Caution
This is a preview feature, not in current builds (only in a playtest preview build)
To add a custom character that is visible in the mod menu, it is very simple. Although specific. To be of note: only the top most mod will override the characters and be shown.
In the paths:
- `ui/mods/characters/mod-bf`
- `ui/mods/characters/mod-gf`
Add in your own character assets (from the example FLA)
Theres also an example json which you can put into ui/mods/characters/mod-bf.json and ui/mods/characters/mod-gf.json:
{ "animations": [ { "name": "idle", "prefix": "idle" }, { "name": "electrocuted", "prefix": "electrocuted", "looped": true }, { "name": "crispy", "prefix": "crispy" }, { "name": "crispy-loop", "prefix": "crispy loop", "looped": true } ], "offsets": [22, -53], "useSmallWire": true }
The available fields are:
renderType: The render type. One ofsparrow,packer, oranimateatlas.scale: Specify the size of the character relative to the original size. For example,2.0makes the sprite twice as big. Optional, defaults to1.0.-
offsets: The global offset to the character's position, in pixels. Optional, defaults to[0, 0].- Use an array of two decimal values, the first for horizontal position and the second for vertical position.
atlasSettings: Only available for theanimateatlasasset type. Specify the settings for the texture atlas. See Custom Characters for more information.animations: A list of animation data objects for the character. See Custom Characters for more information.hasCustomWires: Whether the character has custom wire animations. Some of the default wires are hidden in the mod menu if enabled. Optional, defaults tofalse.useSmallWire: The foregound wires have 2 variants: The regular one, used for BF and GF, and the small one, used for Pinhead. Iftrue, the small wire will be used. Optional, defaults tofalse.smokeOffsets: The offsets for the character's smoke trail, used during the crispy animation. Optional, defaults to[0, 0].smokeScale: The scale of the character's smoke trail, used during the crispy animation. Optional, defaults to[0.5, 0.5].
The animation names the game uses by default are:
idle: For the idle animation.electrocuted: The animation that plays during the electrocution sequence.crispy,crispy-loop: The animations that play after the electrocution sequence if the mod list remains unchanged.