Fix and Expand Oni Demon Tail Markings#175
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The ADT marking import brought these tails over as a single sprite layer, but each tail is two layers in the source: a base silhouette under a pattern overlay. Only the overlay was imported, so they rendered as broken fragments. Re-source the base silhouette and the animated sheets from AdventureTimeSS14, register them in custom.rsi, and layer base + overlay on DemomTail1/Long/Up. Also add the animated (waggin) and plain single-color tail variants.
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hello lead spriter here I am going to be reviewing this sprite to see if its fit to be added |
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What are we thinking, boss? |
DDrakov
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Jun 10, 2026
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It works and good enough
TheRealMasterChief117
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Jun 11, 2026
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About the PR
Fixes the Demon Tail markings on Oni, which were rendering as broken fragments, and rounds the set out with the animated and plain variants from the original ADT source.
Why / Balance
The "ADT Markings (#49)" import brought these demon tails over as a single sprite layer, but in the ADT source each tail is two layers: a base silhouette (
parts.rsi:tail) under a pattern/recolor overlay (tails_of_demons.rsi). Only the overlay was imported, so in-game there was no tail underneath the pattern and players saw scattered detail pixels. We re-sourced the base silhouette and the animated sheets from AdventureTimeSS14 (lunalita, CC-BY-SA-3.0, same as the rest of the sheet), added them tocustom.rsi, and rewired the markings to layer base + overlay the way ADT intended. Purely cosmetic customization, no balance impact.Media
Requirements
How to test
Breaking changes
None. The existing marking ids are unchanged, so saved characters keep their selections.