 0.5. local function sanitychange(inst,data) if inst.components.sanity.current <= 50 then inst.components.combat.damagemultiplier = 1 else inst.components.combat.damagemultiplier = 0.75 endendlocal fn = function(inst) -- choose which sounds this character will playinst.soundsname = "wendy" -- Minimap iconinst.MiniMapEntity:SetIcon( "sari.tex" ) -- Statsinst.components.health:SetMaxHealth(150)inst.components.hunger:SetMax(120)inst.components.sanity:SetMax(100)inst.components.combat.damagemultiplier = 0.75inst.components.sanity.night_drain_mult = 0.5inst.components.sanity.neg_aura_mult = 0.5inst:ListenForEvent("SanityTsuki", sanitychange) end
  15. [Tutorial] Using Extended Sample Character Template

    You either have to change the pivots in the scml's text, or change the eye's position in the png. Moving parts directly in Spriter will not work.
  16. [Tutorial] Using Extended Sample Character Template

    Face 14 is the skeleton eyes, seen when getting struck by lightning in RoG. Face 23 seems to be an unimplemented emote.
  17. Zinnia the Dismantler

    I have come up with a backstory of how she came to be, which parts are hinted by her in-game quotes. Her story involves a mechanization project malfunctioning and endangering her pack and destroying food sources. She had to resort to eating energy plants, which changed her. I would try to add a backstory of how she ended up in Maxwell's world, but I'm afraid of butchering DS lore.
  18. [Tutorial] Using Extended Sample Character Template

    Parts being misaligned is usually caused by moving things around in the spriter, or by changing the canvas size without updating the dimensions in the .scml's text. The position of parts are determined by the pivot locations. Rendering errors are sometimes caused by an atlas size that tends to glitch out. This template usually renders slightly larger than the glitched size, so it could happen if someone makes some things smaller.
  19. [Tutorial] Using Extended Sample Character Template

    You can also drag the files into the command prompt and separate them with spaces.
  20. [Tutorial] Using Extended Sample Character Template

    I mean canvas size.
  21. [Tutorial] Using Extended Sample Character Template

    The tutorial has been updated with information on how to get the mod tools.
  22. [Tutorial] Using Extended Sample Character Template

    You didn't leave a space in "frosty rabbit" did you? I would imagine that causing an error. I haven't tried the helper file myself. I put it there at the request of the person who provided it. Could you check if the wallace.tex and wallace.xml has appeared in place of the esctemplate.tex and esctemplate.xml? I took a look at your mod on the workshop. You want to rename ghost_esctemplate_build as well.
  23. [Tutorial] Using Extended Sample Character Template

    The template character by default shares the same animations as the standard characters. In order to add a new tail, you may need to give your character custom animations. It's not something I know much about doing, so you may need to check other tutorials if you're considering this. The only other alternative I can think of is drawing the tail in the hairpigtails slot instead, and of course this may mean changing image dimensions and pivot locations. This is actually something I did in an earlier version of my Zinnia mod, before I knew an actual tail slot existed. Hairpigtails-0 is only used in the front and back views, while hairpigtails-2 is only used in the profile view. This may result in the tail looking a bit "loose", since the pivots are pinned at the back of the head, but I personally don't think it's too jarring. Making the ghost an egg is an interesting idea. I love it. I have no idea how to edit a character's ghost speech. I don't even know where the speech file is. :/ Also, do you mind if I use your tutorial image for finding the mod tools?
  24. [Tutorial] Using Extended Sample Character Template

    I've given plenty of space in the hair area, so I don't see that being much of a problem. Though, it's the tail that seems will be tricky. It seems possible, but it's likely going to require quite a bit of modification to the template. The tail is divided into six segments, though for your character, it seems that only one segment would be needed. Therefore you would only need tail-0 (normal) and tail-6 (skeleton). You'll likely need to change the dimensions and pivots for both of these by editing the .scml with a text editor. The pivots is what defines the position of each part. A pivot of 0 would be at one edge of the image, 1 at the opposite edge, and 0.5 at the center. For my example, I've increased the dimensions to a 300 by 300 square, and set the pivot to the exact center of the image. <folder id="14" name="tail"> <file id="0" name="tail/tail-0.png" width="300" height="300" pivot_x="0.5" pivot_y="0.5"/> <file id="1" name="tail/tail-1.png" width="250" height="100" pivot_x="0.628" pivot_y="0.5"/> <file id="2" name="tail/tail-2.png" width="250" height="100" pivot_x="0.628" pivot_y="0.5"/> <file id="3" name="tail/tail-3.png" width="250" height="100" pivot_x="0.628" pivot_y="0.5"/> <file id="4" name="tail/tail-4.png" width="250" height="100" pivot_x="0.628" pivot_y="0.5"/> <file id="5" name="tail/tail-5.png" width="250" height="100" pivot_x="0.628" pivot_y="0.5"/> <file id="6" name="tail/tail-6.png" width="300" height="300" pivot_x="0.5" pivot_y="0.5"/> <file id="7" name="tail/tail-7.png" width="250" height="100" pivot_x="0.628" pivot_y="0.5"/> <file id="8" name="tail/tail-8.png" width="250" height="100" pivot_x="0.628" pivot_y="0.5"/> <file id="9" name="tail/tail-9.png" width="250" height="100" pivot_x="0.628" pivot_y="0.5"/> <file id="10" name="tail/tail-10.png" width="250" height="100" pivot_x="0.628" pivot_y="0.5"/> <file id="11" name="tail/tail-11.png" width="250" height="100" pivot_x="0.628" pivot_y="0.5"/> </folder>The tail looks the same from all views, which could look weird from the side. But I'll leave that for you to decide. tail test.zip
  25. [Tutorial] Using Extended Sample Character Template

    I'm assuming TUNING.LOLA_SANITY is not declared. Also, there's already a line that sets max sanity a few lines up.