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Guil's Skin Colours v4.3

No new content, however, here are the notable changes!

-MODINFO and MODICON have been added in preparation for DRRR v2.4
-All animated spraycans will be paused if the "Reduced VFX" option is enabled in the accessibility settings! This should make it easier to use this color pack even when folks have a hard time with bright colors. There are some cases for each palette:

-PALETTED will swap colors on each map load. It's not synced between players, but basically, its animation will only progress one frame per map.
-COLORWHEEL will take on a look similar to an oil slick, with the darkened spectrum to avoid too many light colors.
-PULSINGBLUE keeps the blue color on the darker tones of the color palette.
-CANDYCANE and WINTERGREEN look how they do on the character select screen. CANDYCANE's white and red have been swapped to look better when paused.

It's been tested on a small scale on a local server, but hasn't been 100% tested on a larger server. Keep me posted if anything acts funny!
Fixed getting an error causing `net` to be nil in replays.
I forgot one word in the script. It happens.
Hi there!
The function that animates the... animated skin colors now runs both on the voting screen and on the intermission screen! This should stop you from looking a bit awkward on the intermission screen, especially in time trials, prison break, or in 1v1s!
So, none of the base cast use the darkest shade - loading a custom character I was working showed me.. YUCK! I got some numbers wrong and the darkest shade wasn't being handled properly on some of the animated colors! It was super noticeable on PulsingBlue. That's been fixed! (It was using some variables related to the other animated colors when it shouldn't have been, whoops)

On top of that, BerryLemon accidentally had its last color set to 32 instead of 31 - and I never noticed! That made the edges a light red instead of black on some custom characters - that's been fixed too!

Enjoy!
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