Custom Portraits - coloursofnoise/Resources GitHub Wiki
Create a file named Portraits.xml in your Graphics folder (see here for how to set that up).
Follow this example, replacing {yourportrait} with the name of your portrait:
<?xml version="1.0" encoding="utf-8" ?>
<Sprites>
<portrait_{yourportrait} path="{yourportrait}/" sfx="{yourportrait}" textbox="{yourportrait}">
<Center />
<sfxs>
<normal index="1"/>
</sfxs>
<Loop id="idle_normal" path="normal" delay="0.1" frames="0"/>
</portrait_{yourportrait}>
</Sprites>portrait_{yourportrait} corresponds to YOURPORTRAIT in [YOURPORTRAIT right normal]
-
pathindicates the folder within the Portraits atlas (Graphics/Atlases/Portraits/)⚠️ Make sure to include the/at the end -
sfxrefers to the audio event used, and is appended toevent:/char/dialogue/ -
textboxis the path to the textbox texture relative toGraphics/Atlases/Portraits/textbox -
phonestaticcan be either "mom" or "ex" (Optional) -
glitchycan be "true" or "false" (Optional)
the Center tag is reccomended to center the portrait in the textbox
There are three different prefixes that can be used for animation ids:
-
begin: played before the idle or talk animation -
idle: played when not talking -
talk: played when talking
Each group of animations (or expression) also needs an assigned index in the sfxs element, which is used as the dialogue_portrait audio parameter
The dialogue_end audio param will be set to 1 if the audio is ending.
TextBoxes will also use an additional _overlay sprite if present.
MiniTextboxes will use the associated _mini sprite if present.