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Animal Emotes/Accents #39256
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Animal Emotes/Accents #39256
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I think this is significant enough to warrant a changelog Also your PR title should be changed |
Updated, thanks! Sorry, I had originally backed out of creating the PR to get a little screenshot, and forgot to add the title when I restarted. And the changelog was accidentally within the example comment. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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This is the only thing I have any issue with. Otherwise all the YML appears to be in correct format
- type: ReplacementAccent | ||
accent: cow |
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I feel like goats shouldn't moo, it's more like sheep sounds like baaa and maah
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I figured it would be best to avoid adding any more accents than I absolutely had to, but I can toss in a sheep accent if you think that'd be a good idea
About the PR
Gives all mobs the ability to emote, and lets several animals make various sounds.
Why / Balance
As it stands, many animals do not have an inherent ability to emote or vocalize. This wasn't an issue previously, since any effect that allowed players to control animals also let them communicate, but this is not the case for the Wizard's mindswap spell. Multiple times, I've seen players frustrated by being swapped into Renault, or Bandito, or other animals, and not having any way to communicate.
Technical details
Adds an Emoting component to base.yml
Adds Speech and ReplacementAccent components to most entries in animals.yml
Adds a new accent (Cow) to full_replacements.yml and accents.ftl
Media
Requirements
Changelog
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