# Kins: the peoples your captains come from (crates/sim/src/kins.rs, # docs/captains.md). A kin says how often its captains come and how their # faces are drawn. Who a captain is comes from three more tables a pack can # add to on its own: presentations.toml (how they present, and their default # pronouns), names.toml (first and last names, tagged with the presentations # they fit) and portraits.toml (painted busts, each of a kin and a # presentation). A hire draws kin, then portrait, whose presentation picks # the names; in the picker you choose any of it. # # A kin's faces are painted portraits (rows of portraits.toml) or drawn from # parts, never both: # [[kin.kind]] the part kinds in layer order (low = behind); `chance` draws # the kind that often (absent = always). # [[kin.part]] one picture of a kind at portraits///.svg; # `slots` it is tinted through; `jitter` how far the draw may # nudge it (scale in permille, dx/dy px). # [kin.palette] colours per slot: `lights` for a portrait's lights. A slot # with no palette is the renderer's: `cloth` (and a portrait's # livery) is the fleet's paint. # # A pack adds a kin with [[kin]] under its prefix (deep:fish, its art at # portraits/deep--fish/...). # The Ministry's officers, one coat cut with gold trim. The coat's panels # take the fleet's paint; badges and earpieces glow in the lights colour. [[kin]] id = "human" name = "Human" weight = 10 [kin.palette] lights = ["#7fe6ff", "#ffc46b", "#8dffb0", "#ff8a7a"] # The Ministry's brass-and-ceramic make. The plating takes the fleet's paint; # eyes and indicator lamps glow in the lights colour. [[kin]] id = "automaton" name = "Automaton" weight = 4 [kin.palette] lights = ["#7fe6ff", "#ffb347", "#ff5f57", "#8dffb0", "#c9a4ff"]