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1. Go to the mod folder of the mod you want to add support to.
2. Go to the content/players.xml file.
3. For every player that doesn't have proper/auto support, copy the filename on the "portrait" value.
4. Create a new mod folder, and add the following folder root: resources/gfx/ui/stage/
5. Create a basic portrait for the modded character, and name it with the filename you copied on step 3.
Some characters only have an anm2 instead of a png portrait, that's why the mod leaves the portrait blank, since for auto mod support, it only grabs the png file.
Since you're adding a new portrait for those characters (i.e. Andromeda B), you will need to use a regular portrait as a base, and build it using the anm2's spritesheet.
Doing it this way will let the mod handle all the resizing for the portrait and the auto modded character name.
I think you meant extraportrait, in which case, you could probably default to it grabbing the portrait which, again, to my understanding is always a png?. You are using rgon for this so you can grab any xml attribute.
Also, just a heads up, some old-ass characters also show as blank...probably because you didnt consider portraitroot on the xmls, which can change and did change between AB+ and Rep, so some xmls may carry over old configs(usually have the pngs on the Boss folder instead of Stage).
Oh, yea, seems it is that way, thanks. Yea, seems a lot of older characters (Deltarune/Undertale characters, C O N E mod, etc.) do it like that. I'll see if i can look in your main.lua and see if i can code that.
I want to add the modded characters for sure dw
But its a proccess that take time and I have many responsabilities, so be patient
By the time I will be adding the most suggested characters, for now I will start with Fiend Folio and Andromeda, who get a lot of votes
As for the portrait roots, yeh I did not think about that, I'll see about implementing in a future patch.