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		<id>https://wildermyth.com/w/index.php?title=Image_layers&amp;diff=27203</id>
		<title>Image layers</title>
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		<updated>2025-06-02T13:50:23Z</updated>

		<summary type="html">&lt;p&gt;Ironskink: Moves `expandFaceToExpressions` example to correct subsection&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image layers are used by [[Theme|themes]], [[Modding_add_equipment|equipment]] and even regular [[Aspect|aspects]] to affect the appearance of a character.  Characters in Wildermyth are created by layering a number of .png files overtop each other based on their &amp;quot;depth&amp;quot; value, with higher values appearing overtop lower values in their group. &lt;br /&gt;
&lt;br /&gt;
Images are clumped into five groups: the main body, the head, the main/equipped weapon, the inactive/stowed weapon, and the offhand weapon/item.  Regardless of depth values, image layers within the head group or an item will all be &amp;quot;flat&amp;quot; with respect to the body layers. An axe that uses two layers can have depth values of 1 and 2 and it will always be drawn in front of the body &amp;amp; armour layers when equipped and behind the torso when inactive.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Note: In most game files, image layers are grouped under a heading called &amp;#039;&amp;#039;&amp;#039;&amp;quot;layers&amp;quot;&amp;#039;&amp;#039;&amp;#039;, while in aspect files they are called &amp;#039;&amp;#039;&amp;#039;&amp;quot;skinLayers&amp;quot;&amp;#039;&amp;#039;&amp;#039;. This guide applies regardless of which of these headings is used.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Default Layer Depths ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Layer depths used by the base game&lt;br /&gt;
! Layer Depth !! Used for !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 10-11 || Cloak Backs ||&lt;br /&gt;
|-&lt;br /&gt;
| 55-58 || Wings || Includes [[Crowtouched|Crow Wings]], [[Hawksoul|Hawk Wings]], [[Mothly|Moth Wings]], [[Drauven Wings]] and [[Teeny Wings]]&lt;br /&gt;
|-&lt;br /&gt;
| 70 || Shoulder Pets || Includes [[Drauven Bird]] and [[Netherowl]]&lt;br /&gt;
|-&lt;br /&gt;
| 100-103 || Tails ||&lt;br /&gt;
|-&lt;br /&gt;
| 1000 || &amp;#039;&amp;#039;&amp;#039;Human Torso&amp;#039;&amp;#039;&amp;#039; || Hard-coded, not visible in game files&lt;br /&gt;
|-&lt;br /&gt;
| 1001-1003 || Bear (Tattoo) Arms, Tree (Willow) Arms ||&lt;br /&gt;
|-&lt;br /&gt;
| 1100 || &amp;#039;&amp;#039;&amp;#039;Left &amp;amp; Right Human Legs&amp;#039;&amp;#039;&amp;#039; || Hard-coded, not visible in game files&lt;br /&gt;
|-&lt;br /&gt;
| 1101-1106 || Theme Legs, some Theme Arms ||&lt;br /&gt;
|-&lt;br /&gt;
| 1150 || Bandaged &amp;amp; Prosthetic Legs ||&lt;br /&gt;
|-&lt;br /&gt;
| 1200 || &amp;#039;&amp;#039;&amp;#039;Human Right &amp;amp; Left Arms, Human Upper Left Arm (2-handed pose)&amp;#039;&amp;#039;&amp;#039;  || Hard-coded, not visible in game files&lt;br /&gt;
|-&lt;br /&gt;
| 1200 || Most Spelltouched (Tattoo) Layers || Exceptions: Torso (1211), Lower 2-Handed Left Arm (3000)&lt;br /&gt;
|-&lt;br /&gt;
| 1201-1204 || Most Right &amp;amp; Left Theme Arms ||&lt;br /&gt;
|-&lt;br /&gt;
| 1211 || Spelltouched (Tattoo) Torso ||&lt;br /&gt;
|-&lt;br /&gt;
| 1212 || Morthagi Captain Torso || Not normally available to players&lt;br /&gt;
|-&lt;br /&gt;
| 1300 || Bandaged &amp;amp; Prosthetic Arms ||&lt;br /&gt;
|-&lt;br /&gt;
| 1500-1503 || [[Mortificial Enhancements|Mortificial]] Arms ||&lt;br /&gt;
|-&lt;br /&gt;
| 2000 || Foothill Neck Tattoos  ||&lt;br /&gt;
|-&lt;br /&gt;
| 2000-2400 || Clothing/Armor || Excluding Clothing/Armor that covers the Lower Left Arm (2-Handed Pose). Some Warrior armor layers go as high as 2500.&lt;br /&gt;
|-&lt;br /&gt;
| 2490-2491 || Some Sash Augments ||&lt;br /&gt;
|-&lt;br /&gt;
| 2900-2901 || Belt Augments, Bracelet Augments (1-Handed Pose), Kneepad Augments ||&lt;br /&gt;
|-&lt;br /&gt;
| 2910 || Starheart Belt ||&lt;br /&gt;
|-&lt;br /&gt;
| 2940-2495 || Some Sash Augments ||&lt;br /&gt;
|-&lt;br /&gt;
| 2950-2955 || Some Cloak Augments (Front), Talisman Augments ||&lt;br /&gt;
|-&lt;br /&gt;
| 2970-2971 || Tortoiseshell Pendant ||&lt;br /&gt;
|-&lt;br /&gt;
| 3000 || &amp;#039;&amp;#039;&amp;#039;Human Lower Left Arm (2-Handed Pose)&amp;#039;&amp;#039;&amp;#039; || Hard-coded, not visible in game files&lt;br /&gt;
|-&lt;br /&gt;
| 3000 || Spelltouched Tattoos - Lower Left Arm (2-Handed Pose) ||&lt;br /&gt;
|-&lt;br /&gt;
| 3020-3499 || Clothing/Armor Layers, Lower Left Arm (2-Handed Pose) ||&lt;br /&gt;
|-&lt;br /&gt;
| 3550-3555 || Some Cloak Augments (Front) ||&lt;br /&gt;
|-&lt;br /&gt;
| 3560-3565 || Some Strap Augments, Some Scarf Augments ||&lt;br /&gt;
|-&lt;br /&gt;
| 3570-3575 || Necklace Augments ||&lt;br /&gt;
|-&lt;br /&gt;
| 3580-3582 || Pauldron Augments, Some Theme Arms || Includes [[Child of the Hills]], [[Elmsoul]] and [[Crystalline]]&lt;br /&gt;
|-&lt;br /&gt;
| 3590-3592 || Broach Augments ||&lt;br /&gt;
|-&lt;br /&gt;
| 3999 || Neck Theme Layers ||&lt;br /&gt;
|-&lt;br /&gt;
| 4000-4003 || Bracelet Augments ||&lt;br /&gt;
|-&lt;br /&gt;
| 4900 || &amp;#039;&amp;#039;&amp;#039;Left Hand, Book Grip (Back)&amp;#039;&amp;#039;&amp;#039; || Hard-coded, not visible in game files&lt;br /&gt;
|-&lt;br /&gt;
| 5000+ || &amp;#039;&amp;#039;&amp;#039;Held Item (Offhand)&amp;#039;&amp;#039;&amp;#039; || Hard-coded, not visible in game files. For multi-layer items, the default layer starts at 5000 and additional layers are added on top of that. For example, if an offhand item draws a shading layer at a depth of 1, when equipped in the off-hand the layer will have a value of 5001. &lt;br /&gt;
|-&lt;br /&gt;
| 6000 || &amp;#039;&amp;#039;&amp;#039;Left Hand: Closed, Open, and Book (front) Grips&amp;#039;&amp;#039;&amp;#039; || Hard-coded, not visible in game files&lt;br /&gt;
|-&lt;br /&gt;
| 6100-6103 || Shield Offhand Items ||&lt;br /&gt;
|-&lt;br /&gt;
| 7000 || &amp;#039;&amp;#039;&amp;#039;Held Item (Main Hand)&amp;#039;&amp;#039;&amp;#039; || Hard-coded, not visible in game files. For multi-layer items, the default layer starts at 5000 and additional layers are added on top of that. For example, if an offhand item draws a shading layer at a depth of 1, when equipped in the off-hand the layer will have a value of 7001. &lt;br /&gt;
|-&lt;br /&gt;
| 8000 || &amp;#039;&amp;#039;&amp;#039;Right Hand: Closed, Open and Book Grips&amp;#039;&amp;#039;&amp;#039; || Hard-coded, not visible in game files&lt;br /&gt;
|-&lt;br /&gt;
| 8100-8105 || Ring Augments ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modding Head Layers (Heads, Hair, Faces, Scars, etc.) ==&lt;br /&gt;
&lt;br /&gt;
Head layers are used by the &amp;quot;peopleParts&amp;quot; files (to customize character appearance) and several aspects (such as the various scars). &lt;br /&gt;
&lt;br /&gt;
Head layers are all drawn as a separate group from the body layers, so &amp;#039;depth&amp;#039; values are only relative to other images being drawn on the head. The base game gives the various possible heads a depth value of 4000, so layers with a lower depth value will be drawn behind the head.&lt;br /&gt;
&lt;br /&gt;
=== Layer Definition ===&lt;br /&gt;
&lt;br /&gt;
Inside the peoplePart or aspect file, the layer definition will look something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;layers&amp;quot;: [&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;hairFB3_behind&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;bodyPart&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 3900,&lt;br /&gt;
		&amp;quot;headOffset&amp;quot;: true&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;hairFB3&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;bodyPart&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 4200,&lt;br /&gt;
		&amp;quot;rigMode&amp;quot;: &amp;quot;femaleHead&amp;quot;,&lt;br /&gt;
		&amp;quot;headOffset&amp;quot;: true&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;hairFB3M&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;bodyPart&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 4200,&lt;br /&gt;
		&amp;quot;rigMode&amp;quot;: &amp;quot;maleHead&amp;quot;,&lt;br /&gt;
		&amp;quot;headOffset&amp;quot;: true&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;hairFB3_streaks&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;streaks&amp;quot;,&lt;br /&gt;
		&amp;quot;bodyPart&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 4201,&lt;br /&gt;
		&amp;quot;headOffset&amp;quot;: true&lt;br /&gt;
	}&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some important fields:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;name&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(required)&amp;#039;&amp;#039;: The name of the image to be used, not including the &amp;#039;&amp;#039;.png&amp;#039;&amp;#039; file extension.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;headOffset&amp;#039;&amp;#039;&amp;#039; (required): Setting this to &amp;#039;&amp;#039;true&amp;#039;&amp;#039; is what defines this as a head layer.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;depth&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Determines the order of drawing the images. High numbers go above lower numbers.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tint&amp;#039;&amp;#039;&amp;#039;: Which of the character&amp;#039;s &amp;#039;&amp;#039;tint&amp;#039;&amp;#039; colours to apply to this layer. Possible values are &amp;#039;&amp;#039;skin&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hair&amp;#039;&amp;#039;, &amp;#039;&amp;#039;primary&amp;#039;&amp;#039;, &amp;#039;&amp;#039;secondary&amp;#039;&amp;#039; and &amp;#039;&amp;#039;streaks&amp;#039;&amp;#039;. (If omitted, no tint will be applied.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tintAmount&amp;#039;&amp;#039;&amp;#039;: How strongly the layer should be tinted on a scale from 0.0 (not at all) to 1.0 (full strength). (If omitted, any tint will be applied at full strength.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;bodyPart&amp;#039;&amp;#039;&amp;#039;: If set, will only be drawn if the character has that body part and body part hasn&amp;#039;t been transformed by a theme.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;rigMode&amp;#039;&amp;#039;&amp;#039;: If set, will only be drawn for the appropriate rig. Possible values are &amp;#039;&amp;#039;maleHead&amp;#039;&amp;#039; and &amp;#039;&amp;#039;femaleHead&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifOwnerHasPart&amp;#039;&amp;#039;&amp;#039;: If set, will only draw this layer if the character also has this other body part. (Often used to make beards fit exactly to faces.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;expandFaceToExpressions&amp;#039;&amp;#039;&amp;#039;: If set and the keyword &amp;#039;&amp;#039;&amp;#039;$face&amp;#039;&amp;#039;&amp;#039; is used in the &amp;quot;name&amp;quot; value, the game will substitute &amp;#039;&amp;#039;&amp;#039;$face&amp;#039;&amp;#039;&amp;#039; for the character&amp;#039;s current expression (Often used to make beards fit exactly to faces). For example, if you set the name to &amp;quot;customHead_$face_detail&amp;quot;, the game will look for image files named &amp;#039;&amp;#039;customHead_happy_detail&amp;#039;&amp;#039;, &amp;#039;&amp;#039;customHead_rage_detail, customHead_default_detail,&amp;#039;&amp;#039; etc. to match the layer to the expression being drawn.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;facialExpression&amp;#039;&amp;#039;&amp;#039;: An array of the facial expressions that this layer applies to. (Often used with theme heads to allow the same head to apply to multiple expressions)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifOwnerAspect&amp;#039;&amp;#039;&amp;#039;: Only draw this layer if the character also has some other aspect on them. Ending the value with a wildcard character (&amp;#039;&amp;#039;&amp;#039;*&amp;#039;&amp;#039;&amp;#039;) will match any aspect beginning with everything before the *.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifOwnerAspects&amp;#039;&amp;#039;&amp;#039;: Character must have &amp;#039;&amp;#039;all&amp;#039;&amp;#039; of these aspects in order for the layer to be drawn.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifNoOwnerAspect&amp;#039;&amp;#039;&amp;#039;: Only draw this layer if the character does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; have some other aspect on them. Ending the value with a wildcard character (&amp;#039;&amp;#039;&amp;#039;*&amp;#039;&amp;#039;&amp;#039;) will match any aspect beginning with everything before the *.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifNoOwnerAspects&amp;#039;&amp;#039;&amp;#039;: Character must not have &amp;#039;&amp;#039;any&amp;#039;&amp;#039; of these aspects in order for the layer to be drawn.&lt;br /&gt;
&lt;br /&gt;
=== File Names ===&lt;br /&gt;
&lt;br /&gt;
If using &amp;#039;&amp;#039;&amp;#039;expandFaceToExpressions&amp;#039;&amp;#039;&amp;#039;, you will need to provide separate images for all 17 facial expressions (&amp;quot;neutral&amp;quot;, &amp;quot;interested&amp;quot;, &amp;quot;grim&amp;quot;, &amp;quot;sad&amp;quot;, &amp;quot;skeptical&amp;quot;, &amp;quot;dubious&amp;quot;, &amp;quot;open&amp;quot;, &amp;quot;surprised&amp;quot;, &amp;quot;scared&amp;quot;, &amp;quot;angry&amp;quot;, &amp;quot;rage&amp;quot;, &amp;quot;scheming&amp;quot;, &amp;quot;hit&amp;quot;, &amp;quot;dead&amp;quot;, &amp;quot;happy&amp;quot;, &amp;quot;joke&amp;quot; and &amp;quot;joy&amp;quot;). Otherwise, your file name will simply be the name that you specified plus a .png file extension.&lt;br /&gt;
&lt;br /&gt;
=== Canvas Size ===&lt;br /&gt;
&lt;br /&gt;
Head image layers are defined in a rig&amp;#039;s associated skeleton file. All human heads are expected to be 192 x&lt;br /&gt;
256 pixels. Any images of different dimensions will be stretched or squashed to this size.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Known Exceptions:&amp;#039;&amp;#039;&amp;#039; Custom rigs may specify custom dimensions for the head layer. See &amp;quot;Mods with Special Considerations&amp;quot; below for known cases where custom head sizes are being used.&lt;br /&gt;
&lt;br /&gt;
=== Image Location ===&lt;br /&gt;
&lt;br /&gt;
Your mod should place all images for these layers inside the &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/misc&amp;#039;&amp;#039;&amp;#039; folder of your mod. (The first time you add an image to your mod, you may need to create these folders.)&lt;br /&gt;
&lt;br /&gt;
Any images that share the exact same name as images in the base game&amp;#039;s &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/misc&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/unpacked&amp;#039;&amp;#039;&amp;#039; folder will overwrite the base game&amp;#039;s version of the file.&lt;br /&gt;
&lt;br /&gt;
== Modding Body Layers (Limbs, Augments, Armor, etc.) ==&lt;br /&gt;
&lt;br /&gt;
Most of the layers that appear on your character are part of the body set. The body layer includes the torso, the character&amp;#039;s limbs, [[Armor|armour]], [[Augment|augments]], shields, and all of the theme parts that can replace the torso or limbs.&lt;br /&gt;
&lt;br /&gt;
Body layers are &amp;#039;&amp;#039;&amp;#039;rig-specific&amp;#039;&amp;#039;&amp;#039;, meaning that the game will determine which image to use based on the character&amp;#039;s rig. The base game has a total of 6 rigs: Male/Female body shapes for each of the three classes (Warrior/Hunter/Mystic), and modders can create their own custom rigs and apply them using the [[Modding alternate rigs|rigOverride]] aspect.&lt;br /&gt;
&lt;br /&gt;
=== Layer Definition ===&lt;br /&gt;
&lt;br /&gt;
Inside the aspect, theme or armour file, the definition of a layer for the body will look something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;layers&amp;quot;: [&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;replaceArmL_wolfA_tint&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 1201,&lt;br /&gt;
		&amp;quot;ifNoOwnerAspect&amp;quot;: &amp;quot;themeSkin_wolf*&amp;quot;&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;replaceArmL_wolfB_untinted&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 1202,&lt;br /&gt;
		&amp;quot;ifNoOwnerAspect&amp;quot;: &amp;quot;themeSkin_wolf*&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some important fields:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;name&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(required)&amp;#039;&amp;#039;: The name of the image to be used. (Body layers are special - see below)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;depth&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Determines the order of drawing the images. High numbers go above lower numbers. (See below for list of depths used by base-game assets)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tint&amp;#039;&amp;#039;&amp;#039;: Which of the character&amp;#039;s &amp;#039;&amp;#039;tint&amp;#039;&amp;#039; colours to apply to this layer. Possible values are &amp;#039;&amp;#039;skin&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hair&amp;#039;&amp;#039;, &amp;#039;&amp;#039;primary&amp;#039;&amp;#039;, &amp;#039;&amp;#039;secondary&amp;#039;&amp;#039; and &amp;#039;&amp;#039;streaks&amp;#039;&amp;#039;. (If omitted, no tint will be applied.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tintAmount&amp;#039;&amp;#039;&amp;#039;: How strongly the layer should be tinted on a scale from 0.0 (not at all) to 1.0 (full strength). (If omitted, any tint will be applied at full strength.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifOwnerAspect&amp;#039;&amp;#039;&amp;#039;: Only draw this layer if the character also has some other aspect on them. Ending the value with a wildcard character (&amp;#039;&amp;#039;&amp;#039;*&amp;#039;&amp;#039;&amp;#039;) will match any aspect beginning with everything before the *.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifOwnerAspects&amp;#039;&amp;#039;&amp;#039;: Character must have &amp;#039;&amp;#039;all&amp;#039;&amp;#039; of these aspects in order for the layer to be drawn.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifNoOwnerAspect&amp;#039;&amp;#039;&amp;#039;: Only draw this layer if the character does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; have some other aspect on them. Ending the value with a wildcard character (&amp;#039;&amp;#039;&amp;#039;*&amp;#039;&amp;#039;&amp;#039;) will match any aspect beginning with everything before the *.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifNoOwnerAspects&amp;#039;&amp;#039;&amp;#039;: Character must not have &amp;#039;&amp;#039;any&amp;#039;&amp;#039; of these aspects in order for the layer to be drawn.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;rigMode&amp;#039;&amp;#039;&amp;#039;: If set, only draw this layer in the specified mode. Possible values are &amp;#039;&amp;#039;oneHanded&amp;#039;&amp;#039; and &amp;#039;&amp;#039;twoHanded&amp;#039;&amp;#039;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifRightHandGrasp&amp;#039;&amp;#039;&amp;#039;: If set, only draw this layer based on the right hand&amp;#039;s grasp value. Possible values are &amp;#039;&amp;#039;open&amp;#039;&amp;#039;, &amp;#039;&amp;#039;closed&amp;#039;&amp;#039; and &amp;#039;&amp;#039;book&amp;#039;&amp;#039;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifLeftHandGrasp&amp;#039;&amp;#039;&amp;#039;: If set, only draw this layer based on the left hand&amp;#039;s grasp value. Possible values are &amp;#039;&amp;#039;open&amp;#039;&amp;#039;, &amp;#039;&amp;#039;closed&amp;#039;&amp;#039; and &amp;#039;&amp;#039;book&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
It is possible to create some very complicated effects using the above fields, such as including multiple layers that are each tinted separately, allowing augments or alternate arms/hands to grasp weapons and items, and making layers depend on multiple aspects to have them show or hide automatically based on other factors.&lt;br /&gt;
&lt;br /&gt;
=== File Names and Rigs ===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, body layers are generally &amp;#039;&amp;#039;&amp;#039;rig-specific&amp;#039;&amp;#039;&amp;#039;.  This means that the file the game will look for when drawing the character will be a combination of the name of the rig and the &amp;#039;&amp;#039;&amp;#039;name&amp;#039;&amp;#039;&amp;#039; specified in your layer, in the form &amp;#039;&amp;#039;&amp;lt;rigName&amp;gt;_&amp;lt;layer name&amp;gt;.png&amp;#039;&amp;#039;.  For example, if you set the name field for your layer as &amp;#039;&amp;#039;myNewLayer&amp;#039;&amp;#039;, a female warrior (which uses the rig &amp;#039;&amp;#039;warriorF&amp;#039;&amp;#039;) would use the image file &amp;#039;&amp;#039;&amp;#039;warriorF_myNewLayer.png&amp;#039;&amp;#039;&amp;#039; while a male mystic (which uses the rig &amp;#039;&amp;#039;mysticM&amp;#039;&amp;#039;) would use the image file &amp;#039;&amp;#039;&amp;#039;mysticM_myNewLayer.png&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
For body layers, you must therefore provide separate images for each rig that you wish to support.&lt;br /&gt;
&lt;br /&gt;
The six rigs used in the base game are:&lt;br /&gt;
&lt;br /&gt;
* hunterF&lt;br /&gt;
* hunterM&lt;br /&gt;
* mysticF&lt;br /&gt;
* mysticM&lt;br /&gt;
* warriorF&lt;br /&gt;
* warriorM&lt;br /&gt;
&lt;br /&gt;
It is possible for mods to define and use custom rigs in addition to the base-game rigs above. See &amp;quot;Mods with Special Considerations&amp;quot; below for more information.&lt;br /&gt;
&lt;br /&gt;
=== Canvas Size ===&lt;br /&gt;
&lt;br /&gt;
Body image layers are all expected to be 512 x 512 pixels. Any images of different dimensions will be stretched or squashed to this size.&lt;br /&gt;
&lt;br /&gt;
=== Image Location ===&lt;br /&gt;
&lt;br /&gt;
Your mod should place all images for these layers inside the &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/misc&amp;#039;&amp;#039;&amp;#039; folder of your mod. (The first time you add an image to your mod, you may need to create these folders.)&lt;br /&gt;
&lt;br /&gt;
Any images that share the exact same name as images in the base game&amp;#039;s &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/misc&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/unpacked&amp;#039;&amp;#039;&amp;#039; folder will overwrite the base game&amp;#039;s version of the file.&lt;br /&gt;
&lt;br /&gt;
== Modding Held Item Layers ==&lt;br /&gt;
&lt;br /&gt;
Items are the things that can be held in the character&amp;#039;s main or off hand and are sometimes stowed behind the character&amp;#039;s back when inactive.&lt;br /&gt;
&lt;br /&gt;
=== Layer Definition ===&lt;br /&gt;
&lt;br /&gt;
Inside the item, the layer definition will look something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;layers&amp;quot;: [&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;item_axe1Fang_t1A_tint1_50&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;primary&amp;quot;,&lt;br /&gt;
		&amp;quot;tintAmount&amp;quot;: 0.5,&lt;br /&gt;
		&amp;quot;scaleX&amp;quot;: 0.5,&lt;br /&gt;
		&amp;quot;scaleY&amp;quot;: 0.5,&lt;br /&gt;
		&amp;quot;rigUsage&amp;quot;: &amp;quot;rigGeneral&amp;quot;,&lt;br /&gt;
		&amp;quot;grip&amp;quot;: &amp;quot;mainHand&amp;quot;,&lt;br /&gt;
		&amp;quot;inactiveGrip&amp;quot;: &amp;quot;highBack&amp;quot;,&lt;br /&gt;
		&amp;quot;gripOffset&amp;quot;: { &amp;quot;x&amp;quot;: 114, &amp;quot;y&amp;quot;: 210 }&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;item_axe1Fang_t1B_untinted&amp;quot;,&lt;br /&gt;
		&amp;quot;scaleX&amp;quot;: 0.5,&lt;br /&gt;
		&amp;quot;scaleY&amp;quot;: 0.5,&lt;br /&gt;
		&amp;quot;rigUsage&amp;quot;: &amp;quot;rigGeneral&amp;quot;,&lt;br /&gt;
		&amp;quot;grip&amp;quot;: &amp;quot;mainHand&amp;quot;,&lt;br /&gt;
		&amp;quot;inactiveGrip&amp;quot;: &amp;quot;highBack&amp;quot;,&lt;br /&gt;
		&amp;quot;gripOffset&amp;quot;: { &amp;quot;x&amp;quot;: 114, &amp;quot;y&amp;quot;: 210 }&lt;br /&gt;
	}&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some important fields:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;name&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(required)&amp;#039;&amp;#039;: The name of the image to be used. (The game seems to like item images to be prefixed with &amp;#039;&amp;#039;&amp;#039;item_&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;depth&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Determines the order of drawing the images. High numbers go above lower numbers. &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;rigUsage&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Setting this to &amp;#039;&amp;#039;&amp;#039;rigGeneral&amp;#039;&amp;#039;&amp;#039; means this layer will always be drawn regardless of the rig used by the character.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;gripOffset&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Specifies the anchor point where a character will hold this item.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;grip&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Which hand a character uses to hold this. Possible values are &amp;quot;mainHand&amp;quot; and &amp;quot;offHand&amp;quot;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;inactiveGrip&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended for weapons)&amp;#039;&amp;#039;: Where to stow this item when inactive. Possible values are &amp;quot;highBack&amp;quot; &amp;quot;midBack&amp;quot; &amp;quot;lowBack&amp;quot; and &amp;quot;hide&amp;quot;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;grasp&amp;#039;&amp;#039;&amp;#039;: How the item is held. Defaults to &amp;quot;closed&amp;quot;. Can be set to &amp;quot;book&amp;quot; or &amp;quot;open&amp;quot;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;scaleX&amp;#039;&amp;#039;&amp;#039;: Scaling multiplier to size the item appropriately to the character.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;scaleY&amp;#039;&amp;#039;&amp;#039;: Scaling multiplier to size the item appropriately to the character.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;rotation&amp;#039;&amp;#039;&amp;#039;: Rotates the item.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tint&amp;#039;&amp;#039;&amp;#039;: Which of the character&amp;#039;s &amp;#039;&amp;#039;tint&amp;#039;&amp;#039; colours to apply to this layer. Possible values are &amp;#039;&amp;#039;skin&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hair&amp;#039;&amp;#039;, &amp;#039;&amp;#039;primary&amp;#039;&amp;#039;, &amp;#039;&amp;#039;secondary&amp;#039;&amp;#039; and &amp;#039;&amp;#039;streaks&amp;#039;&amp;#039;. (If omitted, no tint will be applied.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tintAmount&amp;#039;&amp;#039;&amp;#039;: How strongly the layer should be tinted on a scale from 0.0 (not at all) to 1.0 (full strength). (If omitted, any tint will be applied at full strength.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Canvas Size ===&lt;br /&gt;
&lt;br /&gt;
Item image layers can be any size. Use the &amp;#039;&amp;#039;scaleX&amp;#039;&amp;#039; and &amp;#039;&amp;#039;scaleY&amp;#039;&amp;#039; properties in the layer definition to ensure the item is sized appropriately for the character.&lt;br /&gt;
&lt;br /&gt;
=== Image Location ===&lt;br /&gt;
&lt;br /&gt;
Your mod should place all images for these layers inside the &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/items&amp;#039;&amp;#039;&amp;#039; folder of your mod. (The first time you add an image to your mod, you may need to create these folders.)&lt;br /&gt;
&lt;br /&gt;
Any images that share the exact same name as images in the base game&amp;#039;s &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/items&amp;#039;&amp;#039;&amp;#039; folder will overwrite the base game&amp;#039;s version of the file.&lt;br /&gt;
&lt;br /&gt;
== Mods with Special Considerations ==&lt;br /&gt;
&lt;br /&gt;
The following mods use custom setups in some way. &lt;br /&gt;
&lt;br /&gt;
=== [https://steamcommunity.com/sharedfiles/filedetails/?id=2810606541 Drauven PCs] ===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Author:&amp;#039;&amp;#039;&amp;#039; Drauven Mod Squad (Lead: David Bilsky, AKA Ironskink/BoldestDungeon)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Website:&amp;#039;&amp;#039;&amp;#039; [https://github.com/BoldestDungeon/wildermyth-drauven-pcs Project Page on GitHub]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Primary Contact:&amp;#039;&amp;#039;&amp;#039; [https://discord.gg/uftGyUa8GS Dedicated Discord server]&lt;br /&gt;
&lt;br /&gt;
==== New Rigs ====&lt;br /&gt;
* DrauvenHunter&lt;br /&gt;
* DrauvenMystic&lt;br /&gt;
* DrauvenWarrior&lt;br /&gt;
* Drauven&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Notes: &amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Warrior, Hunter and Mystic rigs are based on the Stump, Haunt and Deeven models, respectively. Raw .psd files for the rigs at the project&amp;#039;s public [https://github.com/BoldestDungeon/wildermyth-drauven-pcs/tree/develop/assets/figures/source GitHub] page.  The plain &amp;#039;&amp;#039;Drauven&amp;#039;&amp;#039; rig is used for farmers and is an exact copy of the Warrior (Stump) rig.&lt;br /&gt;
&lt;br /&gt;
The Drauven rigs use a larger canvas size for the head layers than the normal human rigs do (256 x 384 px) to better fit all the various head ornamentations that the Drauven have.&lt;br /&gt;
&lt;br /&gt;
=== [https://steamcommunity.com/sharedfiles/filedetails/?id=2978516419 Return of the Centauri]===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Author:&amp;#039;&amp;#039;&amp;#039; Pinhat&lt;br /&gt;
&lt;br /&gt;
==== New Rigs ====&lt;br /&gt;
* centaurWarriorM&lt;br /&gt;
* centaurWarriorF&lt;br /&gt;
* centaurHunterM&lt;br /&gt;
* centaurHunterF&lt;br /&gt;
* centaurMysticM&lt;br /&gt;
* centaurMysticF&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Notes:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The centaur rig essentially shifts all of the upper-body assets up and to the right to make room for the centaur&amp;#039;s lower body. The upper human body is unchanged except for the position.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Ironskink</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Image_layers&amp;diff=27202</id>
		<title>Image layers</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Image_layers&amp;diff=27202"/>
		<updated>2025-06-02T13:34:53Z</updated>

		<summary type="html">&lt;p&gt;Ironskink: Added entry for `expandFaceToExpressions`&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image layers are used by [[Theme|themes]], [[Modding_add_equipment|equipment]] and even regular [[Aspect|aspects]] to affect the appearance of a character.  Characters in Wildermyth are created by layering a number of .png files overtop each other based on their &amp;quot;depth&amp;quot; value, with higher values appearing overtop lower values in their group. &lt;br /&gt;
&lt;br /&gt;
Images are clumped into five groups: the main body, the head, the main/equipped weapon, the inactive/stowed weapon, and the offhand weapon/item.  Regardless of depth values, image layers within the head group or an item will all be &amp;quot;flat&amp;quot; with respect to the body layers. An axe that uses two layers can have depth values of 1 and 2 and it will always be drawn in front of the body &amp;amp; armour layers when equipped and behind the torso when inactive.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Note: In most game files, image layers are grouped under a heading called &amp;#039;&amp;#039;&amp;#039;&amp;quot;layers&amp;quot;&amp;#039;&amp;#039;&amp;#039;, while in aspect files they are called &amp;#039;&amp;#039;&amp;#039;&amp;quot;skinLayers&amp;quot;&amp;#039;&amp;#039;&amp;#039;. This guide applies regardless of which of these headings is used.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Default Layer Depths ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Layer depths used by the base game&lt;br /&gt;
! Layer Depth !! Used for !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 10-11 || Cloak Backs ||&lt;br /&gt;
|-&lt;br /&gt;
| 55-58 || Wings || Includes [[Crowtouched|Crow Wings]], [[Hawksoul|Hawk Wings]], [[Mothly|Moth Wings]], [[Drauven Wings]] and [[Teeny Wings]]&lt;br /&gt;
|-&lt;br /&gt;
| 70 || Shoulder Pets || Includes [[Drauven Bird]] and [[Netherowl]]&lt;br /&gt;
|-&lt;br /&gt;
| 100-103 || Tails ||&lt;br /&gt;
|-&lt;br /&gt;
| 1000 || &amp;#039;&amp;#039;&amp;#039;Human Torso&amp;#039;&amp;#039;&amp;#039; || Hard-coded, not visible in game files&lt;br /&gt;
|-&lt;br /&gt;
| 1001-1003 || Bear (Tattoo) Arms, Tree (Willow) Arms ||&lt;br /&gt;
|-&lt;br /&gt;
| 1100 || &amp;#039;&amp;#039;&amp;#039;Left &amp;amp; Right Human Legs&amp;#039;&amp;#039;&amp;#039; || Hard-coded, not visible in game files&lt;br /&gt;
|-&lt;br /&gt;
| 1101-1106 || Theme Legs, some Theme Arms ||&lt;br /&gt;
|-&lt;br /&gt;
| 1150 || Bandaged &amp;amp; Prosthetic Legs ||&lt;br /&gt;
|-&lt;br /&gt;
| 1200 || &amp;#039;&amp;#039;&amp;#039;Human Right &amp;amp; Left Arms, Human Upper Left Arm (2-handed pose)&amp;#039;&amp;#039;&amp;#039;  || Hard-coded, not visible in game files&lt;br /&gt;
|-&lt;br /&gt;
| 1200 || Most Spelltouched (Tattoo) Layers || Exceptions: Torso (1211), Lower 2-Handed Left Arm (3000)&lt;br /&gt;
|-&lt;br /&gt;
| 1201-1204 || Most Right &amp;amp; Left Theme Arms ||&lt;br /&gt;
|-&lt;br /&gt;
| 1211 || Spelltouched (Tattoo) Torso ||&lt;br /&gt;
|-&lt;br /&gt;
| 1212 || Morthagi Captain Torso || Not normally available to players&lt;br /&gt;
|-&lt;br /&gt;
| 1300 || Bandaged &amp;amp; Prosthetic Arms ||&lt;br /&gt;
|-&lt;br /&gt;
| 1500-1503 || [[Mortificial Enhancements|Mortificial]] Arms ||&lt;br /&gt;
|-&lt;br /&gt;
| 2000 || Foothill Neck Tattoos  ||&lt;br /&gt;
|-&lt;br /&gt;
| 2000-2400 || Clothing/Armor || Excluding Clothing/Armor that covers the Lower Left Arm (2-Handed Pose). Some Warrior armor layers go as high as 2500.&lt;br /&gt;
|-&lt;br /&gt;
| 2490-2491 || Some Sash Augments ||&lt;br /&gt;
|-&lt;br /&gt;
| 2900-2901 || Belt Augments, Bracelet Augments (1-Handed Pose), Kneepad Augments ||&lt;br /&gt;
|-&lt;br /&gt;
| 2910 || Starheart Belt ||&lt;br /&gt;
|-&lt;br /&gt;
| 2940-2495 || Some Sash Augments ||&lt;br /&gt;
|-&lt;br /&gt;
| 2950-2955 || Some Cloak Augments (Front), Talisman Augments ||&lt;br /&gt;
|-&lt;br /&gt;
| 2970-2971 || Tortoiseshell Pendant ||&lt;br /&gt;
|-&lt;br /&gt;
| 3000 || &amp;#039;&amp;#039;&amp;#039;Human Lower Left Arm (2-Handed Pose)&amp;#039;&amp;#039;&amp;#039; || Hard-coded, not visible in game files&lt;br /&gt;
|-&lt;br /&gt;
| 3000 || Spelltouched Tattoos - Lower Left Arm (2-Handed Pose) ||&lt;br /&gt;
|-&lt;br /&gt;
| 3020-3499 || Clothing/Armor Layers, Lower Left Arm (2-Handed Pose) ||&lt;br /&gt;
|-&lt;br /&gt;
| 3550-3555 || Some Cloak Augments (Front) ||&lt;br /&gt;
|-&lt;br /&gt;
| 3560-3565 || Some Strap Augments, Some Scarf Augments ||&lt;br /&gt;
|-&lt;br /&gt;
| 3570-3575 || Necklace Augments ||&lt;br /&gt;
|-&lt;br /&gt;
| 3580-3582 || Pauldron Augments, Some Theme Arms || Includes [[Child of the Hills]], [[Elmsoul]] and [[Crystalline]]&lt;br /&gt;
|-&lt;br /&gt;
| 3590-3592 || Broach Augments ||&lt;br /&gt;
|-&lt;br /&gt;
| 3999 || Neck Theme Layers ||&lt;br /&gt;
|-&lt;br /&gt;
| 4000-4003 || Bracelet Augments ||&lt;br /&gt;
|-&lt;br /&gt;
| 4900 || &amp;#039;&amp;#039;&amp;#039;Left Hand, Book Grip (Back)&amp;#039;&amp;#039;&amp;#039; || Hard-coded, not visible in game files&lt;br /&gt;
|-&lt;br /&gt;
| 5000+ || &amp;#039;&amp;#039;&amp;#039;Held Item (Offhand)&amp;#039;&amp;#039;&amp;#039; || Hard-coded, not visible in game files. For multi-layer items, the default layer starts at 5000 and additional layers are added on top of that. For example, if an offhand item draws a shading layer at a depth of 1, when equipped in the off-hand the layer will have a value of 5001. &lt;br /&gt;
|-&lt;br /&gt;
| 6000 || &amp;#039;&amp;#039;&amp;#039;Left Hand: Closed, Open, and Book (front) Grips&amp;#039;&amp;#039;&amp;#039; || Hard-coded, not visible in game files&lt;br /&gt;
|-&lt;br /&gt;
| 6100-6103 || Shield Offhand Items ||&lt;br /&gt;
|-&lt;br /&gt;
| 7000 || &amp;#039;&amp;#039;&amp;#039;Held Item (Main Hand)&amp;#039;&amp;#039;&amp;#039; || Hard-coded, not visible in game files. For multi-layer items, the default layer starts at 5000 and additional layers are added on top of that. For example, if an offhand item draws a shading layer at a depth of 1, when equipped in the off-hand the layer will have a value of 7001. &lt;br /&gt;
|-&lt;br /&gt;
| 8000 || &amp;#039;&amp;#039;&amp;#039;Right Hand: Closed, Open and Book Grips&amp;#039;&amp;#039;&amp;#039; || Hard-coded, not visible in game files&lt;br /&gt;
|-&lt;br /&gt;
| 8100-8105 || Ring Augments ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modding Head Layers (Heads, Hair, Faces, Scars, etc.) ==&lt;br /&gt;
&lt;br /&gt;
Head layers are used by the &amp;quot;peopleParts&amp;quot; files (to customize character appearance) and several aspects (such as the various scars). &lt;br /&gt;
&lt;br /&gt;
Head layers are all drawn as a separate group from the body layers, so &amp;#039;depth&amp;#039; values are only relative to other images being drawn on the head. The base game gives the various possible heads a depth value of 4000, so layers with a lower depth value will be drawn behind the head.&lt;br /&gt;
&lt;br /&gt;
=== Layer Definition ===&lt;br /&gt;
&lt;br /&gt;
Inside the peoplePart or aspect file, the layer definition will look something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;layers&amp;quot;: [&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;hairFB3_behind&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;bodyPart&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 3900,&lt;br /&gt;
		&amp;quot;headOffset&amp;quot;: true&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;hairFB3&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;bodyPart&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 4200,&lt;br /&gt;
		&amp;quot;rigMode&amp;quot;: &amp;quot;femaleHead&amp;quot;,&lt;br /&gt;
		&amp;quot;headOffset&amp;quot;: true&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;hairFB3M&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;bodyPart&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 4200,&lt;br /&gt;
		&amp;quot;rigMode&amp;quot;: &amp;quot;maleHead&amp;quot;,&lt;br /&gt;
		&amp;quot;headOffset&amp;quot;: true&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;hairFB3_streaks&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;streaks&amp;quot;,&lt;br /&gt;
		&amp;quot;bodyPart&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 4201,&lt;br /&gt;
		&amp;quot;headOffset&amp;quot;: true&lt;br /&gt;
	}&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some important fields:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;name&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(required)&amp;#039;&amp;#039;: The name of the image to be used, not including the &amp;#039;&amp;#039;.png&amp;#039;&amp;#039; file extension.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;headOffset&amp;#039;&amp;#039;&amp;#039; (required): Setting this to &amp;#039;&amp;#039;true&amp;#039;&amp;#039; is what defines this as a head layer.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;depth&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Determines the order of drawing the images. High numbers go above lower numbers.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tint&amp;#039;&amp;#039;&amp;#039;: Which of the character&amp;#039;s &amp;#039;&amp;#039;tint&amp;#039;&amp;#039; colours to apply to this layer. Possible values are &amp;#039;&amp;#039;skin&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hair&amp;#039;&amp;#039;, &amp;#039;&amp;#039;primary&amp;#039;&amp;#039;, &amp;#039;&amp;#039;secondary&amp;#039;&amp;#039; and &amp;#039;&amp;#039;streaks&amp;#039;&amp;#039;. (If omitted, no tint will be applied.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tintAmount&amp;#039;&amp;#039;&amp;#039;: How strongly the layer should be tinted on a scale from 0.0 (not at all) to 1.0 (full strength). (If omitted, any tint will be applied at full strength.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;bodyPart&amp;#039;&amp;#039;&amp;#039;: If set, will only be drawn if the character has that body part and body part hasn&amp;#039;t been transformed by a theme.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;rigMode&amp;#039;&amp;#039;&amp;#039;: If set, will only be drawn for the appropriate rig. Possible values are &amp;#039;&amp;#039;maleHead&amp;#039;&amp;#039; and &amp;#039;&amp;#039;femaleHead&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifOwnerHasPart&amp;#039;&amp;#039;&amp;#039;: If set, will only draw this layer if the character also has this other body part. (Often used to make beards fit exactly to faces.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;expandFaceToExpressions&amp;#039;&amp;#039;&amp;#039;: If set and the keyword &amp;#039;&amp;#039;&amp;#039;$face&amp;#039;&amp;#039;&amp;#039; is used in the &amp;quot;name&amp;quot; value, the game will substitute &amp;#039;&amp;#039;&amp;#039;$face&amp;#039;&amp;#039;&amp;#039; for the character&amp;#039;s current expression (Often used to make beards fit exactly to faces)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;facialExpression&amp;#039;&amp;#039;&amp;#039;: An array of the facial expressions that this layer applies to. (Often used with theme heads to allow the same head to apply to multiple expressions)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifOwnerAspect&amp;#039;&amp;#039;&amp;#039;: Only draw this layer if the character also has some other aspect on them. Ending the value with a wildcard character (&amp;#039;&amp;#039;&amp;#039;*&amp;#039;&amp;#039;&amp;#039;) will match any aspect beginning with everything before the *.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifOwnerAspects&amp;#039;&amp;#039;&amp;#039;: Character must have &amp;#039;&amp;#039;all&amp;#039;&amp;#039; of these aspects in order for the layer to be drawn.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifNoOwnerAspect&amp;#039;&amp;#039;&amp;#039;: Only draw this layer if the character does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; have some other aspect on them. Ending the value with a wildcard character (&amp;#039;&amp;#039;&amp;#039;*&amp;#039;&amp;#039;&amp;#039;) will match any aspect beginning with everything before the *.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifNoOwnerAspects&amp;#039;&amp;#039;&amp;#039;: Character must not have &amp;#039;&amp;#039;any&amp;#039;&amp;#039; of these aspects in order for the layer to be drawn.&lt;br /&gt;
&lt;br /&gt;
=== File Names ===&lt;br /&gt;
&lt;br /&gt;
If using &amp;#039;&amp;#039;&amp;#039;expandFaceToExpressions&amp;#039;&amp;#039;&amp;#039;, you will need to provide separate images for all 17 facial expressions (&amp;quot;neutral&amp;quot;, &amp;quot;interested&amp;quot;, &amp;quot;grim&amp;quot;, &amp;quot;sad&amp;quot;, &amp;quot;skeptical&amp;quot;, &amp;quot;dubious&amp;quot;, &amp;quot;open&amp;quot;, &amp;quot;surprised&amp;quot;, &amp;quot;scared&amp;quot;, &amp;quot;angry&amp;quot;, &amp;quot;rage&amp;quot;, &amp;quot;scheming&amp;quot;, &amp;quot;hit&amp;quot;, &amp;quot;dead&amp;quot;, &amp;quot;happy&amp;quot;, &amp;quot;joke&amp;quot; and &amp;quot;joy&amp;quot;). Otherwise, your file name will simply be the name that you specified plus a .png file extension.&lt;br /&gt;
&lt;br /&gt;
=== Canvas Size ===&lt;br /&gt;
&lt;br /&gt;
Head image layers are defined in a rig&amp;#039;s associated skeleton file. All human heads are expected to be 192 x&lt;br /&gt;
256 pixels. Any images of different dimensions will be stretched or squashed to this size.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Known Exceptions:&amp;#039;&amp;#039;&amp;#039; Custom rigs may specify custom dimensions for the head layer. See &amp;quot;Mods with Special Considerations&amp;quot; below for known cases where custom head sizes are being used.&lt;br /&gt;
&lt;br /&gt;
=== Image Location ===&lt;br /&gt;
&lt;br /&gt;
Your mod should place all images for these layers inside the &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/misc&amp;#039;&amp;#039;&amp;#039; folder of your mod. (The first time you add an image to your mod, you may need to create these folders.)&lt;br /&gt;
&lt;br /&gt;
Any images that share the exact same name as images in the base game&amp;#039;s &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/misc&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/unpacked&amp;#039;&amp;#039;&amp;#039; folder will overwrite the base game&amp;#039;s version of the file.&lt;br /&gt;
&lt;br /&gt;
== Modding Body Layers (Limbs, Augments, Armor, etc.) ==&lt;br /&gt;
&lt;br /&gt;
Most of the layers that appear on your character are part of the body set. The body layer includes the torso, the character&amp;#039;s limbs, [[Armor|armour]], [[Augment|augments]], shields, and all of the theme parts that can replace the torso or limbs.&lt;br /&gt;
&lt;br /&gt;
Body layers are &amp;#039;&amp;#039;&amp;#039;rig-specific&amp;#039;&amp;#039;&amp;#039;, meaning that the game will determine which image to use based on the character&amp;#039;s rig. The base game has a total of 6 rigs: Male/Female body shapes for each of the three classes (Warrior/Hunter/Mystic), and modders can create their own custom rigs and apply them using the [[Modding alternate rigs|rigOverride]] aspect.&lt;br /&gt;
&lt;br /&gt;
=== Layer Definition ===&lt;br /&gt;
&lt;br /&gt;
Inside the aspect, theme or armour file, the definition of a layer for the body will look something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;layers&amp;quot;: [&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;replaceArmL_wolfA_tint&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 1201,&lt;br /&gt;
		&amp;quot;ifNoOwnerAspect&amp;quot;: &amp;quot;themeSkin_wolf*&amp;quot;&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;replaceArmL_wolfB_untinted&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 1202,&lt;br /&gt;
		&amp;quot;ifNoOwnerAspect&amp;quot;: &amp;quot;themeSkin_wolf*&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some important fields:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;name&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(required)&amp;#039;&amp;#039;: The name of the image to be used. (Body layers are special - see below)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;depth&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Determines the order of drawing the images. High numbers go above lower numbers. (See below for list of depths used by base-game assets)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tint&amp;#039;&amp;#039;&amp;#039;: Which of the character&amp;#039;s &amp;#039;&amp;#039;tint&amp;#039;&amp;#039; colours to apply to this layer. Possible values are &amp;#039;&amp;#039;skin&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hair&amp;#039;&amp;#039;, &amp;#039;&amp;#039;primary&amp;#039;&amp;#039;, &amp;#039;&amp;#039;secondary&amp;#039;&amp;#039; and &amp;#039;&amp;#039;streaks&amp;#039;&amp;#039;. (If omitted, no tint will be applied.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tintAmount&amp;#039;&amp;#039;&amp;#039;: How strongly the layer should be tinted on a scale from 0.0 (not at all) to 1.0 (full strength). (If omitted, any tint will be applied at full strength.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifOwnerAspect&amp;#039;&amp;#039;&amp;#039;: Only draw this layer if the character also has some other aspect on them. Ending the value with a wildcard character (&amp;#039;&amp;#039;&amp;#039;*&amp;#039;&amp;#039;&amp;#039;) will match any aspect beginning with everything before the *.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifOwnerAspects&amp;#039;&amp;#039;&amp;#039;: Character must have &amp;#039;&amp;#039;all&amp;#039;&amp;#039; of these aspects in order for the layer to be drawn.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifNoOwnerAspect&amp;#039;&amp;#039;&amp;#039;: Only draw this layer if the character does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; have some other aspect on them. Ending the value with a wildcard character (&amp;#039;&amp;#039;&amp;#039;*&amp;#039;&amp;#039;&amp;#039;) will match any aspect beginning with everything before the *.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifNoOwnerAspects&amp;#039;&amp;#039;&amp;#039;: Character must not have &amp;#039;&amp;#039;any&amp;#039;&amp;#039; of these aspects in order for the layer to be drawn.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;rigMode&amp;#039;&amp;#039;&amp;#039;: If set, only draw this layer in the specified mode. Possible values are &amp;#039;&amp;#039;oneHanded&amp;#039;&amp;#039; and &amp;#039;&amp;#039;twoHanded&amp;#039;&amp;#039;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifRightHandGrasp&amp;#039;&amp;#039;&amp;#039;: If set, only draw this layer based on the right hand&amp;#039;s grasp value. Possible values are &amp;#039;&amp;#039;open&amp;#039;&amp;#039;, &amp;#039;&amp;#039;closed&amp;#039;&amp;#039; and &amp;#039;&amp;#039;book&amp;#039;&amp;#039;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifLeftHandGrasp&amp;#039;&amp;#039;&amp;#039;: If set, only draw this layer based on the left hand&amp;#039;s grasp value. Possible values are &amp;#039;&amp;#039;open&amp;#039;&amp;#039;, &amp;#039;&amp;#039;closed&amp;#039;&amp;#039; and &amp;#039;&amp;#039;book&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
It is possible to create some very complicated effects using the above fields, such as including multiple layers that are each tinted separately, allowing augments or alternate arms/hands to grasp weapons and items, and making layers depend on multiple aspects to have them show or hide automatically based on other factors.&lt;br /&gt;
&lt;br /&gt;
=== File Names and Rigs ===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, body layers are generally &amp;#039;&amp;#039;&amp;#039;rig-specific&amp;#039;&amp;#039;&amp;#039;.  This means that the file the game will look for when drawing the character will be a combination of the name of the rig and the &amp;#039;&amp;#039;&amp;#039;name&amp;#039;&amp;#039;&amp;#039; specified in your layer, in the form &amp;#039;&amp;#039;&amp;lt;rigName&amp;gt;_&amp;lt;layer name&amp;gt;.png&amp;#039;&amp;#039;.  For example, if you set the name field for your layer as &amp;#039;&amp;#039;myNewLayer&amp;#039;&amp;#039;, a female warrior (which uses the rig &amp;#039;&amp;#039;warriorF&amp;#039;&amp;#039;) would use the image file &amp;#039;&amp;#039;&amp;#039;warriorF_myNewLayer.png&amp;#039;&amp;#039;&amp;#039; while a male mystic (which uses the rig &amp;#039;&amp;#039;mysticM&amp;#039;&amp;#039;) would use the image file &amp;#039;&amp;#039;&amp;#039;mysticM_myNewLayer.png&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
For body layers, you must therefore provide separate images for each rig that you wish to support.&lt;br /&gt;
&lt;br /&gt;
The six rigs used in the base game are:&lt;br /&gt;
&lt;br /&gt;
* hunterF&lt;br /&gt;
* hunterM&lt;br /&gt;
* mysticF&lt;br /&gt;
* mysticM&lt;br /&gt;
* warriorF&lt;br /&gt;
* warriorM&lt;br /&gt;
&lt;br /&gt;
It is possible for mods to define and use custom rigs in addition to the base-game rigs above. See &amp;quot;Mods with Special Considerations&amp;quot; below for more information.&lt;br /&gt;
&lt;br /&gt;
=== Canvas Size ===&lt;br /&gt;
&lt;br /&gt;
Body image layers are all expected to be 512 x 512 pixels. Any images of different dimensions will be stretched or squashed to this size.&lt;br /&gt;
&lt;br /&gt;
=== Image Location ===&lt;br /&gt;
&lt;br /&gt;
Your mod should place all images for these layers inside the &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/misc&amp;#039;&amp;#039;&amp;#039; folder of your mod. (The first time you add an image to your mod, you may need to create these folders.)&lt;br /&gt;
&lt;br /&gt;
Any images that share the exact same name as images in the base game&amp;#039;s &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/misc&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/unpacked&amp;#039;&amp;#039;&amp;#039; folder will overwrite the base game&amp;#039;s version of the file.&lt;br /&gt;
&lt;br /&gt;
== Modding Held Item Layers ==&lt;br /&gt;
&lt;br /&gt;
Items are the things that can be held in the character&amp;#039;s main or off hand and are sometimes stowed behind the character&amp;#039;s back when inactive.&lt;br /&gt;
&lt;br /&gt;
=== Layer Definition ===&lt;br /&gt;
&lt;br /&gt;
Inside the item, the layer definition will look something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;layers&amp;quot;: [&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;item_axe1Fang_t1A_tint1_50&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;primary&amp;quot;,&lt;br /&gt;
		&amp;quot;tintAmount&amp;quot;: 0.5,&lt;br /&gt;
		&amp;quot;scaleX&amp;quot;: 0.5,&lt;br /&gt;
		&amp;quot;scaleY&amp;quot;: 0.5,&lt;br /&gt;
		&amp;quot;rigUsage&amp;quot;: &amp;quot;rigGeneral&amp;quot;,&lt;br /&gt;
		&amp;quot;grip&amp;quot;: &amp;quot;mainHand&amp;quot;,&lt;br /&gt;
		&amp;quot;inactiveGrip&amp;quot;: &amp;quot;highBack&amp;quot;,&lt;br /&gt;
		&amp;quot;gripOffset&amp;quot;: { &amp;quot;x&amp;quot;: 114, &amp;quot;y&amp;quot;: 210 }&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;item_axe1Fang_t1B_untinted&amp;quot;,&lt;br /&gt;
		&amp;quot;scaleX&amp;quot;: 0.5,&lt;br /&gt;
		&amp;quot;scaleY&amp;quot;: 0.5,&lt;br /&gt;
		&amp;quot;rigUsage&amp;quot;: &amp;quot;rigGeneral&amp;quot;,&lt;br /&gt;
		&amp;quot;grip&amp;quot;: &amp;quot;mainHand&amp;quot;,&lt;br /&gt;
		&amp;quot;inactiveGrip&amp;quot;: &amp;quot;highBack&amp;quot;,&lt;br /&gt;
		&amp;quot;gripOffset&amp;quot;: { &amp;quot;x&amp;quot;: 114, &amp;quot;y&amp;quot;: 210 }&lt;br /&gt;
	}&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some important fields:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;name&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(required)&amp;#039;&amp;#039;: The name of the image to be used. (The game seems to like item images to be prefixed with &amp;#039;&amp;#039;&amp;#039;item_&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;depth&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Determines the order of drawing the images. High numbers go above lower numbers. &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;rigUsage&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Setting this to &amp;#039;&amp;#039;&amp;#039;rigGeneral&amp;#039;&amp;#039;&amp;#039; means this layer will always be drawn regardless of the rig used by the character.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;gripOffset&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Specifies the anchor point where a character will hold this item.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;grip&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Which hand a character uses to hold this. Possible values are &amp;quot;mainHand&amp;quot; and &amp;quot;offHand&amp;quot;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;inactiveGrip&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended for weapons)&amp;#039;&amp;#039;: Where to stow this item when inactive. Possible values are &amp;quot;highBack&amp;quot; &amp;quot;midBack&amp;quot; &amp;quot;lowBack&amp;quot; and &amp;quot;hide&amp;quot;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;grasp&amp;#039;&amp;#039;&amp;#039;: How the item is held. Defaults to &amp;quot;closed&amp;quot;. Can be set to &amp;quot;book&amp;quot; or &amp;quot;open&amp;quot;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;scaleX&amp;#039;&amp;#039;&amp;#039;: Scaling multiplier to size the item appropriately to the character.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;scaleY&amp;#039;&amp;#039;&amp;#039;: Scaling multiplier to size the item appropriately to the character.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;rotation&amp;#039;&amp;#039;&amp;#039;: Rotates the item.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tint&amp;#039;&amp;#039;&amp;#039;: Which of the character&amp;#039;s &amp;#039;&amp;#039;tint&amp;#039;&amp;#039; colours to apply to this layer. Possible values are &amp;#039;&amp;#039;skin&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hair&amp;#039;&amp;#039;, &amp;#039;&amp;#039;primary&amp;#039;&amp;#039;, &amp;#039;&amp;#039;secondary&amp;#039;&amp;#039; and &amp;#039;&amp;#039;streaks&amp;#039;&amp;#039;. (If omitted, no tint will be applied.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tintAmount&amp;#039;&amp;#039;&amp;#039;: How strongly the layer should be tinted on a scale from 0.0 (not at all) to 1.0 (full strength). (If omitted, any tint will be applied at full strength.)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;expandFaceToExpressions:&amp;#039;&amp;#039;&amp;#039; When set to &amp;#039;&amp;#039;&amp;#039;true&amp;#039;&amp;#039;&amp;#039;, you can add &amp;#039;&amp;#039;&amp;#039;$face&amp;#039;&amp;#039;&amp;#039; to the &amp;quot;name&amp;quot; field and have the game use that to find image files for all of the different facial expressions. For example, if you set the name to &amp;quot;customHead_$face_detail&amp;quot;, the game will look for image files named &amp;#039;&amp;#039;customHead_happy_detail&amp;#039;&amp;#039;, &amp;#039;&amp;#039;customHead_rage_detail, customHead_default_detail,&amp;#039;&amp;#039; etc. to match the layer to the expression being drawn.&lt;br /&gt;
&lt;br /&gt;
=== Canvas Size ===&lt;br /&gt;
&lt;br /&gt;
Item image layers can be any size. Use the &amp;#039;&amp;#039;scaleX&amp;#039;&amp;#039; and &amp;#039;&amp;#039;scaleY&amp;#039;&amp;#039; properties in the layer definition to ensure the item is sized appropriately for the character.&lt;br /&gt;
&lt;br /&gt;
=== Image Location ===&lt;br /&gt;
&lt;br /&gt;
Your mod should place all images for these layers inside the &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/items&amp;#039;&amp;#039;&amp;#039; folder of your mod. (The first time you add an image to your mod, you may need to create these folders.)&lt;br /&gt;
&lt;br /&gt;
Any images that share the exact same name as images in the base game&amp;#039;s &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/items&amp;#039;&amp;#039;&amp;#039; folder will overwrite the base game&amp;#039;s version of the file.&lt;br /&gt;
&lt;br /&gt;
== Mods with Special Considerations ==&lt;br /&gt;
&lt;br /&gt;
The following mods use custom setups in some way. &lt;br /&gt;
&lt;br /&gt;
=== [https://steamcommunity.com/sharedfiles/filedetails/?id=2810606541 Drauven PCs] ===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Author:&amp;#039;&amp;#039;&amp;#039; Drauven Mod Squad (Lead: David Bilsky, AKA Ironskink/BoldestDungeon)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Website:&amp;#039;&amp;#039;&amp;#039; [https://github.com/BoldestDungeon/wildermyth-drauven-pcs Project Page on GitHub]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Primary Contact:&amp;#039;&amp;#039;&amp;#039; [https://discord.gg/uftGyUa8GS Dedicated Discord server]&lt;br /&gt;
&lt;br /&gt;
==== New Rigs ====&lt;br /&gt;
* DrauvenHunter&lt;br /&gt;
* DrauvenMystic&lt;br /&gt;
* DrauvenWarrior&lt;br /&gt;
* Drauven&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Notes: &amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Warrior, Hunter and Mystic rigs are based on the Stump, Haunt and Deeven models, respectively. Raw .psd files for the rigs at the project&amp;#039;s public [https://github.com/BoldestDungeon/wildermyth-drauven-pcs/tree/develop/assets/figures/source GitHub] page.  The plain &amp;#039;&amp;#039;Drauven&amp;#039;&amp;#039; rig is used for farmers and is an exact copy of the Warrior (Stump) rig.&lt;br /&gt;
&lt;br /&gt;
The Drauven rigs use a larger canvas size for the head layers than the normal human rigs do (256 x 384 px) to better fit all the various head ornamentations that the Drauven have.&lt;br /&gt;
&lt;br /&gt;
=== [https://steamcommunity.com/sharedfiles/filedetails/?id=2978516419 Return of the Centauri]===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Author:&amp;#039;&amp;#039;&amp;#039; Pinhat&lt;br /&gt;
&lt;br /&gt;
==== New Rigs ====&lt;br /&gt;
* centaurWarriorM&lt;br /&gt;
* centaurWarriorF&lt;br /&gt;
* centaurHunterM&lt;br /&gt;
* centaurHunterF&lt;br /&gt;
* centaurMysticM&lt;br /&gt;
* centaurMysticF&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Notes:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The centaur rig essentially shifts all of the upper-body assets up and to the right to make room for the centaur&amp;#039;s lower body. The upper human body is unchanged except for the position.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Ironskink</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Mod_Injection&amp;diff=26087</id>
		<title>Mod Injection</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Mod_Injection&amp;diff=26087"/>
		<updated>2024-09-25T02:02:20Z</updated>

		<summary type="html">&lt;p&gt;Ironskink: Added categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What Are Mod Injections?==&lt;br /&gt;
For most content in Wildermyth, modding works by creating files at a parallel file structure to the main game within your mod folder, and the mod files either being added to or replacing existing files. (For example, mods/user/myCoolMod/assets/data/themes/wolf.json replacing the original assets/data/themes/wolf.json theme data)&lt;br /&gt;
&lt;br /&gt;
However, sometimes we don&amp;#039;t want to replace the whole file! Sometimes we just want to add or change a bit of data to an existing file. Take the &amp;quot;human&amp;quot; aspect, for example. If we want to give all humans a new ability, or change their base stats, we could do it by adding our own version of the assets/data/aspects/humans.json file. That&amp;#039;s a pretty common thing that modders might want to do though, and if a player has multiple mods overriding that file, only the highest priority one will have an effect.&lt;br /&gt;
&lt;br /&gt;
Mod Injection lets you make changes to existing json data without needing to overwrite the entire file. This allows multiple mods to edit the humans.json file without overriding each other. Or, if you want to make a change to a certain part of an existing campaign, now that can be done without needing to overwrite the entire campaign or make a separate campaign with that change.&lt;br /&gt;
&lt;br /&gt;
== Mod Injection Data Structure ==&lt;br /&gt;
Details on the data for Mod Injections. Most of this is set automatically when creating a mod injection, so if you&amp;#039;re just getting started, you may want to skip ahead to &amp;quot;Creating a Mod Injection&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Mod Injection Types ===&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;object&amp;#039;&amp;#039;&amp;#039;: Complex data, like Outcomes, Targets, Plot Steps, etc&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;string&amp;#039;&amp;#039;&amp;#039;: A text string, like &amp;quot;rangeFeedback&amp;quot; in a target&amp;#039;s missionFeedback, or modifying a specific index of a string list (not usually recommended; using the remove and addStrings fields for an entire stringList is safer)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;expression&amp;#039;&amp;#039;&amp;#039;: An expression (like the &amp;quot;amount&amp;quot; in a Damage Outcome), or an integer or float (like the &amp;quot;encounterScore&amp;quot; of an effect)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;enumeration&amp;#039;&amp;#039;&amp;#039;: A dropdown value, like &amp;quot;role&amp;quot; in a target, or &amp;quot;type&amp;quot; in the Damage Outcome&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;bool&amp;#039;&amp;#039;&amp;#039;: A true/false (boolean) value, like &amp;quot;invalidatesSkin&amp;quot; on an aspect&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;stringList&amp;#039;&amp;#039;&amp;#039;: A list of Strings, like the &amp;quot;effects&amp;quot; list of an aspect, or the &amp;quot;addAspects&amp;quot; list of the Aspects Outcome&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;objectList&amp;#039;&amp;#039;&amp;#039;: A list of complex objects, like the &amp;quot;outcomes&amp;quot; list of an effect, or the &amp;quot;particles&amp;quot; list of an AttackRoll Outcome&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;objectMap&amp;#039;&amp;#039;&amp;#039;: A key/value object map, like the nodeTemplates in a dungeon (Omenroad) scenario&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;expressionMap&amp;#039;&amp;#039;&amp;#039;: A key/value expression map, like the &amp;quot;stats&amp;quot; of an aspect or monster, or the &amp;quot;expressions&amp;quot; field in an effect&lt;br /&gt;
&lt;br /&gt;
=== Mod Injection Fields ===&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;jsonPath&amp;#039;&amp;#039;&amp;#039;: The json path we want to inject json at. Path uses slashes to indicate stepping into JsonValues with certain names, ids, or index. e.g. &amp;quot;extraRewardTemplates/standard/[0]/rewards&amp;quot;. Regular strings will get a child with the given name, or with an &amp;quot;id&amp;quot; field that matches the string. A number within brackets will get a given index of an array.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;type&amp;#039;&amp;#039;&amp;#039;: The type of mod injection, so we can hide irrelevant fields (see list above)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;mapKey&amp;#039;&amp;#039;&amp;#039;: For a map entry, the key for the entry we want to create or replace&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;addJson&amp;#039;&amp;#039;&amp;#039;: The json object we want to add. Used any time a more complex object (i.e. non-string and non-expression) is inserted or changed (Outcomes, Targets, Dungeon nodes, etc)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;listBehavior&amp;#039;&amp;#039;&amp;#039;: If this is at the index of a list (the jsonPath ends in &amp;quot;[x]&amp;quot;), the value can be replaced, or a new value can be inserted at this index&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;bool&amp;#039;&amp;#039;&amp;#039;: True/False value&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;string&amp;#039;&amp;#039;&amp;#039;: For a string or string map, the string value&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;addStrings&amp;#039;&amp;#039;&amp;#039;: For a string array, the strings we want to add&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;remove&amp;#039;&amp;#039;&amp;#039;: Removes the given strings or keys from the given array or map&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;expression&amp;#039;&amp;#039;&amp;#039;: Expression to replace the existing expression at the given jsonPath, or to add/replace in combination with the mapKey&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;enumeration&amp;#039;&amp;#039;&amp;#039;: Enum (dropdown) value&lt;br /&gt;
&lt;br /&gt;
==Creating a Mod Injection==&lt;br /&gt;
Open the Mod Injections page by navigating to Tools &amp;gt; Open Editor &amp;gt; Content and Comics Editor, and then switching from the &amp;quot;comics&amp;quot; page to the &amp;quot;mod injections&amp;quot; page via the dropdown.&lt;br /&gt;
&lt;br /&gt;
Here you&amp;#039;ll see two buttons at the top:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Mod Injection Editor Mode&amp;#039;&amp;#039;&amp;#039;: When Mod Injection Editor Mode is enabled, &amp;quot;Mod Injection&amp;quot; buttons will show up next to data lines that you can click to create new Mod Injections.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Mod Injections&amp;#039;&amp;#039;&amp;#039;: Editor setting: When enabled, Mod Injections will be applied across the editor and in-game. When disabled, they&amp;#039;ll be ignored, showing the original files instead. (Note that this setting applies in-game as well, so don&amp;#039;t forget to turn this back on if you want to test your Mod Injections!)&lt;br /&gt;
&lt;br /&gt;
Click the &amp;#039;&amp;#039;&amp;#039;Mod Injection Editor Mode&amp;#039;&amp;#039;&amp;#039; button, and now Mod Injection buttons will show up for most lines of the editor! &lt;br /&gt;
&lt;br /&gt;
=== An Example: Changing Human Stats ===&lt;br /&gt;
Let&amp;#039;s say we want to adjust humans to be a bit less squishy by default, give them a bit more health. Switch over to the aspects tab and view the aforementioned &amp;quot;human&amp;quot; aspect. If you hover over the &amp;quot;HEALTH&amp;quot; stat line, you&amp;#039;ll see a &amp;quot;Mod Injection&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
[[File:ModInjections human health.png|frameless|691x691px]]&lt;br /&gt;
&lt;br /&gt;
Click the Mod Injection button, and a New Mod Injection dialog will pop up. Usually, you shouldn&amp;#039;t change anything in this dialog, just go ahead and click Create.&lt;br /&gt;
&lt;br /&gt;
[[File:ModInjections New Mod Injection Dialog human health.png|frameless|505x505px]]&lt;br /&gt;
&lt;br /&gt;
Immediately after clicking Create, you should see the mod injection you&amp;#039;ve just created. You&amp;#039;ll note there&amp;#039;s an &amp;quot;expression: 5&amp;quot; line. You can change that to whatever you&amp;#039;d like the health to be!&lt;br /&gt;
&lt;br /&gt;
[[File:ModInjections human health Mod Injection data.png|frameless|319x319px]]&lt;br /&gt;
&lt;br /&gt;
Save the Mod Injection file, and you&amp;#039;re done! Mod Injection files are stored in a parallel file structure to the files they modify, in &amp;#039;&amp;#039;&amp;#039;[yourModName]/assets/data/modInjections&amp;#039;&amp;#039;&amp;#039;. For example, the file I just created is stored at mods/user/MyCoolMod/assets/data/modInjections/aspects/humans.json.&lt;br /&gt;
&lt;br /&gt;
For most Mod Injections, if you want to see the changes in context after creating one, you&amp;#039;ll want to press the &amp;#039;&amp;#039;&amp;#039;Refresh button&amp;#039;&amp;#039;&amp;#039; in the top-right of the editor. This will cause all data and mods to reload, which will apply your mod injections to the data. (It will probably take a few seconds)&lt;br /&gt;
&lt;br /&gt;
If you switch back over to the mod injections page, you can see all the mod injections you&amp;#039;ve created:&lt;br /&gt;
&lt;br /&gt;
[[File:ModInjections editor page.png|frameless|681x681px]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Mod Injections are stored per file&amp;#039;&amp;#039;&amp;#039;, so if you add more injections to the human aspect, or even to a different aspect in the aspect/humans.json file (e.g. if you made changes to the &amp;quot;farmer&amp;quot; or &amp;quot;humanFemale&amp;quot; aspects), these would all appear in the modInjections list when selecting aspects/humans on the left.&lt;br /&gt;
&lt;br /&gt;
You can also see the Full Object listed on the right. This shows how the file will look with the mod injections applied. (Again, because mod injections are stored per file, when editing aspects you&amp;#039;ll be shown a list of all the aspects in the file, which you can scroll through to find the ones you&amp;#039;ve modified) You can click the &amp;quot;Show Original&amp;quot; button to display what the base file looks like without any mod injections.&lt;br /&gt;
&lt;br /&gt;
Note that by default, Mod Injections are shown throughout the editor. You can disable them by clicking the &amp;quot;Mod Injections&amp;quot; button in the top left (this will turn off mod injections across the entire game for this session, so be sure to turn it back on again if you want to test things later!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Modding Guides]]&lt;/div&gt;</summary>
		<author><name>Ironskink</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Image_layers&amp;diff=25261</id>
		<title>Image layers</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Image_layers&amp;diff=25261"/>
		<updated>2024-06-06T13:04:25Z</updated>

		<summary type="html">&lt;p&gt;Ironskink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image layers are used by [[Theme|themes]], [[Modding_add_equipment|equipment]] and even regular [[Aspect|aspects]] to affect the appearance of a character.  Characters in Wildermyth are created by layering a number of .png files overtop each other based on their &amp;quot;depth&amp;quot; value, with higher values appearing overtop lower values in their group. &lt;br /&gt;
&lt;br /&gt;
Images are clumped into five groups: the main body, the head, the main/equipped weapon, the inactive/stowed weapon, and the offhand weapon/item.  Regardless of depth values, image layers within the head group or an item will all be &amp;quot;flat&amp;quot; with respect to the body layers. An axe that uses two layers can have depth values of 1 and 2 and it will always be drawn in front of the body &amp;amp; armour layers when equipped and behind the torso when inactive.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Note: In most game files, image layers are grouped under a heading called &amp;#039;&amp;#039;&amp;#039;&amp;quot;layers&amp;quot;&amp;#039;&amp;#039;&amp;#039;, while in aspect files they are called &amp;#039;&amp;#039;&amp;#039;&amp;quot;skinLayers&amp;quot;&amp;#039;&amp;#039;&amp;#039;. This guide applies regardless of which of these headings is used.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Default Layer Depths ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Layer depths used by the base game&lt;br /&gt;
! Layer Depth !! Used for !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 10-11 || Cloak Backs ||&lt;br /&gt;
|-&lt;br /&gt;
| 55-58 || Wings || Includes [[Crowtouched|Crow Wings]], [[Hawksoul|Hawk Wings]], [[Mothly|Moth Wings]], [[Drauven Wings]] and [[Teeny Wings]]&lt;br /&gt;
|-&lt;br /&gt;
| 70 || Shoulder Pets || Includes [[Drauven Bird]] and [[Netherowl]]&lt;br /&gt;
|-&lt;br /&gt;
| 100-103 || Tails ||&lt;br /&gt;
|-&lt;br /&gt;
| 1000 || &amp;#039;&amp;#039;&amp;#039;Human Torso&amp;#039;&amp;#039;&amp;#039; || Hard-coded, not visible in game files&lt;br /&gt;
|-&lt;br /&gt;
| 1001-1003 || Bear (Tattoo) Arms, Tree (Willow) Arms ||&lt;br /&gt;
|-&lt;br /&gt;
| 1100 || &amp;#039;&amp;#039;&amp;#039;Left &amp;amp; Right Human Legs&amp;#039;&amp;#039;&amp;#039; || Hard-coded, not visible in game files&lt;br /&gt;
|-&lt;br /&gt;
| 1101-1106 || Theme Legs, some Theme Arms ||&lt;br /&gt;
|-&lt;br /&gt;
| 1150 || Bandaged &amp;amp; Prosthetic Legs ||&lt;br /&gt;
|-&lt;br /&gt;
| 1200 || &amp;#039;&amp;#039;&amp;#039;Human Right &amp;amp; Left Arms, Human Upper Left Arm (2-handed pose)&amp;#039;&amp;#039;&amp;#039;  || Hard-coded, not visible in game files&lt;br /&gt;
|-&lt;br /&gt;
| 1200 || Most Spelltouched (Tattoo) Layers || Exceptions: Torso (1211), Lower 2-Handed Left Arm (3000)&lt;br /&gt;
|-&lt;br /&gt;
| 1201-1204 || Most Right &amp;amp; Left Theme Arms ||&lt;br /&gt;
|-&lt;br /&gt;
| 1211 || Spelltouched (Tattoo) Torso ||&lt;br /&gt;
|-&lt;br /&gt;
| 1212 || Morthagi Captain Torso || Not normally available to players&lt;br /&gt;
|-&lt;br /&gt;
| 1300 || Bandaged &amp;amp; Prosthetic Arms ||&lt;br /&gt;
|-&lt;br /&gt;
| 1500-1503 || [[Mortificial Enhancements|Mortificial]] Arms ||&lt;br /&gt;
|-&lt;br /&gt;
| 2000 || Foothill Neck Tattoos  ||&lt;br /&gt;
|-&lt;br /&gt;
| 2000-2400 || Clothing/Armor || Excluding Clothing/Armor that covers the Lower Left Arm (2-Handed Pose). Some Warrior armor layers go as high as 2500.&lt;br /&gt;
|-&lt;br /&gt;
| 2490-2491 || Some Sash Augments ||&lt;br /&gt;
|-&lt;br /&gt;
| 2900-2901 || Belt Augments, Bracelet Augments (1-Handed Pose), Kneepad Augments ||&lt;br /&gt;
|-&lt;br /&gt;
| 2910 || Starheart Belt ||&lt;br /&gt;
|-&lt;br /&gt;
| 2940-2495 || Some Sash Augments ||&lt;br /&gt;
|-&lt;br /&gt;
| 2950-2955 || Some Cloak Augments (Front), Talisman Augments ||&lt;br /&gt;
|-&lt;br /&gt;
| 2970-2971 || Tortoiseshell Pendant ||&lt;br /&gt;
|-&lt;br /&gt;
| 3000 || &amp;#039;&amp;#039;&amp;#039;Human Lower Left Arm (2-Handed Pose)&amp;#039;&amp;#039;&amp;#039; || Hard-coded, not visible in game files&lt;br /&gt;
|-&lt;br /&gt;
| 3000 || Spelltouched Tattoos - Lower Left Arm (2-Handed Pose) ||&lt;br /&gt;
|-&lt;br /&gt;
| 3020-3499 || Clothing/Armor Layers, Lower Left Arm (2-Handed Pose) ||&lt;br /&gt;
|-&lt;br /&gt;
| 3550-3555 || Some Cloak Augments (Front) ||&lt;br /&gt;
|-&lt;br /&gt;
| 3560-3565 || Some Strap Augments, Some Scarf Augments ||&lt;br /&gt;
|-&lt;br /&gt;
| 3570-3575 || Necklace Augments ||&lt;br /&gt;
|-&lt;br /&gt;
| 3580-3582 || Pauldron Augments, Some Theme Arms || Includes [[Child of the Hills]], [[Elmsoul]] and [[Crystalline]]&lt;br /&gt;
|-&lt;br /&gt;
| 3590-3592 || Broach Augments ||&lt;br /&gt;
|-&lt;br /&gt;
| 3999 || Neck Theme Layers ||&lt;br /&gt;
|-&lt;br /&gt;
| 4000-4003 || Bracelet Augments ||&lt;br /&gt;
|-&lt;br /&gt;
| 4900 || &amp;#039;&amp;#039;&amp;#039;Left Hand, Book Grip (Back)&amp;#039;&amp;#039;&amp;#039; || Hard-coded, not visible in game files&lt;br /&gt;
|-&lt;br /&gt;
| 5000+ || &amp;#039;&amp;#039;&amp;#039;Held Item (Offhand)&amp;#039;&amp;#039;&amp;#039; || Hard-coded, not visible in game files. For multi-layer items, the default layer starts at 5000 and additional layers are added on top of that. For example, if an offhand item draws a shading layer at a depth of 1, when equipped in the off-hand the layer will have a value of 5001. &lt;br /&gt;
|-&lt;br /&gt;
| 6000 || &amp;#039;&amp;#039;&amp;#039;Left Hand: Closed, Open, and Book (front) Grips&amp;#039;&amp;#039;&amp;#039; || Hard-coded, not visible in game files&lt;br /&gt;
|-&lt;br /&gt;
| 6100-6103 || Shield Offhand Items ||&lt;br /&gt;
|-&lt;br /&gt;
| 7000 || &amp;#039;&amp;#039;&amp;#039;Held Item (Main Hand)&amp;#039;&amp;#039;&amp;#039; || Hard-coded, not visible in game files. For multi-layer items, the default layer starts at 5000 and additional layers are added on top of that. For example, if an offhand item draws a shading layer at a depth of 1, when equipped in the off-hand the layer will have a value of 7001. &lt;br /&gt;
|-&lt;br /&gt;
| 8000 || &amp;#039;&amp;#039;&amp;#039;Right Hand: Closed, Open and Book Grips&amp;#039;&amp;#039;&amp;#039; || Hard-coded, not visible in game files&lt;br /&gt;
|-&lt;br /&gt;
| 8100-8105 || Ring Augments ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modding Head Layers (Heads, Hair, Faces, Scars, etc.) ==&lt;br /&gt;
&lt;br /&gt;
Head layers are used by the &amp;quot;peopleParts&amp;quot; files (to customize character appearance) and several aspects (such as the various scars). &lt;br /&gt;
&lt;br /&gt;
Head layers are all drawn as a separate group from the body layers, so &amp;#039;depth&amp;#039; values are only relative to other images being drawn on the head. The base game gives the various possible heads a depth value of 4000, so layers with a lower depth value will be drawn behind the head.&lt;br /&gt;
&lt;br /&gt;
=== Layer Definition ===&lt;br /&gt;
&lt;br /&gt;
Inside the peoplePart or aspect file, the layer definition will look something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;layers&amp;quot;: [&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;hairFB3_behind&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;bodyPart&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 3900,&lt;br /&gt;
		&amp;quot;headOffset&amp;quot;: true&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;hairFB3&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;bodyPart&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 4200,&lt;br /&gt;
		&amp;quot;rigMode&amp;quot;: &amp;quot;femaleHead&amp;quot;,&lt;br /&gt;
		&amp;quot;headOffset&amp;quot;: true&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;hairFB3M&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;bodyPart&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 4200,&lt;br /&gt;
		&amp;quot;rigMode&amp;quot;: &amp;quot;maleHead&amp;quot;,&lt;br /&gt;
		&amp;quot;headOffset&amp;quot;: true&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;hairFB3_streaks&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;streaks&amp;quot;,&lt;br /&gt;
		&amp;quot;bodyPart&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 4201,&lt;br /&gt;
		&amp;quot;headOffset&amp;quot;: true&lt;br /&gt;
	}&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some important fields:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;name&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(required)&amp;#039;&amp;#039;: The name of the image to be used, not including the &amp;#039;&amp;#039;.png&amp;#039;&amp;#039; file extension.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;headOffset&amp;#039;&amp;#039;&amp;#039; (required): Setting this to &amp;#039;&amp;#039;true&amp;#039;&amp;#039; is what defines this as a head layer.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;depth&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Determines the order of drawing the images. High numbers go above lower numbers.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tint&amp;#039;&amp;#039;&amp;#039;: Which of the character&amp;#039;s &amp;#039;&amp;#039;tint&amp;#039;&amp;#039; colours to apply to this layer. Possible values are &amp;#039;&amp;#039;skin&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hair&amp;#039;&amp;#039;, &amp;#039;&amp;#039;primary&amp;#039;&amp;#039;, &amp;#039;&amp;#039;secondary&amp;#039;&amp;#039; and &amp;#039;&amp;#039;streaks&amp;#039;&amp;#039;. (If omitted, no tint will be applied.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tintAmount&amp;#039;&amp;#039;&amp;#039;: How strongly the layer should be tinted on a scale from 0.0 (not at all) to 1.0 (full strength). (If omitted, any tint will be applied at full strength.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;bodyPart&amp;#039;&amp;#039;&amp;#039;: If set, will only be drawn if the character has that body part and body part hasn&amp;#039;t been transformed by a theme.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;rigMode&amp;#039;&amp;#039;&amp;#039;: If set, will only be drawn for the appropriate rig. Possible values are &amp;#039;&amp;#039;maleHead&amp;#039;&amp;#039; and &amp;#039;&amp;#039;femaleHead&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifOwnerHasPart&amp;#039;&amp;#039;&amp;#039;: If set, will only draw this layer if the character also has this other body part. (Often used to make beards fit exactly to faces.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;expandFaceToExpressions&amp;#039;&amp;#039;&amp;#039;: If set and the keyword &amp;#039;&amp;#039;&amp;#039;$face&amp;#039;&amp;#039;&amp;#039; is used in the &amp;quot;name&amp;quot; value, the game will substitute &amp;#039;&amp;#039;&amp;#039;$face&amp;#039;&amp;#039;&amp;#039; for the character&amp;#039;s current expression (Often used to make beards fit exactly to faces)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;facialExpression&amp;#039;&amp;#039;&amp;#039;: An array of the facial expressions that this layer applies to. (Often used with theme heads to allow the same head to apply to multiple expressions)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifOwnerAspect&amp;#039;&amp;#039;&amp;#039;: Only draw this layer if the character also has some other aspect on them. Ending the value with a wildcard character (&amp;#039;&amp;#039;&amp;#039;*&amp;#039;&amp;#039;&amp;#039;) will match any aspect beginning with everything before the *.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifOwnerAspects&amp;#039;&amp;#039;&amp;#039;: Character must have &amp;#039;&amp;#039;all&amp;#039;&amp;#039; of these aspects in order for the layer to be drawn.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifNoOwnerAspect&amp;#039;&amp;#039;&amp;#039;: Only draw this layer if the character does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; have some other aspect on them. Ending the value with a wildcard character (&amp;#039;&amp;#039;&amp;#039;*&amp;#039;&amp;#039;&amp;#039;) will match any aspect beginning with everything before the *.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifNoOwnerAspects&amp;#039;&amp;#039;&amp;#039;: Character must not have &amp;#039;&amp;#039;any&amp;#039;&amp;#039; of these aspects in order for the layer to be drawn.&lt;br /&gt;
&lt;br /&gt;
=== File Names ===&lt;br /&gt;
&lt;br /&gt;
If using &amp;#039;&amp;#039;&amp;#039;expandFaceToExpressions&amp;#039;&amp;#039;&amp;#039;, you will need to provide separate images for all 17 facial expressions (&amp;quot;neutral&amp;quot;, &amp;quot;interested&amp;quot;, &amp;quot;grim&amp;quot;, &amp;quot;sad&amp;quot;, &amp;quot;skeptical&amp;quot;, &amp;quot;dubious&amp;quot;, &amp;quot;open&amp;quot;, &amp;quot;surprised&amp;quot;, &amp;quot;scared&amp;quot;, &amp;quot;angry&amp;quot;, &amp;quot;rage&amp;quot;, &amp;quot;scheming&amp;quot;, &amp;quot;hit&amp;quot;, &amp;quot;dead&amp;quot;, &amp;quot;happy&amp;quot;, &amp;quot;joke&amp;quot; and &amp;quot;joy&amp;quot;). Otherwise, your file name will simply be the name that you specified plus a .png file extension.&lt;br /&gt;
&lt;br /&gt;
=== Canvas Size ===&lt;br /&gt;
&lt;br /&gt;
Head image layers are defined in a rig&amp;#039;s associated skeleton file. All human heads are expected to be 192 x&lt;br /&gt;
256 pixels. Any images of different dimensions will be stretched or squashed to this size.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Known Exceptions:&amp;#039;&amp;#039;&amp;#039; Custom rigs may specify custom dimensions for the head layer. See &amp;quot;Mods with Special Considerations&amp;quot; below for known cases where custom head sizes are being used.&lt;br /&gt;
&lt;br /&gt;
=== Image Location ===&lt;br /&gt;
&lt;br /&gt;
Your mod should place all images for these layers inside the &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/misc&amp;#039;&amp;#039;&amp;#039; folder of your mod. (The first time you add an image to your mod, you may need to create these folders.)&lt;br /&gt;
&lt;br /&gt;
Any images that share the exact same name as images in the base game&amp;#039;s &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/misc&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/unpacked&amp;#039;&amp;#039;&amp;#039; folder will overwrite the base game&amp;#039;s version of the file.&lt;br /&gt;
&lt;br /&gt;
== Modding Body Layers (Limbs, Augments, Armor, etc.) ==&lt;br /&gt;
&lt;br /&gt;
Most of the layers that appear on your character are part of the body set. The body layer includes the torso, the character&amp;#039;s limbs, [[Armor|armour]], [[Augment|augments]], shields, and all of the theme parts that can replace the torso or limbs.&lt;br /&gt;
&lt;br /&gt;
Body layers are &amp;#039;&amp;#039;&amp;#039;rig-specific&amp;#039;&amp;#039;&amp;#039;, meaning that the game will determine which image to use based on the character&amp;#039;s rig. The base game has a total of 6 rigs: Male/Female body shapes for each of the three classes (Warrior/Hunter/Mystic), and modders can create their own custom rigs and apply them using the [[Modding alternate rigs|rigOverride]] aspect.&lt;br /&gt;
&lt;br /&gt;
=== Layer Definition ===&lt;br /&gt;
&lt;br /&gt;
Inside the aspect, theme or armour file, the definition of a layer for the body will look something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;layers&amp;quot;: [&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;replaceArmL_wolfA_tint&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 1201,&lt;br /&gt;
		&amp;quot;ifNoOwnerAspect&amp;quot;: &amp;quot;themeSkin_wolf*&amp;quot;&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;replaceArmL_wolfB_untinted&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 1202,&lt;br /&gt;
		&amp;quot;ifNoOwnerAspect&amp;quot;: &amp;quot;themeSkin_wolf*&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some important fields:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;name&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(required)&amp;#039;&amp;#039;: The name of the image to be used. (Body layers are special - see below)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;depth&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Determines the order of drawing the images. High numbers go above lower numbers. (See below for list of depths used by base-game assets)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tint&amp;#039;&amp;#039;&amp;#039;: Which of the character&amp;#039;s &amp;#039;&amp;#039;tint&amp;#039;&amp;#039; colours to apply to this layer. Possible values are &amp;#039;&amp;#039;skin&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hair&amp;#039;&amp;#039;, &amp;#039;&amp;#039;primary&amp;#039;&amp;#039;, &amp;#039;&amp;#039;secondary&amp;#039;&amp;#039; and &amp;#039;&amp;#039;streaks&amp;#039;&amp;#039;. (If omitted, no tint will be applied.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tintAmount&amp;#039;&amp;#039;&amp;#039;: How strongly the layer should be tinted on a scale from 0.0 (not at all) to 1.0 (full strength). (If omitted, any tint will be applied at full strength.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifOwnerAspect&amp;#039;&amp;#039;&amp;#039;: Only draw this layer if the character also has some other aspect on them. Ending the value with a wildcard character (&amp;#039;&amp;#039;&amp;#039;*&amp;#039;&amp;#039;&amp;#039;) will match any aspect beginning with everything before the *.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifOwnerAspects&amp;#039;&amp;#039;&amp;#039;: Character must have &amp;#039;&amp;#039;all&amp;#039;&amp;#039; of these aspects in order for the layer to be drawn.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifNoOwnerAspect&amp;#039;&amp;#039;&amp;#039;: Only draw this layer if the character does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; have some other aspect on them. Ending the value with a wildcard character (&amp;#039;&amp;#039;&amp;#039;*&amp;#039;&amp;#039;&amp;#039;) will match any aspect beginning with everything before the *.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifNoOwnerAspects&amp;#039;&amp;#039;&amp;#039;: Character must not have &amp;#039;&amp;#039;any&amp;#039;&amp;#039; of these aspects in order for the layer to be drawn.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;rigMode&amp;#039;&amp;#039;&amp;#039;: If set, only draw this layer in the specified mode. Possible values are &amp;#039;&amp;#039;oneHanded&amp;#039;&amp;#039; and &amp;#039;&amp;#039;twoHanded&amp;#039;&amp;#039;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifRightHandGrasp&amp;#039;&amp;#039;&amp;#039;: If set, only draw this layer based on the right hand&amp;#039;s grasp value. Possible values are &amp;#039;&amp;#039;open&amp;#039;&amp;#039;, &amp;#039;&amp;#039;closed&amp;#039;&amp;#039; and &amp;#039;&amp;#039;book&amp;#039;&amp;#039;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifLeftHandGrasp&amp;#039;&amp;#039;&amp;#039;: If set, only draw this layer based on the left hand&amp;#039;s grasp value. Possible values are &amp;#039;&amp;#039;open&amp;#039;&amp;#039;, &amp;#039;&amp;#039;closed&amp;#039;&amp;#039; and &amp;#039;&amp;#039;book&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
It is possible to create some very complicated effects using the above fields, such as including multiple layers that are each tinted separately, allowing augments or alternate arms/hands to grasp weapons and items, and making layers depend on multiple aspects to have them show or hide automatically based on other factors.&lt;br /&gt;
&lt;br /&gt;
=== File Names and Rigs ===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, body layers are generally &amp;#039;&amp;#039;&amp;#039;rig-specific&amp;#039;&amp;#039;&amp;#039;.  This means that the file the game will look for when drawing the character will be a combination of the name of the rig and the &amp;#039;&amp;#039;&amp;#039;name&amp;#039;&amp;#039;&amp;#039; specified in your layer, in the form &amp;#039;&amp;#039;&amp;lt;rigName&amp;gt;_&amp;lt;layer name&amp;gt;.png&amp;#039;&amp;#039;.  For example, if you set the name field for your layer as &amp;#039;&amp;#039;myNewLayer&amp;#039;&amp;#039;, a female warrior (which uses the rig &amp;#039;&amp;#039;warriorF&amp;#039;&amp;#039;) would use the image file &amp;#039;&amp;#039;&amp;#039;warriorF_myNewLayer.png&amp;#039;&amp;#039;&amp;#039; while a male mystic (which uses the rig &amp;#039;&amp;#039;mysticM&amp;#039;&amp;#039;) would use the image file &amp;#039;&amp;#039;&amp;#039;mysticM_myNewLayer.png&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
For body layers, you must therefore provide separate images for each rig that you wish to support.&lt;br /&gt;
&lt;br /&gt;
The six rigs used in the base game are:&lt;br /&gt;
&lt;br /&gt;
* hunterF&lt;br /&gt;
* hunterM&lt;br /&gt;
* mysticF&lt;br /&gt;
* mysticM&lt;br /&gt;
* warriorF&lt;br /&gt;
* warriorM&lt;br /&gt;
&lt;br /&gt;
It is possible for mods to define and use custom rigs in addition to the base-game rigs above. See &amp;quot;Mods with Special Considerations&amp;quot; below for more information.&lt;br /&gt;
&lt;br /&gt;
=== Canvas Size ===&lt;br /&gt;
&lt;br /&gt;
Body image layers are all expected to be 512 x 512 pixels. Any images of different dimensions will be stretched or squashed to this size.&lt;br /&gt;
&lt;br /&gt;
=== Image Location ===&lt;br /&gt;
&lt;br /&gt;
Your mod should place all images for these layers inside the &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/misc&amp;#039;&amp;#039;&amp;#039; folder of your mod. (The first time you add an image to your mod, you may need to create these folders.)&lt;br /&gt;
&lt;br /&gt;
Any images that share the exact same name as images in the base game&amp;#039;s &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/misc&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/unpacked&amp;#039;&amp;#039;&amp;#039; folder will overwrite the base game&amp;#039;s version of the file.&lt;br /&gt;
&lt;br /&gt;
== Modding Held Item Layers ==&lt;br /&gt;
&lt;br /&gt;
Items are the things that can be held in the character&amp;#039;s main or off hand and are sometimes stowed behind the character&amp;#039;s back when inactive.&lt;br /&gt;
&lt;br /&gt;
=== Layer Definition ===&lt;br /&gt;
&lt;br /&gt;
Inside the item, the layer definition will look something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;layers&amp;quot;: [&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;item_axe1Fang_t1A_tint1_50&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;primary&amp;quot;,&lt;br /&gt;
		&amp;quot;tintAmount&amp;quot;: 0.5,&lt;br /&gt;
		&amp;quot;scaleX&amp;quot;: 0.5,&lt;br /&gt;
		&amp;quot;scaleY&amp;quot;: 0.5,&lt;br /&gt;
		&amp;quot;rigUsage&amp;quot;: &amp;quot;rigGeneral&amp;quot;,&lt;br /&gt;
		&amp;quot;grip&amp;quot;: &amp;quot;mainHand&amp;quot;,&lt;br /&gt;
		&amp;quot;inactiveGrip&amp;quot;: &amp;quot;highBack&amp;quot;,&lt;br /&gt;
		&amp;quot;gripOffset&amp;quot;: { &amp;quot;x&amp;quot;: 114, &amp;quot;y&amp;quot;: 210 }&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;item_axe1Fang_t1B_untinted&amp;quot;,&lt;br /&gt;
		&amp;quot;scaleX&amp;quot;: 0.5,&lt;br /&gt;
		&amp;quot;scaleY&amp;quot;: 0.5,&lt;br /&gt;
		&amp;quot;rigUsage&amp;quot;: &amp;quot;rigGeneral&amp;quot;,&lt;br /&gt;
		&amp;quot;grip&amp;quot;: &amp;quot;mainHand&amp;quot;,&lt;br /&gt;
		&amp;quot;inactiveGrip&amp;quot;: &amp;quot;highBack&amp;quot;,&lt;br /&gt;
		&amp;quot;gripOffset&amp;quot;: { &amp;quot;x&amp;quot;: 114, &amp;quot;y&amp;quot;: 210 }&lt;br /&gt;
	}&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some important fields:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;name&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(required)&amp;#039;&amp;#039;: The name of the image to be used. (The game seems to like item images to be prefixed with &amp;#039;&amp;#039;&amp;#039;item_&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;depth&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Determines the order of drawing the images. High numbers go above lower numbers. &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;rigUsage&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Setting this to &amp;#039;&amp;#039;&amp;#039;rigGeneral&amp;#039;&amp;#039;&amp;#039; means this layer will always be drawn regardless of the rig used by the character.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;gripOffset&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Specifies the anchor point where a character will hold this item.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;grip&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Which hand a character uses to hold this. Possible values are &amp;quot;mainHand&amp;quot; and &amp;quot;offHand&amp;quot;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;inactiveGrip&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended for weapons)&amp;#039;&amp;#039;: Where to stow this item when inactive. Possible values are &amp;quot;highBack&amp;quot; &amp;quot;midBack&amp;quot; &amp;quot;lowBack&amp;quot; and &amp;quot;hide&amp;quot;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;grasp&amp;#039;&amp;#039;&amp;#039;: How the item is held. Defaults to &amp;quot;closed&amp;quot;. Can be set to &amp;quot;book&amp;quot; or &amp;quot;open&amp;quot;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;scaleX&amp;#039;&amp;#039;&amp;#039;: Scaling multiplier to size the item appropriately to the character.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;scaleY&amp;#039;&amp;#039;&amp;#039;: Scaling multiplier to size the item appropriately to the character.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;rotation&amp;#039;&amp;#039;&amp;#039;: Rotates the item.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tint&amp;#039;&amp;#039;&amp;#039;: Which of the character&amp;#039;s &amp;#039;&amp;#039;tint&amp;#039;&amp;#039; colours to apply to this layer. Possible values are &amp;#039;&amp;#039;skin&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hair&amp;#039;&amp;#039;, &amp;#039;&amp;#039;primary&amp;#039;&amp;#039;, &amp;#039;&amp;#039;secondary&amp;#039;&amp;#039; and &amp;#039;&amp;#039;streaks&amp;#039;&amp;#039;. (If omitted, no tint will be applied.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tintAmount&amp;#039;&amp;#039;&amp;#039;: How strongly the layer should be tinted on a scale from 0.0 (not at all) to 1.0 (full strength). (If omitted, any tint will be applied at full strength.)&lt;br /&gt;
&lt;br /&gt;
=== Canvas Size ===&lt;br /&gt;
&lt;br /&gt;
Item image layers can be any size. Use the &amp;#039;&amp;#039;scaleX&amp;#039;&amp;#039; and &amp;#039;&amp;#039;scaleY&amp;#039;&amp;#039; properties in the layer definition to ensure the item is sized appropriately for the character.&lt;br /&gt;
&lt;br /&gt;
=== Image Location ===&lt;br /&gt;
&lt;br /&gt;
Your mod should place all images for these layers inside the &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/items&amp;#039;&amp;#039;&amp;#039; folder of your mod. (The first time you add an image to your mod, you may need to create these folders.)&lt;br /&gt;
&lt;br /&gt;
Any images that share the exact same name as images in the base game&amp;#039;s &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/items&amp;#039;&amp;#039;&amp;#039; folder will overwrite the base game&amp;#039;s version of the file.&lt;br /&gt;
&lt;br /&gt;
== Mods with Special Considerations ==&lt;br /&gt;
&lt;br /&gt;
The following mods use custom setups in some way. &lt;br /&gt;
&lt;br /&gt;
=== [https://steamcommunity.com/sharedfiles/filedetails/?id=2810606541 Drauven PCs] ===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Author:&amp;#039;&amp;#039;&amp;#039; Drauven Mod Squad (Lead: David Bilsky, AKA Ironskink/BoldestDungeon)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Website:&amp;#039;&amp;#039;&amp;#039; [https://github.com/BoldestDungeon/wildermyth-drauven-pcs Project Page on GitHub]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Primary Contact:&amp;#039;&amp;#039;&amp;#039; [https://discord.gg/uftGyUa8GS Dedicated Discord server]&lt;br /&gt;
&lt;br /&gt;
==== New Rigs ====&lt;br /&gt;
* DrauvenHunter&lt;br /&gt;
* DrauvenMystic&lt;br /&gt;
* DrauvenWarrior&lt;br /&gt;
* Drauven&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Notes: &amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Warrior, Hunter and Mystic rigs are based on the Stump, Haunt and Deeven models, respectively. Raw .psd files for the rigs at the project&amp;#039;s public [https://github.com/BoldestDungeon/wildermyth-drauven-pcs/tree/develop/assets/figures/source GitHub] page.  The plain &amp;#039;&amp;#039;Drauven&amp;#039;&amp;#039; rig is used for farmers and is an exact copy of the Warrior (Stump) rig.&lt;br /&gt;
&lt;br /&gt;
The Drauven rigs use a larger canvas size for the head layers than the normal human rigs do (256 x 384 px) to better fit all the various head ornamentations that the Drauven have.&lt;br /&gt;
&lt;br /&gt;
=== [https://steamcommunity.com/sharedfiles/filedetails/?id=2978516419 Return of the Centauri]===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Author:&amp;#039;&amp;#039;&amp;#039; Pinhat&lt;br /&gt;
&lt;br /&gt;
==== New Rigs ====&lt;br /&gt;
* centaurWarriorM&lt;br /&gt;
* centaurWarriorF&lt;br /&gt;
* centaurHunterM&lt;br /&gt;
* centaurHunterF&lt;br /&gt;
* centaurMysticM&lt;br /&gt;
* centaurMysticF&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Notes:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The centaur rig essentially shifts all of the upper-body assets up and to the right to make room for the centaur&amp;#039;s lower body. The upper human body is unchanged except for the position.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Ironskink</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Image_layers&amp;diff=25196</id>
		<title>Image layers</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Image_layers&amp;diff=25196"/>
		<updated>2024-06-02T18:23:55Z</updated>

		<summary type="html">&lt;p&gt;Ironskink: Added table of layer depths in the base game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image layers are used by [[Theme|themes]], [[Modding_add_equipment|equipment]] and even regular [[Aspect|aspects]] to affect the appearance of a character.  Characters in Wildermyth are created by layering a number of .png files overtop each other based on their &amp;quot;depth&amp;quot; value, with higher values appearing overtop lower values in their group. &lt;br /&gt;
&lt;br /&gt;
Images are clumped into five groups: the main body, the head, the main/equipped weapon, the inactive/stowed weapon, and the offhand weapon/item.  Regardless of depth values, image layers within the head group or an item will all be &amp;quot;flat&amp;quot; with respect to the body layers. An axe that uses two layers can have depth values of 1 and 2 and it will always be drawn in front of the body &amp;amp; armour layers when equipped and behind the torso when inactive.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Note: In most game files, image layers are grouped under a heading called &amp;#039;&amp;#039;&amp;#039;&amp;quot;layers&amp;quot;&amp;#039;&amp;#039;&amp;#039;, while in aspect files they are called &amp;#039;&amp;#039;&amp;#039;&amp;quot;skinLayers&amp;quot;&amp;#039;&amp;#039;&amp;#039;. This guide applies regardless of which of these headings is used.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Default Layer Depths ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Layer depths used by the base game&lt;br /&gt;
! Layer Depth !! Used for !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 10-11 || Cloak Backs ||&lt;br /&gt;
|-&lt;br /&gt;
| 55-58 || Wings || Includes [[Crowtouched|Crow Wings]], [[Hawksoul|Hawk Wings]], [[Mothly|Moth Wings]], [[Drauven Wings]] and [[Teeny Wings]]&lt;br /&gt;
|-&lt;br /&gt;
| 70 || Shoulder Pets || Includes [[Drauven Bird]] and [[Netherowl]]&lt;br /&gt;
|-&lt;br /&gt;
| 100-103 || Tails ||&lt;br /&gt;
|-&lt;br /&gt;
| 1000 || &amp;#039;&amp;#039;&amp;#039;Human Torso&amp;#039;&amp;#039;&amp;#039; || Hard-coded, not visible in game files&lt;br /&gt;
|-&lt;br /&gt;
| 1001-1003 || Bear (Tattoo) Arms, Tree (Willow) Arms ||&lt;br /&gt;
|-&lt;br /&gt;
| 1100 || &amp;#039;&amp;#039;&amp;#039;Left &amp;amp; Right Human Legs&amp;#039;&amp;#039;&amp;#039; || Hard-coded, not visible in game files&lt;br /&gt;
|-&lt;br /&gt;
| 1101-1106 || Theme Legs, some Theme Arms ||&lt;br /&gt;
|-&lt;br /&gt;
| 1150 || Bandaged &amp;amp; Prosthetic Legs ||&lt;br /&gt;
|-&lt;br /&gt;
| 1200 || &amp;#039;&amp;#039;&amp;#039;Human Right &amp;amp; Left Arms, Human Upper Left Arm (2-handed pose)&amp;#039;&amp;#039;&amp;#039;  || Hard-coded, not visible in game files&lt;br /&gt;
|-&lt;br /&gt;
| 1200 || Most Spelltouched (Tattoo) Layers || Exceptions: Torso (1211), Lower 2-Handed Left Arm (3000)&lt;br /&gt;
|-&lt;br /&gt;
| 1201-1204 || Most Right &amp;amp; Left Theme Arms ||&lt;br /&gt;
|-&lt;br /&gt;
| 1211 || Spelltouched (Tattoo) Torso ||&lt;br /&gt;
|-&lt;br /&gt;
| 1212 || Morthagi Captain Torso || Not normally available to players&lt;br /&gt;
|-&lt;br /&gt;
| 1300 || Bandaged &amp;amp; Prosthetic Arms ||&lt;br /&gt;
|-&lt;br /&gt;
| 1500-1503 || [[Mortificial Enhancements|Mortificial]] Arms ||&lt;br /&gt;
|-&lt;br /&gt;
| 2000 || Foothill Neck Tattoos  ||&lt;br /&gt;
|-&lt;br /&gt;
| 2000-2400 || Clothing/Armor || Excluding Clothing/Armor that covers the Lower Left Arm (2-Handed Pose). Some Warrior armor layers go as high as 2500.&lt;br /&gt;
|-&lt;br /&gt;
| 2490-2491 || Some Sash Augments ||&lt;br /&gt;
|-&lt;br /&gt;
| 2900-2901 || Belt Augments, Bracelet Augments (1-Handed Pose), Kneepad Augments ||&lt;br /&gt;
|-&lt;br /&gt;
| 2910 || Starheart Belt ||&lt;br /&gt;
|-&lt;br /&gt;
| 2940-2495 || Some Sash Augments ||&lt;br /&gt;
|-&lt;br /&gt;
| 2950-2955 || Some Cloak Augments (Front), Talisman Augments || Example&lt;br /&gt;
|-&lt;br /&gt;
| 2970-2971 || Tortoiseshell Pendant ||&lt;br /&gt;
|-&lt;br /&gt;
| 3000 || &amp;#039;&amp;#039;&amp;#039;Human Lower Left Arm (2-Handed Pose)&amp;#039;&amp;#039;&amp;#039; || Hard-coded, not visible in game files&lt;br /&gt;
|-&lt;br /&gt;
| 3000 || Spelltouched Tattoos - Lower Left Arm (2-Handed Pose) ||&lt;br /&gt;
|-&lt;br /&gt;
| 3020-3499 || Clothing/Armor Layers, Lower Left Arm (2-Handed Pose) ||&lt;br /&gt;
|-&lt;br /&gt;
| 3550-3555 || Some Cloak Augments (Front) ||&lt;br /&gt;
|-&lt;br /&gt;
| 3560-3565 || Some Strap Augments, Some Scarf Augments ||&lt;br /&gt;
|-&lt;br /&gt;
| 3570-3575 || Necklace Augments ||&lt;br /&gt;
|-&lt;br /&gt;
| 3580-3582 || Pauldron Augments, Some Theme Arms || Includes [[Child of the Hills]], [[Elmsoul]] and [[Crystalline]]&lt;br /&gt;
|-&lt;br /&gt;
| 3590-3592 || Broach Augments ||&lt;br /&gt;
|-&lt;br /&gt;
| 3999 || Neck Theme Layers ||&lt;br /&gt;
|-&lt;br /&gt;
| 4000-4003 || Bracelet Augments ||&lt;br /&gt;
|-&lt;br /&gt;
| 4900 || &amp;#039;&amp;#039;&amp;#039;Left Hand, Book Grip (Back)&amp;#039;&amp;#039;&amp;#039; || Hard-coded, not visible in game files&lt;br /&gt;
|-&lt;br /&gt;
| 5000+ || Held Item (Offhand) || Hard-coded, not visible in game files. For multi-layer items, the default layer starts at 5000 and additional layers are added on top of that. For example, if an offhand item draws a shading layer at a depth of 1, when equipped in the off-hand the layer will have a value of 5001. &lt;br /&gt;
|-&lt;br /&gt;
| 6000 || Left Hand: Closed, Open, and Book (front) Grips || Hard-coded, not visible in game files&lt;br /&gt;
|-&lt;br /&gt;
| 6100-6103 || Shield Offhand Items ||&lt;br /&gt;
|-&lt;br /&gt;
| 7000 || Held Item (Main Hand) || Hard-coded, not visible in game files. For multi-layer items, the default layer starts at 5000 and additional layers are added on top of that. For example, if an offhand item draws a shading layer at a depth of 1, when equipped in the off-hand the layer will have a value of 7001. &lt;br /&gt;
|-&lt;br /&gt;
| 8000 || Right Hand: Closed, Open and Book Grips || Hard-coded, not visible in game files&lt;br /&gt;
|-&lt;br /&gt;
| 8100-8105 || Ring Augments ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modding Head Layers (Heads, Hair, Faces, Scars, etc.) ==&lt;br /&gt;
&lt;br /&gt;
Head layers are used by the &amp;quot;peopleParts&amp;quot; files (to customize character appearance) and several aspects (such as the various scars). &lt;br /&gt;
&lt;br /&gt;
Head layers are all drawn as a separate group from the body layers, so &amp;#039;depth&amp;#039; values are only relative to other images being drawn on the head. The base game gives the various possible heads a depth value of 4000, so layers with a lower depth value will be drawn behind the head.&lt;br /&gt;
&lt;br /&gt;
=== Layer Definition ===&lt;br /&gt;
&lt;br /&gt;
Inside the peoplePart or aspect file, the layer definition will look something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;layers&amp;quot;: [&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;hairFB3_behind&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;bodyPart&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 3900,&lt;br /&gt;
		&amp;quot;headOffset&amp;quot;: true&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;hairFB3&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;bodyPart&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 4200,&lt;br /&gt;
		&amp;quot;rigMode&amp;quot;: &amp;quot;femaleHead&amp;quot;,&lt;br /&gt;
		&amp;quot;headOffset&amp;quot;: true&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;hairFB3M&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;bodyPart&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 4200,&lt;br /&gt;
		&amp;quot;rigMode&amp;quot;: &amp;quot;maleHead&amp;quot;,&lt;br /&gt;
		&amp;quot;headOffset&amp;quot;: true&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;hairFB3_streaks&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;streaks&amp;quot;,&lt;br /&gt;
		&amp;quot;bodyPart&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 4201,&lt;br /&gt;
		&amp;quot;headOffset&amp;quot;: true&lt;br /&gt;
	}&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some important fields:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;name&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(required)&amp;#039;&amp;#039;: The name of the image to be used, not including the &amp;#039;&amp;#039;.png&amp;#039;&amp;#039; file extension.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;headOffset&amp;#039;&amp;#039;&amp;#039; (required): Setting this to &amp;#039;&amp;#039;true&amp;#039;&amp;#039; is what defines this as a head layer.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;depth&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Determines the order of drawing the images. High numbers go above lower numbers.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tint&amp;#039;&amp;#039;&amp;#039;: Which of the character&amp;#039;s &amp;#039;&amp;#039;tint&amp;#039;&amp;#039; colours to apply to this layer. Possible values are &amp;#039;&amp;#039;skin&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hair&amp;#039;&amp;#039;, &amp;#039;&amp;#039;primary&amp;#039;&amp;#039;, &amp;#039;&amp;#039;secondary&amp;#039;&amp;#039; and &amp;#039;&amp;#039;streaks&amp;#039;&amp;#039;. (If omitted, no tint will be applied.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tintAmount&amp;#039;&amp;#039;&amp;#039;: How strongly the layer should be tinted on a scale from 0.0 (not at all) to 1.0 (full strength). (If omitted, any tint will be applied at full strength.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;bodyPart&amp;#039;&amp;#039;&amp;#039;: If set, will only be drawn if the character has that body part and body part hasn&amp;#039;t been transformed by a theme.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;rigMode&amp;#039;&amp;#039;&amp;#039;: If set, will only be drawn for the appropriate rig. Possible values are &amp;#039;&amp;#039;maleHead&amp;#039;&amp;#039; and &amp;#039;&amp;#039;femaleHead&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifOwnerHasPart&amp;#039;&amp;#039;&amp;#039;: If set, will only draw this layer if the character also has this other body part. (Often used to make beards fit exactly to faces.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;expandFaceToExpressions&amp;#039;&amp;#039;&amp;#039;: If set and the keyword &amp;#039;&amp;#039;&amp;#039;$face&amp;#039;&amp;#039;&amp;#039; is used in the &amp;quot;name&amp;quot; value, the game will substitute &amp;#039;&amp;#039;&amp;#039;$face&amp;#039;&amp;#039;&amp;#039; for the character&amp;#039;s current expression (Often used to make beards fit exactly to faces)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;facialExpression&amp;#039;&amp;#039;&amp;#039;: An array of the facial expressions that this layer applies to. (Often used with theme heads to allow the same head to apply to multiple expressions)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifOwnerAspect&amp;#039;&amp;#039;&amp;#039;: Only draw this layer if the character also has some other aspect on them. Ending the value with a wildcard character (&amp;#039;&amp;#039;&amp;#039;*&amp;#039;&amp;#039;&amp;#039;) will match any aspect beginning with everything before the *.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifOwnerAspects&amp;#039;&amp;#039;&amp;#039;: Character must have &amp;#039;&amp;#039;all&amp;#039;&amp;#039; of these aspects in order for the layer to be drawn.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifNoOwnerAspect&amp;#039;&amp;#039;&amp;#039;: Only draw this layer if the character does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; have some other aspect on them. Ending the value with a wildcard character (&amp;#039;&amp;#039;&amp;#039;*&amp;#039;&amp;#039;&amp;#039;) will match any aspect beginning with everything before the *.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifNoOwnerAspects&amp;#039;&amp;#039;&amp;#039;: Character must not have &amp;#039;&amp;#039;any&amp;#039;&amp;#039; of these aspects in order for the layer to be drawn.&lt;br /&gt;
&lt;br /&gt;
=== File Names ===&lt;br /&gt;
&lt;br /&gt;
If using &amp;#039;&amp;#039;&amp;#039;expandFaceToExpressions&amp;#039;&amp;#039;&amp;#039;, you will need to provide separate images for all 17 facial expressions (&amp;quot;neutral&amp;quot;, &amp;quot;interested&amp;quot;, &amp;quot;grim&amp;quot;, &amp;quot;sad&amp;quot;, &amp;quot;skeptical&amp;quot;, &amp;quot;dubious&amp;quot;, &amp;quot;open&amp;quot;, &amp;quot;surprised&amp;quot;, &amp;quot;scared&amp;quot;, &amp;quot;angry&amp;quot;, &amp;quot;rage&amp;quot;, &amp;quot;scheming&amp;quot;, &amp;quot;hit&amp;quot;, &amp;quot;dead&amp;quot;, &amp;quot;happy&amp;quot;, &amp;quot;joke&amp;quot; and &amp;quot;joy&amp;quot;). Otherwise, your file name will simply be the name that you specified plus a .png file extension.&lt;br /&gt;
&lt;br /&gt;
=== Canvas Size ===&lt;br /&gt;
&lt;br /&gt;
Head image layers are defined in a rig&amp;#039;s associated skeleton file. All human heads are expected to be 192 x&lt;br /&gt;
256 pixels. Any images of different dimensions will be stretched or squashed to this size.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Known Exceptions:&amp;#039;&amp;#039;&amp;#039; Custom rigs may specify custom dimensions for the head layer. See &amp;quot;Mods with Special Considerations&amp;quot; below for known cases where custom head sizes are being used.&lt;br /&gt;
&lt;br /&gt;
=== Image Location ===&lt;br /&gt;
&lt;br /&gt;
Your mod should place all images for these layers inside the &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/misc&amp;#039;&amp;#039;&amp;#039; folder of your mod. (The first time you add an image to your mod, you may need to create these folders.)&lt;br /&gt;
&lt;br /&gt;
Any images that share the exact same name as images in the base game&amp;#039;s &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/misc&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/unpacked&amp;#039;&amp;#039;&amp;#039; folder will overwrite the base game&amp;#039;s version of the file.&lt;br /&gt;
&lt;br /&gt;
== Modding Body Layers (Limbs, Augments, Armor, etc.) ==&lt;br /&gt;
&lt;br /&gt;
Most of the layers that appear on your character are part of the body set. The body layer includes the torso, the character&amp;#039;s limbs, [[Armor|armour]], [[Augment|augments]], shields, and all of the theme parts that can replace the torso or limbs.&lt;br /&gt;
&lt;br /&gt;
Body layers are &amp;#039;&amp;#039;&amp;#039;rig-specific&amp;#039;&amp;#039;&amp;#039;, meaning that the game will determine which image to use based on the character&amp;#039;s rig. The base game has a total of 6 rigs: Male/Female body shapes for each of the three classes (Warrior/Hunter/Mystic), and modders can create their own custom rigs and apply them using the [[Modding alternate rigs|rigOverride]] aspect.&lt;br /&gt;
&lt;br /&gt;
=== Layer Definition ===&lt;br /&gt;
&lt;br /&gt;
Inside the aspect, theme or armour file, the definition of a layer for the body will look something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;layers&amp;quot;: [&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;replaceArmL_wolfA_tint&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 1201,&lt;br /&gt;
		&amp;quot;ifNoOwnerAspect&amp;quot;: &amp;quot;themeSkin_wolf*&amp;quot;&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;replaceArmL_wolfB_untinted&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 1202,&lt;br /&gt;
		&amp;quot;ifNoOwnerAspect&amp;quot;: &amp;quot;themeSkin_wolf*&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some important fields:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;name&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(required)&amp;#039;&amp;#039;: The name of the image to be used. (Body layers are special - see below)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;depth&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Determines the order of drawing the images. High numbers go above lower numbers. (See below for list of depths used by base-game assets)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tint&amp;#039;&amp;#039;&amp;#039;: Which of the character&amp;#039;s &amp;#039;&amp;#039;tint&amp;#039;&amp;#039; colours to apply to this layer. Possible values are &amp;#039;&amp;#039;skin&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hair&amp;#039;&amp;#039;, &amp;#039;&amp;#039;primary&amp;#039;&amp;#039;, &amp;#039;&amp;#039;secondary&amp;#039;&amp;#039; and &amp;#039;&amp;#039;streaks&amp;#039;&amp;#039;. (If omitted, no tint will be applied.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tintAmount&amp;#039;&amp;#039;&amp;#039;: How strongly the layer should be tinted on a scale from 0.0 (not at all) to 1.0 (full strength). (If omitted, any tint will be applied at full strength.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifOwnerAspect&amp;#039;&amp;#039;&amp;#039;: Only draw this layer if the character also has some other aspect on them. Ending the value with a wildcard character (&amp;#039;&amp;#039;&amp;#039;*&amp;#039;&amp;#039;&amp;#039;) will match any aspect beginning with everything before the *.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifOwnerAspects&amp;#039;&amp;#039;&amp;#039;: Character must have &amp;#039;&amp;#039;all&amp;#039;&amp;#039; of these aspects in order for the layer to be drawn.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifNoOwnerAspect&amp;#039;&amp;#039;&amp;#039;: Only draw this layer if the character does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; have some other aspect on them. Ending the value with a wildcard character (&amp;#039;&amp;#039;&amp;#039;*&amp;#039;&amp;#039;&amp;#039;) will match any aspect beginning with everything before the *.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifNoOwnerAspects&amp;#039;&amp;#039;&amp;#039;: Character must not have &amp;#039;&amp;#039;any&amp;#039;&amp;#039; of these aspects in order for the layer to be drawn.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;rigMode&amp;#039;&amp;#039;&amp;#039;: If set, only draw this layer in the specified mode. Possible values are &amp;#039;&amp;#039;oneHanded&amp;#039;&amp;#039; and &amp;#039;&amp;#039;twoHanded&amp;#039;&amp;#039;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifRightHandGrasp&amp;#039;&amp;#039;&amp;#039;: If set, only draw this layer based on the right hand&amp;#039;s grasp value. Possible values are &amp;#039;&amp;#039;open&amp;#039;&amp;#039;, &amp;#039;&amp;#039;closed&amp;#039;&amp;#039; and &amp;#039;&amp;#039;book&amp;#039;&amp;#039;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifLeftHandGrasp&amp;#039;&amp;#039;&amp;#039;: If set, only draw this layer based on the left hand&amp;#039;s grasp value. Possible values are &amp;#039;&amp;#039;open&amp;#039;&amp;#039;, &amp;#039;&amp;#039;closed&amp;#039;&amp;#039; and &amp;#039;&amp;#039;book&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
It is possible to create some very complicated effects using the above fields, such as including multiple layers that are each tinted separately, allowing augments or alternate arms/hands to grasp weapons and items, and making layers depend on multiple aspects to have them show or hide automatically based on other factors.&lt;br /&gt;
&lt;br /&gt;
=== File Names and Rigs ===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, body layers are generally &amp;#039;&amp;#039;&amp;#039;rig-specific&amp;#039;&amp;#039;&amp;#039;.  This means that the file the game will look for when drawing the character will be a combination of the name of the rig and the &amp;#039;&amp;#039;&amp;#039;name&amp;#039;&amp;#039;&amp;#039; specified in your layer, in the form &amp;#039;&amp;#039;&amp;lt;rigName&amp;gt;_&amp;lt;layer name&amp;gt;.png&amp;#039;&amp;#039;.  For example, if you set the name field for your layer as &amp;#039;&amp;#039;myNewLayer&amp;#039;&amp;#039;, a female warrior (which uses the rig &amp;#039;&amp;#039;warriorF&amp;#039;&amp;#039;) would use the image file &amp;#039;&amp;#039;&amp;#039;warriorF_myNewLayer.png&amp;#039;&amp;#039;&amp;#039; while a male mystic (which uses the rig &amp;#039;&amp;#039;mysticM&amp;#039;&amp;#039;) would use the image file &amp;#039;&amp;#039;&amp;#039;mysticM_myNewLayer.png&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
For body layers, you must therefore provide separate images for each rig that you wish to support.&lt;br /&gt;
&lt;br /&gt;
The six rigs used in the base game are:&lt;br /&gt;
&lt;br /&gt;
* hunterF&lt;br /&gt;
* hunterM&lt;br /&gt;
* mysticF&lt;br /&gt;
* mysticM&lt;br /&gt;
* warriorF&lt;br /&gt;
* warriorM&lt;br /&gt;
&lt;br /&gt;
It is possible for mods to define and use custom rigs in addition to the base-game rigs above. See &amp;quot;Mods with Special Considerations&amp;quot; below for more information.&lt;br /&gt;
&lt;br /&gt;
=== Canvas Size ===&lt;br /&gt;
&lt;br /&gt;
Body image layers are all expected to be 512 x 512 pixels. Any images of different dimensions will be stretched or squashed to this size.&lt;br /&gt;
&lt;br /&gt;
=== Image Location ===&lt;br /&gt;
&lt;br /&gt;
Your mod should place all images for these layers inside the &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/misc&amp;#039;&amp;#039;&amp;#039; folder of your mod. (The first time you add an image to your mod, you may need to create these folders.)&lt;br /&gt;
&lt;br /&gt;
Any images that share the exact same name as images in the base game&amp;#039;s &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/misc&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/unpacked&amp;#039;&amp;#039;&amp;#039; folder will overwrite the base game&amp;#039;s version of the file.&lt;br /&gt;
&lt;br /&gt;
== Modding Held Item Layers ==&lt;br /&gt;
&lt;br /&gt;
Items are the things that can be held in the character&amp;#039;s main or off hand and are sometimes stowed behind the character&amp;#039;s back when inactive.&lt;br /&gt;
&lt;br /&gt;
=== Layer Definition ===&lt;br /&gt;
&lt;br /&gt;
Inside the item, the layer definition will look something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;layers&amp;quot;: [&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;item_axe1Fang_t1A_tint1_50&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;primary&amp;quot;,&lt;br /&gt;
		&amp;quot;tintAmount&amp;quot;: 0.5,&lt;br /&gt;
		&amp;quot;scaleX&amp;quot;: 0.5,&lt;br /&gt;
		&amp;quot;scaleY&amp;quot;: 0.5,&lt;br /&gt;
		&amp;quot;rigUsage&amp;quot;: &amp;quot;rigGeneral&amp;quot;,&lt;br /&gt;
		&amp;quot;grip&amp;quot;: &amp;quot;mainHand&amp;quot;,&lt;br /&gt;
		&amp;quot;inactiveGrip&amp;quot;: &amp;quot;highBack&amp;quot;,&lt;br /&gt;
		&amp;quot;gripOffset&amp;quot;: { &amp;quot;x&amp;quot;: 114, &amp;quot;y&amp;quot;: 210 }&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;item_axe1Fang_t1B_untinted&amp;quot;,&lt;br /&gt;
		&amp;quot;scaleX&amp;quot;: 0.5,&lt;br /&gt;
		&amp;quot;scaleY&amp;quot;: 0.5,&lt;br /&gt;
		&amp;quot;rigUsage&amp;quot;: &amp;quot;rigGeneral&amp;quot;,&lt;br /&gt;
		&amp;quot;grip&amp;quot;: &amp;quot;mainHand&amp;quot;,&lt;br /&gt;
		&amp;quot;inactiveGrip&amp;quot;: &amp;quot;highBack&amp;quot;,&lt;br /&gt;
		&amp;quot;gripOffset&amp;quot;: { &amp;quot;x&amp;quot;: 114, &amp;quot;y&amp;quot;: 210 }&lt;br /&gt;
	}&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some important fields:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;name&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(required)&amp;#039;&amp;#039;: The name of the image to be used. (The game seems to like item images to be prefixed with &amp;#039;&amp;#039;&amp;#039;item_&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;depth&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Determines the order of drawing the images. High numbers go above lower numbers. &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;rigUsage&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Setting this to &amp;#039;&amp;#039;&amp;#039;rigGeneral&amp;#039;&amp;#039;&amp;#039; means this layer will always be drawn regardless of the rig used by the character.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;gripOffset&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Specifies the anchor point where a character will hold this item.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;grip&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Which hand a character uses to hold this. Possible values are &amp;quot;mainHand&amp;quot; and &amp;quot;offHand&amp;quot;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;inactiveGrip&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended for weapons)&amp;#039;&amp;#039;: Where to stow this item when inactive. Possible values are &amp;quot;highBack&amp;quot; &amp;quot;midBack&amp;quot; &amp;quot;lowBack&amp;quot; and &amp;quot;hide&amp;quot;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;grasp&amp;#039;&amp;#039;&amp;#039;: How the item is held. Defaults to &amp;quot;closed&amp;quot;. Can be set to &amp;quot;book&amp;quot; or &amp;quot;open&amp;quot;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;scaleX&amp;#039;&amp;#039;&amp;#039;: Scaling multiplier to size the item appropriately to the character.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;scaleY&amp;#039;&amp;#039;&amp;#039;: Scaling multiplier to size the item appropriately to the character.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;rotation&amp;#039;&amp;#039;&amp;#039;: Rotates the item.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tint&amp;#039;&amp;#039;&amp;#039;: Which of the character&amp;#039;s &amp;#039;&amp;#039;tint&amp;#039;&amp;#039; colours to apply to this layer. Possible values are &amp;#039;&amp;#039;skin&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hair&amp;#039;&amp;#039;, &amp;#039;&amp;#039;primary&amp;#039;&amp;#039;, &amp;#039;&amp;#039;secondary&amp;#039;&amp;#039; and &amp;#039;&amp;#039;streaks&amp;#039;&amp;#039;. (If omitted, no tint will be applied.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tintAmount&amp;#039;&amp;#039;&amp;#039;: How strongly the layer should be tinted on a scale from 0.0 (not at all) to 1.0 (full strength). (If omitted, any tint will be applied at full strength.)&lt;br /&gt;
&lt;br /&gt;
=== Canvas Size ===&lt;br /&gt;
&lt;br /&gt;
Item image layers can be any size. Use the &amp;#039;&amp;#039;scaleX&amp;#039;&amp;#039; and &amp;#039;&amp;#039;scaleY&amp;#039;&amp;#039; properties in the layer definition to ensure the item is sized appropriately for the character.&lt;br /&gt;
&lt;br /&gt;
=== Image Location ===&lt;br /&gt;
&lt;br /&gt;
Your mod should place all images for these layers inside the &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/items&amp;#039;&amp;#039;&amp;#039; folder of your mod. (The first time you add an image to your mod, you may need to create these folders.)&lt;br /&gt;
&lt;br /&gt;
Any images that share the exact same name as images in the base game&amp;#039;s &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/items&amp;#039;&amp;#039;&amp;#039; folder will overwrite the base game&amp;#039;s version of the file.&lt;br /&gt;
&lt;br /&gt;
== Mods with Special Considerations ==&lt;br /&gt;
&lt;br /&gt;
The following mods use custom setups in some way. &lt;br /&gt;
&lt;br /&gt;
=== [https://steamcommunity.com/sharedfiles/filedetails/?id=2810606541 Drauven PCs] ===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Author:&amp;#039;&amp;#039;&amp;#039; Drauven Mod Squad (Lead: David Bilsky, AKA Ironskink/BoldestDungeon)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Website:&amp;#039;&amp;#039;&amp;#039; [https://github.com/BoldestDungeon/wildermyth-drauven-pcs Project Page on GitHub]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Primary Contact:&amp;#039;&amp;#039;&amp;#039; [https://discord.gg/uftGyUa8GS Dedicated Discord server]&lt;br /&gt;
&lt;br /&gt;
==== New Rigs ====&lt;br /&gt;
* DrauvenHunter&lt;br /&gt;
* DrauvenMystic&lt;br /&gt;
* DrauvenWarrior&lt;br /&gt;
* Drauven&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Notes: &amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Warrior, Hunter and Mystic rigs are based on the Stump, Haunt and Deeven models, respectively. Raw .psd files for the rigs at the project&amp;#039;s public [https://github.com/BoldestDungeon/wildermyth-drauven-pcs/tree/develop/assets/figures/source GitHub] page.  The plain &amp;#039;&amp;#039;Drauven&amp;#039;&amp;#039; rig is used for farmers and is an exact copy of the Warrior (Stump) rig.&lt;br /&gt;
&lt;br /&gt;
The Drauven rigs use a larger canvas size for the head layers than the normal human rigs do (256 x 384 px) to better fit all the various head ornamentations that the Drauven have.&lt;br /&gt;
&lt;br /&gt;
=== [https://steamcommunity.com/sharedfiles/filedetails/?id=2978516419 Return of the Centauri]===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Author:&amp;#039;&amp;#039;&amp;#039; Pinhat&lt;br /&gt;
&lt;br /&gt;
==== New Rigs ====&lt;br /&gt;
* centaurWarriorM&lt;br /&gt;
* centaurWarriorF&lt;br /&gt;
* centaurHunterM&lt;br /&gt;
* centaurHunterF&lt;br /&gt;
* centaurMysticM&lt;br /&gt;
* centaurMysticF&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Notes:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The centaur rig essentially shifts all of the upper-body assets up and to the right to make room for the centaur&amp;#039;s lower body. The upper human body is unchanged except for the position.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Ironskink</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Image_layers&amp;diff=22616</id>
		<title>Image layers</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Image_layers&amp;diff=22616"/>
		<updated>2023-07-28T15:49:20Z</updated>

		<summary type="html">&lt;p&gt;Ironskink: Initial page creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image layers are used by [[Theme|themes]], [[Modding_add_equipment|equipment]] and even regular [[Aspect|aspects]] to affect the appearance of a character.  Characters in Wildermyth are created by layering a number of .png files overtop each other based on their &amp;quot;depth&amp;quot; value, with higher values appearing overtop lower values in their group. &lt;br /&gt;
&lt;br /&gt;
Images are clumped into five groups: the main body, the head, the main/equipped weapon, the inactive/stowed weapon, and the offhand weapon/item.  Regardless of depth values, image layers within the head group or an item will all be &amp;quot;flat&amp;quot; with respect to the body layers. An axe that uses two layers can have depth values of 1 and 2 and it will always be drawn in front of the body &amp;amp; armour layers when equipped and behind the torso when inactive.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Note: In most game files, image layers are grouped under a heading called &amp;#039;&amp;#039;&amp;#039;&amp;quot;layers&amp;quot;&amp;#039;&amp;#039;&amp;#039;, while in aspect files they are called &amp;#039;&amp;#039;&amp;#039;&amp;quot;skinLayers&amp;quot;&amp;#039;&amp;#039;&amp;#039;. This guide applies regardless of which of these headings is used.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Modding Head Layers (Heads, Hair, Faces, Scars, etc.) ==&lt;br /&gt;
&lt;br /&gt;
Head layers are used by the &amp;quot;peopleParts&amp;quot; files (to customize character appearance) and several aspects (such as the various scars). &lt;br /&gt;
&lt;br /&gt;
Head layers are all drawn as a separate group from the body layers, so &amp;#039;depth&amp;#039; values are only relative to other images being drawn on the head. The base game gives the various possible heads a depth value of 4000, so layers with a lower depth value will be drawn behind the head.&lt;br /&gt;
&lt;br /&gt;
=== Layer Definition ===&lt;br /&gt;
&lt;br /&gt;
Inside the peoplePart or aspect file, the layer definition will look something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;layers&amp;quot;: [&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;hairFB3_behind&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;bodyPart&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 3900,&lt;br /&gt;
		&amp;quot;headOffset&amp;quot;: true&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;hairFB3&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;bodyPart&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 4200,&lt;br /&gt;
		&amp;quot;rigMode&amp;quot;: &amp;quot;femaleHead&amp;quot;,&lt;br /&gt;
		&amp;quot;headOffset&amp;quot;: true&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;hairFB3M&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;bodyPart&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 4200,&lt;br /&gt;
		&amp;quot;rigMode&amp;quot;: &amp;quot;maleHead&amp;quot;,&lt;br /&gt;
		&amp;quot;headOffset&amp;quot;: true&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;hairFB3_streaks&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;streaks&amp;quot;,&lt;br /&gt;
		&amp;quot;bodyPart&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 4201,&lt;br /&gt;
		&amp;quot;headOffset&amp;quot;: true&lt;br /&gt;
	}&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some important fields:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;name&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(required)&amp;#039;&amp;#039;: The name of the image to be used, not including the &amp;#039;&amp;#039;.png&amp;#039;&amp;#039; file extension.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;headOffset&amp;#039;&amp;#039;&amp;#039; (required): Setting this to &amp;#039;&amp;#039;true&amp;#039;&amp;#039; is what defines this as a head layer.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;depth&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Determines the order of drawing the images. High numbers go above lower numbers.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tint&amp;#039;&amp;#039;&amp;#039;: Which of the character&amp;#039;s &amp;#039;&amp;#039;tint&amp;#039;&amp;#039; colours to apply to this layer. Possible values are &amp;#039;&amp;#039;skin&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hair&amp;#039;&amp;#039;, &amp;#039;&amp;#039;primary&amp;#039;&amp;#039;, &amp;#039;&amp;#039;secondary&amp;#039;&amp;#039; and &amp;#039;&amp;#039;streaks&amp;#039;&amp;#039;. (If omitted, no tint will be applied.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tintAmount&amp;#039;&amp;#039;&amp;#039;: How strongly the layer should be tinted on a scale from 0.0 (not at all) to 1.0 (full strength). (If omitted, any tint will be applied at full strength.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;bodyPart&amp;#039;&amp;#039;&amp;#039;: If set, will only be drawn if the character has that body part and body part hasn&amp;#039;t been transformed by a theme.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;rigMode&amp;#039;&amp;#039;&amp;#039;: If set, will only be drawn for the appropriate rig. Possible values are &amp;#039;&amp;#039;maleHead&amp;#039;&amp;#039; and &amp;#039;&amp;#039;femaleHead&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifOwnerHasPart&amp;#039;&amp;#039;&amp;#039;: If set, will only draw this layer if the character also has this other body part. (Often used to make beards fit exactly to faces.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;expandFaceToExpressions&amp;#039;&amp;#039;&amp;#039;: If set and the keyword &amp;#039;&amp;#039;&amp;#039;$face&amp;#039;&amp;#039;&amp;#039; is used in the &amp;quot;name&amp;quot; value, the game will substitute &amp;#039;&amp;#039;&amp;#039;$face&amp;#039;&amp;#039;&amp;#039; for the character&amp;#039;s current expression (Often used to make beards fit exactly to faces)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;facialExpression&amp;#039;&amp;#039;&amp;#039;: An array of the facial expressions that this layer applies to. (Often used with theme heads to allow the same head to apply to multiple expressions)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifOwnerAspect&amp;#039;&amp;#039;&amp;#039;: Only draw this layer if the character also has some other aspect on them. Ending the value with a wildcard character (&amp;#039;&amp;#039;&amp;#039;*&amp;#039;&amp;#039;&amp;#039;) will match any aspect beginning with everything before the *.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifOwnerAspects&amp;#039;&amp;#039;&amp;#039;: Character must have &amp;#039;&amp;#039;all&amp;#039;&amp;#039; of these aspects in order for the layer to be drawn.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifNoOwnerAspect&amp;#039;&amp;#039;&amp;#039;: Only draw this layer if the character does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; have some other aspect on them. Ending the value with a wildcard character (&amp;#039;&amp;#039;&amp;#039;*&amp;#039;&amp;#039;&amp;#039;) will match any aspect beginning with everything before the *.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifNoOwnerAspects&amp;#039;&amp;#039;&amp;#039;: Character must not have &amp;#039;&amp;#039;any&amp;#039;&amp;#039; of these aspects in order for the layer to be drawn.&lt;br /&gt;
&lt;br /&gt;
=== File Names ===&lt;br /&gt;
&lt;br /&gt;
If using &amp;#039;&amp;#039;&amp;#039;expandFaceToExpressions&amp;#039;&amp;#039;&amp;#039;, you will need to provide separate images for all 17 facial expressions (&amp;quot;neutral&amp;quot;, &amp;quot;interested&amp;quot;, &amp;quot;grim&amp;quot;, &amp;quot;sad&amp;quot;, &amp;quot;skeptical&amp;quot;, &amp;quot;dubious&amp;quot;, &amp;quot;open&amp;quot;, &amp;quot;surprised&amp;quot;, &amp;quot;scared&amp;quot;, &amp;quot;angry&amp;quot;, &amp;quot;rage&amp;quot;, &amp;quot;scheming&amp;quot;, &amp;quot;hit&amp;quot;, &amp;quot;dead&amp;quot;, &amp;quot;happy&amp;quot;, &amp;quot;joke&amp;quot; and &amp;quot;joy&amp;quot;). Otherwise, your file name will simply be the name that you specified plus a .png file extension.&lt;br /&gt;
&lt;br /&gt;
=== Canvas Size ===&lt;br /&gt;
&lt;br /&gt;
Head image layers are defined in a rig&amp;#039;s associated skeleton file. All human heads are expected to be 192 x&lt;br /&gt;
256 pixels. Any images of different dimensions will be stretched or squashed to this size.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Known Exceptions:&amp;#039;&amp;#039;&amp;#039; Custom rigs may specify custom dimensions for the head layer. See &amp;quot;Mods with Special Considerations&amp;quot; below for known cases where custom head sizes are being used.&lt;br /&gt;
&lt;br /&gt;
=== Image Location ===&lt;br /&gt;
&lt;br /&gt;
Your mod should place all images for these layers inside the &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/misc&amp;#039;&amp;#039;&amp;#039; folder of your mod. (The first time you add an image to your mod, you may need to create these folders.)&lt;br /&gt;
&lt;br /&gt;
Any images that share the exact same name as images in the base game&amp;#039;s &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/misc&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/unpacked&amp;#039;&amp;#039;&amp;#039; folder will overwrite the base game&amp;#039;s version of the file.&lt;br /&gt;
&lt;br /&gt;
== Modding Body Layers (Limbs, Augments, Armor, etc.) ==&lt;br /&gt;
&lt;br /&gt;
Most of the layers that appear on your character are part of the body set. The body layer includes the torso, the character&amp;#039;s limbs, [[Armor|armour]], [[Augment|augments]], shields, and all of the theme parts that can replace the torso or limbs.&lt;br /&gt;
&lt;br /&gt;
Body layers are &amp;#039;&amp;#039;&amp;#039;rig-specific&amp;#039;&amp;#039;&amp;#039;, meaning that the game will determine which image to use based on the character&amp;#039;s rig. The base game has a total of 6 rigs: Male/Female body shapes for each of the three classes (Warrior/Hunter/Mystic), and modders can create their own custom rigs and apply them using the [[Modding alternate rigs|rigOverride]] aspect.&lt;br /&gt;
&lt;br /&gt;
=== Layer Definition ===&lt;br /&gt;
&lt;br /&gt;
Inside the aspect, theme or armour file, the definition of a layer for the body will look something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;layers&amp;quot;: [&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;replaceArmL_wolfA_tint&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 1201,&lt;br /&gt;
		&amp;quot;ifNoOwnerAspect&amp;quot;: &amp;quot;themeSkin_wolf*&amp;quot;&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;replaceArmL_wolfB_untinted&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 1202,&lt;br /&gt;
		&amp;quot;ifNoOwnerAspect&amp;quot;: &amp;quot;themeSkin_wolf*&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some important fields:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;name&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(required)&amp;#039;&amp;#039;: The name of the image to be used. (Body layers are special - see below)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;depth&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Determines the order of drawing the images. High numbers go above lower numbers. (See below for list of depths used by base-game assets)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tint&amp;#039;&amp;#039;&amp;#039;: Which of the character&amp;#039;s &amp;#039;&amp;#039;tint&amp;#039;&amp;#039; colours to apply to this layer. Possible values are &amp;#039;&amp;#039;skin&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hair&amp;#039;&amp;#039;, &amp;#039;&amp;#039;primary&amp;#039;&amp;#039;, &amp;#039;&amp;#039;secondary&amp;#039;&amp;#039; and &amp;#039;&amp;#039;streaks&amp;#039;&amp;#039;. (If omitted, no tint will be applied.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tintAmount&amp;#039;&amp;#039;&amp;#039;: How strongly the layer should be tinted on a scale from 0.0 (not at all) to 1.0 (full strength). (If omitted, any tint will be applied at full strength.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifOwnerAspect&amp;#039;&amp;#039;&amp;#039;: Only draw this layer if the character also has some other aspect on them. Ending the value with a wildcard character (&amp;#039;&amp;#039;&amp;#039;*&amp;#039;&amp;#039;&amp;#039;) will match any aspect beginning with everything before the *.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifOwnerAspects&amp;#039;&amp;#039;&amp;#039;: Character must have &amp;#039;&amp;#039;all&amp;#039;&amp;#039; of these aspects in order for the layer to be drawn.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifNoOwnerAspect&amp;#039;&amp;#039;&amp;#039;: Only draw this layer if the character does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; have some other aspect on them. Ending the value with a wildcard character (&amp;#039;&amp;#039;&amp;#039;*&amp;#039;&amp;#039;&amp;#039;) will match any aspect beginning with everything before the *.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifNoOwnerAspects&amp;#039;&amp;#039;&amp;#039;: Character must not have &amp;#039;&amp;#039;any&amp;#039;&amp;#039; of these aspects in order for the layer to be drawn.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;rigMode&amp;#039;&amp;#039;&amp;#039;: If set, only draw this layer in the specified mode. Possible values are &amp;#039;&amp;#039;oneHanded&amp;#039;&amp;#039; and &amp;#039;&amp;#039;twoHanded&amp;#039;&amp;#039;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifRightHandGrasp&amp;#039;&amp;#039;&amp;#039;: If set, only draw this layer based on the right hand&amp;#039;s grasp value. Possible values are &amp;#039;&amp;#039;open&amp;#039;&amp;#039;, &amp;#039;&amp;#039;closed&amp;#039;&amp;#039; and &amp;#039;&amp;#039;book&amp;#039;&amp;#039;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifLeftHandGrasp&amp;#039;&amp;#039;&amp;#039;: If set, only draw this layer based on the left hand&amp;#039;s grasp value. Possible values are &amp;#039;&amp;#039;open&amp;#039;&amp;#039;, &amp;#039;&amp;#039;closed&amp;#039;&amp;#039; and &amp;#039;&amp;#039;book&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
It is possible to create some very complicated effects using the above fields, such as including multiple layers that are each tinted separately, allowing augments or alternate arms/hands to grasp weapons and items, and making layers depend on multiple aspects to have them show or hide automatically based on other factors.&lt;br /&gt;
&lt;br /&gt;
=== File Names and Rigs ===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, body layers are generally &amp;#039;&amp;#039;&amp;#039;rig-specific&amp;#039;&amp;#039;&amp;#039;.  This means that the file the game will look for when drawing the character will be a combination of the name of the rig and the &amp;#039;&amp;#039;&amp;#039;name&amp;#039;&amp;#039;&amp;#039; specified in your layer, in the form &amp;#039;&amp;#039;&amp;lt;rigName&amp;gt;_&amp;lt;layer name&amp;gt;.png&amp;#039;&amp;#039;.  For example, if you set the name field for your layer as &amp;#039;&amp;#039;myNewLayer&amp;#039;&amp;#039;, a female warrior (which uses the rig &amp;#039;&amp;#039;warriorF&amp;#039;&amp;#039;) would use the image file &amp;#039;&amp;#039;&amp;#039;warriorF_myNewLayer.png&amp;#039;&amp;#039;&amp;#039; while a male mystic (which uses the rig &amp;#039;&amp;#039;mysticM&amp;#039;&amp;#039;) would use the image file &amp;#039;&amp;#039;&amp;#039;mysticM_myNewLayer.png&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
For body layers, you must therefore provide separate images for each rig that you wish to support.&lt;br /&gt;
&lt;br /&gt;
The six rigs used in the base game are:&lt;br /&gt;
&lt;br /&gt;
* hunterF&lt;br /&gt;
* hunterM&lt;br /&gt;
* mysticF&lt;br /&gt;
* mysticM&lt;br /&gt;
* warriorF&lt;br /&gt;
* warriorM&lt;br /&gt;
&lt;br /&gt;
It is possible for mods to define and use custom rigs in addition to the base-game rigs above. See &amp;quot;Mods with Special Considerations&amp;quot; below for more information.&lt;br /&gt;
&lt;br /&gt;
=== Canvas Size ===&lt;br /&gt;
&lt;br /&gt;
Body image layers are all expected to be 512 x 512 pixels. Any images of different dimensions will be stretched or squashed to this size.&lt;br /&gt;
&lt;br /&gt;
=== Image Location ===&lt;br /&gt;
&lt;br /&gt;
Your mod should place all images for these layers inside the &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/misc&amp;#039;&amp;#039;&amp;#039; folder of your mod. (The first time you add an image to your mod, you may need to create these folders.)&lt;br /&gt;
&lt;br /&gt;
Any images that share the exact same name as images in the base game&amp;#039;s &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/misc&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/unpacked&amp;#039;&amp;#039;&amp;#039; folder will overwrite the base game&amp;#039;s version of the file.&lt;br /&gt;
&lt;br /&gt;
== Modding Held Item Layers ==&lt;br /&gt;
&lt;br /&gt;
Items are the things that can be held in the character&amp;#039;s main or off hand and are sometimes stowed behind the character&amp;#039;s back when inactive.&lt;br /&gt;
&lt;br /&gt;
=== Layer Definition ===&lt;br /&gt;
&lt;br /&gt;
Inside the item, the layer definition will look something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;layers&amp;quot;: [&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;item_axe1Fang_t1A_tint1_50&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;primary&amp;quot;,&lt;br /&gt;
		&amp;quot;tintAmount&amp;quot;: 0.5,&lt;br /&gt;
		&amp;quot;scaleX&amp;quot;: 0.5,&lt;br /&gt;
		&amp;quot;scaleY&amp;quot;: 0.5,&lt;br /&gt;
		&amp;quot;rigUsage&amp;quot;: &amp;quot;rigGeneral&amp;quot;,&lt;br /&gt;
		&amp;quot;grip&amp;quot;: &amp;quot;mainHand&amp;quot;,&lt;br /&gt;
		&amp;quot;inactiveGrip&amp;quot;: &amp;quot;highBack&amp;quot;,&lt;br /&gt;
		&amp;quot;gripOffset&amp;quot;: { &amp;quot;x&amp;quot;: 114, &amp;quot;y&amp;quot;: 210 }&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;item_axe1Fang_t1B_untinted&amp;quot;,&lt;br /&gt;
		&amp;quot;scaleX&amp;quot;: 0.5,&lt;br /&gt;
		&amp;quot;scaleY&amp;quot;: 0.5,&lt;br /&gt;
		&amp;quot;rigUsage&amp;quot;: &amp;quot;rigGeneral&amp;quot;,&lt;br /&gt;
		&amp;quot;grip&amp;quot;: &amp;quot;mainHand&amp;quot;,&lt;br /&gt;
		&amp;quot;inactiveGrip&amp;quot;: &amp;quot;highBack&amp;quot;,&lt;br /&gt;
		&amp;quot;gripOffset&amp;quot;: { &amp;quot;x&amp;quot;: 114, &amp;quot;y&amp;quot;: 210 }&lt;br /&gt;
	}&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some important fields:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;name&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(required)&amp;#039;&amp;#039;: The name of the image to be used. (The game seems to like item images to be prefixed with &amp;#039;&amp;#039;&amp;#039;item_&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;depth&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Determines the order of drawing the images. High numbers go above lower numbers. &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;rigUsage&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Setting this to &amp;#039;&amp;#039;&amp;#039;rigGeneral&amp;#039;&amp;#039;&amp;#039; means this layer will always be drawn regardless of the rig used by the character.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;gripOffset&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Specifies the anchor point where a character will hold this item.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;grip&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Which hand a character uses to hold this. Possible values are &amp;quot;mainHand&amp;quot; and &amp;quot;offHand&amp;quot;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;inactiveGrip&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended for weapons)&amp;#039;&amp;#039;: Where to stow this item when inactive. Possible values are &amp;quot;highBack&amp;quot; &amp;quot;midBack&amp;quot; &amp;quot;lowBack&amp;quot; and &amp;quot;hide&amp;quot;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;grasp&amp;#039;&amp;#039;&amp;#039;: How the item is held. Defaults to &amp;quot;closed&amp;quot;. Can be set to &amp;quot;book&amp;quot; or &amp;quot;open&amp;quot;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;scaleX&amp;#039;&amp;#039;&amp;#039;: Scaling multiplier to size the item appropriately to the character.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;scaleY&amp;#039;&amp;#039;&amp;#039;: Scaling multiplier to size the item appropriately to the character.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;rotation&amp;#039;&amp;#039;&amp;#039;: Rotates the item.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tint&amp;#039;&amp;#039;&amp;#039;: Which of the character&amp;#039;s &amp;#039;&amp;#039;tint&amp;#039;&amp;#039; colours to apply to this layer. Possible values are &amp;#039;&amp;#039;skin&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hair&amp;#039;&amp;#039;, &amp;#039;&amp;#039;primary&amp;#039;&amp;#039;, &amp;#039;&amp;#039;secondary&amp;#039;&amp;#039; and &amp;#039;&amp;#039;streaks&amp;#039;&amp;#039;. (If omitted, no tint will be applied.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tintAmount&amp;#039;&amp;#039;&amp;#039;: How strongly the layer should be tinted on a scale from 0.0 (not at all) to 1.0 (full strength). (If omitted, any tint will be applied at full strength.)&lt;br /&gt;
&lt;br /&gt;
=== Canvas Size ===&lt;br /&gt;
&lt;br /&gt;
Item image layers can be any size. Use the &amp;#039;&amp;#039;scaleX&amp;#039;&amp;#039; and &amp;#039;&amp;#039;scaleY&amp;#039;&amp;#039; properties in the layer definition to ensure the item is sized appropriately for the character.&lt;br /&gt;
&lt;br /&gt;
=== Image Location ===&lt;br /&gt;
&lt;br /&gt;
Your mod should place all images for these layers inside the &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/items&amp;#039;&amp;#039;&amp;#039; folder of your mod. (The first time you add an image to your mod, you may need to create these folders.)&lt;br /&gt;
&lt;br /&gt;
Any images that share the exact same name as images in the base game&amp;#039;s &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/items&amp;#039;&amp;#039;&amp;#039; folder will overwrite the base game&amp;#039;s version of the file.&lt;br /&gt;
&lt;br /&gt;
== Mods with Special Considerations ==&lt;br /&gt;
&lt;br /&gt;
The following mods use custom setups in some way. &lt;br /&gt;
&lt;br /&gt;
=== [https://steamcommunity.com/sharedfiles/filedetails/?id=2810606541 Drauven PCs] ===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Author:&amp;#039;&amp;#039;&amp;#039; Drauven Mod Squad (Lead: David Bilsky, AKA Ironskink/BoldestDungeon)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Website:&amp;#039;&amp;#039;&amp;#039; [https://github.com/BoldestDungeon/wildermyth-drauven-pcs Project Page on GitHub]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Primary Contact:&amp;#039;&amp;#039;&amp;#039; [https://discord.gg/uftGyUa8GS Dedicated Discord server]&lt;br /&gt;
&lt;br /&gt;
==== New Rigs ====&lt;br /&gt;
* DrauvenHunter&lt;br /&gt;
* DrauvenMystic&lt;br /&gt;
* DrauvenWarrior&lt;br /&gt;
* Drauven&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Notes: &amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Warrior, Hunter and Mystic rigs are based on the Stump, Haunt and Deeven models, respectively. Raw .psd files for the rigs at the project&amp;#039;s public [https://github.com/BoldestDungeon/wildermyth-drauven-pcs/tree/develop/assets/figures/source GitHub] page.  The plain &amp;#039;&amp;#039;Drauven&amp;#039;&amp;#039; rig is used for farmers and is an exact copy of the Warrior (Stump) rig.&lt;br /&gt;
&lt;br /&gt;
The Drauven rigs use a larger canvas size for the head layers than the normal human rigs do (256 x 384 px) to better fit all the various head ornamentations that the Drauven have.&lt;br /&gt;
&lt;br /&gt;
=== [https://steamcommunity.com/sharedfiles/filedetails/?id=2978516419 Return of the Centauri]===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Author:&amp;#039;&amp;#039;&amp;#039; Pinhat&lt;br /&gt;
&lt;br /&gt;
==== New Rigs ====&lt;br /&gt;
* centaurWarriorM&lt;br /&gt;
* centaurWarriorF&lt;br /&gt;
* centaurHunterM&lt;br /&gt;
* centaurHunterF&lt;br /&gt;
* centaurMysticM&lt;br /&gt;
* centaurMysticF&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Notes:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The centaur rig essentially shifts all of the upper-body assets up and to the right to make room for the centaur&amp;#039;s lower body. The upper human body is unchanged except for the position.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Ironskink</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Modding_alternate_races&amp;diff=22219</id>
		<title>Modding alternate races</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Modding_alternate_races&amp;diff=22219"/>
		<updated>2023-02-23T02:12:01Z</updated>

		<summary type="html">&lt;p&gt;Ironskink: Adding categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the base game, all of your heroes are humans. Though they can undergo various transformattions through certain events, they still remain fundamentally human. Fantasy is full of weird and wonderful sentient species though, and this guide will walk you through the process using the [https://steamcommunity.com/sharedfiles/filedetails/?id=2810606541 Drauven PCs mod] as an example &amp;amp; reference.&lt;br /&gt;
&lt;br /&gt;
This guide assumes that you have already created a mod and are familiar with the basics. Check out the [[Modding Guide]] if you need help getting started.&lt;br /&gt;
&lt;br /&gt;
== Creating the Base History &amp;amp; Aspects ==&lt;br /&gt;
&lt;br /&gt;
To begin, create a new history entry. Create a file in the &amp;lt;code&amp;gt;assets/data/history&amp;lt;/code&amp;gt; of your mod (creating any missing folders as necessary), then make a new blank text file and give it a name like &amp;lt;code&amp;gt;drauvenBase.json&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To start, make a placeholder object with a category and ID. This history entry is going to add and remove aspects to our heroes, so let&amp;#039;s also go ahead and add placeholders for these as well.  You can copy this template in and change the name from &amp;lt;code&amp;gt;drauven&amp;lt;/code&amp;gt; to your race&amp;#039;s name:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;id&amp;quot;: &amp;quot;drauvenBase.001&amp;quot;,&lt;br /&gt;
	&amp;quot;category&amp;quot;: &amp;quot;drauvenBase&amp;quot;,&lt;br /&gt;
	&amp;quot;impliedAspects&amp;quot;: [],&lt;br /&gt;
	&amp;quot;removeAspects&amp;quot;: [],&lt;br /&gt;
	&amp;quot;showInSummary&amp;quot;: false&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Removing the Human Skin Layers ===&lt;br /&gt;
&lt;br /&gt;
First step for any good nonhuman race will be to remove all of the human visuals. We can do this by removing the &amp;lt;code&amp;gt;humanSkin&amp;lt;/code&amp;gt; aspects associated with the various limbs and adding a few more &amp;lt;code&amp;gt;humanSkin&amp;lt;/code&amp;gt; aspects to suppress the rest.&lt;br /&gt;
&lt;br /&gt;
To remove all the limbs, we set up our &amp;lt;code&amp;gt;removeAspects&amp;lt;/code&amp;gt; list to remove the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	&amp;quot;removeAspects&amp;quot;: [&lt;br /&gt;
		&amp;quot;humanSkin_naturalLeftArm&amp;quot;,&lt;br /&gt;
		&amp;quot;humanSkin_naturalLeftHand&amp;quot;,&lt;br /&gt;
		&amp;quot;humanSkin_naturalRightArm&amp;quot;,&lt;br /&gt;
		&amp;quot;humanSkin_naturalRightHand&amp;quot;,&lt;br /&gt;
		&amp;quot;humanSkin_naturalLeftLeg&amp;quot;,&lt;br /&gt;
		&amp;quot;humanSkin_naturalRightLeg&amp;quot;,&lt;br /&gt;
		&amp;quot;humanSkin_naturalHead&amp;quot;&lt;br /&gt;
	]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To remove the torso, we need to &amp;#039;&amp;#039;add&amp;#039;&amp;#039; an aspect in the &amp;lt;code&amp;gt;impliedAspects&amp;lt;/code&amp;gt; list:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	&amp;quot;impliedAspects&amp;quot;: [&lt;br /&gt;
		&amp;quot;humanSkin_suppressTorso&amp;quot;&lt;br /&gt;
	]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With these aspects added &amp;amp; removed, our character should now be a completely blank slate!&lt;br /&gt;
&lt;br /&gt;
Some other aspects that you may consider adding, depending on the nature of your race, include:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;humanSkin_suppressClothes&amp;lt;/code&amp;gt;: Clothing layers will not be drawn, but the character can still use armour (it will just be invisible)&lt;br /&gt;
* &amp;lt;code&amp;gt;ATTACHMENTS_suppressArmor&amp;lt;/code&amp;gt;: Character cannot wear armour (so will be relying on other aspects for their defence)&lt;br /&gt;
&lt;br /&gt;
=== Non-Human Base Stats &amp;amp; the &amp;lt;code&amp;gt;nonhuman&amp;lt;/code&amp;gt; Aspect ===&lt;br /&gt;
&lt;br /&gt;
For our Drauven mod, we wanted to give Drauven characters a different set of base stats compared to what humans get. To accomplish this, we created an aspect called &amp;lt;code&amp;gt;nonhuman&amp;lt;/code&amp;gt;, whose role it is to reverse certain features that are granted to humans by default and to check for non-human characters in events so that we can require or forbid normal humans from being assigned to various roles. &lt;br /&gt;
&lt;br /&gt;
Please feel free to use this aspect and add it to any new races you create!  You can create a text file called &amp;lt;code&amp;gt;assets/data/aspects/races.json&amp;lt;/code&amp;gt; and paste the following code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;id&amp;quot;: &amp;quot;nonhuman&amp;quot;,&lt;br /&gt;
	&amp;quot;stats&amp;quot;: {&lt;br /&gt;
		&amp;quot;ARMOR&amp;quot;: 0,&lt;br /&gt;
		&amp;quot;BLOCK&amp;quot;: -45,&lt;br /&gt;
		&amp;quot;CHARISMA&amp;quot;: -15,&lt;br /&gt;
		&amp;quot;DODGE&amp;quot;: -45,&lt;br /&gt;
		&amp;quot;HEALTH&amp;quot;: -5,&lt;br /&gt;
		&amp;quot;MELEE_ACCURACY&amp;quot;: -100,&lt;br /&gt;
		&amp;quot;PERCEPTION&amp;quot;: -10,&lt;br /&gt;
		&amp;quot;PHYSICAL_DAMAGE_BONUS&amp;quot;: 0,&lt;br /&gt;
		&amp;quot;POTENCY&amp;quot;: 0,&lt;br /&gt;
		&amp;quot;RANGE_ACCURACY&amp;quot;: -100,&lt;br /&gt;
		&amp;quot;RECOVERY_RATE&amp;quot;: -25,&lt;br /&gt;
		&amp;quot;RETIREMENT_AGE&amp;quot;: -45,&lt;br /&gt;
		&amp;quot;SPEED&amp;quot;: -1,&lt;br /&gt;
		&amp;quot;STUNT_CHANCE&amp;quot;: -15,&lt;br /&gt;
		&amp;quot;TENACITY&amp;quot;: -15,&lt;br /&gt;
		&amp;quot;WARDING&amp;quot;: 0&lt;br /&gt;
	},&lt;br /&gt;
	&amp;quot;importance&amp;quot;: -1&lt;br /&gt;
}&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above stats will zero-out all the basic human ones, leaving you free to define your own without having to worry about mental math to subtract out the human baseline. You can then add your own racial stats, giving you something that might look like this: &amp;#039;&amp;#039;(Remember that if you&amp;#039;re editing a JSON file directly, you will need to make sure there is a comma between each entry in a list, such as between two aspect definitions)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;id&amp;quot;: &amp;quot;drauven_pc&amp;quot;,&lt;br /&gt;
	&amp;quot;effects&amp;quot;: [],&lt;br /&gt;
	&amp;quot;stats&amp;quot;: {&lt;br /&gt;
		&amp;quot;ARMOR&amp;quot;: 0,&lt;br /&gt;
		&amp;quot;BLOCK&amp;quot;: 55,&lt;br /&gt;
		&amp;quot;CHARISMA&amp;quot;: 10,&lt;br /&gt;
		&amp;quot;DODGE&amp;quot;: 35,&lt;br /&gt;
		&amp;quot;HEALTH&amp;quot;: 3,&lt;br /&gt;
		&amp;quot;MELEE_ACCURACY&amp;quot;: 100,&lt;br /&gt;
		&amp;quot;PERCEPTION&amp;quot;: 12,&lt;br /&gt;
		&amp;quot;PHYSICAL_DAMAGE_BONUS&amp;quot;: 0,&lt;br /&gt;
		&amp;quot;POTENCY&amp;quot;: 0,&lt;br /&gt;
		&amp;quot;RANGE_ACCURACY&amp;quot;: 100,&lt;br /&gt;
		&amp;quot;RECOVERY_RATE&amp;quot;: 40,&lt;br /&gt;
		&amp;quot;RETIREMENT_AGE&amp;quot;: 65,&lt;br /&gt;
		&amp;quot;SPEED&amp;quot;: 1,&lt;br /&gt;
		&amp;quot;STUNT_CHANCE&amp;quot;: 15,&lt;br /&gt;
		&amp;quot;TENACITY&amp;quot;: 20,&lt;br /&gt;
		&amp;quot;WARDING&amp;quot;: 0&lt;br /&gt;
	},&lt;br /&gt;
	&amp;quot;voice&amp;quot;: &amp;quot;defaultDrauven&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now go back to your &amp;quot;base&amp;quot; history entry above and add the two new aspects to your &amp;lt;code&amp;gt;impliedAspects&amp;lt;/code&amp;gt; list. It should look something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	&amp;quot;impliedAspects&amp;quot;: [&lt;br /&gt;
		&amp;quot;humanSkin_suppressTorso&amp;quot;,&lt;br /&gt;
		&amp;quot;nonhuman&amp;quot;,&lt;br /&gt;
		&amp;quot;drauven_pc&amp;quot;&lt;br /&gt;
	]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Creating an Effect for Faster Character Generation ===&lt;br /&gt;
&lt;br /&gt;
It is possible to create an effect associated with an initialization aspect to help make generating NPCs of your race faster and more consistent. This is especially if you have multiple steps involved in your race assignment such as setting history, applying a theme, and triggering a re-randomization of Customization fields. Whenever an NPC is being generated through &amp;lt;code&amp;gt;implications&amp;lt;/code&amp;gt;, you initialization effect will run before the comic starts, so new NPCs will have all of the desired traits.&lt;br /&gt;
&lt;br /&gt;
For example, the Drauven PCs mod uses the following initialization aspect &amp;amp; effect:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;modId&amp;quot;: &amp;quot;wildermyth-drauven-pcs&amp;quot;,&lt;br /&gt;
	&amp;quot;id&amp;quot;: &amp;quot;drauven_pc_init&amp;quot;,&lt;br /&gt;
	&amp;quot;effects&amp;quot;: [ &amp;quot;drauven_pc_init&amp;quot; ],&lt;br /&gt;
	&amp;quot;importance&amp;quot;: -1,&lt;br /&gt;
	&amp;quot;showChangeInComics&amp;quot;: &amp;quot;never&amp;quot;,&lt;br /&gt;
	&amp;quot;invalidatesSkin&amp;quot;: true,&lt;br /&gt;
	&amp;quot;lifespan&amp;quot;: &amp;quot;all&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
&amp;quot;id&amp;quot;: &amp;quot;drauven_pc_init&amp;quot;,&lt;br /&gt;
&amp;quot;info&amp;quot;: {&lt;br /&gt;
	&amp;quot;dataVersion&amp;quot;: 1,&lt;br /&gt;
	&amp;quot;sourceFile&amp;quot;: &amp;quot;drauven_pc_init&amp;quot;,&lt;br /&gt;
	&amp;quot;modId&amp;quot;: &amp;quot;wildermyth-drauven-pcs&amp;quot;,&lt;br /&gt;
	&amp;quot;author&amp;quot;: &amp;quot;justEthaniguess &amp;amp; Ironskink&amp;quot;,&lt;br /&gt;
	&amp;quot;STUB&amp;quot;: &amp;quot;Initialize our Drauven characters&amp;quot;&lt;br /&gt;
},&lt;br /&gt;
&amp;quot;type&amp;quot;: &amp;quot;ABILITIES_CHANGED&amp;quot;,&lt;br /&gt;
&amp;quot;targets&amp;quot;: [&lt;br /&gt;
	{ &amp;quot;template&amp;quot;: &amp;quot;SELF&amp;quot; }&lt;br /&gt;
],&lt;br /&gt;
&amp;quot;outcomes&amp;quot;: [&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;class&amp;quot;: &amp;quot;Aspects&amp;quot;,&lt;br /&gt;
		&amp;quot;removeAspects&amp;quot;: [ &amp;quot;drauven_pc_init&amp;quot; ]&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;class&amp;quot;: &amp;quot;AddHistory&amp;quot;,&lt;br /&gt;
		&amp;quot;target&amp;quot;: &amp;quot;self&amp;quot;,&lt;br /&gt;
		&amp;quot;addHistory&amp;quot;: [&lt;br /&gt;
			[ &amp;quot;drauvenBase&amp;quot; ]&lt;br /&gt;
		]&lt;br /&gt;
	},&lt;br /&gt;
	{ &amp;quot;class&amp;quot;: &amp;quot;ApplyTheme&amp;quot;, &amp;quot;theme&amp;quot;: &amp;quot;drauven&amp;quot;, &amp;quot;piece&amp;quot;: &amp;quot;torso&amp;quot; },&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;class&amp;quot;: &amp;quot;CustomizeHero&amp;quot;,&lt;br /&gt;
		&amp;quot;randomizeSlots&amp;quot;: [ &amp;quot;drauven01_Head&amp;quot;, &amp;quot;drauven02_Feathers&amp;quot;, &amp;quot;drauven03_Horns&amp;quot;, &amp;quot;drauven04_Whiskers&amp;quot; ],&lt;br /&gt;
		&amp;quot;randomizeColors&amp;quot;: [ &amp;quot;skin&amp;quot; ]&lt;br /&gt;
	}&lt;br /&gt;
]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Adding Skin Layers ==&lt;br /&gt;
&lt;br /&gt;
Skin layers can be added either using a theme, using aspects, or by a combination of both.&lt;br /&gt;
&lt;br /&gt;
* Layers that are applied to the head or face will include the field &amp;lt;code&amp;gt;&amp;quot;headOffset&amp;quot;: true&amp;lt;/code&amp;gt;. Names for the files will be exactly the same as the names defined in the layers.&lt;br /&gt;
* Layers that are applied to the body will generally be &amp;quot;rig-specific.&amp;quot; Names for the image files need to be prefixed with the rig being used for the character. (For example, if the layer is named &amp;lt;code&amp;gt;alternatTorso&amp;lt;/code&amp;gt;, the game will look for files named &amp;lt;code&amp;gt;hunterF_alternateTorso.png&amp;lt;/code&amp;gt;, etc.&lt;br /&gt;
&lt;br /&gt;
By default, the 6 rigs are &amp;lt;code&amp;gt;hunterF&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;hunterM&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;mysticF&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;mysticM&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;warriorF&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;warriorM&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Using a Theme ===&lt;br /&gt;
&lt;br /&gt;
A theme is a fast way to set up layers for a character and will automatically overwrite human visuals. Theme parts can also be set to automatically apply if specific other part(s) are present, allowing you to fully transform a character into a member of your custom race by only applying a single part.&lt;br /&gt;
&lt;br /&gt;
A theme allows you to specify other themes that are incompatible with your racial theme (eg: our Drauven are ineligible to get the Wolf, Bear, Gem or Skeletal themes for various lore and graphical reasons). However, if you transform &amp;#039;&amp;#039;all&amp;#039;&amp;#039; of a character&amp;#039;s limbs using theme parts, your custom race won&amp;#039;t be eligible for any other themes as there are no free slots that can further be transformed.&lt;br /&gt;
&lt;br /&gt;
The easiest way to create a theme is to start from an existing theme (such as Wolf). Copy the file into your mod folder at &amp;lt;code&amp;gt;assets/data/themes&amp;lt;/code&amp;gt;, then open the file in either the in-game editor or your favourite text or code editor to change the layer names to match the names of the assets you have created/are creating for your race. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;If your alternate race will be holding weapons,&amp;#039;&amp;#039;&amp;#039; make sure to go to the &amp;quot;arms&amp;quot; layers and remove the &amp;lt;code&amp;gt;leftGrip&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;rightGrip&amp;lt;/code&amp;gt; from the &amp;quot;replaces&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
=== Using Aspects ===&lt;br /&gt;
&lt;br /&gt;
Aspects can be given an array of &amp;lt;code&amp;gt;skinLayers&amp;lt;/code&amp;gt; that work just like the &amp;lt;code&amp;gt;layers&amp;lt;/code&amp;gt; in a theme file. An advantage of setting up your skin layers through aspects is that the character&amp;#039;s limbs remain free for transformations, thus allowing your custom race to gain transformations just like a human can.&lt;br /&gt;
&lt;br /&gt;
Skin layers can be defined with list of aspects that are required for the layer to show and a list of aspects that should block a layer from showing. This allows you to automatically turn off layers for limbs if that limb is transformed.&lt;br /&gt;
&lt;br /&gt;
For example, our &amp;lt;code&amp;gt;drauvenSkin_naturalLeftLeg&amp;lt;/code&amp;gt; aspect is defined to replace the default &amp;lt;code&amp;gt;humanSkin_naturalLeftLeg&amp;lt;/code&amp;gt; aspect. It is set to display as long as the leg is not being replaced by a theme limb, bandaged limb or prosthetic limb. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  {&lt;br /&gt;
    &amp;quot;modId&amp;quot;: &amp;quot;wildermyth-drauven-pcs&amp;quot;,&lt;br /&gt;
    &amp;quot;id&amp;quot;: &amp;quot;drauvenSkin_naturalLeftLeg&amp;quot;,&lt;br /&gt;
    &amp;quot;stats&amp;quot;: { &amp;quot;SPEED&amp;quot;: 1.7 },&lt;br /&gt;
    &amp;quot;importance&amp;quot;: -1,&lt;br /&gt;
    &amp;quot;invalidatesSkin&amp;quot;: true,&lt;br /&gt;
    &amp;quot;skinLayers&amp;quot;: [&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Drauv_LegL&amp;quot;,&lt;br /&gt;
        &amp;quot;tint&amp;quot;: &amp;quot;skin&amp;quot;,&lt;br /&gt;
        &amp;quot;ifNoOwnerAspects&amp;quot;: [&amp;quot;themeSlotFilled_leftLeg&amp;quot;, &amp;quot;drauvenSkin_bandagedLeftLeg&amp;quot;, &amp;quot;drauvenSkin_prostheticLeftLeg&amp;quot;],&lt;br /&gt;
        &amp;quot;depth&amp;quot;: 1101&lt;br /&gt;
      }&lt;br /&gt;
    ]&lt;br /&gt;
  }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Posing: Heads, Hands &amp;amp; Weapons ===&lt;br /&gt;
&lt;br /&gt;
If your alternate race will be holding items, you will want to make sure you have created one &amp;amp; two handed arm poses plus open, closed, book, and two-handed (closed) hand poses for both the left and right arms/hands.  You can check the &amp;lt;code&amp;gt;rigMode&amp;lt;/code&amp;gt; to see if the model is being drawn with a one or two handed weapon, and the &amp;lt;code&amp;gt;ifRightHandGrasp&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;ifLeftHandGrasp&amp;lt;/code&amp;gt; attributes to see what the character is holding.  &lt;br /&gt;
&lt;br /&gt;
To help with layer ordering, you may want to separate the arms into &amp;#039;upper&amp;#039; and &amp;#039;lower&amp;#039; sections and separate the closed &amp;amp; book hands &amp;amp; thumb layers so that they can overlap the items being held appropriately.&lt;br /&gt;
&lt;br /&gt;
Here is an example of layer definitions for the right arm and hand of our Drauven characters:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  {&lt;br /&gt;
    &amp;quot;modId&amp;quot;: &amp;quot;wildermyth-drauven-pcs&amp;quot;,&lt;br /&gt;
    &amp;quot;id&amp;quot;: &amp;quot;drauvenSkin_naturalRightArm&amp;quot;,&lt;br /&gt;
    &amp;quot;importance&amp;quot;: -1,&lt;br /&gt;
    &amp;quot;invalidatesSkin&amp;quot;: true,&lt;br /&gt;
    &amp;quot;skinLayers&amp;quot;: [&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Drauv_ArmR_upper&amp;quot;,&lt;br /&gt;
        &amp;quot;tint&amp;quot;: &amp;quot;skin&amp;quot;,&lt;br /&gt;
        &amp;quot;ifNoOwnerAspects&amp;quot;: [&amp;quot;themeSlotFilled_rightArm&amp;quot;],&lt;br /&gt;
        &amp;quot;depth&amp;quot;: 1350,&lt;br /&gt;
        &amp;quot;rigMode&amp;quot;: &amp;quot;oneHanded&amp;quot;&lt;br /&gt;
      },&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Drauv_ArmR_lower&amp;quot;,&lt;br /&gt;
        &amp;quot;tint&amp;quot;: &amp;quot;skin&amp;quot;, &lt;br /&gt;
        &amp;quot;ifNoOwnerAspects&amp;quot;: [&amp;quot;themeSlotFilled_rightArm&amp;quot;],&lt;br /&gt;
        &amp;quot;depth&amp;quot;: 3000,&lt;br /&gt;
        &amp;quot;rigMode&amp;quot;: &amp;quot;oneHanded&amp;quot;&lt;br /&gt;
      },&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Drauv_ArmR_2handed_upper&amp;quot;,&lt;br /&gt;
        &amp;quot;tint&amp;quot;: &amp;quot;skin&amp;quot;,&lt;br /&gt;
        &amp;quot;ifNoOwnerAspects&amp;quot;: [&amp;quot;themeSlotFilled_rightArm&amp;quot;],&lt;br /&gt;
        &amp;quot;depth&amp;quot;: 1350,&lt;br /&gt;
        &amp;quot;rigMode&amp;quot;: &amp;quot;twoHanded&amp;quot;&lt;br /&gt;
      },&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Drauv_ArmR_2handed_lower&amp;quot;,&lt;br /&gt;
        &amp;quot;tint&amp;quot;: &amp;quot;skin&amp;quot;,&lt;br /&gt;
        &amp;quot;ifNoOwnerAspects&amp;quot;: [&amp;quot;themeSlotFilled_rightArm&amp;quot;],&lt;br /&gt;
        &amp;quot;depth&amp;quot;: 8000,&lt;br /&gt;
        &amp;quot;rigMode&amp;quot;: &amp;quot;twoHanded&amp;quot;&lt;br /&gt;
      }&lt;br /&gt;
    ]&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    &amp;quot;modId&amp;quot;: &amp;quot;wildermyth-drauven-pcs&amp;quot;,&lt;br /&gt;
    &amp;quot;id&amp;quot;: &amp;quot;drauvenSkin_naturalRightHand&amp;quot;,&lt;br /&gt;
    &amp;quot;importance&amp;quot;: -1,&lt;br /&gt;
    &amp;quot;invalidatesSkin&amp;quot;: true,&lt;br /&gt;
    &amp;quot;skinLayers&amp;quot;: [&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Drauv_handR_open&amp;quot;,&lt;br /&gt;
        &amp;quot;tint&amp;quot;: &amp;quot;skin&amp;quot;,&lt;br /&gt;
        &amp;quot;ifNoOwnerAspects&amp;quot;: [&amp;quot;themeSlotFilled_rightArm&amp;quot;, &amp;quot;drauvenSkin_bandagedRightArm&amp;quot;, &amp;quot;drauvenSkin_prostheticRightArm&amp;quot;],&lt;br /&gt;
        &amp;quot;depth&amp;quot;: 6000,&lt;br /&gt;
        &amp;quot;ifRightHandGrasp&amp;quot;: &amp;quot;open&amp;quot;,&lt;br /&gt;
        &amp;quot;rigMode&amp;quot;: &amp;quot;oneHanded&amp;quot;&lt;br /&gt;
      },&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Drauv_handR_closed&amp;quot;,&lt;br /&gt;
        &amp;quot;tint&amp;quot;: &amp;quot;skin&amp;quot;,&lt;br /&gt;
        &amp;quot;ifNoOwnerAspects&amp;quot;: [&amp;quot;themeSlotFilled_rightArm&amp;quot;, &amp;quot;drauvenSkin_bandagedRightArm&amp;quot;, &amp;quot;drauvenSkin_prostheticRightArm&amp;quot;],&lt;br /&gt;
        &amp;quot;depth&amp;quot;: 8001,&lt;br /&gt;
        &amp;quot;ifRightHandGrasp&amp;quot;: &amp;quot;weapon&amp;quot;,&lt;br /&gt;
        &amp;quot;rigMode&amp;quot;: &amp;quot;oneHanded&amp;quot;&lt;br /&gt;
      },&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Drauv_handR_closed_thumb&amp;quot;,&lt;br /&gt;
        &amp;quot;tint&amp;quot;: &amp;quot;skin&amp;quot;, &lt;br /&gt;
        &amp;quot;ifNoOwnerAspects&amp;quot;: [&amp;quot;themeSlotFilled_rightArm&amp;quot;, &amp;quot;drauvenSkin_bandagedRightArm&amp;quot;, &amp;quot;drauvenSkin_prostheticRightArm&amp;quot;],&lt;br /&gt;
        &amp;quot;depth&amp;quot;: 6000,&lt;br /&gt;
        &amp;quot;ifRightHandGrasp&amp;quot;: &amp;quot;weapon&amp;quot;,&lt;br /&gt;
        &amp;quot;rigMode&amp;quot;: &amp;quot;oneHanded&amp;quot;&lt;br /&gt;
      },&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Drauv_handR_book&amp;quot;,&lt;br /&gt;
        &amp;quot;tint&amp;quot;: &amp;quot;skin&amp;quot;, &lt;br /&gt;
        &amp;quot;ifNoOwnerAspects&amp;quot;: [&amp;quot;themeSlotFilled_rightArm&amp;quot;, &amp;quot;drauvenSkin_bandagedRightArm&amp;quot;, &amp;quot;drauvenSkin_prostheticRightArm&amp;quot;],&lt;br /&gt;
        &amp;quot;depth&amp;quot;: 6000,&lt;br /&gt;
        &amp;quot;ifRightHandGrasp&amp;quot;: &amp;quot;book&amp;quot;,&lt;br /&gt;
        &amp;quot;rigMode&amp;quot;: &amp;quot;oneHanded&amp;quot;&lt;br /&gt;
      },&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Drauv_handR_book_thumb&amp;quot;,&lt;br /&gt;
        &amp;quot;tint&amp;quot;: &amp;quot;skin&amp;quot;, &lt;br /&gt;
        &amp;quot;ifNoOwnerAspects&amp;quot;: [&amp;quot;themeSlotFilled_rightArm&amp;quot;, &amp;quot;drauvenSkin_bandagedRightArm&amp;quot;, &amp;quot;drauvenSkin_prostheticRightArm&amp;quot;],&lt;br /&gt;
        &amp;quot;depth&amp;quot;: 8001,&lt;br /&gt;
        &amp;quot;ifRightHandGrasp&amp;quot;: &amp;quot;book&amp;quot;,&lt;br /&gt;
        &amp;quot;rigMode&amp;quot;: &amp;quot;oneHanded&amp;quot;&lt;br /&gt;
      },&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Drauv_handR_2handed&amp;quot;,&lt;br /&gt;
        &amp;quot;tint&amp;quot;: &amp;quot;skin&amp;quot;, &lt;br /&gt;
        &amp;quot;ifNoOwnerAspects&amp;quot;: [&amp;quot;themeSlotFilled_rightArm&amp;quot;, &amp;quot;drauvenSkin_bandagedRightArm&amp;quot;, &amp;quot;drauvenSkin_prostheticRightArm&amp;quot;],&lt;br /&gt;
        &amp;quot;depth&amp;quot;: 8002,&lt;br /&gt;
        &amp;quot;rigMode&amp;quot;: &amp;quot;twoHanded&amp;quot;&lt;br /&gt;
      },&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Drauv_handR_2handed_thumb&amp;quot;,&lt;br /&gt;
        &amp;quot;tint&amp;quot;: &amp;quot;skin&amp;quot;,&lt;br /&gt;
        &amp;quot;ifNoOwnerAspects&amp;quot;: [&amp;quot;themeSlotFilled_rightArm&amp;quot;, &amp;quot;drauvenSkin_bandagedRightArm&amp;quot;, &amp;quot;drauvenSkin_prostheticRightArm&amp;quot;],&lt;br /&gt;
        &amp;quot;depth&amp;quot;: 6000,&lt;br /&gt;
        &amp;quot;rigMode&amp;quot;: &amp;quot;twoHanded&amp;quot;&lt;br /&gt;
      }&lt;br /&gt;
    ]&lt;br /&gt;
  }&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Creating Race-Specific Customizations ===&lt;br /&gt;
&lt;br /&gt;
An arbitrary number of customization categories and parts can be defined by creating files in your mod&amp;#039;s &amp;lt;code&amp;gt;assets/data/peopleParts&amp;lt;/code&amp;gt; file. Each part should be given  &amp;lt;code&amp;gt;&amp;quot;type&amp;quot;: &amp;quot;extra&amp;quot;&amp;lt;/code&amp;gt; and a value for &amp;lt;code&amp;gt;&amp;quot;extraSlot&amp;quot;&amp;lt;/code&amp;gt;. All parts that have the same &amp;lt;code&amp;gt;extraSlot&amp;lt;/code&amp;gt; value will be grouped together on the customization page, and customizations will be listed in alphabetical order of their &amp;lt;code&amp;gt;extraSlot&amp;lt;/code&amp;gt; value.  &lt;br /&gt;
&lt;br /&gt;
As of Version 1.10 (Suna Lo Haster), you can specify aspects required for the customization to be displayed in the customization menu, thereby allowing you to hide your racial customizations from normal humans, by adding a &amp;lt;code&amp;gt;requireAspects&amp;lt;/code&amp;gt; field. If set, the part will only be available to characters that have all of the aspects listed.&lt;br /&gt;
&lt;br /&gt;
Here is an example of one of our Drauven heads:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;type&amp;quot;: &amp;quot;extra&amp;quot;,&lt;br /&gt;
	&amp;quot;extraSlot&amp;quot;: &amp;quot;drauven01_Head&amp;quot;,&lt;br /&gt;
	&amp;quot;requireAspects&amp;quot;: [&amp;quot;drauvenSkin_naturalHead&amp;quot;],&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;groups&amp;quot;: [&lt;br /&gt;
		{&amp;quot;groupIndex&amp;quot;: 0, &amp;quot;male&amp;quot;: true, &amp;quot;maleWeight&amp;quot;: 1, &amp;quot;female&amp;quot;: true, &amp;quot;femaleWeight&amp;quot;: 1},&lt;br /&gt;
		{&amp;quot;groupIndex&amp;quot;: 1, &amp;quot;male&amp;quot;: true, &amp;quot;maleWeight&amp;quot;: 1, &amp;quot;female&amp;quot;: true, &amp;quot;femaleWeight&amp;quot;: 1},&lt;br /&gt;
		{&amp;quot;groupIndex&amp;quot;: 2, &amp;quot;male&amp;quot;: true, &amp;quot;maleWeight&amp;quot;: 1, &amp;quot;female&amp;quot;: true, &amp;quot;femaleWeight&amp;quot;: 1},&lt;br /&gt;
		{&amp;quot;groupIndex&amp;quot;: 3, &amp;quot;male&amp;quot;: true, &amp;quot;maleWeight&amp;quot;: 1, &amp;quot;female&amp;quot;: true, &amp;quot;femaleWeight&amp;quot;: 1}&lt;br /&gt;
	],&lt;br /&gt;
	&amp;quot;layers&amp;quot;: [&lt;br /&gt;
    {&lt;br /&gt;
      &amp;quot;name&amp;quot;: &amp;quot;replaceHead_drauven_stump&amp;quot;,&lt;br /&gt;
      &amp;quot;tint&amp;quot;: &amp;quot;skin&amp;quot;,&lt;br /&gt;
      &amp;quot;depth&amp;quot;: 4000,&lt;br /&gt;
      &amp;quot;headOffset&amp;quot;: true,&lt;br /&gt;
      &amp;quot;ifOwnerAspect&amp;quot;: &amp;quot;drauvenSkin_naturalHead&amp;quot;,&lt;br /&gt;
      &amp;quot;ifNoOwnerAspects&amp;quot;: [&amp;quot;themePiece_crow_head&amp;quot;, &amp;quot;themePiece_wolf_head&amp;quot;, &amp;quot;themePiece_tree_head&amp;quot;, &amp;quot;themePiece_frog_head&amp;quot;],&lt;br /&gt;
      &amp;quot;facialExpression&amp;quot;: [&amp;quot;neutral&amp;quot;, &amp;quot;interested&amp;quot;, &amp;quot;grim&amp;quot;, &amp;quot;sad&amp;quot;, &amp;quot;skeptical&amp;quot;, &amp;quot;dubious&amp;quot;, &amp;quot;open&amp;quot;, &amp;quot;surprised&amp;quot;, &amp;quot;scared&amp;quot;, &amp;quot;angry&amp;quot;, &amp;quot;rage&amp;quot;, &amp;quot;scheming&amp;quot;, &amp;quot;hit&amp;quot;, &amp;quot;dead&amp;quot;, &amp;quot;happy&amp;quot;, &amp;quot;joke&amp;quot;, &amp;quot;joy&amp;quot;]&lt;br /&gt;
    }&lt;br /&gt;
	]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To give user-friendly names to your customization slots, open (or create) a text file as &amp;lt;code&amp;gt;assets/text/dynamic/dynamic.properties&amp;lt;/code&amp;gt; and add translations for your extraSlots.  For example, the definitions might look something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
extraPartSlot.drauven01_Head=Head&lt;br /&gt;
extraPartSlot.drauven02_Feathers=Feathers&lt;br /&gt;
extraPartSlot.drauven03_Horns=Horns&lt;br /&gt;
extraPartSlot.drauven04_Whiskers=Whiskers&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Defining a Custom Skin or Hair Palette ===&lt;br /&gt;
&lt;br /&gt;
As of Version 1.10 (Suna Lo Haster), it is possible to define custom skin &amp;amp; hair colour palettes through aspects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;skinColorPaletteOverride|COLORS&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;quot;Override the colors shown in the customization palette. Takes any number of hex parameters, e.g. &amp;quot;skinColorPaletteOverride|ff3333|33ff33|55aaff&amp;quot; (Can give an individual a random one of these colors by using the Customize Outcome)&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;hairColorPaletteOverride|COLORS&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;quot;Override the colors shown in the customization palette. Takes any number of hex parameters, e.g. &amp;quot;skinColorPaletteOverride|ff3333|33ff33|55aaff&amp;quot; (Can give an individual a random one of these colors by using the Customize Outcome)&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To have these custom palettes apply to your alternate race characters, we recommend adding these aspects to your base racial history entry.&lt;br /&gt;
&lt;br /&gt;
=== The &amp;lt;code&amp;gt;Customize&amp;lt;/code&amp;gt; Outcome ===&lt;br /&gt;
&lt;br /&gt;
If your customization aspects are hidden from humans, then they won&amp;#039;t be randomly generated when an NPC is created. You can solve this by using the &amp;lt;code&amp;gt;Customize&amp;lt;/code&amp;gt; outcome, which will allow you to set or randomize a character&amp;#039;s skin colour, hair colour, and one or more of the extra slots.  You can see an example of the Customize action in our sample initialization effect above.&lt;br /&gt;
&lt;br /&gt;
=== Alternate Rigs ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;COMING SOON&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Rig Override Aspect: &amp;lt;code&amp;gt;overrideRig|RIG&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Override the rig used for this individual (see assets\data\generation\rigs.json) Will search for class and body-type specific versions first, appending Warrior/Hunter/Mystic and M/F to the id.&lt;br /&gt;
&lt;br /&gt;
For example, if RIG is &amp;quot;myRig&amp;quot; and the hero is a male warrior, in order it&amp;#039;ll search for myRigWarriorM &amp;gt; myRigWarrior &amp;gt; myRigM &amp;gt; myRig&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rigs are defined in &amp;lt;code&amp;gt;assets/data/generation/rigs.json&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once the rig override is available, modders will be able to specify their own rigs - which will make it a lot easier to line up weapons, items, etc!&lt;br /&gt;
Note that if you override the rig, the game will be looking for image assets using that new rig name - which means none of the base-game assets will automatically apply to the body of your character!  You will need to provide new copies of all files - such as theme limbs, gear, and anything else that begins with a rig-specific prefix for anything that your new rig will support.&lt;br /&gt;
&lt;br /&gt;
== Non-Human Name Generation ==&lt;br /&gt;
&lt;br /&gt;
You can specify a name formula using a history entry that sets the &amp;lt;code&amp;gt;humanName&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
For example, to generate a character that uses a name algorithm called &amp;lt;code&amp;gt;drauvenName&amp;lt;/code&amp;gt; you could make a history entry that looks like this: &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Note: This method can cause some buggy behaviour when customizing the character! A better method of assigning the algorithm is in the works and will be available soon!&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;id&amp;quot;: &amp;quot;bornDrauven.default&amp;quot;,&lt;br /&gt;
	&amp;quot;weight&amp;quot;: 0.95,&lt;br /&gt;
	&amp;quot;category&amp;quot;: &amp;quot;bornDrauven&amp;quot;,&lt;br /&gt;
    &amp;quot;humanName&amp;quot;: &amp;quot;drauvenName&amp;quot;,&lt;br /&gt;
	&amp;quot;showInSummary&amp;quot;: false&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;COMING SOON:&amp;#039;&amp;#039;&amp;#039; A better way to override the name generation algorithm via aspects!&lt;br /&gt;
&lt;br /&gt;
Name Algorithm Aspect: &amp;lt;code&amp;gt;&amp;quot;nameFormulaOverride|ALGORITHM_NAME&amp;quot;&amp;lt;/code&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Example: &amp;lt;code&amp;gt;&amp;quot;nameFormulaOverride|drauvenName&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Name formulas are defined in the file &amp;lt;code&amp;gt;assets/data/generation/human.names.json&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To create new name definitions for your race, add or edit a file with this name in the same relative location in your mod. This file will be structured as an object where the keys are all of your translation keys and the values define the parts used to construct the names.&lt;br /&gt;
&lt;br /&gt;
Sample name generator:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;drauvenName&amp;quot;: [&amp;quot;&amp;lt;DrauvenFirstName&amp;gt; &amp;lt;DrauvenConstructedSurnamePrefix&amp;gt;&amp;lt;DrauvenSurname&amp;gt;&amp;quot;],&lt;br /&gt;
    &amp;quot;drauvenFirstName&amp;quot;: [&amp;quot;_OR_&amp;quot;, [2, &amp;quot;&amp;lt;PredefinedDrauvenFirstName&amp;gt;&amp;quot;], [7, &amp;quot;&amp;lt;ConstructedDrauvenFirstName&amp;gt;&amp;quot;], [1, &amp;quot;&amp;lt;DrauvenFirstNameBegin&amp;gt;&amp;lt;drauvenFirstNameBegin&amp;gt;&amp;lt;drauvenFirstNameEnd&amp;gt;&amp;quot;]],&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;predefinedDrauvenFirstName&amp;quot;: [&amp;quot;Thuvayn&amp;quot;, &amp;quot;Pyarc&amp;quot;, &amp;quot;Vrsawl&amp;quot;, &amp;quot;Zuvyac&amp;quot;, &amp;quot;Colr&amp;quot;, &amp;quot;Tranyen&amp;quot;, &amp;quot;Mulsc&amp;quot;],&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;constructedDrauvenFirstName&amp;quot;: [&amp;quot;&amp;lt;DrauvenFirstNameBegin&amp;gt;&amp;lt;drauvenFirstNameEnd&amp;gt;&amp;quot;],&lt;br /&gt;
    &amp;quot;drauvenFirstNameBegin&amp;quot;: [&amp;quot;lwa&amp;quot;, &amp;quot;lau&amp;quot;, &amp;quot;zve&amp;quot;, &amp;quot;xar&amp;quot;, &amp;quot;vyx&amp;quot;, &amp;quot;styx&amp;quot;, &amp;quot;ghirr&amp;quot;, &amp;quot;tsyx&amp;quot;, &amp;quot;mexx&amp;quot;, &amp;quot;idgr&amp;quot;, &amp;quot;thog&amp;quot;, &amp;quot;thuv&amp;quot;, &amp;quot;py&amp;quot;, &amp;quot;vrs&amp;quot;, &amp;quot;zu&amp;quot;, &amp;quot;kyv&amp;quot;, &amp;quot;ksu&amp;quot;, &amp;quot;dra&amp;quot;, &amp;quot;ts&amp;quot;, &amp;quot;dee&amp;quot;, &amp;quot;vra&amp;quot;, &amp;quot;tsyr&amp;quot;, &amp;quot;mul&amp;quot;, &amp;quot;tran&amp;quot;, &amp;quot;co&amp;quot;, &amp;quot;du&amp;quot;, &amp;quot;kyo&amp;quot;, &amp;quot;kree&amp;quot;, &amp;quot;cv&amp;quot;, &amp;quot;ady&amp;quot;, &amp;quot;boh&amp;quot;, &amp;quot;dorb&amp;quot;, &amp;quot;dar&amp;quot;, &amp;quot;dra&amp;quot;, &amp;quot;bor&amp;quot;, &amp;quot;groz&amp;quot;, &amp;quot;ylc&amp;quot;, &amp;quot;kal&amp;quot;, &amp;quot;uvz&amp;quot;, &amp;quot;dyg&amp;quot;, &amp;quot;auk&amp;quot;, &amp;quot;yvy&amp;quot;, &amp;quot;kve&amp;quot;, &amp;quot;cas&amp;quot;, &amp;quot;marz&amp;quot;, &amp;quot;kras&amp;quot;, &amp;quot;lju&amp;quot;, &amp;quot;rost&amp;quot;, &amp;quot;zbyh&amp;quot;, &amp;quot;ves&amp;quot;, &amp;quot;srbi&amp;quot;, &amp;quot;zahv&amp;quot;, &amp;quot;zby&amp;quot;, &amp;quot;jaro&amp;quot;, &amp;quot;zyz&amp;quot;, &amp;quot;osor&amp;quot;, &amp;quot;przby&amp;quot;, &amp;quot;tych&amp;quot;, &amp;quot;vla&amp;quot;, &amp;quot;vyas&amp;quot;, &amp;quot;zvez&amp;quot;],&lt;br /&gt;
    &amp;quot;drauvenFirstNameEnd&amp;quot;: [&amp;quot;ysl&amp;quot;, &amp;quot;yn&amp;quot;, &amp;quot;ayn&amp;quot;, &amp;quot;arc&amp;quot;, &amp;quot;rc&amp;quot;, &amp;quot;rn&amp;quot;, &amp;quot;orr&amp;quot;, &amp;quot;rek&amp;quot;, &amp;quot;ra&amp;quot;, &amp;quot;reth&amp;quot;, &amp;quot;veth&amp;quot;, &amp;quot;xis&amp;quot;, &amp;quot;eth&amp;quot;, &amp;quot;rok&amp;quot;, &amp;quot;xra&amp;quot;, &amp;quot;rel&amp;quot;, &amp;quot;duk&amp;quot;, &amp;quot;yrn&amp;quot;, &amp;quot;ish&amp;quot;, &amp;quot;ysh&amp;quot;, &amp;quot;wn&amp;quot;, &amp;quot;osk&amp;quot;, &amp;quot;ysk&amp;quot;, &amp;quot;ssl&amp;quot;, &amp;quot;xol&amp;quot;, &amp;quot;awl&amp;quot;, &amp;quot;vyac&amp;quot;, &amp;quot;orr&amp;quot;, &amp;quot;arr&amp;quot;, &amp;quot;lr&amp;quot;, &amp;quot;lrr&amp;quot;, &amp;quot;yen&amp;quot;, &amp;quot;sc&amp;quot;, &amp;quot;st&amp;quot;, &amp;quot;mpv&amp;quot;, &amp;quot;yost&amp;quot;, &amp;quot;esna&amp;quot;, &amp;quot;ka&amp;quot;, &amp;quot;jek&amp;quot;, &amp;quot;rig&amp;quot;, &amp;quot;rut&amp;quot;, &amp;quot;myr&amp;quot;, &amp;quot;oza&amp;quot;, &amp;quot;zet&amp;quot;, &amp;quot;ska&amp;quot;, &amp;quot;vak&amp;quot;, &amp;quot;wia&amp;quot;, &amp;quot;cno&amp;quot;, &amp;quot;acz&amp;quot;, &amp;quot;ki&amp;quot;, &amp;quot;cko&amp;quot;],&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;drauvenConstructedSurnamePrefix&amp;quot;: [&amp;quot;_OR_&amp;quot;, [2, &amp;quot;&amp;quot;], [1, &amp;quot;&amp;quot;]],&lt;br /&gt;
    &amp;quot;drauvenSurname&amp;quot;: [&amp;quot;_OR_&amp;quot;, [2, &amp;quot;&amp;quot;], [1, &amp;quot;&amp;quot;]],&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;drauvenHostileFaction&amp;quot;: [&amp;quot;_OR_&amp;quot;, [1, &amp;quot;Zagarac&amp;quot;], [1, &amp;quot;Druvimos&amp;quot;]],&lt;br /&gt;
	&amp;quot;drauvenOutpostName&amp;quot;: [&amp;quot;&amp;lt;DrauvenFirstNameBegin&amp;gt;&amp;lt;drauvenFirstNameEnd&amp;gt; Outpost&amp;quot;],&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When we tell the game to use the `drauvenName` generator, the code will read the entry and see that we need to pick a &amp;#039;&amp;#039;DrauvenFirstName&amp;#039;&amp;#039;, a &amp;#039;&amp;#039;DrauvenConstructedSurnamePrefix&amp;#039;&amp;#039; and a &amp;#039;&amp;#039;DrauvenSurname&amp;#039;&amp;#039;.  Capitalization comes from the capitalization of the various pieces: specifying &amp;#039;&amp;#039;DrauvenFirstName&amp;#039;&amp;#039; will capitalize whatever is chosen, but using &amp;#039;&amp;#039;drauvenFirstName&amp;#039;&amp;#039; will not.&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;drauvenFirstName&amp;#039;&amp;#039; entry showcases an example of the &amp;lt;code&amp;gt;_OR_&amp;lt;/code&amp;gt; option. Everything following the OR is an array with two values. The first value specifies the relative weight/probability of that option being chosen, and the second entry specifies what to generate when that entry is selected.  In this case, &amp;#039;&amp;#039;drauvenFirstName&amp;#039;&amp;#039; has a 2-in-10 chance of selecting a &amp;#039;&amp;#039;PredefinedName&amp;#039;&amp;#039;, a 7-in-10 chance of a &amp;#039;&amp;#039;ConstructedDrauvenName&amp;#039;&amp;#039;, which is later defined to be one beginning-sound followed by an ending-sound, and a 1-in-10 chance of combining two beginning-sounds with one ending-sound.&lt;br /&gt;
&lt;br /&gt;
As of Version 1.10 (Suna Lo Haster), the name generator will no longer wipe out other name generators if they have different keys, thereby allowing multiple mods to create arbitrary name generation algorithms. (If your mod includes a key that is identical to one in the base game or another mod, the new definition will overwrite the old one.)&lt;br /&gt;
&lt;br /&gt;
== Non-Human Abilities &amp;amp; Skills ==&lt;br /&gt;
&lt;br /&gt;
You can create a skill deck for your mod and use that to create custom abilities that your characters can select at level-up.  Skills are granted by &amp;lt;code&amp;gt;aspects&amp;lt;/code&amp;gt;, so start by creating a new file in your &amp;lt;code&amp;gt;assets/data/aspects&amp;lt;/code&amp;gt; folder to hold your skill selections. (For example, you might call it &amp;lt;code&amp;gt;assets/data/aspects/drauvenDeck.json&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== Adding Race-Specific Skills ===&lt;br /&gt;
&lt;br /&gt;
A race-specific skill with an upgrade might look something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;modId&amp;quot;: &amp;quot;wildermyth-drauven-pcs&amp;quot;,&lt;br /&gt;
	&amp;quot;id&amp;quot;: &amp;quot;drauvenDeck_common_battleyell&amp;quot;,&lt;br /&gt;
	&amp;quot;effects&amp;quot;: [ &amp;quot;drauven_pc_battleyell&amp;quot; ],&lt;br /&gt;
	&amp;quot;boostType&amp;quot;: &amp;quot;ABILITY_CLASS&amp;quot;,&lt;br /&gt;
	&amp;quot;legacyAbilityChoice&amp;quot;: true,&lt;br /&gt;
	&amp;quot;abilityRequiresOneAspectOf&amp;quot;: [ &amp;quot;drauven_pc&amp;quot; ],&lt;br /&gt;
	&amp;quot;info&amp;quot;: { &amp;quot;abilityDeckUsage&amp;quot;: &amp;quot;common&amp;quot;, &amp;quot;abilityDeckIcon&amp;quot;: &amp;quot;bloodrage&amp;quot; }&lt;br /&gt;
},&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;modId&amp;quot;: &amp;quot;wildermyth-drauven-pcs&amp;quot;,&lt;br /&gt;
	&amp;quot;id&amp;quot;: &amp;quot;drauvenDeck_common_battleyell_upgrade&amp;quot;,&lt;br /&gt;
	&amp;quot;legacyAbilityChoice&amp;quot;: true,&lt;br /&gt;
	&amp;quot;abilityRequiresOneAspectOf&amp;quot;: [ &amp;quot;drauven_pc&amp;quot; ],&lt;br /&gt;
	&amp;quot;info&amp;quot;: {&lt;br /&gt;
		&amp;quot;abilityDeckUsage&amp;quot;: &amp;quot;upgrade&amp;quot;,&lt;br /&gt;
		&amp;quot;upgradeForAbility&amp;quot;: &amp;quot;drauvenDeck_common_battleyell&amp;quot;,&lt;br /&gt;
		&amp;quot;abilityDeckIcon&amp;quot;: &amp;quot;bloodrage&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Using &amp;lt;code&amp;gt;abilityRequiresOneAspectOf&amp;lt;/code&amp;gt; we can specify our custom race aspect so that the ability is only offered to our custom characters&lt;br /&gt;
* The &amp;lt;code&amp;gt;effects&amp;lt;/code&amp;gt; entry will point to the ID of the actual ability (effect) being granted. (See [[Modding monster abilities]] for some additional info on creating ability effects)&lt;br /&gt;
* The &amp;lt;code&amp;gt;abilityDeckUsage&amp;lt;/code&amp;gt; can be set to &amp;lt;code&amp;gt;common&amp;lt;/code&amp;gt; to make it available to all members of your race, or &amp;lt;code&amp;gt;warrior&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;hunter&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;mystic&amp;lt;/code&amp;gt; to make it both race and class specific.&lt;br /&gt;
&lt;br /&gt;
=== Blocking Human-Only Skills ===&lt;br /&gt;
&lt;br /&gt;
As of Version 1.10 (Suna Lo Haster), if there are skills in the game that you want to keep as human-only you can find those skills in the base game files and copy them into your mod&amp;#039;s skill deck file to add a &amp;lt;code&amp;gt;abilityForbidAspects&amp;lt;/code&amp;gt; field to them.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;abilityForbidAspects&amp;lt;/code&amp;gt;&lt;br /&gt;
If this is an ability aspect, this ability will only be granted to a hero if that hero has none of these aspects.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, if you want to block Wolfcall from being offered to your custom race, you would add the following to your aspect file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;id&amp;quot;: &amp;quot;warriorDeck_wolfcall&amp;quot;,&lt;br /&gt;
	&amp;quot;effects&amp;quot;: [ &amp;quot;warrior_wolfcallTriggerOnKill&amp;quot; ],&lt;br /&gt;
	&amp;quot;boostType&amp;quot;: &amp;quot;ABILITY_CLASS&amp;quot;,&lt;br /&gt;
	&amp;quot;legacyAbilityChoice&amp;quot;: true,&lt;br /&gt;
	&amp;quot;abilityForbidAspects&amp;quot;: [&amp;quot;drauven_pc&amp;quot;],&lt;br /&gt;
	&amp;quot;showInTooltip&amp;quot;: true,&lt;br /&gt;
	&amp;quot;info&amp;quot;: { &amp;quot;abilityDeckUsage&amp;quot;: &amp;quot;warrior&amp;quot;, &amp;quot;abilityDeckIcon&amp;quot;: &amp;quot;wolfcall&amp;quot; }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Relatives: Parents &amp;amp; Children ==&lt;br /&gt;
&lt;br /&gt;
Wildermyth is all about family legacies - and when adding a custom race, it is also possible to update events so that any relatives will also be members of your custom race!&lt;br /&gt;
&lt;br /&gt;
=== Children Joining the Party ===&lt;br /&gt;
&lt;br /&gt;
Children are added to the party through the file &amp;lt;code&amp;gt;assets/data/effects/kidRecruit/officialNotification.json&amp;lt;/code&amp;gt;.  The child&amp;#039;s primary parent has the role of &amp;lt;code&amp;gt;sponsor&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In the &amp;lt;code&amp;gt;outcomes&amp;lt;/code&amp;gt; section of this file, you can add a &amp;lt;code&amp;gt;Test&amp;lt;/code&amp;gt; for the race of the character in the &amp;lt;code&amp;gt;sponsor&amp;lt;/code&amp;gt; role and apply your initialization effect if appropriate. For example, in our Drauven mod we use the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;class&amp;quot;: &amp;quot;Test&amp;quot;,&lt;br /&gt;
		&amp;quot;value&amp;quot;: &amp;quot;sponsor.drauven&amp;quot;,&lt;br /&gt;
		&amp;quot;threshold&amp;quot;: &amp;quot;1&amp;quot;,&lt;br /&gt;
		&amp;quot;onPass&amp;quot;: {&lt;br /&gt;
			&amp;quot;class&amp;quot;: &amp;quot;Aspects&amp;quot;,&lt;br /&gt;
			&amp;quot;target&amp;quot;: &amp;quot;hero&amp;quot;,&lt;br /&gt;
			&amp;quot;addAspects&amp;quot;: [&lt;br /&gt;
				{ &amp;quot;id&amp;quot;: &amp;quot;drauven_pc_init&amp;quot;, &amp;quot;value&amp;quot;: &amp;quot;1&amp;quot; }&lt;br /&gt;
			]&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Parents in Comics ===&lt;br /&gt;
Many events generate parents or relatives for characters. To find events that might be generating related characters, use a tool that allows you to search for text in multiple files (such as the project-search feature in VS Code) for instances of &amp;lt;code&amp;gt;&amp;quot;looksSimilarTo&amp;quot;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If the role being generated is a relative of one of your heroes, copy the event to your mod (following the same folder structure that the original event was found in) and duplicate the NPC generation code. We will add a &amp;lt;code&amp;gt;test&amp;lt;/code&amp;gt; to each version of the NPC to check if the character they look similar to is of our custom race and apply the initialization effect we made if true.&lt;br /&gt;
&lt;br /&gt;
For example, &amp;quot;Family Business&amp;quot; (&amp;lt;code&amp;gt;encounter_wilderness_familyBusiness_revision.json&amp;lt;/code&amp;gt;) defines Parent1 as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;npcId&amp;quot;: &amp;quot;familyBusiness_Parent1&amp;quot;,&lt;br /&gt;
			&amp;quot;createEntity&amp;quot;: {&lt;br /&gt;
				&amp;quot;query&amp;quot;: {&lt;br /&gt;
					&amp;quot;baseTag&amp;quot;: &amp;quot;human&amp;quot;,&lt;br /&gt;
					&amp;quot;inRelationTo&amp;quot;: &amp;quot;hero&amp;quot;,&lt;br /&gt;
					&amp;quot;setClass&amp;quot;: &amp;quot;farmer&amp;quot;,&lt;br /&gt;
					&amp;quot;setAge&amp;quot;: &amp;quot;veryOldAge&amp;quot;,&lt;br /&gt;
					&amp;quot;looksSimilarTo&amp;quot;: &amp;quot;hero&amp;quot;&lt;br /&gt;
				},&lt;br /&gt;
				&amp;quot;additionalOutcome&amp;quot;: {&lt;br /&gt;
					&amp;quot;class&amp;quot;: &amp;quot;DoAll&amp;quot;,&lt;br /&gt;
					&amp;quot;outcomes&amp;quot;: [&lt;br /&gt;
						null,&lt;br /&gt;
						{ &amp;quot;class&amp;quot;: &amp;quot;AddGear&amp;quot;, &amp;quot;itemById&amp;quot;: &amp;quot;farmerGarbRough&amp;quot; }&lt;br /&gt;
					]&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make the parent Drauven if the hero is themselves Drauven, we update this section by adding a copy of the initial version. The version that tests for &amp;lt;code&amp;gt;1 - \[our race aspect\]&amp;lt;/code&amp;gt; will be executed if the character is &amp;#039;&amp;#039;not&amp;#039;&amp;#039; a member of our customer race, and the version that simply tests for our racial aspect will generate if the hero in question is a member of our custom race.  For example: &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;npcId&amp;quot;: &amp;quot;familyBusiness_Parent1&amp;quot;,&lt;br /&gt;
			&amp;quot;test&amp;quot;: &amp;quot;1-hero.drauven&amp;quot;,&lt;br /&gt;
			&amp;quot;createEntity&amp;quot;: {&lt;br /&gt;
				&amp;quot;query&amp;quot;: {&lt;br /&gt;
					&amp;quot;baseTag&amp;quot;: &amp;quot;human&amp;quot;,&lt;br /&gt;
					&amp;quot;inRelationTo&amp;quot;: &amp;quot;hero&amp;quot;,&lt;br /&gt;
					&amp;quot;setClass&amp;quot;: &amp;quot;farmer&amp;quot;,&lt;br /&gt;
					&amp;quot;setAge&amp;quot;: &amp;quot;veryOldAge&amp;quot;,&lt;br /&gt;
					&amp;quot;looksSimilarTo&amp;quot;: &amp;quot;hero&amp;quot;&lt;br /&gt;
				},&lt;br /&gt;
				&amp;quot;additionalOutcome&amp;quot;: {&lt;br /&gt;
					&amp;quot;class&amp;quot;: &amp;quot;DoAll&amp;quot;,&lt;br /&gt;
					&amp;quot;outcomes&amp;quot;: [&lt;br /&gt;
						null,&lt;br /&gt;
						{ &amp;quot;class&amp;quot;: &amp;quot;AddGear&amp;quot;, &amp;quot;itemById&amp;quot;: &amp;quot;farmerGarbRough&amp;quot; }&lt;br /&gt;
					]&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
		},&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;npcId&amp;quot;: &amp;quot;familyBusiness_Parent1&amp;quot;,&lt;br /&gt;
			&amp;quot;test&amp;quot;: &amp;quot;hero.drauven&amp;quot;,&lt;br /&gt;
			&amp;quot;createEntity&amp;quot;: {&lt;br /&gt;
				&amp;quot;query&amp;quot;: {&lt;br /&gt;
					&amp;quot;baseTag&amp;quot;: &amp;quot;human&amp;quot;,&lt;br /&gt;
					&amp;quot;inRelationTo&amp;quot;: &amp;quot;hero&amp;quot;,&lt;br /&gt;
					&amp;quot;setClass&amp;quot;: &amp;quot;farmer&amp;quot;,&lt;br /&gt;
					&amp;quot;setAge&amp;quot;: &amp;quot;veryOldAge&amp;quot;,&lt;br /&gt;
					&amp;quot;looksSimilarTo&amp;quot;: &amp;quot;hero&amp;quot;&lt;br /&gt;
				},&lt;br /&gt;
				&amp;quot;addAspects&amp;quot;: [&lt;br /&gt;
					{ &amp;quot;id&amp;quot;: &amp;quot;drauven_pc_init&amp;quot;, &amp;quot;value&amp;quot;: &amp;quot;1&amp;quot; }&lt;br /&gt;
				]&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mod Conflicts &amp;amp; Coordination ===&lt;br /&gt;
&lt;br /&gt;
If multiple mods are installed that overwrite these files &amp;amp; check for relatedness, only one mod will be able to win. Is there a way that we can coordinate our efforts to test for race more generically and apply the appropriate effect across multiple mods? Feel free to join the Wildermyth Discord to discuss this in the #tools-and-modding channel!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Modding Guides]]&lt;/div&gt;</summary>
		<author><name>Ironskink</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Modding_alternate_races&amp;diff=21879</id>
		<title>Modding alternate races</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Modding_alternate_races&amp;diff=21879"/>
		<updated>2022-12-12T16:06:28Z</updated>

		<summary type="html">&lt;p&gt;Ironskink: Initial page creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the base game, all of your heroes are humans. Though they can undergo various transformattions through certain events, they still remain fundamentally human. Fantasy is full of weird and wonderful sentient species though, and this guide will walk you through the process using the [https://steamcommunity.com/sharedfiles/filedetails/?id=2810606541 Drauven PCs mod] as an example &amp;amp; reference.&lt;br /&gt;
&lt;br /&gt;
This guide assumes that you have already created a mod and are familiar with the basics. Check out the [[Modding Guide]] if you need help getting started.&lt;br /&gt;
&lt;br /&gt;
== Creating the Base History &amp;amp; Aspects ==&lt;br /&gt;
&lt;br /&gt;
To begin, create a new history entry. Create a file in the &amp;lt;code&amp;gt;assets/data/history&amp;lt;/code&amp;gt; of your mod (creating any missing folders as necessary), then make a new blank text file and give it a name like &amp;lt;code&amp;gt;drauvenBase.json&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To start, make a placeholder object with a category and ID. This history entry is going to add and remove aspects to our heroes, so let&amp;#039;s also go ahead and add placeholders for these as well.  You can copy this template in and change the name from &amp;lt;code&amp;gt;drauven&amp;lt;/code&amp;gt; to your race&amp;#039;s name:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;id&amp;quot;: &amp;quot;drauvenBase.001&amp;quot;,&lt;br /&gt;
	&amp;quot;category&amp;quot;: &amp;quot;drauvenBase&amp;quot;,&lt;br /&gt;
	&amp;quot;impliedAspects&amp;quot;: [],&lt;br /&gt;
	&amp;quot;removeAspects&amp;quot;: [],&lt;br /&gt;
	&amp;quot;showInSummary&amp;quot;: false&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Removing the Human Skin Layers ===&lt;br /&gt;
&lt;br /&gt;
First step for any good nonhuman race will be to remove all of the human visuals. We can do this by removing the &amp;lt;code&amp;gt;humanSkin&amp;lt;/code&amp;gt; aspects associated with the various limbs and adding a few more &amp;lt;code&amp;gt;humanSkin&amp;lt;/code&amp;gt; aspects to suppress the rest.&lt;br /&gt;
&lt;br /&gt;
To remove all the limbs, we set up our &amp;lt;code&amp;gt;removeAspects&amp;lt;/code&amp;gt; list to remove the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	&amp;quot;removeAspects&amp;quot;: [&lt;br /&gt;
		&amp;quot;humanSkin_naturalLeftArm&amp;quot;,&lt;br /&gt;
		&amp;quot;humanSkin_naturalLeftHand&amp;quot;,&lt;br /&gt;
		&amp;quot;humanSkin_naturalRightArm&amp;quot;,&lt;br /&gt;
		&amp;quot;humanSkin_naturalRightHand&amp;quot;,&lt;br /&gt;
		&amp;quot;humanSkin_naturalLeftLeg&amp;quot;,&lt;br /&gt;
		&amp;quot;humanSkin_naturalRightLeg&amp;quot;,&lt;br /&gt;
		&amp;quot;humanSkin_naturalHead&amp;quot;&lt;br /&gt;
	]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To remove the torso, we need to &amp;#039;&amp;#039;add&amp;#039;&amp;#039; an aspect in the &amp;lt;code&amp;gt;impliedAspects&amp;lt;/code&amp;gt; list:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	&amp;quot;impliedAspects&amp;quot;: [&lt;br /&gt;
		&amp;quot;humanSkin_suppressTorso&amp;quot;&lt;br /&gt;
	]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With these aspects added &amp;amp; removed, our character should now be a completely blank slate!&lt;br /&gt;
&lt;br /&gt;
Some other aspects that you may consider adding, depending on the nature of your race, include:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;humanSkin_suppressClothes&amp;lt;/code&amp;gt;: Clothing layers will not be drawn, but the character can still use armour (it will just be invisible)&lt;br /&gt;
* &amp;lt;code&amp;gt;ATTACHMENTS_suppressArmor&amp;lt;/code&amp;gt;: Character cannot wear armour (so will be relying on other aspects for their defence)&lt;br /&gt;
&lt;br /&gt;
=== Non-Human Base Stats &amp;amp; the &amp;lt;code&amp;gt;nonhuman&amp;lt;/code&amp;gt; Aspect ===&lt;br /&gt;
&lt;br /&gt;
For our Drauven mod, we wanted to give Drauven characters a different set of base stats compared to what humans get. To accomplish this, we created an aspect called &amp;lt;code&amp;gt;nonhuman&amp;lt;/code&amp;gt;, whose role it is to reverse certain features that are granted to humans by default and to check for non-human characters in events so that we can require or forbid normal humans from being assigned to various roles. &lt;br /&gt;
&lt;br /&gt;
Please feel free to use this aspect and add it to any new races you create!  You can create a text file called &amp;lt;code&amp;gt;assets/data/aspects/races.json&amp;lt;/code&amp;gt; and paste the following code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;id&amp;quot;: &amp;quot;nonhuman&amp;quot;,&lt;br /&gt;
	&amp;quot;stats&amp;quot;: {&lt;br /&gt;
		&amp;quot;ARMOR&amp;quot;: 0,&lt;br /&gt;
		&amp;quot;BLOCK&amp;quot;: -45,&lt;br /&gt;
		&amp;quot;CHARISMA&amp;quot;: -15,&lt;br /&gt;
		&amp;quot;DODGE&amp;quot;: -45,&lt;br /&gt;
		&amp;quot;HEALTH&amp;quot;: -5,&lt;br /&gt;
		&amp;quot;MELEE_ACCURACY&amp;quot;: -100,&lt;br /&gt;
		&amp;quot;PERCEPTION&amp;quot;: -10,&lt;br /&gt;
		&amp;quot;PHYSICAL_DAMAGE_BONUS&amp;quot;: 0,&lt;br /&gt;
		&amp;quot;POTENCY&amp;quot;: 0,&lt;br /&gt;
		&amp;quot;RANGE_ACCURACY&amp;quot;: -100,&lt;br /&gt;
		&amp;quot;RECOVERY_RATE&amp;quot;: -25,&lt;br /&gt;
		&amp;quot;RETIREMENT_AGE&amp;quot;: -45,&lt;br /&gt;
		&amp;quot;SPEED&amp;quot;: -1,&lt;br /&gt;
		&amp;quot;STUNT_CHANCE&amp;quot;: -15,&lt;br /&gt;
		&amp;quot;TENACITY&amp;quot;: -15,&lt;br /&gt;
		&amp;quot;WARDING&amp;quot;: 0&lt;br /&gt;
	},&lt;br /&gt;
	&amp;quot;importance&amp;quot;: -1&lt;br /&gt;
}&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above stats will zero-out all the basic human ones, leaving you free to define your own without having to worry about mental math to subtract out the human baseline. You can then add your own racial stats, giving you something that might look like this: &amp;#039;&amp;#039;(Remember that if you&amp;#039;re editing a JSON file directly, you will need to make sure there is a comma between each entry in a list, such as between two aspect definitions)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;id&amp;quot;: &amp;quot;drauven_pc&amp;quot;,&lt;br /&gt;
	&amp;quot;effects&amp;quot;: [],&lt;br /&gt;
	&amp;quot;stats&amp;quot;: {&lt;br /&gt;
		&amp;quot;ARMOR&amp;quot;: 0,&lt;br /&gt;
		&amp;quot;BLOCK&amp;quot;: 55,&lt;br /&gt;
		&amp;quot;CHARISMA&amp;quot;: 10,&lt;br /&gt;
		&amp;quot;DODGE&amp;quot;: 35,&lt;br /&gt;
		&amp;quot;HEALTH&amp;quot;: 3,&lt;br /&gt;
		&amp;quot;MELEE_ACCURACY&amp;quot;: 100,&lt;br /&gt;
		&amp;quot;PERCEPTION&amp;quot;: 12,&lt;br /&gt;
		&amp;quot;PHYSICAL_DAMAGE_BONUS&amp;quot;: 0,&lt;br /&gt;
		&amp;quot;POTENCY&amp;quot;: 0,&lt;br /&gt;
		&amp;quot;RANGE_ACCURACY&amp;quot;: 100,&lt;br /&gt;
		&amp;quot;RECOVERY_RATE&amp;quot;: 40,&lt;br /&gt;
		&amp;quot;RETIREMENT_AGE&amp;quot;: 65,&lt;br /&gt;
		&amp;quot;SPEED&amp;quot;: 1,&lt;br /&gt;
		&amp;quot;STUNT_CHANCE&amp;quot;: 15,&lt;br /&gt;
		&amp;quot;TENACITY&amp;quot;: 20,&lt;br /&gt;
		&amp;quot;WARDING&amp;quot;: 0&lt;br /&gt;
	},&lt;br /&gt;
	&amp;quot;voice&amp;quot;: &amp;quot;defaultDrauven&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now go back to your &amp;quot;base&amp;quot; history entry above and add the two new aspects to your &amp;lt;code&amp;gt;impliedAspects&amp;lt;/code&amp;gt; list. It should look something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	&amp;quot;impliedAspects&amp;quot;: [&lt;br /&gt;
		&amp;quot;humanSkin_suppressTorso&amp;quot;,&lt;br /&gt;
		&amp;quot;nonhuman&amp;quot;,&lt;br /&gt;
		&amp;quot;drauven_pc&amp;quot;&lt;br /&gt;
	]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Creating an Effect for Faster Character Generation ===&lt;br /&gt;
&lt;br /&gt;
It is possible to create an effect associated with an initialization aspect to help make generating NPCs of your race faster and more consistent. This is especially if you have multiple steps involved in your race assignment such as setting history, applying a theme, and triggering a re-randomization of Customization fields. Whenever an NPC is being generated through &amp;lt;code&amp;gt;implications&amp;lt;/code&amp;gt;, you initialization effect will run before the comic starts, so new NPCs will have all of the desired traits.&lt;br /&gt;
&lt;br /&gt;
For example, the Drauven PCs mod uses the following initialization aspect &amp;amp; effect:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;modId&amp;quot;: &amp;quot;wildermyth-drauven-pcs&amp;quot;,&lt;br /&gt;
	&amp;quot;id&amp;quot;: &amp;quot;drauven_pc_init&amp;quot;,&lt;br /&gt;
	&amp;quot;effects&amp;quot;: [ &amp;quot;drauven_pc_init&amp;quot; ],&lt;br /&gt;
	&amp;quot;importance&amp;quot;: -1,&lt;br /&gt;
	&amp;quot;showChangeInComics&amp;quot;: &amp;quot;never&amp;quot;,&lt;br /&gt;
	&amp;quot;invalidatesSkin&amp;quot;: true,&lt;br /&gt;
	&amp;quot;lifespan&amp;quot;: &amp;quot;all&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
&amp;quot;id&amp;quot;: &amp;quot;drauven_pc_init&amp;quot;,&lt;br /&gt;
&amp;quot;info&amp;quot;: {&lt;br /&gt;
	&amp;quot;dataVersion&amp;quot;: 1,&lt;br /&gt;
	&amp;quot;sourceFile&amp;quot;: &amp;quot;drauven_pc_init&amp;quot;,&lt;br /&gt;
	&amp;quot;modId&amp;quot;: &amp;quot;wildermyth-drauven-pcs&amp;quot;,&lt;br /&gt;
	&amp;quot;author&amp;quot;: &amp;quot;justEthaniguess &amp;amp; Ironskink&amp;quot;,&lt;br /&gt;
	&amp;quot;STUB&amp;quot;: &amp;quot;Initialize our Drauven characters&amp;quot;&lt;br /&gt;
},&lt;br /&gt;
&amp;quot;type&amp;quot;: &amp;quot;ABILITIES_CHANGED&amp;quot;,&lt;br /&gt;
&amp;quot;targets&amp;quot;: [&lt;br /&gt;
	{ &amp;quot;template&amp;quot;: &amp;quot;SELF&amp;quot; }&lt;br /&gt;
],&lt;br /&gt;
&amp;quot;outcomes&amp;quot;: [&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;class&amp;quot;: &amp;quot;Aspects&amp;quot;,&lt;br /&gt;
		&amp;quot;removeAspects&amp;quot;: [ &amp;quot;drauven_pc_init&amp;quot; ]&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;class&amp;quot;: &amp;quot;AddHistory&amp;quot;,&lt;br /&gt;
		&amp;quot;target&amp;quot;: &amp;quot;self&amp;quot;,&lt;br /&gt;
		&amp;quot;addHistory&amp;quot;: [&lt;br /&gt;
			[ &amp;quot;drauvenBase&amp;quot; ]&lt;br /&gt;
		]&lt;br /&gt;
	},&lt;br /&gt;
	{ &amp;quot;class&amp;quot;: &amp;quot;ApplyTheme&amp;quot;, &amp;quot;theme&amp;quot;: &amp;quot;drauven&amp;quot;, &amp;quot;piece&amp;quot;: &amp;quot;torso&amp;quot; },&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;class&amp;quot;: &amp;quot;CustomizeHero&amp;quot;,&lt;br /&gt;
		&amp;quot;randomizeSlots&amp;quot;: [ &amp;quot;drauven01_Head&amp;quot;, &amp;quot;drauven02_Feathers&amp;quot;, &amp;quot;drauven03_Horns&amp;quot;, &amp;quot;drauven04_Whiskers&amp;quot; ],&lt;br /&gt;
		&amp;quot;randomizeColors&amp;quot;: [ &amp;quot;skin&amp;quot; ]&lt;br /&gt;
	}&lt;br /&gt;
]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Adding Skin Layers ==&lt;br /&gt;
&lt;br /&gt;
Skin layers can be added either using a theme, using aspects, or by a combination of both.&lt;br /&gt;
&lt;br /&gt;
* Layers that are applied to the head or face will include the field &amp;lt;code&amp;gt;&amp;quot;headOffset&amp;quot;: true&amp;lt;/code&amp;gt;. Names for the files will be exactly the same as the names defined in the layers.&lt;br /&gt;
* Layers that are applied to the body will generally be &amp;quot;rig-specific.&amp;quot; Names for the image files need to be prefixed with the rig being used for the character. (For example, if the layer is named &amp;lt;code&amp;gt;alternatTorso&amp;lt;/code&amp;gt;, the game will look for files named &amp;lt;code&amp;gt;hunterF_alternateTorso.png&amp;lt;/code&amp;gt;, etc.&lt;br /&gt;
&lt;br /&gt;
By default, the 6 rigs are &amp;lt;code&amp;gt;hunterF&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;hunterM&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;mysticF&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;mysticM&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;warriorF&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;warriorM&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Using a Theme ===&lt;br /&gt;
&lt;br /&gt;
A theme is a fast way to set up layers for a character and will automatically overwrite human visuals. Theme parts can also be set to automatically apply if specific other part(s) are present, allowing you to fully transform a character into a member of your custom race by only applying a single part.&lt;br /&gt;
&lt;br /&gt;
A theme allows you to specify other themes that are incompatible with your racial theme (eg: our Drauven are ineligible to get the Wolf, Bear, Gem or Skeletal themes for various lore and graphical reasons). However, if you transform &amp;#039;&amp;#039;all&amp;#039;&amp;#039; of a character&amp;#039;s limbs using theme parts, your custom race won&amp;#039;t be eligible for any other themes as there are no free slots that can further be transformed.&lt;br /&gt;
&lt;br /&gt;
The easiest way to create a theme is to start from an existing theme (such as Wolf). Copy the file into your mod folder at &amp;lt;code&amp;gt;assets/data/themes&amp;lt;/code&amp;gt;, then open the file in either the in-game editor or your favourite text or code editor to change the layer names to match the names of the assets you have created/are creating for your race. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;If your alternate race will be holding weapons,&amp;#039;&amp;#039;&amp;#039; make sure to go to the &amp;quot;arms&amp;quot; layers and remove the &amp;lt;code&amp;gt;leftGrip&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;rightGrip&amp;lt;/code&amp;gt; from the &amp;quot;replaces&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
=== Using Aspects ===&lt;br /&gt;
&lt;br /&gt;
Aspects can be given an array of &amp;lt;code&amp;gt;skinLayers&amp;lt;/code&amp;gt; that work just like the &amp;lt;code&amp;gt;layers&amp;lt;/code&amp;gt; in a theme file. An advantage of setting up your skin layers through aspects is that the character&amp;#039;s limbs remain free for transformations, thus allowing your custom race to gain transformations just like a human can.&lt;br /&gt;
&lt;br /&gt;
Skin layers can be defined with list of aspects that are required for the layer to show and a list of aspects that should block a layer from showing. This allows you to automatically turn off layers for limbs if that limb is transformed.&lt;br /&gt;
&lt;br /&gt;
For example, our &amp;lt;code&amp;gt;drauvenSkin_naturalLeftLeg&amp;lt;/code&amp;gt; aspect is defined to replace the default &amp;lt;code&amp;gt;humanSkin_naturalLeftLeg&amp;lt;/code&amp;gt; aspect. It is set to display as long as the leg is not being replaced by a theme limb, bandaged limb or prosthetic limb. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  {&lt;br /&gt;
    &amp;quot;modId&amp;quot;: &amp;quot;wildermyth-drauven-pcs&amp;quot;,&lt;br /&gt;
    &amp;quot;id&amp;quot;: &amp;quot;drauvenSkin_naturalLeftLeg&amp;quot;,&lt;br /&gt;
    &amp;quot;stats&amp;quot;: { &amp;quot;SPEED&amp;quot;: 1.7 },&lt;br /&gt;
    &amp;quot;importance&amp;quot;: -1,&lt;br /&gt;
    &amp;quot;invalidatesSkin&amp;quot;: true,&lt;br /&gt;
    &amp;quot;skinLayers&amp;quot;: [&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Drauv_LegL&amp;quot;,&lt;br /&gt;
        &amp;quot;tint&amp;quot;: &amp;quot;skin&amp;quot;,&lt;br /&gt;
        &amp;quot;ifNoOwnerAspects&amp;quot;: [&amp;quot;themeSlotFilled_leftLeg&amp;quot;, &amp;quot;drauvenSkin_bandagedLeftLeg&amp;quot;, &amp;quot;drauvenSkin_prostheticLeftLeg&amp;quot;],&lt;br /&gt;
        &amp;quot;depth&amp;quot;: 1101&lt;br /&gt;
      }&lt;br /&gt;
    ]&lt;br /&gt;
  }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Posing: Heads, Hands &amp;amp; Weapons ===&lt;br /&gt;
&lt;br /&gt;
If your alternate race will be holding items, you will want to make sure you have created one &amp;amp; two handed arm poses plus open, closed, book, and two-handed (closed) hand poses for both the left and right arms/hands.  You can check the &amp;lt;code&amp;gt;rigMode&amp;lt;/code&amp;gt; to see if the model is being drawn with a one or two handed weapon, and the &amp;lt;code&amp;gt;ifRightHandGrasp&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;ifLeftHandGrasp&amp;lt;/code&amp;gt; attributes to see what the character is holding.  &lt;br /&gt;
&lt;br /&gt;
To help with layer ordering, you may want to separate the arms into &amp;#039;upper&amp;#039; and &amp;#039;lower&amp;#039; sections and separate the closed &amp;amp; book hands &amp;amp; thumb layers so that they can overlap the items being held appropriately.&lt;br /&gt;
&lt;br /&gt;
Here is an example of layer definitions for the right arm and hand of our Drauven characters:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  {&lt;br /&gt;
    &amp;quot;modId&amp;quot;: &amp;quot;wildermyth-drauven-pcs&amp;quot;,&lt;br /&gt;
    &amp;quot;id&amp;quot;: &amp;quot;drauvenSkin_naturalRightArm&amp;quot;,&lt;br /&gt;
    &amp;quot;importance&amp;quot;: -1,&lt;br /&gt;
    &amp;quot;invalidatesSkin&amp;quot;: true,&lt;br /&gt;
    &amp;quot;skinLayers&amp;quot;: [&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Drauv_ArmR_upper&amp;quot;,&lt;br /&gt;
        &amp;quot;tint&amp;quot;: &amp;quot;skin&amp;quot;,&lt;br /&gt;
        &amp;quot;ifNoOwnerAspects&amp;quot;: [&amp;quot;themeSlotFilled_rightArm&amp;quot;],&lt;br /&gt;
        &amp;quot;depth&amp;quot;: 1350,&lt;br /&gt;
        &amp;quot;rigMode&amp;quot;: &amp;quot;oneHanded&amp;quot;&lt;br /&gt;
      },&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Drauv_ArmR_lower&amp;quot;,&lt;br /&gt;
        &amp;quot;tint&amp;quot;: &amp;quot;skin&amp;quot;, &lt;br /&gt;
        &amp;quot;ifNoOwnerAspects&amp;quot;: [&amp;quot;themeSlotFilled_rightArm&amp;quot;],&lt;br /&gt;
        &amp;quot;depth&amp;quot;: 3000,&lt;br /&gt;
        &amp;quot;rigMode&amp;quot;: &amp;quot;oneHanded&amp;quot;&lt;br /&gt;
      },&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Drauv_ArmR_2handed_upper&amp;quot;,&lt;br /&gt;
        &amp;quot;tint&amp;quot;: &amp;quot;skin&amp;quot;,&lt;br /&gt;
        &amp;quot;ifNoOwnerAspects&amp;quot;: [&amp;quot;themeSlotFilled_rightArm&amp;quot;],&lt;br /&gt;
        &amp;quot;depth&amp;quot;: 1350,&lt;br /&gt;
        &amp;quot;rigMode&amp;quot;: &amp;quot;twoHanded&amp;quot;&lt;br /&gt;
      },&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Drauv_ArmR_2handed_lower&amp;quot;,&lt;br /&gt;
        &amp;quot;tint&amp;quot;: &amp;quot;skin&amp;quot;,&lt;br /&gt;
        &amp;quot;ifNoOwnerAspects&amp;quot;: [&amp;quot;themeSlotFilled_rightArm&amp;quot;],&lt;br /&gt;
        &amp;quot;depth&amp;quot;: 8000,&lt;br /&gt;
        &amp;quot;rigMode&amp;quot;: &amp;quot;twoHanded&amp;quot;&lt;br /&gt;
      }&lt;br /&gt;
    ]&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    &amp;quot;modId&amp;quot;: &amp;quot;wildermyth-drauven-pcs&amp;quot;,&lt;br /&gt;
    &amp;quot;id&amp;quot;: &amp;quot;drauvenSkin_naturalRightHand&amp;quot;,&lt;br /&gt;
    &amp;quot;importance&amp;quot;: -1,&lt;br /&gt;
    &amp;quot;invalidatesSkin&amp;quot;: true,&lt;br /&gt;
    &amp;quot;skinLayers&amp;quot;: [&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Drauv_handR_open&amp;quot;,&lt;br /&gt;
        &amp;quot;tint&amp;quot;: &amp;quot;skin&amp;quot;,&lt;br /&gt;
        &amp;quot;ifNoOwnerAspects&amp;quot;: [&amp;quot;themeSlotFilled_rightArm&amp;quot;, &amp;quot;drauvenSkin_bandagedRightArm&amp;quot;, &amp;quot;drauvenSkin_prostheticRightArm&amp;quot;],&lt;br /&gt;
        &amp;quot;depth&amp;quot;: 6000,&lt;br /&gt;
        &amp;quot;ifRightHandGrasp&amp;quot;: &amp;quot;open&amp;quot;,&lt;br /&gt;
        &amp;quot;rigMode&amp;quot;: &amp;quot;oneHanded&amp;quot;&lt;br /&gt;
      },&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Drauv_handR_closed&amp;quot;,&lt;br /&gt;
        &amp;quot;tint&amp;quot;: &amp;quot;skin&amp;quot;,&lt;br /&gt;
        &amp;quot;ifNoOwnerAspects&amp;quot;: [&amp;quot;themeSlotFilled_rightArm&amp;quot;, &amp;quot;drauvenSkin_bandagedRightArm&amp;quot;, &amp;quot;drauvenSkin_prostheticRightArm&amp;quot;],&lt;br /&gt;
        &amp;quot;depth&amp;quot;: 8001,&lt;br /&gt;
        &amp;quot;ifRightHandGrasp&amp;quot;: &amp;quot;weapon&amp;quot;,&lt;br /&gt;
        &amp;quot;rigMode&amp;quot;: &amp;quot;oneHanded&amp;quot;&lt;br /&gt;
      },&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Drauv_handR_closed_thumb&amp;quot;,&lt;br /&gt;
        &amp;quot;tint&amp;quot;: &amp;quot;skin&amp;quot;, &lt;br /&gt;
        &amp;quot;ifNoOwnerAspects&amp;quot;: [&amp;quot;themeSlotFilled_rightArm&amp;quot;, &amp;quot;drauvenSkin_bandagedRightArm&amp;quot;, &amp;quot;drauvenSkin_prostheticRightArm&amp;quot;],&lt;br /&gt;
        &amp;quot;depth&amp;quot;: 6000,&lt;br /&gt;
        &amp;quot;ifRightHandGrasp&amp;quot;: &amp;quot;weapon&amp;quot;,&lt;br /&gt;
        &amp;quot;rigMode&amp;quot;: &amp;quot;oneHanded&amp;quot;&lt;br /&gt;
      },&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Drauv_handR_book&amp;quot;,&lt;br /&gt;
        &amp;quot;tint&amp;quot;: &amp;quot;skin&amp;quot;, &lt;br /&gt;
        &amp;quot;ifNoOwnerAspects&amp;quot;: [&amp;quot;themeSlotFilled_rightArm&amp;quot;, &amp;quot;drauvenSkin_bandagedRightArm&amp;quot;, &amp;quot;drauvenSkin_prostheticRightArm&amp;quot;],&lt;br /&gt;
        &amp;quot;depth&amp;quot;: 6000,&lt;br /&gt;
        &amp;quot;ifRightHandGrasp&amp;quot;: &amp;quot;book&amp;quot;,&lt;br /&gt;
        &amp;quot;rigMode&amp;quot;: &amp;quot;oneHanded&amp;quot;&lt;br /&gt;
      },&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Drauv_handR_book_thumb&amp;quot;,&lt;br /&gt;
        &amp;quot;tint&amp;quot;: &amp;quot;skin&amp;quot;, &lt;br /&gt;
        &amp;quot;ifNoOwnerAspects&amp;quot;: [&amp;quot;themeSlotFilled_rightArm&amp;quot;, &amp;quot;drauvenSkin_bandagedRightArm&amp;quot;, &amp;quot;drauvenSkin_prostheticRightArm&amp;quot;],&lt;br /&gt;
        &amp;quot;depth&amp;quot;: 8001,&lt;br /&gt;
        &amp;quot;ifRightHandGrasp&amp;quot;: &amp;quot;book&amp;quot;,&lt;br /&gt;
        &amp;quot;rigMode&amp;quot;: &amp;quot;oneHanded&amp;quot;&lt;br /&gt;
      },&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Drauv_handR_2handed&amp;quot;,&lt;br /&gt;
        &amp;quot;tint&amp;quot;: &amp;quot;skin&amp;quot;, &lt;br /&gt;
        &amp;quot;ifNoOwnerAspects&amp;quot;: [&amp;quot;themeSlotFilled_rightArm&amp;quot;, &amp;quot;drauvenSkin_bandagedRightArm&amp;quot;, &amp;quot;drauvenSkin_prostheticRightArm&amp;quot;],&lt;br /&gt;
        &amp;quot;depth&amp;quot;: 8002,&lt;br /&gt;
        &amp;quot;rigMode&amp;quot;: &amp;quot;twoHanded&amp;quot;&lt;br /&gt;
      },&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;name&amp;quot;: &amp;quot;Drauv_handR_2handed_thumb&amp;quot;,&lt;br /&gt;
        &amp;quot;tint&amp;quot;: &amp;quot;skin&amp;quot;,&lt;br /&gt;
        &amp;quot;ifNoOwnerAspects&amp;quot;: [&amp;quot;themeSlotFilled_rightArm&amp;quot;, &amp;quot;drauvenSkin_bandagedRightArm&amp;quot;, &amp;quot;drauvenSkin_prostheticRightArm&amp;quot;],&lt;br /&gt;
        &amp;quot;depth&amp;quot;: 6000,&lt;br /&gt;
        &amp;quot;rigMode&amp;quot;: &amp;quot;twoHanded&amp;quot;&lt;br /&gt;
      }&lt;br /&gt;
    ]&lt;br /&gt;
  }&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Creating Race-Specific Customizations ===&lt;br /&gt;
&lt;br /&gt;
An arbitrary number of customization categories and parts can be defined by creating files in your mod&amp;#039;s &amp;lt;code&amp;gt;assets/data/peopleParts&amp;lt;/code&amp;gt; file. Each part should be given  &amp;lt;code&amp;gt;&amp;quot;type&amp;quot;: &amp;quot;extra&amp;quot;&amp;lt;/code&amp;gt; and a value for &amp;lt;code&amp;gt;&amp;quot;extraSlot&amp;quot;&amp;lt;/code&amp;gt;. All parts that have the same &amp;lt;code&amp;gt;extraSlot&amp;lt;/code&amp;gt; value will be grouped together on the customization page, and customizations will be listed in alphabetical order of their &amp;lt;code&amp;gt;extraSlot&amp;lt;/code&amp;gt; value.  &lt;br /&gt;
&lt;br /&gt;
As of Version 1.10 (Suna Lo Haster), you can specify aspects required for the customization to be displayed in the customization menu, thereby allowing you to hide your racial customizations from normal humans, by adding a &amp;lt;code&amp;gt;requireAspects&amp;lt;/code&amp;gt; field. If set, the part will only be available to characters that have all of the aspects listed.&lt;br /&gt;
&lt;br /&gt;
Here is an example of one of our Drauven heads:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;type&amp;quot;: &amp;quot;extra&amp;quot;,&lt;br /&gt;
	&amp;quot;extraSlot&amp;quot;: &amp;quot;drauven01_Head&amp;quot;,&lt;br /&gt;
	&amp;quot;requireAspects&amp;quot;: [&amp;quot;drauvenSkin_naturalHead&amp;quot;],&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;groups&amp;quot;: [&lt;br /&gt;
		{&amp;quot;groupIndex&amp;quot;: 0, &amp;quot;male&amp;quot;: true, &amp;quot;maleWeight&amp;quot;: 1, &amp;quot;female&amp;quot;: true, &amp;quot;femaleWeight&amp;quot;: 1},&lt;br /&gt;
		{&amp;quot;groupIndex&amp;quot;: 1, &amp;quot;male&amp;quot;: true, &amp;quot;maleWeight&amp;quot;: 1, &amp;quot;female&amp;quot;: true, &amp;quot;femaleWeight&amp;quot;: 1},&lt;br /&gt;
		{&amp;quot;groupIndex&amp;quot;: 2, &amp;quot;male&amp;quot;: true, &amp;quot;maleWeight&amp;quot;: 1, &amp;quot;female&amp;quot;: true, &amp;quot;femaleWeight&amp;quot;: 1},&lt;br /&gt;
		{&amp;quot;groupIndex&amp;quot;: 3, &amp;quot;male&amp;quot;: true, &amp;quot;maleWeight&amp;quot;: 1, &amp;quot;female&amp;quot;: true, &amp;quot;femaleWeight&amp;quot;: 1}&lt;br /&gt;
	],&lt;br /&gt;
	&amp;quot;layers&amp;quot;: [&lt;br /&gt;
    {&lt;br /&gt;
      &amp;quot;name&amp;quot;: &amp;quot;replaceHead_drauven_stump&amp;quot;,&lt;br /&gt;
      &amp;quot;tint&amp;quot;: &amp;quot;skin&amp;quot;,&lt;br /&gt;
      &amp;quot;depth&amp;quot;: 4000,&lt;br /&gt;
      &amp;quot;headOffset&amp;quot;: true,&lt;br /&gt;
      &amp;quot;ifOwnerAspect&amp;quot;: &amp;quot;drauvenSkin_naturalHead&amp;quot;,&lt;br /&gt;
      &amp;quot;ifNoOwnerAspects&amp;quot;: [&amp;quot;themePiece_crow_head&amp;quot;, &amp;quot;themePiece_wolf_head&amp;quot;, &amp;quot;themePiece_tree_head&amp;quot;, &amp;quot;themePiece_frog_head&amp;quot;],&lt;br /&gt;
      &amp;quot;facialExpression&amp;quot;: [&amp;quot;neutral&amp;quot;, &amp;quot;interested&amp;quot;, &amp;quot;grim&amp;quot;, &amp;quot;sad&amp;quot;, &amp;quot;skeptical&amp;quot;, &amp;quot;dubious&amp;quot;, &amp;quot;open&amp;quot;, &amp;quot;surprised&amp;quot;, &amp;quot;scared&amp;quot;, &amp;quot;angry&amp;quot;, &amp;quot;rage&amp;quot;, &amp;quot;scheming&amp;quot;, &amp;quot;hit&amp;quot;, &amp;quot;dead&amp;quot;, &amp;quot;happy&amp;quot;, &amp;quot;joke&amp;quot;, &amp;quot;joy&amp;quot;]&lt;br /&gt;
    }&lt;br /&gt;
	]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To give user-friendly names to your customization slots, open (or create) a text file as &amp;lt;code&amp;gt;assets/text/dynamic/dynamic.properties&amp;lt;/code&amp;gt; and add translations for your extraSlots.  For example, the definitions might look something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
extraPartSlot.drauven01_Head=Head&lt;br /&gt;
extraPartSlot.drauven02_Feathers=Feathers&lt;br /&gt;
extraPartSlot.drauven03_Horns=Horns&lt;br /&gt;
extraPartSlot.drauven04_Whiskers=Whiskers&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Defining a Custom Skin or Hair Palette ===&lt;br /&gt;
&lt;br /&gt;
As of Version 1.10 (Suna Lo Haster), it is possible to define custom skin &amp;amp; hair colour palettes through aspects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;skinColorPaletteOverride|COLORS&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;quot;Override the colors shown in the customization palette. Takes any number of hex parameters, e.g. &amp;quot;skinColorPaletteOverride|ff3333|33ff33|55aaff&amp;quot; (Can give an individual a random one of these colors by using the Customize Outcome)&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;hairColorPaletteOverride|COLORS&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;quot;Override the colors shown in the customization palette. Takes any number of hex parameters, e.g. &amp;quot;skinColorPaletteOverride|ff3333|33ff33|55aaff&amp;quot; (Can give an individual a random one of these colors by using the Customize Outcome)&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To have these custom palettes apply to your alternate race characters, we recommend adding these aspects to your base racial history entry.&lt;br /&gt;
&lt;br /&gt;
=== The &amp;lt;code&amp;gt;Customize&amp;lt;/code&amp;gt; Outcome ===&lt;br /&gt;
&lt;br /&gt;
If your customization aspects are hidden from humans, then they won&amp;#039;t be randomly generated when an NPC is created. You can solve this by using the &amp;lt;code&amp;gt;Customize&amp;lt;/code&amp;gt; outcome, which will allow you to set or randomize a character&amp;#039;s skin colour, hair colour, and one or more of the extra slots.  You can see an example of the Customize action in our sample initialization effect above.&lt;br /&gt;
&lt;br /&gt;
=== Alternate Rigs ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;COMING SOON&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Rig Override Aspect: &amp;lt;code&amp;gt;overrideRig|RIG&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Override the rig used for this individual (see assets\data\generation\rigs.json) Will search for class and body-type specific versions first, appending Warrior/Hunter/Mystic and M/F to the id.&lt;br /&gt;
&lt;br /&gt;
For example, if RIG is &amp;quot;myRig&amp;quot; and the hero is a male warrior, in order it&amp;#039;ll search for myRigWarriorM &amp;gt; myRigWarrior &amp;gt; myRigM &amp;gt; myRig&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rigs are defined in &amp;lt;code&amp;gt;assets/data/generation/rigs.json&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once the rig override is available, modders will be able to specify their own rigs - which will make it a lot easier to line up weapons, items, etc!&lt;br /&gt;
Note that if you override the rig, the game will be looking for image assets using that new rig name - which means none of the base-game assets will automatically apply to the body of your character!  You will need to provide new copies of all files - such as theme limbs, gear, and anything else that begins with a rig-specific prefix for anything that your new rig will support.&lt;br /&gt;
&lt;br /&gt;
== Non-Human Name Generation ==&lt;br /&gt;
&lt;br /&gt;
You can specify a name formula using a history entry that sets the &amp;lt;code&amp;gt;humanName&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
For example, to generate a character that uses a name algorithm called &amp;lt;code&amp;gt;drauvenName&amp;lt;/code&amp;gt; you could make a history entry that looks like this: &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Note: This method can cause some buggy behaviour when customizing the character! A better method of assigning the algorithm is in the works and will be available soon!&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;id&amp;quot;: &amp;quot;bornDrauven.default&amp;quot;,&lt;br /&gt;
	&amp;quot;weight&amp;quot;: 0.95,&lt;br /&gt;
	&amp;quot;category&amp;quot;: &amp;quot;bornDrauven&amp;quot;,&lt;br /&gt;
    &amp;quot;humanName&amp;quot;: &amp;quot;drauvenName&amp;quot;,&lt;br /&gt;
	&amp;quot;showInSummary&amp;quot;: false&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;COMING SOON:&amp;#039;&amp;#039;&amp;#039; A better way to override the name generation algorithm via aspects!&lt;br /&gt;
&lt;br /&gt;
Name Algorithm Aspect: &amp;lt;code&amp;gt;&amp;quot;nameFormulaOverride|ALGORITHM_NAME&amp;quot;&amp;lt;/code&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Example: &amp;lt;code&amp;gt;&amp;quot;nameFormulaOverride|drauvenName&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Name formulas are defined in the file &amp;lt;code&amp;gt;assets/data/generation/human.names.json&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To create new name definitions for your race, add or edit a file with this name in the same relative location in your mod. This file will be structured as an object where the keys are all of your translation keys and the values define the parts used to construct the names.&lt;br /&gt;
&lt;br /&gt;
Sample name generator:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;drauvenName&amp;quot;: [&amp;quot;&amp;lt;DrauvenFirstName&amp;gt; &amp;lt;DrauvenConstructedSurnamePrefix&amp;gt;&amp;lt;DrauvenSurname&amp;gt;&amp;quot;],&lt;br /&gt;
    &amp;quot;drauvenFirstName&amp;quot;: [&amp;quot;_OR_&amp;quot;, [2, &amp;quot;&amp;lt;PredefinedDrauvenFirstName&amp;gt;&amp;quot;], [7, &amp;quot;&amp;lt;ConstructedDrauvenFirstName&amp;gt;&amp;quot;], [1, &amp;quot;&amp;lt;DrauvenFirstNameBegin&amp;gt;&amp;lt;drauvenFirstNameBegin&amp;gt;&amp;lt;drauvenFirstNameEnd&amp;gt;&amp;quot;]],&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;predefinedDrauvenFirstName&amp;quot;: [&amp;quot;Thuvayn&amp;quot;, &amp;quot;Pyarc&amp;quot;, &amp;quot;Vrsawl&amp;quot;, &amp;quot;Zuvyac&amp;quot;, &amp;quot;Colr&amp;quot;, &amp;quot;Tranyen&amp;quot;, &amp;quot;Mulsc&amp;quot;],&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;constructedDrauvenFirstName&amp;quot;: [&amp;quot;&amp;lt;DrauvenFirstNameBegin&amp;gt;&amp;lt;drauvenFirstNameEnd&amp;gt;&amp;quot;],&lt;br /&gt;
    &amp;quot;drauvenFirstNameBegin&amp;quot;: [&amp;quot;lwa&amp;quot;, &amp;quot;lau&amp;quot;, &amp;quot;zve&amp;quot;, &amp;quot;xar&amp;quot;, &amp;quot;vyx&amp;quot;, &amp;quot;styx&amp;quot;, &amp;quot;ghirr&amp;quot;, &amp;quot;tsyx&amp;quot;, &amp;quot;mexx&amp;quot;, &amp;quot;idgr&amp;quot;, &amp;quot;thog&amp;quot;, &amp;quot;thuv&amp;quot;, &amp;quot;py&amp;quot;, &amp;quot;vrs&amp;quot;, &amp;quot;zu&amp;quot;, &amp;quot;kyv&amp;quot;, &amp;quot;ksu&amp;quot;, &amp;quot;dra&amp;quot;, &amp;quot;ts&amp;quot;, &amp;quot;dee&amp;quot;, &amp;quot;vra&amp;quot;, &amp;quot;tsyr&amp;quot;, &amp;quot;mul&amp;quot;, &amp;quot;tran&amp;quot;, &amp;quot;co&amp;quot;, &amp;quot;du&amp;quot;, &amp;quot;kyo&amp;quot;, &amp;quot;kree&amp;quot;, &amp;quot;cv&amp;quot;, &amp;quot;ady&amp;quot;, &amp;quot;boh&amp;quot;, &amp;quot;dorb&amp;quot;, &amp;quot;dar&amp;quot;, &amp;quot;dra&amp;quot;, &amp;quot;bor&amp;quot;, &amp;quot;groz&amp;quot;, &amp;quot;ylc&amp;quot;, &amp;quot;kal&amp;quot;, &amp;quot;uvz&amp;quot;, &amp;quot;dyg&amp;quot;, &amp;quot;auk&amp;quot;, &amp;quot;yvy&amp;quot;, &amp;quot;kve&amp;quot;, &amp;quot;cas&amp;quot;, &amp;quot;marz&amp;quot;, &amp;quot;kras&amp;quot;, &amp;quot;lju&amp;quot;, &amp;quot;rost&amp;quot;, &amp;quot;zbyh&amp;quot;, &amp;quot;ves&amp;quot;, &amp;quot;srbi&amp;quot;, &amp;quot;zahv&amp;quot;, &amp;quot;zby&amp;quot;, &amp;quot;jaro&amp;quot;, &amp;quot;zyz&amp;quot;, &amp;quot;osor&amp;quot;, &amp;quot;przby&amp;quot;, &amp;quot;tych&amp;quot;, &amp;quot;vla&amp;quot;, &amp;quot;vyas&amp;quot;, &amp;quot;zvez&amp;quot;],&lt;br /&gt;
    &amp;quot;drauvenFirstNameEnd&amp;quot;: [&amp;quot;ysl&amp;quot;, &amp;quot;yn&amp;quot;, &amp;quot;ayn&amp;quot;, &amp;quot;arc&amp;quot;, &amp;quot;rc&amp;quot;, &amp;quot;rn&amp;quot;, &amp;quot;orr&amp;quot;, &amp;quot;rek&amp;quot;, &amp;quot;ra&amp;quot;, &amp;quot;reth&amp;quot;, &amp;quot;veth&amp;quot;, &amp;quot;xis&amp;quot;, &amp;quot;eth&amp;quot;, &amp;quot;rok&amp;quot;, &amp;quot;xra&amp;quot;, &amp;quot;rel&amp;quot;, &amp;quot;duk&amp;quot;, &amp;quot;yrn&amp;quot;, &amp;quot;ish&amp;quot;, &amp;quot;ysh&amp;quot;, &amp;quot;wn&amp;quot;, &amp;quot;osk&amp;quot;, &amp;quot;ysk&amp;quot;, &amp;quot;ssl&amp;quot;, &amp;quot;xol&amp;quot;, &amp;quot;awl&amp;quot;, &amp;quot;vyac&amp;quot;, &amp;quot;orr&amp;quot;, &amp;quot;arr&amp;quot;, &amp;quot;lr&amp;quot;, &amp;quot;lrr&amp;quot;, &amp;quot;yen&amp;quot;, &amp;quot;sc&amp;quot;, &amp;quot;st&amp;quot;, &amp;quot;mpv&amp;quot;, &amp;quot;yost&amp;quot;, &amp;quot;esna&amp;quot;, &amp;quot;ka&amp;quot;, &amp;quot;jek&amp;quot;, &amp;quot;rig&amp;quot;, &amp;quot;rut&amp;quot;, &amp;quot;myr&amp;quot;, &amp;quot;oza&amp;quot;, &amp;quot;zet&amp;quot;, &amp;quot;ska&amp;quot;, &amp;quot;vak&amp;quot;, &amp;quot;wia&amp;quot;, &amp;quot;cno&amp;quot;, &amp;quot;acz&amp;quot;, &amp;quot;ki&amp;quot;, &amp;quot;cko&amp;quot;],&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;drauvenConstructedSurnamePrefix&amp;quot;: [&amp;quot;_OR_&amp;quot;, [2, &amp;quot;&amp;quot;], [1, &amp;quot;&amp;quot;]],&lt;br /&gt;
    &amp;quot;drauvenSurname&amp;quot;: [&amp;quot;_OR_&amp;quot;, [2, &amp;quot;&amp;quot;], [1, &amp;quot;&amp;quot;]],&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;drauvenHostileFaction&amp;quot;: [&amp;quot;_OR_&amp;quot;, [1, &amp;quot;Zagarac&amp;quot;], [1, &amp;quot;Druvimos&amp;quot;]],&lt;br /&gt;
	&amp;quot;drauvenOutpostName&amp;quot;: [&amp;quot;&amp;lt;DrauvenFirstNameBegin&amp;gt;&amp;lt;drauvenFirstNameEnd&amp;gt; Outpost&amp;quot;],&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When we tell the game to use the `drauvenName` generator, the code will read the entry and see that we need to pick a &amp;#039;&amp;#039;DrauvenFirstName&amp;#039;&amp;#039;, a &amp;#039;&amp;#039;DrauvenConstructedSurnamePrefix&amp;#039;&amp;#039; and a &amp;#039;&amp;#039;DrauvenSurname&amp;#039;&amp;#039;.  Capitalization comes from the capitalization of the various pieces: specifying &amp;#039;&amp;#039;DrauvenFirstName&amp;#039;&amp;#039; will capitalize whatever is chosen, but using &amp;#039;&amp;#039;drauvenFirstName&amp;#039;&amp;#039; will not.&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;drauvenFirstName&amp;#039;&amp;#039; entry showcases an example of the &amp;lt;code&amp;gt;_OR_&amp;lt;/code&amp;gt; option. Everything following the OR is an array with two values. The first value specifies the relative weight/probability of that option being chosen, and the second entry specifies what to generate when that entry is selected.  In this case, &amp;#039;&amp;#039;drauvenFirstName&amp;#039;&amp;#039; has a 2-in-10 chance of selecting a &amp;#039;&amp;#039;PredefinedName&amp;#039;&amp;#039;, a 7-in-10 chance of a &amp;#039;&amp;#039;ConstructedDrauvenName&amp;#039;&amp;#039;, which is later defined to be one beginning-sound followed by an ending-sound, and a 1-in-10 chance of combining two beginning-sounds with one ending-sound.&lt;br /&gt;
&lt;br /&gt;
As of Version 1.10 (Suna Lo Haster), the name generator will no longer wipe out other name generators if they have different keys, thereby allowing multiple mods to create arbitrary name generation algorithms. (If your mod includes a key that is identical to one in the base game or another mod, the new definition will overwrite the old one.)&lt;br /&gt;
&lt;br /&gt;
== Non-Human Abilities &amp;amp; Skills ==&lt;br /&gt;
&lt;br /&gt;
You can create a skill deck for your mod and use that to create custom abilities that your characters can select at level-up.  Skills are granted by &amp;lt;code&amp;gt;aspects&amp;lt;/code&amp;gt;, so start by creating a new file in your &amp;lt;code&amp;gt;assets/data/aspects&amp;lt;/code&amp;gt; folder to hold your skill selections. (For example, you might call it &amp;lt;code&amp;gt;assets/data/aspects/drauvenDeck.json&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
=== Adding Race-Specific Skills ===&lt;br /&gt;
&lt;br /&gt;
A race-specific skill with an upgrade might look something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;modId&amp;quot;: &amp;quot;wildermyth-drauven-pcs&amp;quot;,&lt;br /&gt;
	&amp;quot;id&amp;quot;: &amp;quot;drauvenDeck_common_battleyell&amp;quot;,&lt;br /&gt;
	&amp;quot;effects&amp;quot;: [ &amp;quot;drauven_pc_battleyell&amp;quot; ],&lt;br /&gt;
	&amp;quot;boostType&amp;quot;: &amp;quot;ABILITY_CLASS&amp;quot;,&lt;br /&gt;
	&amp;quot;legacyAbilityChoice&amp;quot;: true,&lt;br /&gt;
	&amp;quot;abilityRequiresOneAspectOf&amp;quot;: [ &amp;quot;drauven_pc&amp;quot; ],&lt;br /&gt;
	&amp;quot;info&amp;quot;: { &amp;quot;abilityDeckUsage&amp;quot;: &amp;quot;common&amp;quot;, &amp;quot;abilityDeckIcon&amp;quot;: &amp;quot;bloodrage&amp;quot; }&lt;br /&gt;
},&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;modId&amp;quot;: &amp;quot;wildermyth-drauven-pcs&amp;quot;,&lt;br /&gt;
	&amp;quot;id&amp;quot;: &amp;quot;drauvenDeck_common_battleyell_upgrade&amp;quot;,&lt;br /&gt;
	&amp;quot;legacyAbilityChoice&amp;quot;: true,&lt;br /&gt;
	&amp;quot;abilityRequiresOneAspectOf&amp;quot;: [ &amp;quot;drauven_pc&amp;quot; ],&lt;br /&gt;
	&amp;quot;info&amp;quot;: {&lt;br /&gt;
		&amp;quot;abilityDeckUsage&amp;quot;: &amp;quot;upgrade&amp;quot;,&lt;br /&gt;
		&amp;quot;upgradeForAbility&amp;quot;: &amp;quot;drauvenDeck_common_battleyell&amp;quot;,&lt;br /&gt;
		&amp;quot;abilityDeckIcon&amp;quot;: &amp;quot;bloodrage&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Using &amp;lt;code&amp;gt;abilityRequiresOneAspectOf&amp;lt;/code&amp;gt; we can specify our custom race aspect so that the ability is only offered to our custom characters&lt;br /&gt;
* The &amp;lt;code&amp;gt;effects&amp;lt;/code&amp;gt; entry will point to the ID of the actual ability (effect) being granted. (See [[Modding monster abilities]] for some additional info on creating ability effects)&lt;br /&gt;
* The &amp;lt;code&amp;gt;abilityDeckUsage&amp;lt;/code&amp;gt; can be set to &amp;lt;code&amp;gt;common&amp;lt;/code&amp;gt; to make it available to all members of your race, or &amp;lt;code&amp;gt;warrior&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;hunter&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;mystic&amp;lt;/code&amp;gt; to make it both race and class specific.&lt;br /&gt;
&lt;br /&gt;
=== Blocking Human-Only Skills ===&lt;br /&gt;
&lt;br /&gt;
As of Version 1.10 (Suna Lo Haster), if there are skills in the game that you want to keep as human-only you can find those skills in the base game files and copy them into your mod&amp;#039;s skill deck file to add a &amp;lt;code&amp;gt;abilityForbidAspects&amp;lt;/code&amp;gt; field to them.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;abilityForbidAspects&amp;lt;/code&amp;gt;&lt;br /&gt;
If this is an ability aspect, this ability will only be granted to a hero if that hero has none of these aspects.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, if you want to block Wolfcall from being offered to your custom race, you would add the following to your aspect file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;id&amp;quot;: &amp;quot;warriorDeck_wolfcall&amp;quot;,&lt;br /&gt;
	&amp;quot;effects&amp;quot;: [ &amp;quot;warrior_wolfcallTriggerOnKill&amp;quot; ],&lt;br /&gt;
	&amp;quot;boostType&amp;quot;: &amp;quot;ABILITY_CLASS&amp;quot;,&lt;br /&gt;
	&amp;quot;legacyAbilityChoice&amp;quot;: true,&lt;br /&gt;
	&amp;quot;abilityForbidAspects&amp;quot;: [&amp;quot;drauven_pc&amp;quot;],&lt;br /&gt;
	&amp;quot;showInTooltip&amp;quot;: true,&lt;br /&gt;
	&amp;quot;info&amp;quot;: { &amp;quot;abilityDeckUsage&amp;quot;: &amp;quot;warrior&amp;quot;, &amp;quot;abilityDeckIcon&amp;quot;: &amp;quot;wolfcall&amp;quot; }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Relatives: Parents &amp;amp; Children ==&lt;br /&gt;
&lt;br /&gt;
Wildermyth is all about family legacies - and when adding a custom race, it is also possible to update events so that any relatives will also be members of your custom race!&lt;br /&gt;
&lt;br /&gt;
=== Children Joining the Party ===&lt;br /&gt;
&lt;br /&gt;
Children are added to the party through the file &amp;lt;code&amp;gt;assets/data/effects/kidRecruit/officialNotification.json&amp;lt;/code&amp;gt;.  The child&amp;#039;s primary parent has the role of &amp;lt;code&amp;gt;sponsor&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In the &amp;lt;code&amp;gt;outcomes&amp;lt;/code&amp;gt; section of this file, you can add a &amp;lt;code&amp;gt;Test&amp;lt;/code&amp;gt; for the race of the character in the &amp;lt;code&amp;gt;sponsor&amp;lt;/code&amp;gt; role and apply your initialization effect if appropriate. For example, in our Drauven mod we use the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;class&amp;quot;: &amp;quot;Test&amp;quot;,&lt;br /&gt;
		&amp;quot;value&amp;quot;: &amp;quot;sponsor.drauven&amp;quot;,&lt;br /&gt;
		&amp;quot;threshold&amp;quot;: &amp;quot;1&amp;quot;,&lt;br /&gt;
		&amp;quot;onPass&amp;quot;: {&lt;br /&gt;
			&amp;quot;class&amp;quot;: &amp;quot;Aspects&amp;quot;,&lt;br /&gt;
			&amp;quot;target&amp;quot;: &amp;quot;hero&amp;quot;,&lt;br /&gt;
			&amp;quot;addAspects&amp;quot;: [&lt;br /&gt;
				{ &amp;quot;id&amp;quot;: &amp;quot;drauven_pc_init&amp;quot;, &amp;quot;value&amp;quot;: &amp;quot;1&amp;quot; }&lt;br /&gt;
			]&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Parents in Comics ===&lt;br /&gt;
Many events generate parents or relatives for characters. To find events that might be generating related characters, use a tool that allows you to search for text in multiple files (such as the project-search feature in VS Code) for instances of &amp;lt;code&amp;gt;&amp;quot;looksSimilarTo&amp;quot;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If the role being generated is a relative of one of your heroes, copy the event to your mod (following the same folder structure that the original event was found in) and duplicate the NPC generation code. We will add a &amp;lt;code&amp;gt;test&amp;lt;/code&amp;gt; to each version of the NPC to check if the character they look similar to is of our custom race and apply the initialization effect we made if true.&lt;br /&gt;
&lt;br /&gt;
For example, &amp;quot;Family Business&amp;quot; (&amp;lt;code&amp;gt;encounter_wilderness_familyBusiness_revision.json&amp;lt;/code&amp;gt;) defines Parent1 as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;npcId&amp;quot;: &amp;quot;familyBusiness_Parent1&amp;quot;,&lt;br /&gt;
			&amp;quot;createEntity&amp;quot;: {&lt;br /&gt;
				&amp;quot;query&amp;quot;: {&lt;br /&gt;
					&amp;quot;baseTag&amp;quot;: &amp;quot;human&amp;quot;,&lt;br /&gt;
					&amp;quot;inRelationTo&amp;quot;: &amp;quot;hero&amp;quot;,&lt;br /&gt;
					&amp;quot;setClass&amp;quot;: &amp;quot;farmer&amp;quot;,&lt;br /&gt;
					&amp;quot;setAge&amp;quot;: &amp;quot;veryOldAge&amp;quot;,&lt;br /&gt;
					&amp;quot;looksSimilarTo&amp;quot;: &amp;quot;hero&amp;quot;&lt;br /&gt;
				},&lt;br /&gt;
				&amp;quot;additionalOutcome&amp;quot;: {&lt;br /&gt;
					&amp;quot;class&amp;quot;: &amp;quot;DoAll&amp;quot;,&lt;br /&gt;
					&amp;quot;outcomes&amp;quot;: [&lt;br /&gt;
						null,&lt;br /&gt;
						{ &amp;quot;class&amp;quot;: &amp;quot;AddGear&amp;quot;, &amp;quot;itemById&amp;quot;: &amp;quot;farmerGarbRough&amp;quot; }&lt;br /&gt;
					]&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make the parent Drauven if the hero is themselves Drauven, we update this section by adding a copy of the initial version. The version that tests for &amp;lt;code&amp;gt;1 - \[our race aspect\]&amp;lt;/code&amp;gt; will be executed if the character is &amp;#039;&amp;#039;not&amp;#039;&amp;#039; a member of our customer race, and the version that simply tests for our racial aspect will generate if the hero in question is a member of our custom race.  For example: &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;npcId&amp;quot;: &amp;quot;familyBusiness_Parent1&amp;quot;,&lt;br /&gt;
			&amp;quot;test&amp;quot;: &amp;quot;1-hero.drauven&amp;quot;,&lt;br /&gt;
			&amp;quot;createEntity&amp;quot;: {&lt;br /&gt;
				&amp;quot;query&amp;quot;: {&lt;br /&gt;
					&amp;quot;baseTag&amp;quot;: &amp;quot;human&amp;quot;,&lt;br /&gt;
					&amp;quot;inRelationTo&amp;quot;: &amp;quot;hero&amp;quot;,&lt;br /&gt;
					&amp;quot;setClass&amp;quot;: &amp;quot;farmer&amp;quot;,&lt;br /&gt;
					&amp;quot;setAge&amp;quot;: &amp;quot;veryOldAge&amp;quot;,&lt;br /&gt;
					&amp;quot;looksSimilarTo&amp;quot;: &amp;quot;hero&amp;quot;&lt;br /&gt;
				},&lt;br /&gt;
				&amp;quot;additionalOutcome&amp;quot;: {&lt;br /&gt;
					&amp;quot;class&amp;quot;: &amp;quot;DoAll&amp;quot;,&lt;br /&gt;
					&amp;quot;outcomes&amp;quot;: [&lt;br /&gt;
						null,&lt;br /&gt;
						{ &amp;quot;class&amp;quot;: &amp;quot;AddGear&amp;quot;, &amp;quot;itemById&amp;quot;: &amp;quot;farmerGarbRough&amp;quot; }&lt;br /&gt;
					]&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
		},&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;npcId&amp;quot;: &amp;quot;familyBusiness_Parent1&amp;quot;,&lt;br /&gt;
			&amp;quot;test&amp;quot;: &amp;quot;hero.drauven&amp;quot;,&lt;br /&gt;
			&amp;quot;createEntity&amp;quot;: {&lt;br /&gt;
				&amp;quot;query&amp;quot;: {&lt;br /&gt;
					&amp;quot;baseTag&amp;quot;: &amp;quot;human&amp;quot;,&lt;br /&gt;
					&amp;quot;inRelationTo&amp;quot;: &amp;quot;hero&amp;quot;,&lt;br /&gt;
					&amp;quot;setClass&amp;quot;: &amp;quot;farmer&amp;quot;,&lt;br /&gt;
					&amp;quot;setAge&amp;quot;: &amp;quot;veryOldAge&amp;quot;,&lt;br /&gt;
					&amp;quot;looksSimilarTo&amp;quot;: &amp;quot;hero&amp;quot;&lt;br /&gt;
				},&lt;br /&gt;
				&amp;quot;addAspects&amp;quot;: [&lt;br /&gt;
					{ &amp;quot;id&amp;quot;: &amp;quot;drauven_pc_init&amp;quot;, &amp;quot;value&amp;quot;: &amp;quot;1&amp;quot; }&lt;br /&gt;
				]&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mod Conflicts &amp;amp; Coordination ===&lt;br /&gt;
&lt;br /&gt;
If multiple mods are installed that overwrite these files &amp;amp; check for relatedness, only one mod will be able to win. Is there a way that we can coordinate our efforts to test for race more generically and apply the appropriate effect across multiple mods? Feel free to join the Wildermyth Discord to discuss this in the #tools-and-modding channel!&lt;/div&gt;</summary>
		<author><name>Ironskink</name></author>
	</entry>
</feed>