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Entity paperdolling gives the user the ability to customize their character. The customization levels should be dynamic, similar to equipment paperdoll layers, so developers can choose the level of optimization available.
To make it customizable, in the server config you add SLOTS, similar to what you do in equipment types.
The rendering order of the slots is added to the current paperdoll rendering order
Features:
Customization options in the class editor. The entity paperdolling slots you are allowed to set here depends on the entity paperdolls slots you have set in the server config. Similar to choosing equipment paperdoll, however, in this case, this is linked to the class. You can add multiple paperdolls with name to the slot in this section. The player will be able to cycle through these slots when creating a character
Locked option in entity paperdolling section of class editor -> If this is locked, the developer needs to unlock this for the player through an event command
The order in which the entity paperdoll appear over or under equipment paperdoll is set in the same place as the current equipment order. So instead of just PLAYER you also have your other entity paperdolls here
Pick customization in the character creation screen. Here the player can pick one the customizations that were assigned to the class in the editor.
Change customization events -> Set [ENTITY PAPERDOLL SLOT] to different paperdoll
Bring up character customization screen event -> Optional feature that allows a player to customize their character ingame.
Unlock [ENTITY PAPERDOLL]
Hide entity paperdoll slot in equipment options. This way the developer can hide hair, facial hair or other features when a certain piece of equipment is equipped.
Sub paperdoll. Here you can link an Entity Paperdoll to another. For example, you can have a hairstyle with a sub paperdoll that can't be selected by the user but is linked. This way you can add this sub paperdolll in the rendering order. For example in hairstyles that fall over the shoulders or with big bangs.
Intended Use-Case
Character customization
Hair layers that work with helmets
Hair layers that work with bangs and over the shoulder hairstyles
Duplicate Check
This feature request is not a duplicate to the best of my knowledge.
This discussion was converted from issue #2591 on May 12, 2025 15:26.
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Description
Entity paperdolling gives the user the ability to customize their character. The customization levels should be dynamic, similar to equipment paperdoll layers, so developers can choose the level of optimization available.
To make it customizable, in the server config you add SLOTS, similar to what you do in equipment types.
The rendering order of the slots is added to the current paperdoll rendering order
Features:
Customization options in the class editor. The entity paperdolling slots you are allowed to set here depends on the entity paperdolls slots you have set in the server config. Similar to choosing equipment paperdoll, however, in this case, this is linked to the class. You can add multiple paperdolls with name to the slot in this section. The player will be able to cycle through these slots when creating a character
Locked option in entity paperdolling section of class editor -> If this is locked, the developer needs to unlock this for the player through an event command
The order in which the entity paperdoll appear over or under equipment paperdoll is set in the same place as the current equipment order. So instead of just PLAYER you also have your other entity paperdolls here
Pick customization in the character creation screen. Here the player can pick one the customizations that were assigned to the class in the editor.
Change customization events -> Set [ENTITY PAPERDOLL SLOT] to different paperdoll
Bring up character customization screen event -> Optional feature that allows a player to customize their character ingame.
Unlock [ENTITY PAPERDOLL]
Hide entity paperdoll slot in equipment options. This way the developer can hide hair, facial hair or other features when a certain piece of equipment is equipped.
Sub paperdoll. Here you can link an Entity Paperdoll to another. For example, you can have a hairstyle with a sub paperdoll that can't be selected by the user but is linked. This way you can add this sub paperdolll in the rendering order. For example in hairstyles that fall over the shoulders or with big bangs.
Intended Use-Case
Character customization
Hair layers that work with helmets
Hair layers that work with bangs and over the shoulder hairstyles
Duplicate Check
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