lfs, current build

This commit is contained in:
2026-08-08 15:20:37 -04:00
parent 2efed2a443
commit a5904b917b
397 changed files with 215918 additions and 2458 deletions
+42 -120
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@@ -58,6 +58,10 @@ If you're making your own character, your best bet would probably be just to cop
Working folder/directory of textures the areas will use.
#### Anm2RootPath (path)
Working folder/directory of anm2 files the areas will use. If omitted, TextureRootPath is used.
#### WorldBoundsNull (string)
The area ANM2 null used to set world bounds. Defaults to `Bounds`.
#### ItemSpawnNull (string)
The area ANM2 null used to choose random item spawn positions. Items can spawn at any point inside this null rect. If omitted or invalid, WorldBoundsNull is used.
#### Area
#### Texture (path)
@@ -113,12 +117,6 @@ The minimum digestion rate for the character, in percent per second.
The maximum digestion rate for the character, in percent per second.
#### DigestionTimerMax (int, ticks)
When digesting, the digestion bar will count down, and then when it hits 0, the current calories will be digested. This determines how long this takes, in ticks.
#### EatSpeedMultiplier (double)
A multiplier that speeds/slows down the eating animation, at base.
#### EatSpeedMinMultiplier (double)
Determines the minimum eating speed multiplier.
#### EatSpeedMaxMultiplier (double)
Determines the maximum eating speed multiplier.
#### BlinkChance (double, percent)
Chance each tick to trigger a blink override.
#### GurgleChance (double, percent)
@@ -263,7 +261,7 @@ The cursor's pan animation, when panning with middle mouse button.
### Zoom
The cursor's zoom animation, when zooming in/out with the mouse wheel.
### Return
The cursor's return animation, when holding right click to return an item to the inventory (or to dispose of it if chewed.)
The cursor's return animation, when holding right click on a spawned item.
#### Animation (string)
The animation the cursor will use in these contexts.
### Actions
@@ -315,7 +313,7 @@ The actual dialogue content of the entry. Should support Unicode, provided the f
#### Animation (string)
A character animation that will play at the beginning of the dialogue. This may be expanded into the future to allow animations to play dynamically per dialogue index. Again, make sure it's just the base name for the animation, no stage numbers.
### Effects
Dialogue effects can be added as child elements of an `Entry`. `Small` and `Big` are fixed text scale effects. `Oscillation`, `Shake`, and `Screenshake` use engine defaults for their strength/timing values; do not write `Amplitude`, `Frequency`, `Period`, `Magnitude`, or `TimeTicks` for those effects. `Scale` and `Rainbow` are no longer supported.
Dialogue effects can be added as child elements of an `Entry`. `Small` and `Big` are fixed text scale effects. `Silent` suppresses blips and character talking for its range. `Oscillation`, `Shake`, and `Screenshake` use engine defaults for their strength/timing values; do not write `Amplitude`, `Frequency`, `Period`, `Magnitude`, or `TimeTicks` for those effects. `Scene` hides windows and items and disables interaction until the active dialogue chain reaches and finishes its terminal entry. If another `Scene` appears while one is active, it is ignored. `Scale` and `Rainbow` are no longer supported.
### Choice
Dialogue can be branching; simply added "Choice" elements into the Entry element.
#### Next (string)
@@ -328,72 +326,20 @@ A "pool" of dialogue refers to a collection of entries that can be randomly pick
#### Label (string)
The name of the dialogue pool; can be referenced elsewhere.
### Entry
### Entry (string)
#### Label (string)
The name of the entry; to be added to the pool.
### Start
This dialogue will play upon a new game, once its animation has concluded.
#### Animation (string)
The name of the animation that will be played.
#### Label (string)
The name of the entry that will be played.
### End
The dialogue that will play upon completion of the game (character hitting max stage).
#### Label (string)
The name of the entry that will be played.
### Help
The dialogue that will be play when the player presses the "Help" button in "Chat".
#### Label (string)
The name of the entry that will be played.
### StageUp
Dialogue that will play after a character undergoes a stage up.
### Hooks
Groups dialogue hooks. Hooks connect gameplay events to either a specific entry or a pool.
### Hook
#### Type (string)
The gameplay hook name. Current hook names include `Start`, `End`, `Help`, `StageUp`, `Random`, `Feed`, `FeedFull`, `Eat`, `EatFull`, `Full`, `Throw`, `LowCapacity`, `Digest`, `FoodTaken`, and `FoodTakenFull`.
#### Entry (string)
The entry to play for this hook.
#### Pool (string)
The name of the pool that entries will be drawn from.
### Random
The dialogue that will be play when the player presses the "Let's chat!" button in "Chat".
#### Pool (string)
The name of the pool that entries will be drawn from.
### Feed
The dialogue that will be play when the user begins holding a food item.
#### Pool (string)
The name of the pool that entries will be drawn from.
### FeedFull
The dialogue that will be play when the user begins holding a food item, when the character is over capacity.
#### Pool (string)
The name of the pool that entries will be drawn from.
### Eat
The dialogue that will be play after the character finishes a food item.
#### Pool (string)
The name of the pool that entries will be drawn from.
### EatFull
The dialogue that will be play after the character finishes a food item, when the character is over capacity.
#### Pool (string)
The name of the pool that entries will be drawn from.
### Full
The dialogue that will be play when the character is completely full and will deny the user feeding them.
#### Pool (string)
The name of the pool that entries will be drawn from.
### Throw
The dialogue that will be play when the user throws food.
#### Pool (string)
The name of the pool that entries will be drawn from.
### LowCapacity
The dialogue that will be play when the character is presented a food item completely over their maximum capacity.
#### Pool (string)
The name of the pool that entries will be drawn from.
### Digest
The dialogue that will be play when digesting is finished.
#### Pool (string)
The name of the pool that entries will be drawn from.
### FoodTaken
The dialogue that will play when food is removed from the null area during a character's eating animation.
#### Pool (string)
The name of the pool that entries will be drawn from.
### FoodTakenFull
The dialogue that will play when food is removed from the null area during a character's eating animation, when the character is over capacity.
#### Pool (string)
The name of the pool that entries will be drawn from.
The pool to draw from for this hook.
#### Value (int)
Optional hook-specific value. `StageUp` uses the displayed stage number. For a matching hook type, value-specific hooks override general hooks, then entry hooks override pool hooks.
## items.xml
Has all items and their parameters, alongside additional behavior.
@@ -405,38 +351,39 @@ Working folder/directory of where used textures will be contained within.
Working folder/directory of where used sounds will be contained within.
#### BaseAnm2 (path)
The base anm2 file that items will use. Items can technically have their own .anm2 and animate accordingly, but I haven't tested this much.
### Animations
### Chew
When items are chewed, play this animation family. The game looks for `Chew0`, `Chew1`, `Chew2`, and so on inside the item's `.anm2`.
#### Animation (string)
The name of the animation. Only the base part ("Chew", usually)
#### BaseSpawnDelayTicks (int)
Base cooldown before another item can be spawned.
#### ItemSpawnLimit (int)
Maximum number of spawned world items at once.
#### SpawnDelayStageMultiplier (float)
Multiplies the spawn delay once per character stage. Values below `1.0` make item spawning faster as stage increases.
### Actions
The various item actions. Each action can contain multiple `Sound` elements to randomly play from a selection.
### Bounce
The sound that will play when an item is bounced (hitting a floor/wall/ceiling with velocity).
### Dispose
The sound that will play when an item is disposed of (when an item has chewed and is right clicked).
The sound that will play when an item is disposed of.
### Summon
The sound that will play when an item is spawned (clicking on it in inventory).
The sound that will play when an item is spawned.
### Return
The sound that will play when an item is returned to inventory (right clicking on it in world).
The sound that will play when an item is returned.
### Sound
#### Path (path)
The path to the sound that will play, based on SoundRootPath.
### Categories
The kinds of items present. Will appear in inventory tooltips.
The kinds of items present. Will appear in Catalog tooltips.
### Category
#### Name (string)
The name of the category.
#### IsEdible (bool)
Determines if the category of item can be eaten by the character.
#### UseMode (string)
Controls how items in this category are used after spawning. `Edible` marks food that can be eaten. `Tool` marks non-food tools.
### Flavors
Item flavors (for food). Honestly have no meaning but flavor text at the moment but whatever.
### Flavor
#### Name (string)
Name of the flavor.
### Rarities
Different rarities of item. Shows in inventory and each can have their own drop chance.
Different rarities of item. Shows in the Catalog and each can have their own drop chance.
### Rarity
#### Name (string)
Name of the rarity.
@@ -444,24 +391,11 @@ Name of the rarity.
Relative rarity weight for item systems.
#### Sound (path)
Sound that will play when an item of this rarity is awarded.
#### IsHidden (bool)
If true, items with this rarity will not be previewed in the inventory, unlesss possessed. Assumed false if not present.
#### IsHiddenInCatalog (bool)
If true, this rarity is marked as hidden in the Catalog. Undiscovered items still appear as unknown silhouettes.
### Items
#### TextureRootPath (path)
Working folder/directory of where used item textures will be contained within.
#### Durability (int)
Base durability for items.
Durability means "number of bites before deletion."
Example with `Durability="3"`:
- `Chew0`: untouched
- `Chew1`: after one bite
- `Chew2`: after two bites
- removed after the third bite
#### QuantityMax (int)
How many items of a type can be possessed at once.
### Item
An individual item entry.
#### Name (string)
@@ -484,20 +418,12 @@ The amount of calories in an item has (if food).
Capacity increase granted as the item is eaten.
#### DigestionBonus (float, percent; optional)
The additional digestion rate in percent the item will give if eaten.
#### EatSpeedBonus (float; optional)
The additional eat speed multiplier the item will give if eaten.
#### Gravity (float; optional)
The item's gravity; will use the default gravity if not available.
#### Durability (int; optional)
Custom durability override for the item.
#### ColorR, ColorG, ColorB (float, 0-1; optional)
Optional item UI color. Missing components default to `0` if any color component is provided.
#### UpgradeID (string; optional)
The name of another item that this item will be able to be upgraded to.
#### UpgradeCount (int; optional)
The amount of this item it will take to upgrade to the upgrade item specified in UpgradeID.
#### IsToggleSpritesheet (bool; optional)
When used in the inventory, will toggle the character's spritesheet (in Pokemon terms, toggling normal/shiny palettes).
When used as a tool, will toggle the character's spritesheet (in Pokemon terms, toggling normal/shiny palettes).
## strings.xml
Character-specific text strings.
@@ -568,8 +494,6 @@ Character's current consumed calories.
Character's capacity, in calories. Remember, max capacity effectively is capacity * CapacityOverstuffedMultiplier (from character.xml)
#### DigestionRatePerSecond (float, percent/second)
Character's digestion rate in percent per second.
#### EatSpeedMultiplier (float)
Eat speed multiplier for the character's Eat animation.
#### IsDigesting (bool)
Determines if character is currently digesting (when the bar is going down)
#### DigestionProgress (float, percent)
@@ -578,24 +502,22 @@ Character's digestion progress. Digestion max is always 100%.
When digestion bar is going down, this is the remaining time to 0 (in ticks)
#### TotalCaloriesConsumed (float)
Total calories consumed by the character, per save file.
#### TotalFoodItemsEaten (int)
How many food items have been completely consumed by the character, per save file.
### Inventory
Items.
#### ID (int)
ID of item being tracked (see items.xml)
#### Quantity (int)
Count of the item.
#### TotalItemsSpawned (int)
How many items have been spawned, per save file.
#### TotalItemsConsumed (int)
How many items have been completely consumed by the character, per save file.
### Items
World items currently spawned outside the inventory.
World items currently spawned outside the Catalog.
#### ID (int)
Item ID from `items.xml`.
#### Durability (int)
Current bite progress for that spawned item.
#### PositionX, PositionY (float)
World position.
#### VelocityX, VelocityY (float)
World velocity.
### Discovered
Catalog item IDs that have been discovered.
#### ID (int)
Item ID from `items.xml`.
#### Rotation (float)
Current rotation.
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@@ -0,0 +1,3 @@
<Areas TextureRootPath="gfx/areas" BaseAnm2="area.anm2" WorldBoundsNull="Bounds" ItemSpawnNull="ItemSpawn">
<Area Texture="area.png" Gravity="0.95" Friction="0.75" AirResistance="0.975" />
</Areas>
@@ -0,0 +1,80 @@
<Character Name="Braixen" TextureRootPath="gfx" SoundRootPath="sfx" Render="preview/render.png" Portrait="preview/portrait.png" Anm2="character/braixen.anm2" Description="A fire-wielding, enigmatic Fox Pokémon. You're her apprentice!" Credits="Art, Animation, Dialogue: ShweetMagnet Sound Effects: Pokemon, skunkwhoplunks Commissioned by @FatGirIsHMU on Twitter" WeightKilograms="32" WeightMaxKilograms="250" CapacityCalories="1000" CapacityMinCalories="1000" CapacityMaxCalories="10000" CapacityOverstuffedMultiplier="1.5" CapacityIfOverStuffedOnDigestBonus="0.2" CaloriesToKilogram="0.001" DigestionTimerMax="120" BlinkChance="0.5" GurgleChance="0.00050000002" GurgleChanceFromCapacityMultiplier="10" DialoguePool="Stage1" ColorR="0.90196079" ColorG="0.15686275" ColorB="0.16078432" BlipDelayTicks="4" DelayTicks="4" DigestionRatePerSecond="1.5" DigestionRatePerSecondMax="4.5">
<Stages>
<Stage ThresholdKilograms="35" DialoguePool="Stage2" AppendStringForAnimations="Stage2" />
<Stage ThresholdKilograms="45" DialoguePool="Stage3" AppendStringForAnimations="Stage3" />
<Stage ThresholdKilograms="55" DialoguePool="Stage4" AppendStringForAnimations="Stage4" />
<Stage ThresholdKilograms="70" DialoguePool="Stage5" AppendStringForAnimations="Stage5" />
<Stage ThresholdKilograms="95" DialoguePool="Stage6" AppendStringForAnimations="Stage6" />
<Stage ThresholdKilograms="125" DialoguePool="Stage7" AppendStringForAnimations="Stage7" />
<Stage ThresholdKilograms="160" DialoguePool="Stage8" AppendStringForAnimations="Stage8" />
<Stage ThresholdKilograms="200" DialoguePool="Stage9" AppendStringForAnimations="Stage9" />
<Stage ThresholdKilograms="250" DialoguePool="Stage10" AppendStringForAnimations="Stage10" />
</Stages>
<Animations>
<Start Animation="Appear" />
<Idle Animation="Idle" />
<IdleFull Animation="NeutralFull" />
<StageUp Animation="StageUp" />
</Animations>
<AnimationOverrides>
<Talk LayerSource="Talk" LayerDestination="Mouth" />
<Blink LayerSource="Blink" LayerDestination="Eye" />
</AnimationOverrides>
<EatAreas>
<EatArea Null="Mouth" Animation="Eat" EventToActivate="Eat" />
</EatAreas>
<Actions>
<Digest>
<Sound Path="digest1.ogg" />
<Sound Path="digest2.ogg" />
<Sound Path="digest3.ogg" />
</Digest>
<Gurgle>
<Sound Path="gurgle1.ogg" />
<Sound Path="gurgle2.ogg" />
<Sound Path="gurgle3.ogg" />
<Sound Path="gurgle4.ogg" />
<Sound Path="gurgle5.ogg" />
</Gurgle>
</Actions>
<ExpandAreas>
<ExpandArea Layer="Torso" Null="Belly" ScaleMultiplierMaximum="1.25" />
</ExpandAreas>
<InteractAreaTypes>
<InteractArea Type="Rub" GlyphFromIconFont="2" IsHold="true" AnimationCursorHover="Hover" AnimationCursorActive="Rub">
<Sound Path="rub.ogg" />
<Particle Type="Circle" />
</InteractArea>
<InteractArea Type="Smack" GlyphFromIconFont="3" AnimationCursorHover="SmackHover" AnimationCursorActive="Smack" TimeToActivateNewDialogueTicks="300" ScaleEffectAmplitude="1" ScaleEffectCycles="3" DigestionBonusOnClick="0.25">
<Sound Path="smack1.ogg" />
<Sound Path="smack2.ogg" />
<Sound Path="smack3.ogg" />
<Sound Path="smack4.ogg" />
<Sound Path="smack5.ogg" />
<Particle Type="Circle" />
</InteractArea>
<InteractArea Type="Kiss" GlyphFromIconFont="4" AnimationCursorHover="KissHover" AnimationCursorActive="Kiss">
<Sound Path="kiss1.ogg" />
<Sound Path="kiss2.ogg" />
<Sound Path="kiss3.ogg" />
<Sound Path="kiss4.ogg" />
<Sound Path="kiss5.ogg" />
<Particle Type="Circle" />
</InteractArea>
<InteractArea Type="Turn Around" GlyphFromIconFont="5">
<Sound Path="turn.ogg" />
<Particle Type="Circle" />
</InteractArea>
</InteractAreaTypes>
<InteractAreas>
<InteractArea Type="Rub" Null="Head" DialoguePool="HeadRub" DialoguePoolFull="HeadRubFull" />
<InteractArea Type="Rub" Null="Belly" AnimationCursorActive="Grab" DialoguePool="BellyRub" DigestionBonusOnHover="0.1" DialoguePoolFull="BellyRubFull" />
<InteractArea Type="Kiss" Null="Mouth" DialoguePool="MouthKiss" DialoguePoolFull="MouthKiss" />
<InteractArea Type="Kiss" Null="Belly" DialoguePool="BellyKiss" DialoguePoolFull="BellyKiss" />
<InteractArea Type="Smack" Null="Belly" DialoguePool="BellySmack" Layer="Torso" DialoguePoolFull="BellySmack" />
<InteractArea Type="Smack" Null="ButtFront" DialoguePool="ButtSmack" Layer="LegFront" />
<InteractArea Type="Smack" Null="ButtBack" DialoguePool="ButtSmack" Layer="LegBack" />
<InteractArea Type="Turn Around" Null="FullBody" AnimationCursorHover="TurnAround" Animation="IdleBack" />
<InteractArea Type="Turn Around" Null="FullBodyBack" AnimationCursorHover="TurnAroundBack" Animation="Idle" />
</InteractAreas>
</Character>
+22
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@@ -0,0 +1,22 @@
<Cursor TextureRootPath="gfx" SoundRootPath="sfx" Anm2="cursor/cursor.anm2">
<Actions>
<Idle Animation="Default" />
<Click Animation="Click" />
<Hover Animation="Hover" />
<Grab Animation="Grab">
<Sound Path="grab.ogg" />
<Particle Type="Circle" />
</Grab>
<Release>
<Sound Path="release.ogg" />
</Release>
<Pan Animation="Pan" />
<Zoom Animation="Zoom" />
<Dispose Animation="Dispose" />
<Throw>
<Sound Path="throw.ogg" />
<Sound Path="throw2.ogg" />
<Sound Path="throw3.ogg" />
</Throw>
</Actions>
</Cursor>
+166
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@@ -0,0 +1,166 @@
<Dialogue DelayTicks="2" BlipDelayTicks="2" SoundRootPath="sfx">
<TextPlayback>
<Blip>
<Sound Path="blip.ogg"/>
</Blip>
<DelayCharacters>
<DelayCharacter Character="." DelayTicks="8" IsDisableTalk="true"/>
<DelayCharacter Character="," DelayTicks="8" IsDisableTalk="true"/>
<DelayCharacter Character="!" DelayTicks="8" IsDisableTalk="true"/>
<DelayCharacter Character="?" DelayTicks="8" IsDisableTalk="true"/>
</DelayCharacters>
</TextPlayback>
<Entries>
<Entry Animation="Appear" Label="StartAppear" Next="Start">
<Scene/>
</Entry>
<Entry Label="Start" Text="Lovely, lovely, lovely!! You must be my new apprentice~!" Animation="Sweet">
<Oscillation End="54" Start="40"/>
<Oscillation End="22" Start="16"/>
<Choice Text="W-wait, huh?!" Next="StartA-1"/>
<Choice Text="That&apos;s me!" Next="StartB-1"/>
<Color ColorR="1" ColorG="0.25" ColorB="0.25" End="54" Start="40"/>
<Screenshake End="44" Start="44"/>
<Sound End="44" Sound="boom.ogg" Start="44"/>
</Entry>
<Entry Label="StartA-1" Text="I&apos;m not mistaken! My blazing bright eyes can see into your soul! Without a doubt, you are my apprentice!" Next="StartA-2" Animation="Surprised">
<Color ColorR="1" ColorG="0.25" ColorB="0.25" End="103" Start="93"/>
</Entry>
<Entry Label="StartB-1" Text="Excellent! You&apos;ve gotten the message! Splendid! So splendid!" Next="StartA-2" Animation="Wicked">
<Color ColorR="1" ColorG="0.25" ColorB="0.25" End="103" Start="93"/>
<Shake End="59" Start="51"/>
</Entry>
<Entry Label="StartA-2" Text="Of course you would be! You&apos;ve got a certain...spirit, about you! Your own ember, burning furiously within you!" Next="StartA-3" Animation="Wicked">
<Color ColorR="1" ColorG="0.25" ColorB="0.25" End="53" Start="47"/>
<Color ColorR="1" ColorG="0.25" ColorB="0.25" End="81" Start="76"/>
<Shake End="100" Start="91"/>
</Entry>
<Entry Label="StartA-3" Text="Now, I must say...my practice isn&apos;t perfect yet. I am still a learner in the Art, and my pursuit is...unique." Animation="Thinking" Next="StartA-4"/>
<Entry Label="StartA-4" Text="The school I&apos;m enrolled in...encompasses only me. I&apos;m the founder, and the sole teacher and student! Until you came along, that is. Call me Braixen. I shall be your companion!" Animation="Smug" Next="StartA-5">
<Color ColorR="1" ColorG="0.25" ColorB="0.25" End="147" Start="140"/>
</Entry>
<Entry Label="StartA-5" Text="I should tell you about my philosophy, then! What the Art really is! To master the eternal flame, the unyielding ember, one must embrace it...fully!" Animation="Thinking" Next="StartA-6"/>
<Entry Label="StartA-6" Text="You see, my apprentice, what is more &quot;embracing&quot; than using...one&apos;s own body for the sake of the Art?! I can&apos;t believe no one else has considered such a thing!!" Animation="Excited" Next="StartA-7">
<Color ColorR="1" ColorG="0.25" ColorB="0.25" End="76" Start="62"/>
<Oscillation End="76" Start="62"/>
</Entry>
<Entry Label="StartA-7" Text="Listen closely! Your purpose is to turn my thin, meager body into an splendid host of the Art! My stomach a vast, boiling, bubbling cauldron! My physique abundant with heat and energy!" Animation="Stern" Next="StartA-8">
<Oscillation End="82" Start="69"/>
</Entry>
<Entry Label="StartA-8" Text="...hard to understand? Fine, then, I&apos;ll use more pedestrian language.
I want you to make me fat!
As fat as possible!" Animation="Wicked" Next="StartA-9">
<Big End="96" Start="69"/>
<Color ColorR="1" ColorG="0.25" ColorB="0.25" End="96" Start="92"/>
<Color ColorR="1" ColorG="0.25" ColorB="0.25" End="105" Start="101"/>
<Screenshake End="93" Start="92"/>
</Entry>
<Entry Label="StartA-9" Text="Some have called it &quot;ridiculous&quot;. Unhealthy. Absurd! Well, I call them lost! Fools who will never truly grasp the reality of the Art!" Animation="Pout" Next="StartA-10">
<Shake End="75" Start="71"/>
</Entry>
<Entry Label="StartA-10" Text="Your role now is to serve me well, and rejoice; for you, my apprentice, shall also scale the mountain of awakening through this!" Animation="Smug" Next="StartA-11"/>
<Entry Label="StartA-11" Text="Journey to faraway lands! Battle fierce opponents! Conquer and claim what foodstuffs you can scrounge to stoke the flame inside of my belly!" Animation="Horny" Next="StartA-12">
<Color ColorR="1" ColorG="0.25" ColorB="0.25" End="121" Start="105"/>
<Shake End="120" Start="105"/>
</Entry>
<Entry Label="StartA-12" Text="It will require dilligence, perserverance and perhaps...sacrifice. But, my student, following the Art shall yield many...rewards." Animation="Horny" Next="StartA-13">
<Color ColorR="1" ColorG="0.25" ColorB="0.25"/>
<Shake/>
<Animation Animation="Horny" Start="67"/>
</Entry>
<Entry Label="StartA-13" Text="I shall grace you with permanent authority over my vessel. I do not mind. I trust you. You bare the same ember as I. I know this!" Animation="Smug" Next="StartA-14">
<Color ColorR="1" ColorG="0.25" ColorB="0.25"/>
<Shake/>
<Animation Animation="Horny"/>
<Color ColorR="1" ColorG="0.25" ColorB="0.25" End="110" Start="105"/>
</Entry>
<Entry Label="StartA-14" Text="Now, venture forth! Heed thy call! Feed me! FEED ME!
...and do know that I can soothe any urges that may arise from witnessing such splendor." Animation="Wicked">
<Shake End="51" Start="44"/>
<Color ColorR="0.49803922" ColorG="0.49803922" ColorB="0.49803922" End="142" Start="53"/>
<Small End="142" Start="53"/>
<Animation Animation="Sweet" Start="5"/>
</Entry>
<Entry Animation="Curious" Label="Help" Text="Yes, my dear apprentice! What do you need assistance with?">
<Oscillation End="23" Start="4"/>
<Choice Text="You" Next="HelpYou"/>
<Choice Text="Choice"/>
</Entry>
<Entry Animation="Shocked" Label="HelpYou" Text="M-Me?! Apprentice, are you...daft? Did you not heed my instructions I spoke to you earlier?" Next="HelpYou2"/>
<Entry Animation="Angry" Label="HelpYou2" Text="Your mission is to follow my instructions in the Art! What&apos;s the Art?! Bah! Simpleton!" Next="HelpYou3">
<Color ColorR="1" ColorG="0.25" ColorB="0.25" End="52" Start="49"/>
<Color ColorR="1" ColorG="0.25" ColorB="0.25" End="68" Start="65"/>
</Entry>
<Entry Animation="Angry" Label="HelpYou3" Text="Fire! Flames! Heat! Energy! Mass! That&apos;s what the Art is! And to sum it up, I need to embrace it by GETTING FAT!!!">
<Screenshake End="110" Start="101"/>
<Shake End="121" Start="101"/>
<Sound End="110" Start="101" Sound="boom.ogg"/>
</Entry>
<Entry Animation="Angry" Label="HelpYou4" Text="Fire! Flames! Heat! Energy! Mass! That&apos;s what the Art is! And to sum it up, I need to embrace it by GETTING FAT!!!">
<Screenshake End="110" Start="101"/>
<Shake End="121" Start="101"/>
<Sound End="110" Start="101" Sound="boom.ogg"/>
<Animation Animation="Horny" Start="101"/>
</Entry>
<Entry Label="ButtSmack" Text="KYAH!!!" Animation="SurprisedBack">
<Big End="7"/>
<Shake End="7"/>
<Screenshake/>
<Screenshake/>
</Entry>
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<Item Name="Poké Puff (Supreme Winter)" Texture="item_024_poke_puff_supreme_winter.png" Description="A supreme Poké Puff that tastes like a frosty winter wonderland." Category="Food" Flavor="Spice" Rarity="Legendary" Calories="2500.0" />
<Item Name="Poké Puff (Supreme Wish)" Texture="item_025_poke_puff_supreme_wish.png" Description="A supreme Poké Puff that tastes like a cherished birthday celebration.&#10;It also is the biggest calorie nuke ever.&#10;Can Snivy eat it!?&#10;Also, statistically, it might be your birthday today, right?" Category="Food" Flavor="Spice" Rarity="???" Calories="10000.0" />
<Item Name="Poké Puff (Supreme Honor)" Texture="item_026_poke_puff_supreme_honor.png" Description="A supreme Poké Puff that tastes like a monumental victory.&#10;You've earned it...if Braixen can eat it!" Category="Food" Flavor="Mocha" Rarity="Special" Calories="2500.0" DigestionBonus="0.0125" />
<Item Name="Cheri Berry" Texture="item_027_cheri_berry.png" Description="A spherical red berry that cures paralysis&#10;...oh, and it also excites one's stomach." Category="Food" Flavor="Spicy" Rarity="Uncommon" Calories="25.0" DigestionBonus="0.000833" />
<Item Name="Tamato Berry" Texture="item_028_tamato_berry.png" Description="A spiny crimson berry that lowers speed and raises friendship.&#10;...oh, and it also greatly excites one's stomach." Category="Food" Flavor="Spicy" Rarity="Rare" Calories="50.0" DigestionBonus="0.0041665" />
<Item Name="Touga Berry" Texture="item_029_touga_berry.png" Description="An obscure, searing-red berry from faraway lands.&#10;It cures confusion...and it'll make one's stomach a burning inferno." Category="Food" Flavor="Spicy" Rarity="Epic" Calories="100.0" DigestionBonus="0.00833" />
<Item Name="Pomeg Berry" Texture="item_030_pomeg_berry.png" Description="cG9tZWcgYmVycnkgcG9tZWcgYmVycnkgcG9tZWcgYmVycnk=" Category="Food" Flavor="None" Rarity="???" Calories="-2500.0" DigestionBonus="0.1" Gravity="0.05" />
<Item Name="Shiny Charm" Texture="item_031_shiny_charm.png" Description="Can change a Pokémon's color scheme..." Category="Tool" Rarity="???" IsToggleSpritesheet="true" />
</Items>
</ItemSchema>
+22
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<Menu SoundRootPath="sfx" FontRootPath="font" Font="font.ttf" IconsFont="icons.ttf" ButtonRounding="10.0">
<Home GlyphFromIconFont="1" />
<Actions>
<Open>
<Sound Path="open.ogg" />
</Open>
<Close>
<Sound Path="close.ogg" />
</Close>
<Hover>
<Sound Path="hover.ogg" />
<Sound Path="hover2.ogg" />
<Sound Path="hover3.ogg" />
</Hover>
<Select>
<Sound Path="select.ogg" />
</Select>
<CheatsActivated>
<Sound Path="cheatsActivated.ogg" />
</CheatsActivated>
</Actions>
</Menu>
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<Particles Anm2RootPath="gfx/particle">
<Particle Type="Circle" Anm2="circle.anm2" Animation="Main" />
<Particle Type="Puff" Anm2="puff.anm2" Animation="Main" />
</Particles>
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