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adding skulls and bones that spawn in dungeons. Bones can be picked up for Thick Bone crafting item, made Bone Staff craftable. Also added assets for wall grotesques, but these do not spawn in dungeons yet
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2e13806d1a
commit
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@ -5,4 +5,4 @@ ItemDef(
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kind: "Bone",
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),
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quality: Common,
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)
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)
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@ -39,4 +39,5 @@
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"adventure hands": (("common.items.armor.hand.leather_adventurer", 1),[("common.items.crafting_ing.leather_scraps", 4)]),
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"adventure pants": (("common.items.armor.pants.leather_adventurer", 1),[("common.items.crafting_ing.leather_scraps", 8)]),
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"adventure shoulder": (("common.items.armor.shoulder.leather_adventurer", 1),[("common.items.crafting_ing.leather_scraps", 12)]),
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"bone staff": (("common.items.weapons.staff.bone_staff", 1),[("common.items.crafting_ing.twigs", 8),("common.items.crafting_ing.bone", 5),("common.items.crafting_ing.leather_scraps", 1),("common.items.ore.veloritefrag", 6)]),
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}
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BIN
assets/voxygen/element/icons/item_bone.png
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assets/voxygen/element/icons/item_bone.png
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assets/voxygen/element/icons/item_bone.png~
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assets/voxygen/element/icons/item_bone.png~
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After Width: | Height: | Size: 657 B |
@ -1459,6 +1459,9 @@
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Ingredient("EmptyVial"): VoxTrans(
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"voxel.object.potion_empty",
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(0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.8,
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),
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Ingredient("Bone"): Png(
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"element.icons.item_bone",
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),
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// Gliders
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Glider("Starter"): VoxTrans(
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assets/voxygen/voxel/sprite/bones/femur-1.vox
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assets/voxygen/voxel/sprite/bones/femur-1.vox
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assets/voxygen/voxel/sprite/bones/femur-2.vox
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assets/voxygen/voxel/sprite/bones/femur-2.vox
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assets/voxygen/voxel/sprite/bones/femur-3.vox
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assets/voxygen/voxel/sprite/bones/femur-3.vox
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assets/voxygen/voxel/sprite/bones/ribs-1.vox
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assets/voxygen/voxel/sprite/bones/ribs-1.vox
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assets/voxygen/voxel/sprite/bones/ribs-2.vox
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assets/voxygen/voxel/sprite/bones/ribs-2.vox
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assets/voxygen/voxel/sprite/bones/skull-1.vox
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assets/voxygen/voxel/sprite/bones/skull-1.vox
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assets/voxygen/voxel/sprite/bones/skull-2.vox
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assets/voxygen/voxel/sprite/bones/skull-2.vox
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assets/voxygen/voxel/sprite/bones/skull-3.vox
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assets/voxygen/voxel/sprite/bones/skull-3.vox
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assets/voxygen/voxel/sprite/bones/spine-1.vox
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assets/voxygen/voxel/sprite/bones/spine-1.vox
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assets/voxygen/voxel/sprite/bones/spine-2.vox
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assets/voxygen/voxel/sprite/bones/spine-2.vox
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assets/voxygen/voxel/sprite/furniture/grotesque1.vox
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assets/voxygen/voxel/sprite/furniture/grotesque1.vox
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assets/voxygen/voxel/sprite/furniture/grotesque2.vox
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assets/voxygen/voxel/sprite/furniture/grotesque2.vox
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assets/voxygen/voxel/sprite/furniture/grotesque3.vox
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assets/voxygen/voxel/sprite/furniture/grotesque3.vox
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assets/voxygen/voxel/sprite/furniture/grotesque4.vox
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assets/voxygen/voxel/sprite/furniture/grotesque4.vox
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assets/voxygen/voxel/sprite/furniture/grotesque5.vox
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assets/voxygen/voxel/sprite/furniture/grotesque5.vox
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assets/voxygen/voxel/sprite/furniture/grotesque6.vox
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assets/voxygen/voxel/sprite/furniture/grotesque6.vox
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assets/voxygen/voxel/sprite/furniture/grotesque7.vox
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assets/voxygen/voxel/sprite/furniture/grotesque7.vox
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@ -2023,6 +2023,68 @@ FireBowlGround: Some((
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],
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wind_sway: 0.0,
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)),
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// Skulls
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Skulls: Some((
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variations: [
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(
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model: "voxygen.voxel.sprite.bones.skull-1",
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offset: (-5.5, -5.5, 0.0),
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lod_axes: (1.0, 1.0, 1.0),
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),
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(
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model: "voxygen.voxel.sprite.bones.skull-2",
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offset: (-5.5, -5.5, 0.0),
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lod_axes: (1.0, 1.0, 1.0),
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),
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(
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model: "voxygen.voxel.sprite.bones.skull-3",
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offset: (-5.5, -5.5, 0.0),
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lod_axes: (1.0, 1.0, 1.0),
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),
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],
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wind_sway: 0.0,
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)),
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// Bones
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Bones: Some((
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variations: [
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(
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model: "voxygen.voxel.sprite.bones.spine-1",
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offset: (-3.5, -3.5, 0.0),
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lod_axes: (1.0, 1.0, 1.0),
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),
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(
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model: "voxygen.voxel.sprite.bones.spine-2",
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offset: (-3.5, -3.5, 0.0),
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lod_axes: (1.0, 1.0, 1.0),
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),
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(
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model: "voxygen.voxel.sprite.bones.ribs-1",
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offset: (-3.5, -3.5, 0.0),
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lod_axes: (1.0, 1.0, 1.0),
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),
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(
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model: "voxygen.voxel.sprite.bones.ribs-2",
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offset: (-3.5, -3.5, 0.0),
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lod_axes: (1.0, 1.0, 1.0),
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),
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(
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model: "voxygen.voxel.sprite.bones.femur-1",
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offset: (-3.5, -3.5, 0.0),
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lod_axes: (1.0, 1.0, 1.0),
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),
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(
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model: "voxygen.voxel.sprite.bones.femur-2",
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offset: (-3.5, -3.5, 0.0),
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lod_axes: (1.0, 1.0, 1.0),
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),
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(
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model: "voxygen.voxel.sprite.bones.femur-3",
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offset: (-3.5, -3.5, 0.0),
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lod_axes: (1.0, 1.0, 1.0),
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),
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],
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wind_sway: 0.0,
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)),
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// Underwater Grass
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GrassBlue: Some((
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variations: [
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@ -358,6 +358,7 @@ impl Item {
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SpriteKind::MediumGrass => "common.items.grasses.medium",
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SpriteKind::ShortGrass => "common.items.grasses.short",
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SpriteKind::Coconut => "common.items.food.coconut",
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SpriteKind::Bones => "common.items.crafting_ing.bone",
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SpriteKind::Chest => {
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chosen = Lottery::<String>::load_expect(match rng.gen_range(0, 7) {
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0 => "common.loot_tables.loot_table_weapon_uncommon",
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@ -110,6 +110,8 @@ make_case_elim!(
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Mud = 0x53,
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FireBowlGround = 0x54,
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CaveMushroom = 0x55,
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Skulls = 0x56,
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Bones = 0x57,
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}
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);
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@ -129,6 +131,7 @@ impl SpriteKind {
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SpriteKind::Carrot => 0.18,
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SpriteKind::Radish => 0.18,
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SpriteKind::FireBowlGround => 0.55,
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SpriteKind::Skulls => 0.65,
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// TODO: Uncomment this when we have a way to open doors
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// SpriteKind::Door => 3.0,
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SpriteKind::Bed => 1.54,
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@ -200,6 +203,7 @@ impl SpriteKind {
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SpriteKind::PotionMinor => true,
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SpriteKind::ChestBurried => true,
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SpriteKind::Mud => true,
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SpriteKind::Bones => true,
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_ => false,
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}
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}
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@ -240,6 +244,7 @@ impl SpriteKind {
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| SpriteKind::PotionMinor
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| SpriteKind::VialEmpty
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| SpriteKind::FireBowlGround
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| SpriteKind::Skulls
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)
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}
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}
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@ -1139,6 +1139,8 @@ impl Floor {
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2 => SpriteKind::Velorite,
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3..=8 => SpriteKind::Mushroom,
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9..=15 => SpriteKind::FireBowlGround,
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16..=19 => SpriteKind::Skulls,
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20..=24 => SpriteKind::Bones,
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_ => SpriteKind::ShortGrass,
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},
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),
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