<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wildermyth.com/w/index.php?action=history&amp;feed=atom&amp;title=Image_layers</id>
	<title>Image layers - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wildermyth.com/w/index.php?action=history&amp;feed=atom&amp;title=Image_layers"/>
	<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Image_layers&amp;action=history"/>
	<updated>2026-08-11T05:36:46Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.36.1</generator>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Image_layers&amp;diff=27203&amp;oldid=prev</id>
		<title>Ironskink: Moves `expandFaceToExpressions` example to correct subsection</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Image_layers&amp;diff=27203&amp;oldid=prev"/>
		<updated>2025-06-02T13:50:23Z</updated>

		<summary type="html">&lt;p&gt;Moves `expandFaceToExpressions` example to correct subsection&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 13:50, 2 June 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l149&quot;&gt;Line 149:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 149:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;rigMode&amp;#039;&amp;#039;&amp;#039;: If set, will only be drawn for the appropriate rig. Possible values are &amp;#039;&amp;#039;maleHead&amp;#039;&amp;#039; and &amp;#039;&amp;#039;femaleHead&amp;#039;&amp;#039;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;rigMode&amp;#039;&amp;#039;&amp;#039;: If set, will only be drawn for the appropriate rig. Possible values are &amp;#039;&amp;#039;maleHead&amp;#039;&amp;#039; and &amp;#039;&amp;#039;femaleHead&amp;#039;&amp;#039;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;ifOwnerHasPart&amp;#039;&amp;#039;&amp;#039;: If set, will only draw this layer if the character also has this other body part. (Often used to make beards fit exactly to faces.)&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;ifOwnerHasPart&amp;#039;&amp;#039;&amp;#039;: If set, will only draw this layer if the character also has this other body part. (Often used to make beards fit exactly to faces.)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;expandFaceToExpressions&amp;#039;&amp;#039;&amp;#039;: If set and the keyword &amp;#039;&amp;#039;&amp;#039;$face&amp;#039;&amp;#039;&amp;#039; is used in the &amp;quot;name&amp;quot; value, the game will substitute &amp;#039;&amp;#039;&amp;#039;$face&amp;#039;&amp;#039;&amp;#039; for the character&amp;#039;s current expression (Often used to make beards fit exactly to faces)&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;expandFaceToExpressions&amp;#039;&amp;#039;&amp;#039;: If set and the keyword &amp;#039;&amp;#039;&amp;#039;$face&amp;#039;&amp;#039;&amp;#039; is used in the &amp;quot;name&amp;quot; value, the game will substitute &amp;#039;&amp;#039;&amp;#039;$face&amp;#039;&amp;#039;&amp;#039; for the character&amp;#039;s current expression (Often used to make beards fit exactly to faces)&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. For example, if you set the name to &amp;quot;customHead_$face_detail&amp;quot;, the game will look for image files named &amp;#039;&amp;#039;customHead_happy_detail&amp;#039;&amp;#039;, &amp;#039;&amp;#039;customHead_rage_detail, customHead_default_detail,&amp;#039;&amp;#039; etc. to match the layer to the expression being drawn.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;facialExpression&amp;#039;&amp;#039;&amp;#039;: An array of the facial expressions that this layer applies to. (Often used with theme heads to allow the same head to apply to multiple expressions)&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;facialExpression&amp;#039;&amp;#039;&amp;#039;: An array of the facial expressions that this layer applies to. (Often used with theme heads to allow the same head to apply to multiple expressions)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;ifOwnerAspect&amp;#039;&amp;#039;&amp;#039;: Only draw this layer if the character also has some other aspect on them. Ending the value with a wildcard character (&amp;#039;&amp;#039;&amp;#039;*&amp;#039;&amp;#039;&amp;#039;) will match any aspect beginning with everything before the *.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;ifOwnerAspect&amp;#039;&amp;#039;&amp;#039;: Only draw this layer if the character also has some other aspect on them. Ending the value with a wildcard character (&amp;#039;&amp;#039;&amp;#039;*&amp;#039;&amp;#039;&amp;#039;) will match any aspect beginning with everything before the *.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l289&quot;&gt;Line 289:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 289:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;tint&amp;#039;&amp;#039;&amp;#039;: Which of the character&amp;#039;s &amp;#039;&amp;#039;tint&amp;#039;&amp;#039; colours to apply to this layer. Possible values are &amp;#039;&amp;#039;skin&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hair&amp;#039;&amp;#039;, &amp;#039;&amp;#039;primary&amp;#039;&amp;#039;, &amp;#039;&amp;#039;secondary&amp;#039;&amp;#039; and &amp;#039;&amp;#039;streaks&amp;#039;&amp;#039;. (If omitted, no tint will be applied.)&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;tint&amp;#039;&amp;#039;&amp;#039;: Which of the character&amp;#039;s &amp;#039;&amp;#039;tint&amp;#039;&amp;#039; colours to apply to this layer. Possible values are &amp;#039;&amp;#039;skin&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hair&amp;#039;&amp;#039;, &amp;#039;&amp;#039;primary&amp;#039;&amp;#039;, &amp;#039;&amp;#039;secondary&amp;#039;&amp;#039; and &amp;#039;&amp;#039;streaks&amp;#039;&amp;#039;. (If omitted, no tint will be applied.)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;tintAmount&amp;#039;&amp;#039;&amp;#039;: How strongly the layer should be tinted on a scale from 0.0 (not at all) to 1.0 (full strength). (If omitted, any tint will be applied at full strength.)&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;tintAmount&amp;#039;&amp;#039;&amp;#039;: How strongly the layer should be tinted on a scale from 0.0 (not at all) to 1.0 (full strength). (If omitted, any tint will be applied at full strength.)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*&amp;#039;&amp;#039;&amp;#039;expandFaceToExpressions:&amp;#039;&amp;#039;&amp;#039; When set to &amp;#039;&amp;#039;&amp;#039;true&amp;#039;&amp;#039;&amp;#039;, you can add &amp;#039;&amp;#039;&amp;#039;$face&amp;#039;&amp;#039;&amp;#039; to the &amp;quot;name&amp;quot; field and have the game use that to find image files for all of the different facial expressions. For example, if you set the name to &amp;quot;customHead_$face_detail&amp;quot;, the game will look for image files named &amp;#039;&amp;#039;customHead_happy_detail&amp;#039;&amp;#039;, &amp;#039;&amp;#039;customHead_rage_detail, customHead_default_detail,&amp;#039;&amp;#039; etc. to match the layer to the expression being drawn.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Canvas Size ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Canvas Size ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key wildermyth_com-wm_wiki_:diff::1.12:old-27202:rev-27203 --&gt;
&lt;/table&gt;</summary>
		<author><name>Ironskink</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Image_layers&amp;diff=27202&amp;oldid=prev</id>
		<title>Ironskink: Added entry for `expandFaceToExpressions`</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Image_layers&amp;diff=27202&amp;oldid=prev"/>
		<updated>2025-06-02T13:34:53Z</updated>

		<summary type="html">&lt;p&gt;Added entry for `expandFaceToExpressions`&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 13:34, 2 June 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l289&quot;&gt;Line 289:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 289:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;tint&amp;#039;&amp;#039;&amp;#039;: Which of the character&amp;#039;s &amp;#039;&amp;#039;tint&amp;#039;&amp;#039; colours to apply to this layer. Possible values are &amp;#039;&amp;#039;skin&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hair&amp;#039;&amp;#039;, &amp;#039;&amp;#039;primary&amp;#039;&amp;#039;, &amp;#039;&amp;#039;secondary&amp;#039;&amp;#039; and &amp;#039;&amp;#039;streaks&amp;#039;&amp;#039;. (If omitted, no tint will be applied.)&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;tint&amp;#039;&amp;#039;&amp;#039;: Which of the character&amp;#039;s &amp;#039;&amp;#039;tint&amp;#039;&amp;#039; colours to apply to this layer. Possible values are &amp;#039;&amp;#039;skin&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hair&amp;#039;&amp;#039;, &amp;#039;&amp;#039;primary&amp;#039;&amp;#039;, &amp;#039;&amp;#039;secondary&amp;#039;&amp;#039; and &amp;#039;&amp;#039;streaks&amp;#039;&amp;#039;. (If omitted, no tint will be applied.)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;tintAmount&amp;#039;&amp;#039;&amp;#039;: How strongly the layer should be tinted on a scale from 0.0 (not at all) to 1.0 (full strength). (If omitted, any tint will be applied at full strength.)&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;tintAmount&amp;#039;&amp;#039;&amp;#039;: How strongly the layer should be tinted on a scale from 0.0 (not at all) to 1.0 (full strength). (If omitted, any tint will be applied at full strength.)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*&#039;&#039;&#039;expandFaceToExpressions:&#039;&#039;&#039; When set to &#039;&#039;&#039;true&#039;&#039;&#039;, you can add &#039;&#039;&#039;$face&#039;&#039;&#039; to the &quot;name&quot; field and have the game use that to find image files for all of the different facial expressions. For example, if you set the name to &quot;customHead_$face_detail&quot;, the game will look for image files named &#039;&#039;customHead_happy_detail&#039;&#039;, &#039;&#039;customHead_rage_detail, customHead_default_detail,&#039;&#039; etc. to match the layer to the expression being drawn.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Canvas Size ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Canvas Size ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key wildermyth_com-wm_wiki_:diff::1.12:old-25261:rev-27202 --&gt;
&lt;/table&gt;</summary>
		<author><name>Ironskink</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Image_layers&amp;diff=25261&amp;oldid=prev</id>
		<title>Ironskink at 13:04, 6 June 2024</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Image_layers&amp;diff=25261&amp;oldid=prev"/>
		<updated>2024-06-06T13:04:25Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 13:04, 6 June 2024&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l55&quot;&gt;Line 55:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 55:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 2940-2495 || Some Sash Augments ||&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 2940-2495 || Some Sash Augments ||&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 2950-2955 || Some Cloak Augments (Front), Talisman Augments || &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Example&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 2950-2955 || Some Cloak Augments (Front), Talisman Augments ||&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 2970-2971 || Tortoiseshell Pendant ||&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 2970-2971 || Tortoiseshell Pendant ||&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l81&quot;&gt;Line 81:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 81:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 4900 || &amp;#039;&amp;#039;&amp;#039;Left Hand, Book Grip (Back)&amp;#039;&amp;#039;&amp;#039; || Hard-coded, not visible in game files&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 4900 || &amp;#039;&amp;#039;&amp;#039;Left Hand, Book Grip (Back)&amp;#039;&amp;#039;&amp;#039; || Hard-coded, not visible in game files&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 5000+ || Held Item (Offhand) || Hard-coded, not visible in game files. For multi-layer items, the default layer starts at 5000 and additional layers are added on top of that. For example, if an offhand item draws a shading layer at a depth of 1, when equipped in the off-hand the layer will have a value of 5001.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 5000+ || &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;#039;&amp;#039;&amp;#039;&lt;/ins&gt;Held Item (Offhand)&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;#039;&amp;#039;&amp;#039; &lt;/ins&gt;|| Hard-coded, not visible in game files. For multi-layer items, the default layer starts at 5000 and additional layers are added on top of that. For example, if an offhand item draws a shading layer at a depth of 1, when equipped in the off-hand the layer will have a value of 5001.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 6000 || Left Hand: Closed, Open, and Book (front) Grips || Hard-coded, not visible in game files&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 6000 || &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;#039;&amp;#039;&amp;#039;&lt;/ins&gt;Left Hand: Closed, Open, and Book (front) Grips&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;#039;&amp;#039;&amp;#039; &lt;/ins&gt;|| Hard-coded, not visible in game files&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 6100-6103 || Shield Offhand Items ||&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 6100-6103 || Shield Offhand Items ||&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 7000 || Held Item (Main Hand) || Hard-coded, not visible in game files. For multi-layer items, the default layer starts at 5000 and additional layers are added on top of that. For example, if an offhand item draws a shading layer at a depth of 1, when equipped in the off-hand the layer will have a value of 7001.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 7000 || &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;#039;&amp;#039;&amp;#039;&lt;/ins&gt;Held Item (Main Hand)&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;#039;&amp;#039;&amp;#039; &lt;/ins&gt;|| Hard-coded, not visible in game files. For multi-layer items, the default layer starts at 5000 and additional layers are added on top of that. For example, if an offhand item draws a shading layer at a depth of 1, when equipped in the off-hand the layer will have a value of 7001.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 8000 || Right Hand: Closed, Open and Book Grips || Hard-coded, not visible in game files&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 8000 || &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;#039;&amp;#039;&amp;#039;&lt;/ins&gt;Right Hand: Closed, Open and Book Grips&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;#039;&amp;#039;&amp;#039; &lt;/ins&gt;|| Hard-coded, not visible in game files&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 8100-8105 || Ring Augments ||&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 8100-8105 || Ring Augments ||&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key wildermyth_com-wm_wiki_:diff::1.12:old-25196:rev-25261 --&gt;
&lt;/table&gt;</summary>
		<author><name>Ironskink</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Image_layers&amp;diff=25196&amp;oldid=prev</id>
		<title>Ironskink: Added table of layer depths in the base game</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Image_layers&amp;diff=25196&amp;oldid=prev"/>
		<updated>2024-06-02T18:23:55Z</updated>

		<summary type="html">&lt;p&gt;Added table of layer depths in the base game&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 18:23, 2 June 2024&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l4&quot;&gt;Line 4:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 4:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;Note: In most game files, image layers are grouped under a heading called &amp;#039;&amp;#039;&amp;#039;&amp;quot;layers&amp;quot;&amp;#039;&amp;#039;&amp;#039;, while in aspect files they are called &amp;#039;&amp;#039;&amp;#039;&amp;quot;skinLayers&amp;quot;&amp;#039;&amp;#039;&amp;#039;. This guide applies regardless of which of these headings is used.&amp;#039;&amp;#039;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;Note: In most game files, image layers are grouped under a heading called &amp;#039;&amp;#039;&amp;#039;&amp;quot;layers&amp;quot;&amp;#039;&amp;#039;&amp;#039;, while in aspect files they are called &amp;#039;&amp;#039;&amp;#039;&amp;quot;skinLayers&amp;quot;&amp;#039;&amp;#039;&amp;#039;. This guide applies regardless of which of these headings is used.&amp;#039;&amp;#039;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;== Default Layer Depths ==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{| class=&quot;wikitable&quot;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|+ Layer depths used by the base game&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;! Layer Depth !! Used for !! Notes&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 10-11 || Cloak Backs ||&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 55-58 || Wings || Includes [[Crowtouched|Crow Wings]], [[Hawksoul|Hawk Wings]], [[Mothly|Moth Wings]], [[Drauven Wings]] and [[Teeny Wings]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 70 || Shoulder Pets || Includes [[Drauven Bird]] and [[Netherowl]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 100-103 || Tails ||&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 1000 || &#039;&#039;&#039;Human Torso&#039;&#039;&#039; || Hard-coded, not visible in game files&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 1001-1003 || Bear (Tattoo) Arms, Tree (Willow) Arms ||&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 1100 || &#039;&#039;&#039;Left &amp;amp; Right Human Legs&#039;&#039;&#039; || Hard-coded, not visible in game files&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 1101-1106 || Theme Legs, some Theme Arms ||&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 1150 || Bandaged &amp;amp; Prosthetic Legs ||&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 1200 || &#039;&#039;&#039;Human Right &amp;amp; Left Arms, Human Upper Left Arm (2-handed pose)&#039;&#039;&#039;  || Hard-coded, not visible in game files&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 1200 || Most Spelltouched (Tattoo) Layers || Exceptions: Torso (1211), Lower 2-Handed Left Arm (3000)&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 1201-1204 || Most Right &amp;amp; Left Theme Arms ||&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 1211 || Spelltouched (Tattoo) Torso ||&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 1212 || Morthagi Captain Torso || Not normally available to players&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 1300 || Bandaged &amp;amp; Prosthetic Arms ||&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 1500-1503 || [[Mortificial Enhancements|Mortificial]] Arms ||&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 2000 || Foothill Neck Tattoos  ||&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 2000-2400 || Clothing/Armor || Excluding Clothing/Armor that covers the Lower Left Arm (2-Handed Pose). Some Warrior armor layers go as high as 2500.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 2490-2491 || Some Sash Augments ||&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 2900-2901 || Belt Augments, Bracelet Augments (1-Handed Pose), Kneepad Augments ||&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 2910 || Starheart Belt ||&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 2940-2495 || Some Sash Augments ||&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 2950-2955 || Some Cloak Augments (Front), Talisman Augments || Example&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 2970-2971 || Tortoiseshell Pendant ||&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 3000 || &#039;&#039;&#039;Human Lower Left Arm (2-Handed Pose)&#039;&#039;&#039; || Hard-coded, not visible in game files&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 3000 || Spelltouched Tattoos - Lower Left Arm (2-Handed Pose) ||&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 3020-3499 || Clothing/Armor Layers, Lower Left Arm (2-Handed Pose) ||&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 3550-3555 || Some Cloak Augments (Front) ||&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 3560-3565 || Some Strap Augments, Some Scarf Augments ||&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 3570-3575 || Necklace Augments ||&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 3580-3582 || Pauldron Augments, Some Theme Arms || Includes [[Child of the Hills]], [[Elmsoul]] and [[Crystalline]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 3590-3592 || Broach Augments ||&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 3999 || Neck Theme Layers ||&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 4000-4003 || Bracelet Augments ||&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 4900 || &#039;&#039;&#039;Left Hand, Book Grip (Back)&#039;&#039;&#039; || Hard-coded, not visible in game files&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 5000+ || Held Item (Offhand) || Hard-coded, not visible in game files. For multi-layer items, the default layer starts at 5000 and additional layers are added on top of that. For example, if an offhand item draws a shading layer at a depth of 1, when equipped in the off-hand the layer will have a value of 5001. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 6000 || Left Hand: Closed, Open, and Book (front) Grips || Hard-coded, not visible in game files&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 6100-6103 || Shield Offhand Items ||&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 7000 || Held Item (Main Hand) || Hard-coded, not visible in game files. For multi-layer items, the default layer starts at 5000 and additional layers are added on top of that. For example, if an offhand item draws a shading layer at a depth of 1, when equipped in the off-hand the layer will have a value of 7001. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 8000 || Right Hand: Closed, Open and Book Grips || Hard-coded, not visible in game files&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| 8100-8105 || Ring Augments ||&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Modding Head Layers (Heads, Hair, Faces, Scars, etc.) ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Modding Head Layers (Heads, Hair, Faces, Scars, etc.) ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key wildermyth_com-wm_wiki_:diff::1.12:old-22616:rev-25196 --&gt;
&lt;/table&gt;</summary>
		<author><name>Ironskink</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Image_layers&amp;diff=22616&amp;oldid=prev</id>
		<title>Ironskink: Initial page creation</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Image_layers&amp;diff=22616&amp;oldid=prev"/>
		<updated>2023-07-28T15:49:20Z</updated>

		<summary type="html">&lt;p&gt;Initial page creation&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Image layers are used by [[Theme|themes]], [[Modding_add_equipment|equipment]] and even regular [[Aspect|aspects]] to affect the appearance of a character.  Characters in Wildermyth are created by layering a number of .png files overtop each other based on their &amp;quot;depth&amp;quot; value, with higher values appearing overtop lower values in their group. &lt;br /&gt;
&lt;br /&gt;
Images are clumped into five groups: the main body, the head, the main/equipped weapon, the inactive/stowed weapon, and the offhand weapon/item.  Regardless of depth values, image layers within the head group or an item will all be &amp;quot;flat&amp;quot; with respect to the body layers. An axe that uses two layers can have depth values of 1 and 2 and it will always be drawn in front of the body &amp;amp; armour layers when equipped and behind the torso when inactive.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Note: In most game files, image layers are grouped under a heading called &amp;#039;&amp;#039;&amp;#039;&amp;quot;layers&amp;quot;&amp;#039;&amp;#039;&amp;#039;, while in aspect files they are called &amp;#039;&amp;#039;&amp;#039;&amp;quot;skinLayers&amp;quot;&amp;#039;&amp;#039;&amp;#039;. This guide applies regardless of which of these headings is used.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Modding Head Layers (Heads, Hair, Faces, Scars, etc.) ==&lt;br /&gt;
&lt;br /&gt;
Head layers are used by the &amp;quot;peopleParts&amp;quot; files (to customize character appearance) and several aspects (such as the various scars). &lt;br /&gt;
&lt;br /&gt;
Head layers are all drawn as a separate group from the body layers, so &amp;#039;depth&amp;#039; values are only relative to other images being drawn on the head. The base game gives the various possible heads a depth value of 4000, so layers with a lower depth value will be drawn behind the head.&lt;br /&gt;
&lt;br /&gt;
=== Layer Definition ===&lt;br /&gt;
&lt;br /&gt;
Inside the peoplePart or aspect file, the layer definition will look something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;layers&amp;quot;: [&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;hairFB3_behind&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;bodyPart&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 3900,&lt;br /&gt;
		&amp;quot;headOffset&amp;quot;: true&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;hairFB3&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;bodyPart&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 4200,&lt;br /&gt;
		&amp;quot;rigMode&amp;quot;: &amp;quot;femaleHead&amp;quot;,&lt;br /&gt;
		&amp;quot;headOffset&amp;quot;: true&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;hairFB3M&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;bodyPart&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 4200,&lt;br /&gt;
		&amp;quot;rigMode&amp;quot;: &amp;quot;maleHead&amp;quot;,&lt;br /&gt;
		&amp;quot;headOffset&amp;quot;: true&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;hairFB3_streaks&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;streaks&amp;quot;,&lt;br /&gt;
		&amp;quot;bodyPart&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 4201,&lt;br /&gt;
		&amp;quot;headOffset&amp;quot;: true&lt;br /&gt;
	}&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some important fields:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;name&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(required)&amp;#039;&amp;#039;: The name of the image to be used, not including the &amp;#039;&amp;#039;.png&amp;#039;&amp;#039; file extension.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;headOffset&amp;#039;&amp;#039;&amp;#039; (required): Setting this to &amp;#039;&amp;#039;true&amp;#039;&amp;#039; is what defines this as a head layer.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;depth&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Determines the order of drawing the images. High numbers go above lower numbers.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tint&amp;#039;&amp;#039;&amp;#039;: Which of the character&amp;#039;s &amp;#039;&amp;#039;tint&amp;#039;&amp;#039; colours to apply to this layer. Possible values are &amp;#039;&amp;#039;skin&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hair&amp;#039;&amp;#039;, &amp;#039;&amp;#039;primary&amp;#039;&amp;#039;, &amp;#039;&amp;#039;secondary&amp;#039;&amp;#039; and &amp;#039;&amp;#039;streaks&amp;#039;&amp;#039;. (If omitted, no tint will be applied.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tintAmount&amp;#039;&amp;#039;&amp;#039;: How strongly the layer should be tinted on a scale from 0.0 (not at all) to 1.0 (full strength). (If omitted, any tint will be applied at full strength.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;bodyPart&amp;#039;&amp;#039;&amp;#039;: If set, will only be drawn if the character has that body part and body part hasn&amp;#039;t been transformed by a theme.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;rigMode&amp;#039;&amp;#039;&amp;#039;: If set, will only be drawn for the appropriate rig. Possible values are &amp;#039;&amp;#039;maleHead&amp;#039;&amp;#039; and &amp;#039;&amp;#039;femaleHead&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifOwnerHasPart&amp;#039;&amp;#039;&amp;#039;: If set, will only draw this layer if the character also has this other body part. (Often used to make beards fit exactly to faces.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;expandFaceToExpressions&amp;#039;&amp;#039;&amp;#039;: If set and the keyword &amp;#039;&amp;#039;&amp;#039;$face&amp;#039;&amp;#039;&amp;#039; is used in the &amp;quot;name&amp;quot; value, the game will substitute &amp;#039;&amp;#039;&amp;#039;$face&amp;#039;&amp;#039;&amp;#039; for the character&amp;#039;s current expression (Often used to make beards fit exactly to faces)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;facialExpression&amp;#039;&amp;#039;&amp;#039;: An array of the facial expressions that this layer applies to. (Often used with theme heads to allow the same head to apply to multiple expressions)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifOwnerAspect&amp;#039;&amp;#039;&amp;#039;: Only draw this layer if the character also has some other aspect on them. Ending the value with a wildcard character (&amp;#039;&amp;#039;&amp;#039;*&amp;#039;&amp;#039;&amp;#039;) will match any aspect beginning with everything before the *.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifOwnerAspects&amp;#039;&amp;#039;&amp;#039;: Character must have &amp;#039;&amp;#039;all&amp;#039;&amp;#039; of these aspects in order for the layer to be drawn.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifNoOwnerAspect&amp;#039;&amp;#039;&amp;#039;: Only draw this layer if the character does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; have some other aspect on them. Ending the value with a wildcard character (&amp;#039;&amp;#039;&amp;#039;*&amp;#039;&amp;#039;&amp;#039;) will match any aspect beginning with everything before the *.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifNoOwnerAspects&amp;#039;&amp;#039;&amp;#039;: Character must not have &amp;#039;&amp;#039;any&amp;#039;&amp;#039; of these aspects in order for the layer to be drawn.&lt;br /&gt;
&lt;br /&gt;
=== File Names ===&lt;br /&gt;
&lt;br /&gt;
If using &amp;#039;&amp;#039;&amp;#039;expandFaceToExpressions&amp;#039;&amp;#039;&amp;#039;, you will need to provide separate images for all 17 facial expressions (&amp;quot;neutral&amp;quot;, &amp;quot;interested&amp;quot;, &amp;quot;grim&amp;quot;, &amp;quot;sad&amp;quot;, &amp;quot;skeptical&amp;quot;, &amp;quot;dubious&amp;quot;, &amp;quot;open&amp;quot;, &amp;quot;surprised&amp;quot;, &amp;quot;scared&amp;quot;, &amp;quot;angry&amp;quot;, &amp;quot;rage&amp;quot;, &amp;quot;scheming&amp;quot;, &amp;quot;hit&amp;quot;, &amp;quot;dead&amp;quot;, &amp;quot;happy&amp;quot;, &amp;quot;joke&amp;quot; and &amp;quot;joy&amp;quot;). Otherwise, your file name will simply be the name that you specified plus a .png file extension.&lt;br /&gt;
&lt;br /&gt;
=== Canvas Size ===&lt;br /&gt;
&lt;br /&gt;
Head image layers are defined in a rig&amp;#039;s associated skeleton file. All human heads are expected to be 192 x&lt;br /&gt;
256 pixels. Any images of different dimensions will be stretched or squashed to this size.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Known Exceptions:&amp;#039;&amp;#039;&amp;#039; Custom rigs may specify custom dimensions for the head layer. See &amp;quot;Mods with Special Considerations&amp;quot; below for known cases where custom head sizes are being used.&lt;br /&gt;
&lt;br /&gt;
=== Image Location ===&lt;br /&gt;
&lt;br /&gt;
Your mod should place all images for these layers inside the &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/misc&amp;#039;&amp;#039;&amp;#039; folder of your mod. (The first time you add an image to your mod, you may need to create these folders.)&lt;br /&gt;
&lt;br /&gt;
Any images that share the exact same name as images in the base game&amp;#039;s &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/misc&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/unpacked&amp;#039;&amp;#039;&amp;#039; folder will overwrite the base game&amp;#039;s version of the file.&lt;br /&gt;
&lt;br /&gt;
== Modding Body Layers (Limbs, Augments, Armor, etc.) ==&lt;br /&gt;
&lt;br /&gt;
Most of the layers that appear on your character are part of the body set. The body layer includes the torso, the character&amp;#039;s limbs, [[Armor|armour]], [[Augment|augments]], shields, and all of the theme parts that can replace the torso or limbs.&lt;br /&gt;
&lt;br /&gt;
Body layers are &amp;#039;&amp;#039;&amp;#039;rig-specific&amp;#039;&amp;#039;&amp;#039;, meaning that the game will determine which image to use based on the character&amp;#039;s rig. The base game has a total of 6 rigs: Male/Female body shapes for each of the three classes (Warrior/Hunter/Mystic), and modders can create their own custom rigs and apply them using the [[Modding alternate rigs|rigOverride]] aspect.&lt;br /&gt;
&lt;br /&gt;
=== Layer Definition ===&lt;br /&gt;
&lt;br /&gt;
Inside the aspect, theme or armour file, the definition of a layer for the body will look something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;layers&amp;quot;: [&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;replaceArmL_wolfA_tint&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;hair&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 1201,&lt;br /&gt;
		&amp;quot;ifNoOwnerAspect&amp;quot;: &amp;quot;themeSkin_wolf*&amp;quot;&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;replaceArmL_wolfB_untinted&amp;quot;,&lt;br /&gt;
		&amp;quot;depth&amp;quot;: 1202,&lt;br /&gt;
		&amp;quot;ifNoOwnerAspect&amp;quot;: &amp;quot;themeSkin_wolf*&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some important fields:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;name&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(required)&amp;#039;&amp;#039;: The name of the image to be used. (Body layers are special - see below)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;depth&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Determines the order of drawing the images. High numbers go above lower numbers. (See below for list of depths used by base-game assets)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tint&amp;#039;&amp;#039;&amp;#039;: Which of the character&amp;#039;s &amp;#039;&amp;#039;tint&amp;#039;&amp;#039; colours to apply to this layer. Possible values are &amp;#039;&amp;#039;skin&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hair&amp;#039;&amp;#039;, &amp;#039;&amp;#039;primary&amp;#039;&amp;#039;, &amp;#039;&amp;#039;secondary&amp;#039;&amp;#039; and &amp;#039;&amp;#039;streaks&amp;#039;&amp;#039;. (If omitted, no tint will be applied.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tintAmount&amp;#039;&amp;#039;&amp;#039;: How strongly the layer should be tinted on a scale from 0.0 (not at all) to 1.0 (full strength). (If omitted, any tint will be applied at full strength.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifOwnerAspect&amp;#039;&amp;#039;&amp;#039;: Only draw this layer if the character also has some other aspect on them. Ending the value with a wildcard character (&amp;#039;&amp;#039;&amp;#039;*&amp;#039;&amp;#039;&amp;#039;) will match any aspect beginning with everything before the *.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifOwnerAspects&amp;#039;&amp;#039;&amp;#039;: Character must have &amp;#039;&amp;#039;all&amp;#039;&amp;#039; of these aspects in order for the layer to be drawn.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifNoOwnerAspect&amp;#039;&amp;#039;&amp;#039;: Only draw this layer if the character does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; have some other aspect on them. Ending the value with a wildcard character (&amp;#039;&amp;#039;&amp;#039;*&amp;#039;&amp;#039;&amp;#039;) will match any aspect beginning with everything before the *.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifNoOwnerAspects&amp;#039;&amp;#039;&amp;#039;: Character must not have &amp;#039;&amp;#039;any&amp;#039;&amp;#039; of these aspects in order for the layer to be drawn.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;rigMode&amp;#039;&amp;#039;&amp;#039;: If set, only draw this layer in the specified mode. Possible values are &amp;#039;&amp;#039;oneHanded&amp;#039;&amp;#039; and &amp;#039;&amp;#039;twoHanded&amp;#039;&amp;#039;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifRightHandGrasp&amp;#039;&amp;#039;&amp;#039;: If set, only draw this layer based on the right hand&amp;#039;s grasp value. Possible values are &amp;#039;&amp;#039;open&amp;#039;&amp;#039;, &amp;#039;&amp;#039;closed&amp;#039;&amp;#039; and &amp;#039;&amp;#039;book&amp;#039;&amp;#039;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifLeftHandGrasp&amp;#039;&amp;#039;&amp;#039;: If set, only draw this layer based on the left hand&amp;#039;s grasp value. Possible values are &amp;#039;&amp;#039;open&amp;#039;&amp;#039;, &amp;#039;&amp;#039;closed&amp;#039;&amp;#039; and &amp;#039;&amp;#039;book&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
It is possible to create some very complicated effects using the above fields, such as including multiple layers that are each tinted separately, allowing augments or alternate arms/hands to grasp weapons and items, and making layers depend on multiple aspects to have them show or hide automatically based on other factors.&lt;br /&gt;
&lt;br /&gt;
=== File Names and Rigs ===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, body layers are generally &amp;#039;&amp;#039;&amp;#039;rig-specific&amp;#039;&amp;#039;&amp;#039;.  This means that the file the game will look for when drawing the character will be a combination of the name of the rig and the &amp;#039;&amp;#039;&amp;#039;name&amp;#039;&amp;#039;&amp;#039; specified in your layer, in the form &amp;#039;&amp;#039;&amp;lt;rigName&amp;gt;_&amp;lt;layer name&amp;gt;.png&amp;#039;&amp;#039;.  For example, if you set the name field for your layer as &amp;#039;&amp;#039;myNewLayer&amp;#039;&amp;#039;, a female warrior (which uses the rig &amp;#039;&amp;#039;warriorF&amp;#039;&amp;#039;) would use the image file &amp;#039;&amp;#039;&amp;#039;warriorF_myNewLayer.png&amp;#039;&amp;#039;&amp;#039; while a male mystic (which uses the rig &amp;#039;&amp;#039;mysticM&amp;#039;&amp;#039;) would use the image file &amp;#039;&amp;#039;&amp;#039;mysticM_myNewLayer.png&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
For body layers, you must therefore provide separate images for each rig that you wish to support.&lt;br /&gt;
&lt;br /&gt;
The six rigs used in the base game are:&lt;br /&gt;
&lt;br /&gt;
* hunterF&lt;br /&gt;
* hunterM&lt;br /&gt;
* mysticF&lt;br /&gt;
* mysticM&lt;br /&gt;
* warriorF&lt;br /&gt;
* warriorM&lt;br /&gt;
&lt;br /&gt;
It is possible for mods to define and use custom rigs in addition to the base-game rigs above. See &amp;quot;Mods with Special Considerations&amp;quot; below for more information.&lt;br /&gt;
&lt;br /&gt;
=== Canvas Size ===&lt;br /&gt;
&lt;br /&gt;
Body image layers are all expected to be 512 x 512 pixels. Any images of different dimensions will be stretched or squashed to this size.&lt;br /&gt;
&lt;br /&gt;
=== Image Location ===&lt;br /&gt;
&lt;br /&gt;
Your mod should place all images for these layers inside the &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/misc&amp;#039;&amp;#039;&amp;#039; folder of your mod. (The first time you add an image to your mod, you may need to create these folders.)&lt;br /&gt;
&lt;br /&gt;
Any images that share the exact same name as images in the base game&amp;#039;s &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/misc&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/unpacked&amp;#039;&amp;#039;&amp;#039; folder will overwrite the base game&amp;#039;s version of the file.&lt;br /&gt;
&lt;br /&gt;
== Modding Held Item Layers ==&lt;br /&gt;
&lt;br /&gt;
Items are the things that can be held in the character&amp;#039;s main or off hand and are sometimes stowed behind the character&amp;#039;s back when inactive.&lt;br /&gt;
&lt;br /&gt;
=== Layer Definition ===&lt;br /&gt;
&lt;br /&gt;
Inside the item, the layer definition will look something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;layers&amp;quot;: [&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;item_axe1Fang_t1A_tint1_50&amp;quot;,&lt;br /&gt;
		&amp;quot;tint&amp;quot;: &amp;quot;primary&amp;quot;,&lt;br /&gt;
		&amp;quot;tintAmount&amp;quot;: 0.5,&lt;br /&gt;
		&amp;quot;scaleX&amp;quot;: 0.5,&lt;br /&gt;
		&amp;quot;scaleY&amp;quot;: 0.5,&lt;br /&gt;
		&amp;quot;rigUsage&amp;quot;: &amp;quot;rigGeneral&amp;quot;,&lt;br /&gt;
		&amp;quot;grip&amp;quot;: &amp;quot;mainHand&amp;quot;,&lt;br /&gt;
		&amp;quot;inactiveGrip&amp;quot;: &amp;quot;highBack&amp;quot;,&lt;br /&gt;
		&amp;quot;gripOffset&amp;quot;: { &amp;quot;x&amp;quot;: 114, &amp;quot;y&amp;quot;: 210 }&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;item_axe1Fang_t1B_untinted&amp;quot;,&lt;br /&gt;
		&amp;quot;scaleX&amp;quot;: 0.5,&lt;br /&gt;
		&amp;quot;scaleY&amp;quot;: 0.5,&lt;br /&gt;
		&amp;quot;rigUsage&amp;quot;: &amp;quot;rigGeneral&amp;quot;,&lt;br /&gt;
		&amp;quot;grip&amp;quot;: &amp;quot;mainHand&amp;quot;,&lt;br /&gt;
		&amp;quot;inactiveGrip&amp;quot;: &amp;quot;highBack&amp;quot;,&lt;br /&gt;
		&amp;quot;gripOffset&amp;quot;: { &amp;quot;x&amp;quot;: 114, &amp;quot;y&amp;quot;: 210 }&lt;br /&gt;
	}&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some important fields:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;name&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(required)&amp;#039;&amp;#039;: The name of the image to be used. (The game seems to like item images to be prefixed with &amp;#039;&amp;#039;&amp;#039;item_&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;depth&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Determines the order of drawing the images. High numbers go above lower numbers. &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;rigUsage&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Setting this to &amp;#039;&amp;#039;&amp;#039;rigGeneral&amp;#039;&amp;#039;&amp;#039; means this layer will always be drawn regardless of the rig used by the character.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;gripOffset&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Specifies the anchor point where a character will hold this item.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;grip&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended)&amp;#039;&amp;#039;: Which hand a character uses to hold this. Possible values are &amp;quot;mainHand&amp;quot; and &amp;quot;offHand&amp;quot;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;inactiveGrip&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(recommended for weapons)&amp;#039;&amp;#039;: Where to stow this item when inactive. Possible values are &amp;quot;highBack&amp;quot; &amp;quot;midBack&amp;quot; &amp;quot;lowBack&amp;quot; and &amp;quot;hide&amp;quot;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;grasp&amp;#039;&amp;#039;&amp;#039;: How the item is held. Defaults to &amp;quot;closed&amp;quot;. Can be set to &amp;quot;book&amp;quot; or &amp;quot;open&amp;quot;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;scaleX&amp;#039;&amp;#039;&amp;#039;: Scaling multiplier to size the item appropriately to the character.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;scaleY&amp;#039;&amp;#039;&amp;#039;: Scaling multiplier to size the item appropriately to the character.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;rotation&amp;#039;&amp;#039;&amp;#039;: Rotates the item.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tint&amp;#039;&amp;#039;&amp;#039;: Which of the character&amp;#039;s &amp;#039;&amp;#039;tint&amp;#039;&amp;#039; colours to apply to this layer. Possible values are &amp;#039;&amp;#039;skin&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hair&amp;#039;&amp;#039;, &amp;#039;&amp;#039;primary&amp;#039;&amp;#039;, &amp;#039;&amp;#039;secondary&amp;#039;&amp;#039; and &amp;#039;&amp;#039;streaks&amp;#039;&amp;#039;. (If omitted, no tint will be applied.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tintAmount&amp;#039;&amp;#039;&amp;#039;: How strongly the layer should be tinted on a scale from 0.0 (not at all) to 1.0 (full strength). (If omitted, any tint will be applied at full strength.)&lt;br /&gt;
&lt;br /&gt;
=== Canvas Size ===&lt;br /&gt;
&lt;br /&gt;
Item image layers can be any size. Use the &amp;#039;&amp;#039;scaleX&amp;#039;&amp;#039; and &amp;#039;&amp;#039;scaleY&amp;#039;&amp;#039; properties in the layer definition to ensure the item is sized appropriately for the character.&lt;br /&gt;
&lt;br /&gt;
=== Image Location ===&lt;br /&gt;
&lt;br /&gt;
Your mod should place all images for these layers inside the &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/items&amp;#039;&amp;#039;&amp;#039; folder of your mod. (The first time you add an image to your mod, you may need to create these folders.)&lt;br /&gt;
&lt;br /&gt;
Any images that share the exact same name as images in the base game&amp;#039;s &amp;#039;&amp;#039;&amp;#039;assets/figures/images/human/items&amp;#039;&amp;#039;&amp;#039; folder will overwrite the base game&amp;#039;s version of the file.&lt;br /&gt;
&lt;br /&gt;
== Mods with Special Considerations ==&lt;br /&gt;
&lt;br /&gt;
The following mods use custom setups in some way. &lt;br /&gt;
&lt;br /&gt;
=== [https://steamcommunity.com/sharedfiles/filedetails/?id=2810606541 Drauven PCs] ===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Author:&amp;#039;&amp;#039;&amp;#039; Drauven Mod Squad (Lead: David Bilsky, AKA Ironskink/BoldestDungeon)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Website:&amp;#039;&amp;#039;&amp;#039; [https://github.com/BoldestDungeon/wildermyth-drauven-pcs Project Page on GitHub]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Primary Contact:&amp;#039;&amp;#039;&amp;#039; [https://discord.gg/uftGyUa8GS Dedicated Discord server]&lt;br /&gt;
&lt;br /&gt;
==== New Rigs ====&lt;br /&gt;
* DrauvenHunter&lt;br /&gt;
* DrauvenMystic&lt;br /&gt;
* DrauvenWarrior&lt;br /&gt;
* Drauven&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Notes: &amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Warrior, Hunter and Mystic rigs are based on the Stump, Haunt and Deeven models, respectively. Raw .psd files for the rigs at the project&amp;#039;s public [https://github.com/BoldestDungeon/wildermyth-drauven-pcs/tree/develop/assets/figures/source GitHub] page.  The plain &amp;#039;&amp;#039;Drauven&amp;#039;&amp;#039; rig is used for farmers and is an exact copy of the Warrior (Stump) rig.&lt;br /&gt;
&lt;br /&gt;
The Drauven rigs use a larger canvas size for the head layers than the normal human rigs do (256 x 384 px) to better fit all the various head ornamentations that the Drauven have.&lt;br /&gt;
&lt;br /&gt;
=== [https://steamcommunity.com/sharedfiles/filedetails/?id=2978516419 Return of the Centauri]===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Author:&amp;#039;&amp;#039;&amp;#039; Pinhat&lt;br /&gt;
&lt;br /&gt;
==== New Rigs ====&lt;br /&gt;
* centaurWarriorM&lt;br /&gt;
* centaurWarriorF&lt;br /&gt;
* centaurHunterM&lt;br /&gt;
* centaurHunterF&lt;br /&gt;
* centaurMysticM&lt;br /&gt;
* centaurMysticF&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Notes:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The centaur rig essentially shifts all of the upper-body assets up and to the right to make room for the centaur&amp;#039;s lower body. The upper human body is unchanged except for the position.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Ironskink</name></author>
	</entry>
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