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More Player Specific Options for Sprites #79212

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randyk97 opened this issue Jan 17, 2025 · 3 comments
Open

More Player Specific Options for Sprites #79212

randyk97 opened this issue Jan 17, 2025 · 3 comments
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<Suggestion / Discussion> Talk it out before implementing

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@randyk97
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Is your feature request related to a problem? Please describe.

Currently, overlay sprites can be made specific to male and female entities, as well as seasonal variants. Some tilesets may benefit from having the ability to make player specific sprites for overlays.

Solution you would like.

Similar to a format like 'overlay_maleeffect', there could be a format such as 'overlayplayer_effect' to make the sprite specific to the player. The format in question would apply to worn items, mutations, bionics, and effects, and perhaps could be combined with existing modifiers like gender and seasons.

Describe alternatives you have considered.

An alternative would be a way to make overlay sprites specific to any entity ID, but that seems a little convoluted for now.

Additional context

No response

@randyk97 randyk97 added the <Suggestion / Discussion> Talk it out before implementing label Jan 17, 2025
@GuardianDll
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What sprites there can exist that should apply only to player, and not to surrounding NPCs, and can't be implemented in other way?

@randyk97
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My concern is more so that with the new update introducing effect overlays for enemies, there is now an incongruity that exists. For example, overlay_effect_boomered is a sprite designed for the player and NPCs, but now it can be rendered on entities where the sprite no longer makes sense, like larger and smaller entity sprites. Currently I've noticed this most with overlay_effect_glare. Perhaps the option could be player/NPC specific, so as to differentiate it from enemies.

@GuardianDll
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Yeah that was a concern of mine also, i listed possible ways to solve it for effects in #78961, either divide the effect_ prefix to effect_ and mon_effect_, or sort effects so only one with "show_in_info": true are showed (that is a less good approach, because this field is shared for both npcs and monster effects)

I still do not see anything else that could benefit from it

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