code:
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<!-- For a version without all of the comments, see "rental_daddy.xml". -->
<clothing>
	<!-- GENERAL INFORMATION: If you are unsure of anything, please use the LT Discord to ask for help!

	Your clothing's id (which is very important to the game), is calculated from your clothing's folder and .xml name using the following code:
		modAuthorDirectory.getName()+"_"+innerChild.getParentFile().getName()+"_"+innerChild.getName().split("\\.")[0]
	This results in this particular item's id being: "innoxia_template_socks".

	PLEASE NOTE: This clothing item will not show up in the game, due to the rarity being set to LEGENDARY, and no shopkeepers being defined as selling this item. You can spawn it from the debug menu if you wish. The debug menu is accessed by typing "buggy" (without quotes) at any point in the game. It is best to do this when not in the middle of combat, sex, or movement-locked dialogue, as it will break you out of it.

	IMPORTANT: If you ever change the name of this .xml, or containing folder, any items of this clothing that exist in the game will be removed!-->

	<coreAttributes>
		<!-- How attribution to the mod author (you!) should be displayed in the clothing's tooltip. If left blank or not included, a default attribution based on folder name will be used. (I have commented out this example, as I don't want items created by myself to have author attribution.)-->
		<!-- <authorTag><![CDATA[A tag discreetly sewn into the T-shirt's inner lining informs you that it was made by 'Innoxia'.]]></authorTag> -->

		<!-- The base value of this clothing. I roughly base things on 1 flame = 10p, so 10 flames = £1.
			- Example: I've defined this as 60, which is about the price for a basic pair of socks or something similar.-->
		<value>60</value>

		<!-- The determiner which is displayed before this item's name. While usually 'a' or 'an', for things like socks or gloves, you'll want to use 'a pair of'. I use the CDATA tag for all text values, as it allows html markup to be embedded without causing issues.
			- Example: I've defined this as "a pair of", so in-game, this item will be referred to as "a pair of socks". -->
		<determiner><![CDATA[a pair of]]></determiner>

		<!-- The *singular* name of this clothing.
			- Example: I've named this "template sock", as the singular for "template socks" is of course "sock"... -->
		<name><![CDATA[template sock]]></name>

		<!-- The plural form of the name. The attribute 'pluralByDefault' determines whether this item is naturally referred to as a plural (use true for things like socks or gloves).
			- Example: I've named the plural as "template socks", and defined pluralByDefault as true, so that this item will be referred to by this plural name in all but extremely exceptional circumstances.-->
		<namePlural pluralByDefault="true"><![CDATA[template socks]]></namePlural>

		<!-- This is the description which is shown in tooltips and on the item's inspection page.
			- Example: The description for ordinary, "boring" items of clothing might be a little dry, but as they won't be read by the player much, it doesn't really matter.-->
		<description><![CDATA[An ordinary pair of socks, intended to be worn on the feet in order to absorb perspiration and provide both insulation and comfort. A silly person may choose to wear them on their hands...]]></description>

		<!-- The default physical resistance for this piece of clothing. Usually use 0, but if it's armour, then values of 1 up to 5 would be fitting (any more than that might be very OP). Physical resistance is a very powerful stat, so please keep within the range of 0-5. For all normal clothing, the value should be 0. This accepts decimal values, so for things like leather jackets (which aren't really armour, but are still protective), you can use 0.5 or so.
			- Example: Left as 0, as it's nomral, unarmoured clothing. -->
		<physicalResistance>0</physicalResistance>

		<!-- Use FEMININE for if this clothing is intended for feminine characters, MASCULINE for masculine, and ANDROGYNOUS if it's able to be worn by anyone without penalties.
			- Example: Normal socks could be worn by both males and females without issue, so I set this to "ANDROGYNOUS". -->
		<femininity>ANDROGYNOUS</femininity>

		<!-- The slots that this clothing is able to be fit into. The game only supports up to 4 unique slots, so if you define more than 4, the rest of them won't show up in-game. These definitions preserve ordering, so use the top one for the most common slot to be fitted into. This is especially important for NPCs, as they will use the top slot for determining which slot this clothing should fit into.  Possible slots are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/InventorySlot.java
			- Example: I defined "SOCK" as the top slot, as this is the intended slot for socks. As I also want the player to be able to equip socks onto their hands, I defined "HAND" as a secondary slot.-->
		<equipSlots>
			<slot>SOCK</slot>
			<slot>HAND</slot>
		</equipSlots>

		<!-- The rarity of this item. Anything less than EPIC may end up being modified in the code. Possible rarities are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/Rarity.java
			- Example: Socks are most definitely "COMMON", but I've defined these as "LEGENDARY" so as to prevent them from naturally spawning in the game.-->
		<rarity>LEGENDARY</rarity>

		<!-- The set that this clothing belongs to. I will add a way to define your own sets, but for now, existing sets can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/clothing/ClothingSet.java
			- Example: These socks have no set. If you want to define one, just use the name of the set like: <clothingSet>BUTLER</clothingSet> -->
		<clothingSet/>

		<!-- The file paths for this clothing's image. All images MUST BE .svg format. Colours to be used are described below, above the 'primaryColours' element. I use the free program 'InkScape' to make my .svg images. .svg images scale perfectly up and down to any size, so, while it should be a square, it doesn't really matter what size your canvas is (although I use 256x256 as a personal preference).
			- Example: I've defined this as "sock.svg", which should be placed in the same folder location alongside this xml file. -->
		<imageName>socks.svg</imageName>

		<!-- The file paths for this clothing's image while equipped. The "slot" attribute determines the InventorySlot in which the defined file will be used.
			- Example: When equipped to the "SOCK" slot, the sock will be displayed using the "sock.svg" file. When equipped to the "HAND" slot, it will instead use the "sock_hand.svg" file. Again, this file must be placed in the same folder location alongside this xml file. -->
		<imageEquippedName slot="SOCK">socks.svg</imageEquippedName>
		<imageEquippedName slot="HAND">socks_hand.svg</imageEquippedName>

		<!-- How many enchantments can be fit into this item. It's typically best to let the game handle the default number of enchantments, which typically results in 100.
			- Example: I have not defined this, as I'll let the game keep the 100 enchantments default value.-->
		<enchantmentLimit/>

		<!-- The default effects that this clothing spawns in with. To know what to put in here, it would probably be easiest to enchant clothing in your game, save the game, then copy over that clothing's 'effects' in your save file.
			- Example: The first defined effect will give +3 to physical damage, while the second will give the wearer the masturbation fetish while worn. -->
		<effects>
              <effect itemEffectType="CLOTHING" limit="0" potency="MAJOR_BOOST" primaryModifier="CLOTHING_ATTRIBUTE" secondaryModifier="DAMAGE_PHYSICAL" timer="0"/>
              <effect itemEffectType="CLOTHING" limit="0" potency="MAJOR_BOOST" primaryModifier="TF_MOD_FETISH_BEHAVIOUR" secondaryModifier="TF_MOD_FETISH_MASTURBATION" timer="0"/>
		</effects>

		<!-- This section determines how the clothing interacts with other clothing and the wearer's body.
			- Example: I've defined this section as being the one to be used when equipped to the "SOCK" slot.-->
		<blockedPartsList slot="SOCK">

			<!-- You can add as many blockedParts elements as you like, but they should each have a different 'displacementType', and THERE SHOULD BE AT LEAST ONE, OF TYPE 'REMOVE_OR_EQUIP'.-->
			<blockedParts>

				<!-- If this clothing is displaced in the following way (in this case, by being removed), then the 'blockedBodyParts', 'clothingAccessBlocked', and 'concealedSlots' will all be revealed. If multiple 'blockedParts' block or conceal the same slot, only one 'blockedParts' needs to be displaced to reveal it. (e.g. If a pair of trousers has 'UNZIPS' and 'PULLS_DOWN' displacementTypes, and both of these contain the 'concealedSlots' 'slot' 'PENIS', then the penis will be revealed if either UNZIPS or PULLS_DOWN is activated.)
				A full list of displacementTypes can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/clothing/DisplacementType.java -->
				<displacementType>REMOVE_OR_EQUIP</displacementType>

				<!-- The access required to perform this displacementType. clothingAccess values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/clothing/ClothingAccess.java -->
				<clothingAccessRequired>
					<clothingAccess>FEET</clothingAccess>
				</clothingAccessRequired>

				<!-- The body parts that are blocked by this 'displacementType'. bodyPart values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/character/body/CoverableArea.java -->
				<blockedBodyParts>
					<bodyPart>FEET</bodyPart>
				</blockedBodyParts>

				<!-- The access that this 'displacementType' blocks. Again, clothingAccess values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/clothing/ClothingAccess.java -->
				<clothingAccessBlocked/> <!-- Use the tag 'clothingAccess' for values inserted here. -->

				<!-- The slots that this 'displacementType' conceals. Possible slots are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/InventorySlot.java -->
				<!-- You can also use a preset list by adding an attribute named "values" to this element (an example - "CS Example" - is in the blockedParts section below this one). The preset lists that you can use are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/clothing/PresetConcealmentLists.java -->
				<concealedSlots/> <!-- Use the tag 'slot' for values inserted here. -->
			</blockedParts>
		</blockedPartsList>

		<!-- This is another section to determines how the clothing interacts with other clothing and the wearer's body.
			- Example: I've defined this section as being the one to be used when equipped to the "HAND" slot.-->
		<blockedPartsList slot="HAND">
			<blockedParts>
				<displacementType>REMOVE_OR_EQUIP</displacementType>
				<clothingAccessRequired>
					<clothingAccess>FINGERS</clothingAccess>
				</clothingAccessRequired>
				<blockedBodyParts/>
				<clothingAccessBlocked/>
				<concealedSlots/>
			</blockedParts>
		</blockedPartsList>

		<!-- Inventory slots that are incompatible with this clothing. The game's swimsuit makes use of this, and, while fitting into the 'CHEST' slot, also blocks 'GROIN' and 'STOMACH'. Possible slots are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/InventorySlot.java
			- Example: You need to define an "incompatibleSlots" element for each slot that the clothing can be equipped into, so here, I've defined an empty one for "SOCK", and another empty one for "HAND".-->
		<incompatibleSlots slot="SOCK"/>
		<incompatibleSlots slot="HAND"/>

		<!-- Your clothing can be coloured any way you like, but if you'd like the player to be able to dye your clothing, you can specify available colours here. primaryColours, secondaryColours, and tertiaryColours can all spawn in as a default colour, while their 'Dye' counterparts are only available if the player chooses to dye the clothing in that colour. The game detects specific colour values, and recolours them to the value chosen by the player. These values are as follows:
		Red is used as base colour for changing the primary colour of the graphic in-game, and the game will only recognise and change the following colours:
			#ff2a2a
			#ff5555
			#ff8080
			#ffaaaa
			#ffd5d5
		Orange is used as base colour for changing the secondary colour of the graphic in-game, and the game will only recognise and change the following colours:
			#ff7f2a
			#ff9955
			#ffb380
			#ffccaa
			#ffe6d5
		Yellow is used as base colour for changing the tertiary colour of the graphic in-game, and the game will only recognise and change the following colours:
			#ffd42a
			#ffdd55
			#ffe680
			#ffeeaa
			#fff6d5
		ANY GRADIENTS THAT YOU USE SHOULD BE CALLED: "innoGrad1", "innoGrad2", etc.
		You can see a visual representation of these colours here: https://www.lilithsthrone.com/wiki/doku.php?id=modding_wiki:modding:creating_clothes
		Colour lists to be used can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/utils/ColourListPresets.java -->
		<primaryColours values="JUST_WHITE"/>
		<primaryColoursDye values="ALL"/>
		<secondaryColours values="JUST_BLACK"/>
		<secondaryColoursDye values="ALL"/>
		<tertiaryColours values="JUST_WHITE"/>
		<!-- You can also make your own, custom list of colours to be used. The following colours in 'tertiaryColoursDye' are all found within the list preset 'ALL', but this is for a demonstration.
		 If you want to include custom colours, do not define a 'values' attribute, and instead, list each Colour.
		 Colour types can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/utils/Colour.java
		 PLEASE USE THE 'Colour' VALUES THAT SATRT WITH 'CLOTHING-'-->
		<tertiaryColoursDye>
			<colour>CLOTHING_WHITE</colour>
			<colour>CLOTHING_BLACK</colour>
			<colour>CLOTHING_GREY</colour>
			<colour>CLOTHING_RED</colour>
			<colour>CLOTHING_RED_BRIGHT</colour>
			<colour>CLOTHING_RED_DARK</colour>
			<colour>CLOTHING_ORANGE</colour>
			<colour>CLOTHING_ORANGE_BRIGHT</colour>
			<colour>CLOTHING_ORANGE_DARK</colour>
			<colour>CLOTHING_BROWN</colour>
			<colour>CLOTHING_TAN</colour>
			<colour>CLOTHING_YELLOW</colour>
			<colour>CLOTHING_GREEN_LIME</colour>
			<colour>CLOTHING_GREEN</colour>
			<colour>CLOTHING_GREEN_DARK</colour>
			<colour>CLOTHING_TURQUOISE</colour>
			<colour>CLOTHING_BLUE_LIGHT</colour>
			<colour>CLOTHING_BLUE</colour>
			<colour>CLOTHING_BLUE_DARK</colour>
			<colour>CLOTHING_PURPLE</colour>
			<colour>CLOTHING_PURPLE_DARK</colour>
			<colour>CLOTHING_PURPLE_LIGHT</colour>
			<colour>CLOTHING_PINK</colour>
			<colour>CLOTHING_PINK_LIGHT</colour>
		</tertiaryColoursDye>

		<!--This section details how to define patterns. If your svg file does not have a 'patternLayer' defined, you can safely delete this whole section:-->

		<!-- "defaultPatterns" lists the patterns that this clothing can spawn with. -->
		<!-- "patternChance" is the chance that this clothing will spawn with a pattern. Values are from 0 to 1, and should end with an "f".
		i.e. 0.5f is a 50% chance, 0.75f is 75%, 0.1275 is 12.75%, etc.-->
		<!-- "colourNameDerivedFromPattern" sets whether the pattern's primary colour should be used for the clothing's name, instead of the "colour" value.
		i.e. If true, then a green+black tiger-striped item of clothing would be called "green", even if the base colour was something else. -->
		<defaultPatterns patternChance="0" colourNameDerivedFromPattern="false">
			<pattern>camo</pattern><!-- Pattern values can be found as svg file names in the folder "res/patterns" -->
		</defaultPatterns>
		<!-- Colours work the same as the ones up above. -->
		<patternPrimaryColours>
			<colour>CLOTHING_GREEN</colour>
		</patternPrimaryColours>
		<patternSecondaryColours values="ALL"/>
		<patternTertiaryColours/>

		<!-- These tags determine where in the world your clothing can be found, and what special attributes your clothing should have. Possible tags are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/ItemTag.java -->
		<itemTags> <!-- itemTags without a 'slot' defined will have these tags added to every equippable slot. SHould only be used for generic tags like those related to which vendors sell it. -->
			<tag>NOT_FOR_SALE</tag>
		</itemTags>
		<itemTags slot="HAND"> <!-- itemTags with a 'slot' defined will have these tags applied ONLY when the clothing is equipped into that slot. In this example, equipping the socks onto your hands hinders arm movement. This is not entirely logical, and I added this just for demonstration purposes. -->
			<tag>HINDERS_ARM_MOVEMENT</tag>
		</itemTags>
	</coreAttributes>

	<!-- The following sections are for defining the descriptions of displacing or replacing your clothing. The attribute 'type' defines which DisplacementType your descriptions are applied to. For standard equipping and unequipping, use REMOVE_OR_EQUIP. Types can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/clothing/DisplacementType.java -->
	<!-- - Example: This is the equip text for when socks are equipped to the "SOCK" slot:-->
	<replacementText slot="SOCK" type="REMOVE_OR_EQUIP">
		<self>
			<![CDATA[[npc.Name] [npc.verb(pull)] the socks on to cover [npc.her] [npc.feet].]]>
		</self>
		<other>
			<![CDATA[[npc.Name] [npc.verb(pull)] the socks onto [npc2.namePos] [npc2.feet].]]>
		</other>
		<otherRough>
			<![CDATA[[npc.Name] roughly [npc.verb(pull)] the socks onto [npc2.namePos] [npc2.feet].]]>
		</otherRough>
	</replacementText>
	<!-- 'displacementText' is used for removal and displacement. -->
	<!-- - Example: This is the unequip text for when socks are removed from the "SOCK" slot:-->
	<displacementText slot="SOCK" type="REMOVE_OR_EQUIP">
		<self>
			<![CDATA[[npc.Name] [npc.verb(pull)] off [npc.her] socks.]]>
		</self>
		<other>
			<![CDATA[[npc.Name] [npc.verb(pull)] off [npc2.namePos] socks.]]>
		</other>
		<otherRough>
			<![CDATA[[npc.Name] roughly [npc.verb(pull)] off [npc2.namePos] socks.]]>
		</otherRough>
	</displacementText>

	<!-- - Example: This is the equip text for when socks are equipped to the "HAND" slot:-->
	<replacementText slot="HAND" type="REMOVE_OR_EQUIP">
		<self>
			<![CDATA[[npc.Name] [npc.verb(pull)] the socks on to cover [npc.her] [npc.hands].]]>
		</self>
		<other>
			<![CDATA[[npc.Name] [npc.verb(pull)] the socks onto [npc2.namePos] [npc2.hands].]]>
		</other>
		<otherRough>
			<![CDATA[[npc.Name] roughly [npc.verb(pull)] the socks onto [npc2.namePos] [npc2.hands].]]>
		</otherRough>
	</replacementText>
	<!-- - Example: This is the unequip text for when socks are removed from the "HAND" slot:-->
	<displacementText slot="HAND" type="REMOVE_OR_EQUIP">
		<self>
			<![CDATA[[npc.Name] [npc.verb(pull)] the socks from off of [npc.her] [npc.hands].]]>
		</self>
		<other>
			<![CDATA[[npc.Name] [npc.verb(pull)] the socks from off of [npc2.namePos] [npc2.hands].]]>
		</other>
		<otherRough>
			<![CDATA[[npc.Name] roughly [npc.verb(pull)] the socks from off of [npc2.namePos] [npc2.hands].]]>
		</otherRough>
	</displacementText>

</clothing>


code:
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<!-- For a version without all of the comments, see "rental_daddy.xml". -->
<tattoo>
	<!-- GENERAL INFORMATION: If you are unsure of anything, please use the LT Discord to ask for help!
	Your tattoo's id (which is very important to the game), is calculated from your tattoo's folder and .xml name using the following code:
		modAuthorDirectory.getName()+"_"+innerChild.getParentFile().getName()+"_"+innerChild.getName().split("\\.")[0]
	This results in this particular item's id being: "innoxia_hearts_hearts".
	IMPORTANT: If you ever change the name of this .xml, or containing folder, any tattoos that exist in the game will be removed!-->

	<coreAttributes>
		<!-- The base value of this tattoo. All of the standard tattoos are 500 flames. I roughly base things on 1 flame = 10p, so 10 flames = £1. -->
		<value>2000</value>

		<!-- The name of this tattoo. -->
		<name><![CDATA[heart womb]]></name>

		<!-- The description that's shown in tooltips and on the item's inspection page. -->
		<description><![CDATA[A stylised heart tattoo, which roughly resembles the shape of a female's reproductive system.]]></description>

		<!-- The file path for this clothing's image. All images MUST BE .svg format. Colours to be used are described below, above the 'primaryColours' element. I use the free program 'InkScape' to make my .svg images.
		 .svg images scale perfectly up and down to any size, so, while it should be a square, it doesn't really matter what size your canvas is (although I use 256x256 as a personal preference).-->
		<imageName>heart_womb.svg</imageName>

		<!-- How many enchantments can be fit into this item. I feel like 5 is a good number for this.-->
		<enchantmentLimit>10</enchantmentLimit>

		<!-- Inventory slots that this tattoo can be assigned to. Leave blank to allow all slots to be used. Possible slots are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/InventorySlot.java -->
		<slotAvailability>
			<slot>GROIN</slot>
		</slotAvailability>

		<!-- Use this section to define available colours for your tattoo. The game detects specific colour values, and recolours them to the value chosen by the player. These values are as follows:
		Red is used as base colour for changing the primary colour of the graphic in-game, and the game will only recognise and change the following colours:
			#ff2a2a
			#ff5555
			#ff8080
			#ffaaaa
			#ffd5d5
		Orange is used as base colour for changing the secondary colour of the graphic in-game, and the game will only recognise and change the following colours:
			#ff7f2a
			#ff9955
			#ffb380
			#ffccaa
			#ffe6d5
		Yellow is used as base colour for changing the tertiary colour of the graphic in-game, and the game will only recognise and change the following colours:
			#ffd42a
			#ffdd55
			#ffe680
			#ffeeaa
			#fff6d5
		ANY GRADIENTS THAT YOU USE SHOULD BE CALLED: "innoGrad1", "innoGrad2", etc.
		You can see a visual representation of these colours here: https://www.lilithsthrone.com/wiki/doku.php?id=modding_wiki:modding:creating_clothes
		Colour lists to be used can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/utils/ColourListPresets.java -->
		<primaryColours values="ALL"/>
		<secondaryColours values="ALL"/>
		<tertiaryColours values="ALL"/>
		<!-- You can also make your own, custom list of colours to be used. If you want to include custom colours, do not define a 'values' attribute, and instead, list each Colour, like in the example below.
		 Colour types can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/utils/Colour.java
		 PLEASE USE THE 'Colour' VALUES THAT START WITH 'CLOTHING-'-->
		<!--
		<tertiaryColours>
			<colour>CLOTHING_PINK</colour>
			<colour>CLOTHING_PINK_LIGHT</colour>
		</tertiaryColours>
		-->

	</coreAttributes>

</tattoo>

repo_name: klorpa/Pedo

license: unknown


code:
If you're looking for an example of how to create a weapon mod, navigate to the 'res/weapons/innoxia/dagger' folder.

The .xml and .svg files in there are the exact same format as weapon mods. Make sure you place your mods in the 'res/mods/(yourName)/items/weapons' directory, though! (You'll need to create that directory yourself.)


code:
<?xml version="1.0" encoding="utf-8" standalone="no"?>
<!-- Outfits are a way to make randomly-generated NPCs' outfit generation less chaotic. -->
<outfit>

	<coreAttributes>
		<!-- Names are only used for debugging purposes. Still, in case the name is used elsewhere later on, it's best to give your outfit a suitable (lowercase) name.-->
		<name><![CDATA[casual dress with toys]]></name>

		<!-- Again, descriptions are only used for debugging purposes. Still, in case the name is used elsewhere later on, it's best to give your outfit a suitable description.-->
		<description><![CDATA[A dress hides the fact that the wearer has a toy or two inserted into their orifices...]]></description>

		<!-- The femininity needed for someone to generate this outfit. MASCULINE, ANDROGYNOUS, and FEMININE are the three acceptable values. ANDROGYNOUS means anyone can use this outfit, while the other two are self-explanatory.-->
		<femininity>FEMININE</femininity>

		<!-- The worlds in which this outfit may be used for randomly generated characters. You can leave this empty, or delete the element entirely, if you do not want this outfit to be restricted based on WorldType (so it can be used anywhere). Values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/world/WorldType.java -->
		<worldTypes>
			<world>DOMINION</world>
			<world>SUBMISSION</world>
		</worldTypes>

		<!-- Outfit types that this outfit can be used in. For a list of acceptable OutfitTypes, consult: https://github.com/Innoxia/liliths-throne-public/blob/dev/src/com/lilithsthrone/game/inventory/clothing/OutfitType.java -->
		<outfitTypes>
		  <type>CASUAL_DATE</type> <!-- At the time of creation (v0.3.0.6), only the MUGGER outfitType is used in the game. All outfit types will be added eventually. -->
		</outfitTypes>

		<!-- WhatWhich leg configurations can equip this outfit. For a list of legConfigurations, see: https://github.com/Innoxia/liliths-throne-public/blob/dev/src/com/lilithsthrone/game/character/body/valueEnums/LegConfiguration.java -->
		<acceptableLegConfigurations>
			<legConfiguration>BIPEDAL</legConfiguration>
		</acceptableLegConfigurations>

		<!-- The condition that needs to be satisfied for someone to generate this outfit. "npc.hasFetish(FETISH_EXHIBITIONIST)" should probably always be taken into account. This conditional instance does NOT support the "clothingConditionalX" elements.
		Accepted method calls for the "npc" can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/character/GameCharacter.java
		Accepted method calls for the main game (using the "game" tag) can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/Game.java
		And also here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/dialogue/utils/UtilText.java
		The method "initScriptEngine()" in UtiLText.java shows you what you can get a handle on.-->
		<conditional><![CDATA[!npc.hasFetish(FETISH_EXHIBITIONIST) && npc.hasFetish(FETISH_MASTURBATION) && npc.getFetishDesire(FETISH_SUBMISSIVE).isPositive()]]></conditional>

		<!-- How likely this outfit is to be randomly chosen out of all available ones. Default outfits have a weight of 100. As there could be several outfits added to the weighting method, the chance of this outfit being selected is not able to be precisely determined. -->
		<weight>100</weight><!-- I left this one at 100, even though it's a special outfit, as the conditional check is hard to satisfy. -->
	</coreAttributes>

	<generationAttributes>
		<!-- You can define up to 20 conditional statements to use elsewhere in this file. They must be enclosed in CDATA tags, and must use a consecutively-numbered format of "clothingConditionalX". If they have the attribute: 'constant="true"', then they are evaluated once at the start of clothing generation. If not, they are re-evaluated every time. -->
		<clothingConditional1 constant="true"><![CDATA[RND.nextInt(100)<=50]]></clothingConditional1>
		<clothingConditional2 constant="true"><![CDATA[RND.nextInt(100)<=75]]></clothingConditional2>

		<!-- "presetColourGroupX" groups have one of their defined "randomColour"s randomly chosen for further use in this XML file. You can have up to 20 "presetColourGroupX"s, but the numbers must be consecutive. (i.e. You can have "presetColourGroup1", "presetColourGroup2", and "presetColourGroup3", but NOT "presetColourGroup1", "presetColourGroup2", and "presetColourGroup4", as that skips out a "3".)
		Accepted values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/utils/Colour.java -->
		<presetColourGroup1 singleColour="true"> <!-- The optional "singleColour" attribute, when set to true, means that this group will always return the same, randomly chosen colour from this list. -->
			<randomColour>CLOTHING_PINK</randomColour>
			<randomColour>CLOTHING_PINK_LIGHT</randomColour>
			<randomColour>CLOTHING_RED_DARK</randomColour>
		</presetColourGroup1>

		<presetColourGroup2>
			<randomColour>CLOTHING_BLACK</randomColour>
			<randomColour>presetColourGroup1</randomColour> <!-- Preceding presetColourGroups can be used, but not succeeding ones. (i.e. "presetColourGroup3" could not be used in "presetColourGroup2".)-->
		</presetColourGroup2>

		<presetColourGroup3>
			<randomColour>CLOTHING_GOLD</randomColour>
			<randomColour>CLOTHING_SILVER</randomColour>
		</presetColourGroup3>

		<presetColourGroup4>
			<randomColour>CLOTHING_WHITE</randomColour>
			<randomColour>CLOTHING_PINK_LIGHT</randomColour>
		</presetColourGroup4>

		<!-- Weapons can be added in a similar (although more limited) manner to clothing. This file doesn't use any weapons. Look at res/outfits/innoxia/mugger_masculine.xml for a weapon example. -->
		<mainWeapons/>

		<offhandWeapons/>

		<!-- For all of the "conditional" elements from this point onwards, you can use the tag "clothing" to access the clothing type being handled.-->

		<!-- All of the pre-set clothing that IS GUARANTEED to be attempted to be equipped. The only time these items won't be equipped is when multiple items of clothing are assigned to the same inventory slot (such as a pair of panties and a thong), in which case only the first item is used. -->
		<guaranteedClothingEquips>
			<uniqueClothing>
				<clothing colour="CLOTHING_SILVER" colourSecondary="CLOTHING_PURPLE_LIGHT" colourTertiary="CLOTHING_BLACK" enchantmentKnown="true" id="innoxia_buttPlugs_butt_plug_jewel" isDirty="false" name="[npc.NamePos(true)] butt-plug" pattern="none" patternColour="CLOTHING_BLACK" patternColourSecondary="CLOTHING_BLACK" patternColourTertiary="CLOTHING_BLACK">
					<effects>
					  <effect itemEffectType="CLOTHING" limit="0" potency="BOOST" primaryModifier="CLOTHING_ATTRIBUTE" secondaryModifier="DAMAGE_POISON" timer="0"/>
					  <effect itemEffectType="CLOTHING" limit="0" potency="MINOR_BOOST" primaryModifier="CLOTHING_ATTRIBUTE" secondaryModifier="DAMAGE_FIRE" timer="0"/>
					</effects>
					<displacedList/>
				</clothing>
			</uniqueClothing>

			<uniqueClothing>
				<conditional><![CDATA[npc.hasVagina()]]></conditional>
				<clothing colour="presetColourGroup2" colourSecondary="CLOTHING_BLACK" colourTertiary="CLOTHING_BLACK" enchantmentKnown="true" id="innoxia_insertableVibrator_insertable_vibrator" isDirty="false" name="[npc.NamePos(true)] insertable dildo"></clothing>
			</uniqueClothing>
		</guaranteedClothingEquips>

		<!-- "genericClothingType" elements automatically populate the possible clothing lists with all clothing in the game that satisfies the conditionals.-->
		<genericClothingType>
			<itemTags> <!-- If tags are defined, then only clothing with the provided tags will be included for random selection. May be left empty. Accepted values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/ItemTag.java -->
				<tag>DRESS</tag><!-- All items in the game marked as a "DRESS" will be included for random selection.-->
			</itemTags>
			<acceptableFemininities> <!-- If femininities are defined (MASCULINE, ANDROGYNOUS, or FEMININE), then only clothing suitable for this femininity will be included for random selection. -->
				<femininity>FEMININE</femininity>
			</acceptableFemininities>
			<slot/> <!-- If a slot (of type InventorySlot) is defined, then only clothing that fits into this slot will be included for random selection. Use the Enum values as defined in https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/InventorySlot.java -->
			<rarity>COMMON</rarity>  <!-- If a rarity is defined, then only clothing that has this rarity will be included for random selection. Accepted values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/Rarity.java -->
			<conditional/> <!-- If a condition is defined, then only clothing that satisfies this condition will be included for random selection. Wrap the conditional statement in CDATA tags if used. -->
			<primaryColours>
				<colour>presetColourGroup1</colour>
			</primaryColours>
			<secondaryColours/>
			<tertiaryColours/>
		</genericClothingType>

		<genericClothingType> <!-- Generic jewellery. This should probably be used in all outfits, unless you want to manually define your own jewellery. -->
			<itemTags/>
			<acceptableFemininities>
				<femininity>FEMININE</femininity>
				<femininity>ANDROGYNOUS</femininity>
			</acceptableFemininities>
			<slot/>
			<rarity>COMMON</rarity> <!-- 25% chance for every item of jewellery to be added, unless it's earrings, then 100%. These items are automatically not added if the character doesn't have the related slot pierced. -->
			<conditional><![CDATA[clothing.getSlot().isJewellery() && (RND.nextInt(100)<=25 || clothing.getSlot()==IS_PIERCING_EAR)]]></conditional>
			<primaryColours>
				<colour>presetColourGroup2</colour>
			</primaryColours>
			<secondaryColours/>
			<tertiaryColours/>
		</genericClothingType>

		<clothingType>
			<conditional><![CDATA[npc.hasBreasts()]]></conditional>
			<types>
				<type>CHEST_PLUNGE_BRA</type>
				<type>CHEST_LACY_PLUNGE_BRA</type>
				<type>CHEST_FULLCUP_BRA</type>
			</types>
			<primaryColours values="LINGERIE"/> <!-- The optional attribute "values" can be used as a pre-set colour list instead of defining individual colours. Accepted values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/utils/ColourListPresets.java -->
			<secondaryColours/>
			<tertiaryColours/>
		</clothingType>

		<clothingType>
			<conditional><![CDATA[npc.getFemininityValue()<75]]></conditional>
			<types>
				<type>FOOT_HEELS</type>
			</types>
			<primaryColours>
				<colour>presetColourGroup2</colour>
			</primaryColours>
			<secondaryColours/>
			<tertiaryColours/>
		</clothingType>

		<clothingType>
			<conditional><![CDATA[npc.getFemininityValue()>=75]]></conditional>
			<types>
				<type>FOOT_STILETTO_HEELS</type>
			</types>
			<primaryColours>
				<colour>presetColourGroup2</colour>
			</primaryColours>
			<secondaryColours/>
			<tertiaryColours/>
		</clothingType>

		<clothingType>
			<conditional><![CDATA[clothingConditional1]]></conditional>
			<types>
				<type>FINGER_RING</type>
			</types>
			<primaryColours>
				<colour>presetColourGroup2</colour>
			</primaryColours>
			<secondaryColours/>
			<tertiaryColours/>
		</clothingType>

		<clothingType>
			<conditional><![CDATA[!clothingConditional1 || clothingConditional2]]></conditional>
			<types>
				<type>NECK_HEART_NECKLACE</type>
			</types>
			<primaryColours>
				<colour>presetColourGroup2</colour>
			</primaryColours>
			<secondaryColours/>
			<tertiaryColours/>
		</clothingType>

		<clothingType>
			<conditional/>
			<types>
				<type>WRIST_WOMENS_WATCH</type>
			</types>
			<primaryColours>
				<colour>CLOTHING_PINK_LIGHT</colour>
				<colour>CLOTHING_PINK</colour>
			</primaryColours>
			<secondaryColours/>
			<tertiaryColours/>
		</clothingType>

		<!-- Both "genericClothingType"s and "clothingType"s are shuffled together before being run through and worn, so if two items have the same slot, such as these two headbands, then it's random as to which is worn. -->

		<clothingType>
			<conditional><![CDATA[npc.getHairRawLengthValue()>12]]></conditional>
			<types>
				<type>HEAD_HEADBAND_BOW</type>
				<type>HEAD_HEADBAND</type>
			</types>
			<primaryColours>
				<colour>CLOTHING_BLACK</colour>
				<colour>CLOTHING_WHITE</colour>
			</primaryColours>
			<secondaryColours/>
			<tertiaryColours>
				<colour>CLOTHING_PINK_LIGHT</colour>
				<colour>CLOTHING_RED</colour>
			</tertiaryColours>
		</clothingType>

	</generationAttributes>

	<!-- As a final note, I will add support for allowing the automatic generation of piercings in the next update. -->

</outfit>


code:
***** MODDING *****

If you want to make mods, make a new folder, using the (hopefully unique) name of your mod. (Like the 'innoxia' folder in this directory.)

Currently supported directories:
CLOTHING MODS: res/mods/(yourName)/items/clothing
TATTOO MODS: res/mods/(yourName)/items/tattoos
WEAPON MODS: res/mods/(yourName)/items/weapons

Just to clarify, (yourName) should be whatever nickname the mod creator is using.

Within these mod folders (which you create), place the .xml and .svg files that are needed for each piece of clothing/tattoo.

I've included at least one example in each directory for you to reference. If you need any help, there is a 'mod-discussion' channel in the LT discord. ^^

***** Optimizing SVG images *****

Once you have made your .svg images, you can optimise them (so that the game runs faster when rendering them), by doing the following:

1) All <flowRoot> elements should be manually removed (open your svg file in a text editor to do this). These are randomly added by Inkscape when dragging things in the editor and serve no purpose since they technically don't even exist in SVG 1.1, which all the files use.

2) Automated optimization can be done using SVGO (note 1), a relatively simple command line tool. The configuration used is included (note 2) and contains instructions on how to use it.

note 1: https://github.com/svg/svgo

note 2: https://github.com/Innoxia/liliths-throne-public/blob/83f67383dc826b097de428813dd93e82a00350f0/svgoConfig.yml


code:
<?xml version="1.0" encoding="utf-8" standalone="no"?>
<!-- Outfits are a way to make randomly-generated NPCs' outfit generation less chaotic. -->
<outfit>

	<coreAttributes>
		<!-- Names are only used for debugging purposes. Still, in case the name is used elsewhere later on, it's best to give your outfit a suitable (lowercase) name.-->
		<name><![CDATA[ORICL dress uniform]]></name>

		<!-- Again, descriptions are only used for debugging purposes. Still, in case the name is used elsewhere later on, it's best to give your outfit a suitable description.-->
		<description><![CDATA[Enforcer dress uniform with ORICL colors.]]></description>

		<!-- The femininity needed for someone to generate this outfit. MASCULINE, ANDROGYNOUS, and FEMININE are the three acceptable values. ANDROGYNOUS means anyone can use this outfit, while the other two are self-explanatory.-->
		<femininity>ANDROGYNOUS</femininity>

		<worldTypes/>

		<!-- Outfit types that this outfit can be used in. For a list of acceptable OutfitTypes, consult: https://github.com/Innoxia/liliths-throne-public/blob/dev/src/com/lilithsthrone/game/inventory/clothing/OutfitType.java -->
		<outfitTypes>
		  <type>JOB_SMART</type> <!-- At the time of creation (v0.3.0.6), only the MUGGER outfitType is used in the game. All outfit types will be added eventually. -->
		</outfitTypes>

		<!-- WhatWhich leg configurations can equip this outfit. For a list of legConfigurations, see: https://github.com/Innoxia/liliths-throne-public/blob/dev/src/com/lilithsthrone/game/character/body/valueEnums/LegConfiguration.java -->
		<acceptableLegConfigurations>
			<legConfiguration>BIPEDAL</legConfiguration>
		</acceptableLegConfigurations>

		<!-- The condition that needs to be satisfied for someone to generate this outfit. "npc.hasFetish(FETISH_EXHIBITIONIST)" should probably always be taken into account. This conditional instance does NOT support the "clothingConditionalX" elements.
		Accepted method calls for the "npc" can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/character/GameCharacter.java
		Accepted method calls for the main game (using the "game" tag) can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/Game.java
		And also here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/dialogue/utils/UtilText.java
		The method "initScriptEngine()" in UtiLText.java shows you what you can get a handle on.-->
		<conditional><![CDATA[npc.hasOccupationTag(OCCUPATION_TAG_ENFORCER_ORICL)]]></conditional>

		<!-- How likely this outfit is to be randomly chosen out of all available ones. Default outfits have a weight of 100. As there could be several outfits added to the weighting method, the chance of this outfit being selected is not able to be precisely determined. -->
		<weight>100</weight><!-- I left this one at 100, even though it's a special outfit, as the conditional check is hard to satisfy. -->
	</coreAttributes>

	<generationAttributes>
		<!-- You can define up to 20 conditional statements to use elsewhere in this file. They must be enclosed in CDATA tags, and must use a consecutively-numbered format of "clothingConditionalX". If they have the attribute: 'constant="true"', then they are evaluated once at the start of clothing generation. If not, they are re-evaluated every time. -->
		<clothingConditional1 constant="false"><![CDATA[game.getSeason() == SEASON_SPRING || game.getSeason() == SEASON_AUTUMN]]></clothingConditional1>
		<clothingConditional2 constant="false"><![CDATA[game.getSeason() == SEASON_SUMMER]]></clothingConditional2>
		<clothingConditional3 constant="false"><![CDATA[game.getSeason() == SEASON_WINTER]]></clothingConditional3>
		<clothingConditional4 constant="false"><![CDATA[game.getCurrentWeather()==WEATHER_SNOW]]></clothingConditional4>

		<clothingConditional5 constant="true"><![CDATA[npc.getFemininity() == FEMININITY_FEMININE]]></clothingConditional5>

		<clothingConditional6 constant="true"><![CDATA[RND.nextInt(100)<=66]]></clothingConditional6>

		<clothingConditional7 constant="true"><![CDATA[npc.getHistory()==OCCUPATION_NPC_ENFORCER_PATROL_CONSTABLE]]></clothingConditional7>
		<clothingConditional8 constant="true"><![CDATA[npc.getHistory()==OCCUPATION_NPC_ENFORCER_PATROL_SERGEANT]]></clothingConditional8>
		<clothingConditional9 constant="true"><![CDATA[npc.getHistory()==OCCUPATION_NPC_ENFORCER_PATROL_INSPECTOR]]></clothingConditional9>

		<!-- "presetColourGroupX" groups have one of their defined "randomColour"s randomly chosen for further use in this XML file. You can have up to 20 "presetColourGroupX"s, but the numbers must be consecutive. (i.e. You can have "presetColourGroup1", "presetColourGroup2", and "presetColourGroup3", but NOT "presetColourGroup1", "presetColourGroup2", and "presetColourGroup4", as that skips out a "3".)
		Accepted values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/utils/Colour.java -->
		<presetColourGroup1> <!-- The optional "singleColour" attribute, when set to true, means that this group will always return the same, randomly chosen colour from this list. -->
			<randomColour>CLOTHING_GOLD</randomColour>
			<randomColour>CLOTHING_SILVER</randomColour>
			<randomColour>CLOTHING_PLATINUM</randomColour>
			<randomColour>CLOTHING_ROSE_GOLD</randomColour>
		</presetColourGroup1>

		<presetColourGroup2>
			<randomColour>CLOTHING_BLACK</randomColour>
			<randomColour>CLOTHING_GREY_DARK</randomColour>
			<randomColour>CLOTHING_GREY</randomColour>
			<randomColour>CLOTHING_WHITE</randomColour>
			<randomColour>CLOTHING_BLUE_GREY</randomColour>
			<randomColour>CLOTHING_BLUE</randomColour>
			<randomColour>CLOTHING_BLUE_DARK</randomColour>
			<randomColour>CLOTHING_RED_DARK</randomColour>
			<randomColour>CLOTHING_RED</randomColour>
		</presetColourGroup2>

		<!-- Weapons can be added in a similar (although more limited) manner to clothing. This file doesn't use any weapons. Look at res/outfits/innoxia/mugger_masculine.xml for a weapon example. -->
		<mainWeapons>
			<weapon>
				<conditional/>
				<type>dsg_eep_pbweap_pbpistol</type>
				<damageTypes/>
				<primaryColours/>
				<secondaryColours/>
			</weapon>
		</mainWeapons>

		<offhandWeapons/>

		<!-- For all of the "conditional" elements from this point onwards, you can use the tag "clothing" to access the clothing type being handled.-->

		<!-- All of the pre-set clothing that IS GUARANTEED to be attempted to be equipped. The only time these items won't be equipped is when multiple items of clothing are assigned to the same inventory slot (such as a pair of panties and a thong), in which case only the first item is used. -->
		<guaranteedClothingEquips>

			<!--Beret always-->
			<uniqueClothing>
				<clothing colour="CLOTHING_PURPLE_DARK" colourSecondary="CLOTHING_BLACK" enchantmentKnown="true" id="dsg_eep_servequipset_enfberet_sword" isDirty="false"></clothing>
			</uniqueClothing>

			<!--A tie always-->
			<uniqueClothing>
				<clothing colour="CLOTHING_BLACK" enchantmentKnown="true" id="NECK_TIE" isDirty="false"></clothing>
			</uniqueClothing>

			<!--PC jacket -->
			<uniqueClothing>
				<conditional><![CDATA[clothingConditional1 && clothingConditional7]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_PURPLE_DARK" colourTertiary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_servequipset_enfdjacket_pc" isDirty="false"></clothing>
			</uniqueClothing>

			<!--SG jacket -->
			<uniqueClothing>
				<conditional><![CDATA[clothingConditional1 && clothingConditional8]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_PURPLE_DARK" colourTertiary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_servequipset_enfdjacket_sg" isDirty="false"></clothing>
			</uniqueClothing>

			<!--IP jacket -->
			<uniqueClothing>
				<conditional><![CDATA[clothingConditional1 && clothingConditional9]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_PURPLE_DARK" colourTertiary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_servequipset_enfdjacket_ip" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Greatcoat when it's snowing-->
			<uniqueClothing>
				<conditional><![CDATA[clothingConditional3 && clothingConditional4]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_PURPLE_DARK" colourTertiary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_servequipset_enfgreatcoat" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Sweater, selected when it's WINTER but the weather is not SNOW-->
			<uniqueClothing>
				<conditional><![CDATA[clothingConditional3 && (!clothingConditional4)]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_PURPLE_DARK" colourTertiary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_servequipset_milsweater_crewen" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Feminine long sleeved shirt -->
			<uniqueClothing>
				<conditional><![CDATA[((clothingConditional1 || clothingConditional3) && clothingConditional5]]></conditional>
				<clothing colour="CLOTHING_PURPLE_DARK" colourSecondary="CLOTHING_BLACK" colourTertiary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_ptrlequipset_flsldshirt" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Masculine long sleeved shirt-->
			<uniqueClothing>
				<conditional><![CDATA[((clothingConditional1 || clothingConditional3) && (!clothingConditional5)]]></conditional>
				<clothing colour="CLOTHING_PURPLE_DARK" colourSecondary="CLOTHING_BLACK" colourTertiary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_ptrlequipset_lsldshirt" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Feminine short sleeved shirt -->
			<uniqueClothing>
				<conditional><![CDATA[clothingConditional2 && clothingConditional5]]></conditional>
				<clothing colour="CLOTHING_PURPLE_DARK" colourSecondary="CLOTHING_BLACK" colourTertiary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_ptrlequipset_fssldshirt" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Masculine short sleeved shirt -->
			<uniqueClothing>
				<conditional><![CDATA[(clothingConditional2 && (!clothingConditional5)]]></conditional>
				<clothing colour="CLOTHING_PURPLE_DARK" colourSecondary="CLOTHING_BLACK" colourTertiary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_ptrlequipset_ssldshirt" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Dress belt-->
			<uniqueClothing>
				<conditional><![CDATA[clothingConditional1]]></conditional>
				<clothing colour="CLOTHING_DESATURATED_BROWN" colourSecondary="CLOTHING_DESATURATED_BROWN" colourTertiary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_servequipset_enfdbelt" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Stable belt-->
			<uniqueClothing>
				<conditional><![CDATA[clothingConditional2]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_servequipset_enfstbelt" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Feminine pants or skirt, 66% chance of skirt during SPRING, SUMMER, and AUTUMN, pants always selected during WINTER-->
			<uniqueClothing>
				<conditional><![CDATA[clothingConditional6 && (clothingConditional1 || clothingConditional2) && clothingConditional5]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_servequipset_enfskirt" isDirty="false"></clothing>
			</uniqueClothing>

			<uniqueClothing>
				<conditional><![CDATA[((!clothingConditional6) || clothingConditional3) && clothingConditional5]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_PURPLE_DARK" colourTertiary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_servequipset_enfdslacks" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Masculine pants-->
			<uniqueClothing>
				<conditional><![CDATA[!clothingConditional5]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_PURPLE_DARK" colourTertiary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_servequipset_enfdslacks" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Hosery always goes with a skirt-->
			<uniqueClothing>
				<conditional><![CDATA[clothingConditional6 && (clothingConditional1 || clothingConditional2) && clothingConditional5]]></conditional>
				<clothing colour="CLOTHING_BLACK" enchantmentKnown="true" id="innoxia_sock_pantyhose" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Socks always go with pants-->
			<uniqueClothing>
				<conditional><![CDATA[(!clothingConditional5) || (((!clothingConditional6) || clothingConditional3) && clothingConditional5)]]></conditional>
				<clothing colour="CLOTHING_BLACK" enchantmentKnown="true" id="innoxia_sock_socks" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Feminine pumps-->
			<uniqueClothing>
				<conditional><![CDATA[clothingConditional5 && !(clothingConditional3 && clothingConditional4)]]></conditional>
				<clothing colour="CLOTHING_BLACK" enchantmentKnown="true" id="dsg_eep_servequipset_enfpumps" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Masculine shoes-->
			<uniqueClothing>
				<conditional><![CDATA[(!clothingConditional5) && !(clothingConditional3 && clothingConditional4)]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_BLACK" colourTertiary="CLOTHING_BLACK" enchantmentKnown="true" id="innoxia_foot_mens_smart_shoes" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Jackboots always goes with a greatcoat-->
			<uniqueClothing>
				<conditional><![CDATA[clothingConditional3 && clothingConditional4]]></conditional>
				<clothing colour="CLOTHING_BLACK" enchantmentKnown="true" id="dsg_eep_servequipset_enfjackboots" isDirty="false"></clothing>
			</uniqueClothing>

		</guaranteedClothingEquips>

		<clothingType> <!-- 25% chance of rings-->
			<conditional><![CDATA[RND.nextInt(100)<=25]]></conditional>
			<types>
				<type>FINGER_RING</type>
			</types>
			<primaryColours>
				<colour>presetColourGroup1</colour>
			</primaryColours>
			<secondaryColours/>
			<tertiaryColours/>
		</clothingType>

		<clothingType> <!-- 33% chance of earrings on feminine characters-->
			<conditional><![CDATA[(RND.nextInt(100)<=33) && clothingConditional5]]></conditional>
			<types>
				<type>PIERCING_EAR_RING</type>
			</types>
			<primaryColours>
				<colour>presetColourGroup1</colour>
			</primaryColours>
			<secondaryColours/>
			<tertiaryColours/>
		</clothingType>

		<!-- 50% chance of watches-->
		<clothingType>
			<conditional><![CDATA[(RND.nextInt(100)<=50) && clothingConditional5]]></conditional>
			<types>
				<type>WRIST_WOMENS_WATCH</type>
			</types>
			<primaryColours values="LEATHER"/>
			<secondaryColours/>
			<tertiaryColours/>
		</clothingType>

		<clothingType>
			<conditional><![CDATA[(RND.nextInt(100)<=50) && (!clothingConditional5)]]></conditional>
			<types>
				<type>WRIST_MENS_WATCH</type>
			</types>
			<primaryColours>
				<colour>presetColourGroup1</colour>
			</primaryColours>
			<secondaryColours/>
			<tertiaryColours/>
		</clothingType>

		<clothingType>
			<conditional><![CDATA[npc.hasBreasts()]]></conditional>
			<types>
				<type>CHEST_PLUNGE_BRA</type>
				<type>CHEST_LACY_PLUNGE_BRA</type>
				<type>CHEST_FULLCUP_BRA</type>
			</types>
			<primaryColours values="LINGERIE"/>
			<secondaryColours/>
			<tertiaryColours/>
		</clothingType>

		<clothingType>
			<conditional><![CDATA[clothingConditional5]]></conditional>
			<types>
				<type>GROIN_LACY_PANTIES</type>
				<type>GROIN_PANTIES</type>
				<type>GROIN_THONG</type>
			</types>
			<primaryColours values="LINGERIE"/>
			<secondaryColours/>
			<tertiaryColours/>
		</clothingType>

		<clothingType>
			<conditional><![CDATA[!clothingConditional5]]></conditional>
			<types>
				<type>GROIN_BRIEFS</type>
				<type>GROIN_BOXERS</type>
			</types>
			<primaryColours>
				<colour>presetColourGroup2</colour>
			</primaryColours>
			<secondaryColours/>
			<tertiaryColours/>
		</clothingType>

	</generationAttributes>

	<!-- As a final note, I will add support for allowing the automatic generation of piercings in the next update. -->

</outfit>


code:
<?xml version="1.0" encoding="utf-8" standalone="no"?>
<!-- Outfits are a way to make randomly-generated NPCs' outfit generation less chaotic. -->
<outfit>

	<coreAttributes>
		<!-- Names are only used for debugging purposes. Still, in case the name is used elsewhere later on, it's best to give your outfit a suitable (lowercase) name.-->
		<name><![CDATA[ORICL Enforcer heavy tactical uniform]]></name>

		<!-- Again, descriptions are only used for debugging purposes. Still, in case the name is used elsewhere later on, it's best to give your outfit a suitable description.-->
		<description><![CDATA[Enforcer heavy tactical uniform with ORICL colours.]]></description>

		<!-- The femininity needed for someone to generate this outfit. MASCULINE, ANDROGYNOUS, and FEMININE are the three acceptable values. ANDROGYNOUS means anyone can use this outfit, while the other two are self-explanatory.-->
		<femininity>ANDROGYNOUS</femininity>

		<worldTypes/>

		<!-- Outfit types that this outfit can be used in. For a list of acceptable OutfitTypes, consult: https://github.com/Innoxia/liliths-throne-public/blob/dev/src/com/lilithsthrone/game/inventory/clothing/OutfitType.java -->
		<outfitTypes>
		  <type>JOB_LABOUR</type> <!-- At the time of creation (v0.3.0.6), only the MUGGER outfitType is used in the game. All outfit types will be added eventually. -->
		</outfitTypes>

		<!-- WhatWhich leg configurations can equip this outfit. For a list of legConfigurations, see: https://github.com/Innoxia/liliths-throne-public/blob/dev/src/com/lilithsthrone/game/character/body/valueEnums/LegConfiguration.java -->
		<acceptableLegConfigurations>
			<legConfiguration>BIPEDAL</legConfiguration>
		</acceptableLegConfigurations>

		<!-- The condition that needs to be satisfied for someone to generate this outfit. "npc.hasFetish(FETISH_EXHIBITIONIST)" should probably always be taken into account. This conditional instance does NOT support the "clothingConditionalX" elements.
		Accepted method calls for the "npc" can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/character/GameCharacter.java
		Accepted method calls for the main game (using the "game" tag) can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/Game.java
		And also here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/dialogue/utils/UtilText.java
		The method "initScriptEngine()" in UtiLText.java shows you what you can get a handle on.-->
		<conditional><![CDATA[npc.hasOccupationTag(OCCUPATION_TAG_ENFORCER_ORICL)]]></conditional>

		<!-- How likely this outfit is to be randomly chosen out of all available ones. Default outfits have a weight of 100. As there could be several outfits added to the weighting method, the chance of this outfit being selected is not able to be precisely determined. -->
		<weight>100</weight><!-- I left this one at 100, even though it's a special outfit, as the conditional check is hard to satisfy. -->
	</coreAttributes>

	<generationAttributes>
		<!-- You can define up to 20 conditional statements to use elsewhere in this file. They must be enclosed in CDATA tags, and must use a consecutively-numbered format of "clothingConditionalX". If they have the attribute: 'constant="true"', then they are evaluated once at the start of clothing generation. If not, they are re-evaluated every time. -->
		<clothingConditional1 constant="false"><![CDATA[game.isDayTime()]]></clothingConditional1>
		<clothingConditional2 constant="true"><![CDATA[RND.nextInt(100)<=33]]></clothingConditional2>
		<clothingConditional3 constant="true"><![CDATA[!clothingConditional2 && RND.nextInt(100)<=50]]></clothingConditional3>
		<clothingConditional4 constant="true"><![CDATA[!clothingConditional2 && !clothingConditional3]]></clothingConditional4>

		<clothingConditional5 constant="true"><![CDATA[npc.getFemininity() == FEMININITY_FEMININE]]></clothingConditional5>

		<clothingConditional6 constant="true"><![CDATA[RND.nextInt(100)<=66]]></clothingConditional6>
		<clothingConditional7 constant="true"><![CDATA[RND.nextInt(100)<=50]]></clothingConditional7>

		<!-- "presetColourGroupX" groups have one of their defined "randomColour"s randomly chosen for further use in this XML file. You can have up to 20 "presetColourGroupX"s, but the numbers must be consecutive. (i.e. You can have "presetColourGroup1", "presetColourGroup2", and "presetColourGroup3", but NOT "presetColourGroup1", "presetColourGroup2", and "presetColourGroup4", as that skips out a "3".)
		Accepted values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/utils/Colour.java -->
		<presetColourGroup1> <!-- The optional "singleColour" attribute, when set to true, means that this group will always return the same, randomly chosen colour from this list. -->
			<randomColour>CLOTHING_GOLD</randomColour>
			<randomColour>CLOTHING_SILVER</randomColour>
			<randomColour>CLOTHING_PLATINUM</randomColour>
			<randomColour>CLOTHING_ROSE_GOLD</randomColour>
		</presetColourGroup1>

		<presetColourGroup2>
			<randomColour>CLOTHING_BLACK</randomColour>
			<randomColour>CLOTHING_GREY_DARK</randomColour>
			<randomColour>CLOTHING_GREY</randomColour>
			<randomColour>CLOTHING_WHITE</randomColour>
			<randomColour>CLOTHING_BLUE_GREY</randomColour>
			<randomColour>CLOTHING_BLUE</randomColour>
			<randomColour>CLOTHING_BLUE_DARK</randomColour>
			<randomColour>CLOTHING_RED_DARK</randomColour>
			<randomColour>CLOTHING_RED</randomColour>
		</presetColourGroup2>

		<!-- Weapons can be added in a similar (although more limited) manner to clothing. This file doesn't use any weapons. Look at res/outfits/innoxia/mugger_masculine.xml for a weapon example. -->
		<mainWeapons>
			<weapon>
				<conditional><![CDATA[clothingConditional7]]></conditional>
				<type>dsg_eep_pbweap_pblauncher</type>
				<damageTypes/>
				<primaryColours/>
				<secondaryColours/>
			</weapon>
			<weapon>
				<conditional><![CDATA[!clothingConditional7]]></conditional>
				<type>dsg_eep_cryoprism_cryoprism</type>
				<damageTypes/>
				<primaryColours/>
				<secondaryColours/>
			</weapon>
		</mainWeapons>

		<offhandWeapons/>

		<!-- For all of the "conditional" elements from this point onwards, you can use the tag "clothing" to access the clothing type being handled.-->

		<!-- All of the pre-set clothing that IS GUARANTEED to be attempted to be equipped. The only time these items won't be equipped is when multiple items of clothing are assigned to the same inventory slot (such as a pair of panties and a thong), in which case only the first item is used. -->
		<guaranteedClothingEquips>
			<!-- Helmet always -->
			<uniqueClothing>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_BLACK" colourTertiary="CLOTHING_STEEL" enchantmentKnown="true" id="dsg_eep_tacequipset_chelmet" isDirty="false">
				</clothing>
			</uniqueClothing>

			<!-- NVGs on when it's dark, otherwise select from either ballistic glasses, ballistic goggles, or a gas mask -->
			<uniqueClothing>
				<conditional><![CDATA[!(clothingConditional1)]]></conditional>
				<clothing colour="CLOTHING_GREY" colourSecondary="CLOTHING_STEEL" colourTertiary="CLOTHING_RED_DARK" enchantmentKnown="true" id="dsg_eep_tacequipset_nvgoggles" isDirty="false">
				</clothing>
			</uniqueClothing>

			<uniqueClothing>
				<conditional><![CDATA[!(clothingConditional1) && clothingConditional2]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_GREEN_DARK" colourTertiary="CLOTHING_SILVER" enchantmentKnown="true" id="dsg_eep_tacequipset_gmask" isDirty="false">
				</clothing>
			</uniqueClothing>

			<uniqueClothing>
				<conditional><![CDATA[!(clothingConditional1) && clothingConditional3]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_SILVER" colourTertiary="CLOTHING_STEEL" enchantmentKnown="true" id="dsg_eep_tacequipset_bglasses" isDirty="false">
				</clothing>
			</uniqueClothing>

			<uniqueClothing>
				<conditional><![CDATA[!(clothingConditional1) && clothingConditional4]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_SILVER" colourTertiary="CLOTHING_GREY" enchantmentKnown="true" id="dsg_eep_tacequipset_bgoggles" isDirty="false">
				</clothing>
			</uniqueClothing>

			<uniqueClothing>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_BLACK" colourTertiary="CLOTHING_BLACK" enchantmentKnown="true" id="dsg_eep_riotarmorset_riotneckprotector" isDirty="false">
				</clothing>
			</uniqueClothing>

			<!-- Heavy plate carrier always-->
			<uniqueClothing>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_BLACK" colourTertiary="CLOTHING_BLACK" enchantmentKnown="true" id="dsg_eep_tacequipset_hpltcarrier" isDirty="false"></clothing>
			</uniqueClothing>

			<!-- Combat shirt always-->
			<uniqueClothing>
				<clothing colour="CLOTHING_PURPLE_DARK" colourSecondary="CLOTHING_BLACK" enchantmentKnown="true" id="dsg_eep_eep_tacequipset_enf_cbtshirt" isDirty="false"></clothing>
			</uniqueClothing>

			<!-- Heavy battle belt always -->
			<uniqueClothing>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_BLACK" colourTertiary="CLOTHING_BLACK" enchantmentKnown="true" id="dsg_eep_eep_tacequipset_hbattlebelt" isDirty="false">
				</clothing>
			</uniqueClothing>

			<!-- Tactical pants always -->
			<uniqueClothing>
				<clothing colour="CLOTHING_PURPLE_DARK" colourSecondary="CLOTHING_STEEL" enchantmentKnown="true" id="dsg_eep_eep_tacequipset_tpants" isDirty="false">
				</clothing>
			</uniqueClothing>

			<!-- Elbow pads always-->
			<uniqueClothing>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_BLACK" colourTertiary="CLOTHING_STEEL" enchantmentKnown="true" id="dsg_eep_eep_tacequipset_tkneepads" isDirty="false">
				</clothing>
			</uniqueClothing>

			<!--Knee pads always-->
			<uniqueClothing>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_BLACK" colourTertiary="CLOTHING_BLACK" enchantmentKnown="true" id="dsg_eep_eep_tacequipset_telbowpads" isDirty="false">
				</clothing>
			</uniqueClothing>

			<!-- Socks always-->
			<uniqueClothing>
				<clothing colour="CLOTHING_BLACK" enchantmentKnown="true" id="innoxia_sock_socks" isDirty="false">
				</clothing>
			</uniqueClothing>

			<!-- Boots always-->
			<uniqueClothing>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_BLACK" colourTertiary="CLOTHING_STEEL" enchantmentKnown="true" id="dsg_eep_tacequipset_cboots" isDirty="false">
				</clothing>
			</uniqueClothing>

		</guaranteedClothingEquips>

		<!-- "genericClothingType" elements automatically populate the possible clothing lists with all clothing in the game that satisfies the conditionals.-->

		<!-- Underwear -->
		<clothingType>
			<conditional><![CDATA[npc.hasBreasts()]]></conditional>
			<types>
				<type>CHEST_SPORTS_BRA</type>
			</types>
			<primaryColours values="LINGERIE"/>
			<secondaryColours/>
			<tertiaryColours/>
		</clothingType>

		<clothingType>
			<conditional><![CDATA[clothingConditional5]]></conditional>
			<types>
				<type>GROIN_BOYSHORTS</type>
			</types>
			<primaryColours values="LINGERIE"/>
			<secondaryColours/>
			<tertiaryColours/>
		</clothingType>

		<clothingType>
			<conditional><![CDATA[!clothingConditional5]]></conditional>
			<types>
				<type>GROIN_BRIEFS</type>
				<type>GROIN_BOXERS</type>
			</types>
			<primaryColours>
				<colour>presetColourGroup2</colour>
			</primaryColours>
			<secondaryColours/>
			<tertiaryColours/>
		</clothingType>

	</generationAttributes>

	<!-- As a final note, I will add support for allowing the automatic generation of piercings in the next update. -->

</outfit>


code:
<?xml version="1.0" encoding="utf-8" standalone="no"?>
<!-- Outfits are a way to make randomly-generated NPCs' outfit generation less chaotic. -->
<outfit>

	<coreAttributes>
		<!-- Names are only used for debugging purposes. Still, in case the name is used elsewhere later on, it's best to give your outfit a suitable (lowercase) name.-->
		<name><![CDATA[ORICL Enforcer light tactical uniform]]></name>

		<!-- Again, descriptions are only used for debugging purposes. Still, in case the name is used elsewhere later on, it's best to give your outfit a suitable description.-->
		<description><![CDATA[Enforcer light tactical uniform with ORICL colours.]]></description>

		<!-- The femininity needed for someone to generate this outfit. MASCULINE, ANDROGYNOUS, and FEMININE are the three acceptable values. ANDROGYNOUS means anyone can use this outfit, while the other two are self-explanatory.-->
		<femininity>ANDROGYNOUS</femininity>

		<worldTypes/>

		<!-- Outfit types that this outfit can be used in. For a list of acceptable OutfitTypes, consult: https://github.com/Innoxia/liliths-throne-public/blob/dev/src/com/lilithsthrone/game/inventory/clothing/OutfitType.java -->
		<outfitTypes>
		  <type>ATHLETIC</type> <!-- At the time of creation (v0.3.0.6), only the MUGGER outfitType is used in the game. All outfit types will be added eventually. -->
		</outfitTypes>

		<!-- WhatWhich leg configurations can equip this outfit. For a list of legConfigurations, see: https://github.com/Innoxia/liliths-throne-public/blob/dev/src/com/lilithsthrone/game/character/body/valueEnums/LegConfiguration.java -->
		<acceptableLegConfigurations>
			<legConfiguration>BIPEDAL</legConfiguration>
		</acceptableLegConfigurations>

		<!-- The condition that needs to be satisfied for someone to generate this outfit. "npc.hasFetish(FETISH_EXHIBITIONIST)" should probably always be taken into account. This conditional instance does NOT support the "clothingConditionalX" elements.
		Accepted method calls for the "npc" can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/character/GameCharacter.java
		Accepted method calls for the main game (using the "game" tag) can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/Game.java
		And also here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/dialogue/utils/UtilText.java
		The method "initScriptEngine()" in UtiLText.java shows you what you can get a handle on.-->
		<conditional><![CDATA[npc.hasOccupationTag(OCCUPATION_TAG_ENFORCER_ORICL)]]></conditional>

		<!-- How likely this outfit is to be randomly chosen out of all available ones. Default outfits have a weight of 100. As there could be several outfits added to the weighting method, the chance of this outfit being selected is not able to be precisely determined. -->
		<weight>100</weight><!-- I left this one at 100, even though it's a special outfit, as the conditional check is hard to satisfy. -->
	</coreAttributes>

	<generationAttributes>
		<!-- You can define up to 20 conditional statements to use elsewhere in this file. They must be enclosed in CDATA tags, and must use a consecutively-numbered format of "clothingConditionalX". If they have the attribute: 'constant="true"', then they are evaluated once at the start of clothing generation. If not, they are re-evaluated every time. -->
		<clothingConditional1 constant="false"><![CDATA[game.isDayTime()]]></clothingConditional1>
		<clothingConditional2 constant="true"><![CDATA[RND.nextInt(100)<=33]]></clothingConditional2>
		<clothingConditional3 constant="true"><![CDATA[!clothingConditional2 && RND.nextInt(100)<=50]]></clothingConditional3>
		<clothingConditional4 constant="true"><![CDATA[!clothingConditional2 && !clothingConditional3]]></clothingConditional4>

		<clothingConditional5 constant="true"><![CDATA[npc.getFemininity() == FEMININITY_FEMININE]]></clothingConditional5>

		<clothingConditional6 constant="true"><![CDATA[RND.nextInt(100)<=66]]></clothingConditional6>
		<clothingConditional7 constant="true"><![CDATA[RND.nextInt(100)<=50]]></clothingConditional7>

		<!-- "presetColourGroupX" groups have one of their defined "randomColour"s randomly chosen for further use in this XML file. You can have up to 20 "presetColourGroupX"s, but the numbers must be consecutive. (i.e. You can have "presetColourGroup1", "presetColourGroup2", and "presetColourGroup3", but NOT "presetColourGroup1", "presetColourGroup2", and "presetColourGroup4", as that skips out a "3".)
		Accepted values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/utils/Colour.java -->
		<presetColourGroup1> <!-- The optional "singleColour" attribute, when set to true, means that this group will always return the same, randomly chosen colour from this list. -->
			<randomColour>CLOTHING_GOLD</randomColour>
			<randomColour>CLOTHING_SILVER</randomColour>
			<randomColour>CLOTHING_PLATINUM</randomColour>
			<randomColour>CLOTHING_ROSE_GOLD</randomColour>
		</presetColourGroup1>

		<presetColourGroup2>
			<randomColour>CLOTHING_BLACK</randomColour>
			<randomColour>CLOTHING_GREY_DARK</randomColour>
			<randomColour>CLOTHING_GREY</randomColour>
			<randomColour>CLOTHING_WHITE</randomColour>
			<randomColour>CLOTHING_BLUE_GREY</randomColour>
			<randomColour>CLOTHING_BLUE</randomColour>
			<randomColour>CLOTHING_BLUE_DARK</randomColour>
			<randomColour>CLOTHING_RED_DARK</randomColour>
			<randomColour>CLOTHING_RED</randomColour>
		</presetColourGroup2>

		<!-- Weapons can be added in a similar (although more limited) manner to clothing. This file doesn't use any weapons. Look at res/outfits/innoxia/mugger_masculine.xml for a weapon example. -->
		<mainWeapons>
			<weapon>
				<conditional><![CDATA[clothingConditional7]]></conditional>
				<type>dsg_eep_pbweap_pbrifle</type>
				<damageTypes/>
				<primaryColours/>
				<secondaryColours/>
			</weapon>
			<weapon>
				<conditional><![CDATA[!clothingConditional7]]></conditional>
				<type>dsg_eep_trqrifle_trqrifle</type>
				<damageTypes/>
				<primaryColours/>
				<secondaryColours/>
			</weapon>
		</mainWeapons>

		<offhandWeapons/>

		<!-- For all of the "conditional" elements from this point onwards, you can use the tag "clothing" to access the clothing type being handled.-->

		<!-- All of the pre-set clothing that IS GUARANTEED to be attempted to be equipped. The only time these items won't be equipped is when multiple items of clothing are assigned to the same inventory slot (such as a pair of panties and a thong), in which case only the first item is used. -->
		<guaranteedClothingEquips>
			<!-- Helmet always -->
			<uniqueClothing>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_BLACK" colourTertiary="CLOTHING_STEEL" enchantmentKnown="true" id="dsg_eep_tacequipset_chelmet" isDirty="false">
				</clothing>
			</uniqueClothing>

			<!-- NVGs on when it's dark, otherwise select from either ballistic glasses, ballistic goggles, or a gas mask -->
			<uniqueClothing>
				<conditional><![CDATA[!(clothingConditional1)]]></conditional>
				<clothing colour="CLOTHING_GREY" colourSecondary="CLOTHING_STEEL" colourTertiary="CLOTHING_RED_DARK" enchantmentKnown="true" id="dsg_eep_tacequipset_nvgoggles" isDirty="false">
				</clothing>
			</uniqueClothing>

			<uniqueClothing>
				<conditional><![CDATA[!(clothingConditional1) && clothingConditional2]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_GREEN_DARK" colourTertiary="CLOTHING_SILVER" enchantmentKnown="true" id="dsg_eep_tacequipset_gmask" isDirty="false">
				</clothing>
			</uniqueClothing>

			<uniqueClothing>
				<conditional><![CDATA[!(clothingConditional1) && clothingConditional3]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_SILVER" colourTertiary="CLOTHING_STEEL" enchantmentKnown="true" id="dsg_eep_tacequipset_bglasses" isDirty="false">
				</clothing>
			</uniqueClothing>

			<uniqueClothing>
				<conditional><![CDATA[!(clothingConditional1) && clothingConditional4]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_SILVER" colourTertiary="CLOTHING_GREY" enchantmentKnown="true" id="dsg_eep_tacequipset_bgoggles" isDirty="false">
				</clothing>
			</uniqueClothing>

			<!-- Plate carrier always-->
			<uniqueClothing>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_BLACK" colourTertiary="CLOTHING_BLACK" enchantmentKnown="true" id="dsg_eep_tacequipset_pltcarrier" isDirty="false"></clothing>
			</uniqueClothing>

			<!-- Combat shirt always-->
			<uniqueClothing>
				<clothing colour="CLOTHING_PURPLE_DARK" colourSecondary="CLOTHING_BLACK" enchantmentKnown="true" id="dsg_eep_eep_tacequipset_enf_cbtshirt" isDirty="false"></clothing>
			</uniqueClothing>

			<!-- Battle belt always -->
			<uniqueClothing>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_BLACK" colourTertiary="CLOTHING_BLACK" enchantmentKnown="true" id="dsg_eep_eep_tacequipset_battlebelt" isDirty="false">
				</clothing>
			</uniqueClothing>

			<!-- Tactical pants always -->
			<uniqueClothing>
				<clothing colour="CLOTHING_PURPLE_DARK" colourSecondary="CLOTHING_STEEL" enchantmentKnown="true" id="dsg_eep_eep_tacequipset_tpants" isDirty="false">
				</clothing>
			</uniqueClothing>

			<!-- 66% chance of elbow pads -->
			<uniqueClothing>
				<conditional><![CDATA[clothingConditional6]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_BLACK" colourTertiary="CLOTHING_STEEL" enchantmentKnown="true" id="dsg_eep_eep_tacequipset_tkneepads" isDirty="false">
				</clothing>
			</uniqueClothing>

			<!-- 66% chance of knee pads -->
			<uniqueClothing>
				<conditional><![CDATA[clothingConditional6]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_BLACK" colourTertiary="CLOTHING_BLACK" enchantmentKnown="true" id="dsg_eep_eep_tacequipset_telbowpads" isDirty="false">
				</clothing>
			</uniqueClothing>

			<!-- Socks always-->
			<uniqueClothing>
				<clothing colour="CLOTHING_BLACK" enchantmentKnown="true" id="innoxia_sock_socks" isDirty="false">
				</clothing>
			</uniqueClothing>

			<!-- Boots always-->
			<uniqueClothing>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_BLACK" colourTertiary="CLOTHING_STEEL" enchantmentKnown="true" id="dsg_eep_tacequipset_cboots" isDirty="false">
				</clothing>
			</uniqueClothing>

		</guaranteedClothingEquips>

		<!-- "genericClothingType" elements automatically populate the possible clothing lists with all clothing in the game that satisfies the conditionals.-->

		<!-- Underwear -->
		<clothingType>
			<conditional><![CDATA[npc.hasBreasts()]]></conditional>
			<types>
				<type>CHEST_SPORTS_BRA</type>
			</types>
			<primaryColours values="LINGERIE"/>
			<secondaryColours/>
			<tertiaryColours/>
		</clothingType>

		<clothingType>
			<conditional><![CDATA[clothingConditional5]]></conditional>
			<types>
				<type>GROIN_BOYSHORTS</type>
			</types>
			<primaryColours values="LINGERIE"/>
			<secondaryColours/>
			<tertiaryColours/>
		</clothingType>

		<clothingType>
			<conditional><![CDATA[!clothingConditional5]]></conditional>
			<types>
				<type>GROIN_BRIEFS</type>
				<type>GROIN_BOXERS</type>
			</types>
			<primaryColours>
				<colour>presetColourGroup2</colour>
			</primaryColours>
			<secondaryColours/>
			<tertiaryColours/>
		</clothingType>

	</generationAttributes>

	<!-- As a final note, I will add support for allowing the automatic generation of piercings in the next update. -->

</outfit>


code:
<?xml version="1.0" encoding="utf-8" standalone="no"?>
<!-- Outfits are a way to make randomly-generated NPCs' outfit generation less chaotic. -->
<outfit>

	<coreAttributes>
		<!-- Names are only used for debugging purposes. Still, in case the name is used elsewhere later on, it's best to give your outfit a suitable (lowercase) name.-->
		<name><![CDATA[Dominion Frontline Patrol Enforcer dress uniform]]></name>

		<!-- Again, descriptions are only used for debugging purposes. Still, in case the name is used elsewhere later on, it's best to give your outfit a suitable description.-->
		<description><![CDATA[Enforcer dress uniform with Dominion Frontline Patrol colours.]]></description>

		<!-- The femininity needed for someone to generate this outfit. MASCULINE, ANDROGYNOUS, and FEMININE are the three acceptable values. ANDROGYNOUS means anyone can use this outfit, while the other two are self-explanatory.-->
		<femininity>ANDROGYNOUS</femininity>

		<worldTypes/>

		<!-- Outfit types that this outfit can be used in. For a list of acceptable OutfitTypes, consult: https://github.com/Innoxia/liliths-throne-public/blob/dev/src/com/lilithsthrone/game/inventory/clothing/OutfitType.java -->
		<outfitTypes>
		  <type>JOB_SMART</type> <!-- At the time of creation (v0.3.0.6), only the MUGGER outfitType is used in the game. All outfit types will be added eventually. -->
		</outfitTypes>

		<!-- WhatWhich leg configurations can equip this outfit. For a list of legConfigurations, see: https://github.com/Innoxia/liliths-throne-public/blob/dev/src/com/lilithsthrone/game/character/body/valueEnums/LegConfiguration.java -->
		<acceptableLegConfigurations>
			<legConfiguration>BIPEDAL</legConfiguration>
		</acceptableLegConfigurations>

		<!-- The condition that needs to be satisfied for someone to generate this outfit. "npc.hasFetish(FETISH_EXHIBITIONIST)" should probably always be taken into account. This conditional instance does NOT support the "clothingConditionalX" elements.
		Accepted method calls for the "npc" can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/character/GameCharacter.java
		Accepted method calls for the main game (using the "game" tag) can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/Game.java
		And also here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/dialogue/utils/UtilText.java
		The method "initScriptEngine()" in UtiLText.java shows you what you can get a handle on.-->
		<conditional><![CDATA[npc.hasOccupationTag(OCCUPATION_TAG_ENFORCER_PATROL)]]></conditional>

		<!-- How likely this outfit is to be randomly chosen out of all available ones. Default outfits have a weight of 100. As there could be several outfits added to the weighting method, the chance of this outfit being selected is not able to be precisely determined. -->
		<weight>100</weight><!-- I left this one at 100, even though it's a special outfit, as the conditional check is hard to satisfy. -->
	</coreAttributes>

	<generationAttributes>
		<!-- You can define up to 20 conditional statements to use elsewhere in this file. They must be enclosed in CDATA tags, and must use a consecutively-numbered format of "clothingConditionalX". If they have the attribute: 'constant="true"', then they are evaluated once at the start of clothing generation. If not, they are re-evaluated every time. -->
		<clothingConditional1 constant="false"><![CDATA[game.getSeason() == SEASON_SPRING || game.getSeason() == SEASON_AUTUMN]]></clothingConditional1>
		<clothingConditional2 constant="false"><![CDATA[game.getSeason() == SEASON_SUMMER]]></clothingConditional2>
		<clothingConditional3 constant="false"><![CDATA[game.getSeason() == SEASON_WINTER]]></clothingConditional3>
		<clothingConditional4 constant="false"><![CDATA[game.getCurrentWeather()==WEATHER_SNOW]]></clothingConditional4>

		<clothingConditional5 constant="true"><![CDATA[npc.getFemininity() == FEMININITY_FEMININE]]></clothingConditional5>

		<clothingConditional6 constant="true"><![CDATA[RND.nextInt(100)<=66]]></clothingConditional6>

		<clothingConditional7 constant="true"><![CDATA[npc.getHistory()==OCCUPATION_NPC_ENFORCER_PATROL_CONSTABLE]]></clothingConditional7>
		<clothingConditional8 constant="true"><![CDATA[npc.getHistory()==OCCUPATION_NPC_ENFORCER_PATROL_SERGEANT]]></clothingConditional8>
		<clothingConditional9 constant="true"><![CDATA[npc.getHistory()==OCCUPATION_NPC_ENFORCER_PATROL_INSPECTOR]]></clothingConditional9>

		<!-- "presetColourGroupX" groups have one of their defined "randomColour"s randomly chosen for further use in this XML file. You can have up to 20 "presetColourGroupX"s, but the numbers must be consecutive. (i.e. You can have "presetColourGroup1", "presetColourGroup2", and "presetColourGroup3", but NOT "presetColourGroup1", "presetColourGroup2", and "presetColourGroup4", as that skips out a "3".)
		Accepted values can be found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/utils/Colour.java -->
		<presetColourGroup1> <!-- The optional "singleColour" attribute, when set to true, means that this group will always return the same, randomly chosen colour from this list. -->
			<randomColour>CLOTHING_GOLD</randomColour>
			<randomColour>CLOTHING_SILVER</randomColour>
			<randomColour>CLOTHING_PLATINUM</randomColour>
			<randomColour>CLOTHING_ROSE_GOLD</randomColour>
		</presetColourGroup1>

		<presetColourGroup2>
			<randomColour>CLOTHING_BLACK</randomColour>
			<randomColour>CLOTHING_GREY_DARK</randomColour>
			<randomColour>CLOTHING_GREY</randomColour>
			<randomColour>CLOTHING_WHITE</randomColour>
			<randomColour>CLOTHING_BLUE_GREY</randomColour>
			<randomColour>CLOTHING_BLUE</randomColour>
			<randomColour>CLOTHING_BLUE_DARK</randomColour>
			<randomColour>CLOTHING_RED_DARK</randomColour>
			<randomColour>CLOTHING_RED</randomColour>
		</presetColourGroup2>

		<!-- Weapons can be added in a similar (although more limited) manner to clothing. This file doesn't use any weapons. Look at res/outfits/innoxia/mugger_masculine.xml for a weapon example. -->
		<mainWeapons>
			<weapon>
				<conditional/>
				<type>dsg_eep_pbweap_pbpistol</type>
				<damageTypes/>
				<primaryColours/>
				<secondaryColours/>
			</weapon>
		</mainWeapons>

		<offhandWeapons/>

		<!-- For all of the "conditional" elements from this point onwards, you can use the tag "clothing" to access the clothing type being handled.-->

		<!-- All of the pre-set clothing that IS GUARANTEED to be attempted to be equipped. The only time these items won't be equipped is when multiple items of clothing are assigned to the same inventory slot (such as a pair of panties and a thong), in which case only the first item is used. -->
		<guaranteedClothingEquips>

			<!--Hat or beret, 33% chance of beret when weather is not SNOW-->
			<uniqueClothing>
				<conditional><![CDATA[(clothingConditional6 || clothingConditional4) && clothingConditional5]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_PINK" colourTertiary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_ptrlequipset_bwhat" isDirty="false"></clothing>
			</uniqueClothing>

			<uniqueClothing>
				<conditional><![CDATA[(!clothingConditional6) && (!clothingConditional4) && clothingConditional5]]></conditional>
				<clothing colour="CLOTHING_PINK" colourSecondary="CLOTHING_BLACK" enchantmentKnown="true" id="dsg_eep_servequipset_enfberet" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Cap or beret, 33% chance of beret when weather is not SNOW-->
			<uniqueClothing>
				<conditional><![CDATA[(clothingConditional6 || clothingConditional4) && (!clothingConditional5)]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_BLUE" colourTertiary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_ptrlequipset_pcap" isDirty="false"></clothing>
			</uniqueClothing>

			<uniqueClothing>
				<conditional><![CDATA[(!clothingConditional6) && (!clothingConditional4) && (!clothingConditional5)]]></conditional>
				<clothing colour="CLOTHING_BLUE" colourSecondary="CLOTHING_BLACK" enchantmentKnown="true" id="dsg_eep_servequipset_enfberet" isDirty="false"></clothing>
			</uniqueClothing>

			<!--A tie always-->
			<uniqueClothing>
				<clothing colour="CLOTHING_BLACK" enchantmentKnown="true" id="NECK_TIE" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Feminine PC jacket -->
			<uniqueClothing>
				<conditional><![CDATA[clothingConditional1 && clothingConditional5 && clothingConditional7]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_PINK" colourTertiary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_servequipset_enfdjacket_pc" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Masculine PC jacket -->
			<uniqueClothing>
				<conditional><![CDATA[(clothingConditional1 && (!clothingConditional5) && clothingConditional7]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_BLUE" colourTertiary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_servequipset_enfdjacket_pc" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Feminine SG jacket -->
			<uniqueClothing>
				<conditional><![CDATA[clothingConditional1 && clothingConditional5 && clothingConditional8]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_PINK" colourTertiary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_servequipset_enfdjacket_sg" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Masculine SG jacket -->
			<uniqueClothing>
				<conditional><![CDATA[clothingConditional1 && (!clothingConditional5) && clothingConditional8]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_BLUE" colourTertiary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_servequipset_enfdjacket_sg" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Feminine IP jacket -->
			<uniqueClothing>
				<conditional><![CDATA[clothingConditional1 && clothingConditional5 && clothingConditional9]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_PINK" colourTertiary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_servequipset_enfdjacket_ip" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Masculine IP jacket -->
			<uniqueClothing>
				<conditional><![CDATA[clothingConditional1 && (!clothingConditional5) && clothingConditional9]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_BLUE" colourTertiary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_servequipset_enfdjacket_ip" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Feminine greatcoat when it's snowing-->
			<uniqueClothing>
				<conditional><![CDATA[clothingConditional3 && clothingConditional4 && clothingConditional5]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_PINK" colourTertiary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_servequipset_enfgreatcoat" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Masculine greatcoat when it's snowing-->
			<uniqueClothing>
				<conditional><![CDATA[clothingConditional3 && clothingConditional4 && (!clothingConditional5)]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_BLUE" colourTertiary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_servequipset_enfgreatcoat" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Feminine sweater, selected when it's WINTER but the weather is not SNOW-->
			<uniqueClothing>
				<conditional><![CDATA[clothingConditional3 && (!clothingConditional4) && clothingConditional5]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_PINK" colourTertiary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_servequipset_milsweater_crewen" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Masculine sweater, selected when it's WINTER but the weather is not SNOW-->
			<uniqueClothing>
				<conditional><![CDATA[clothingConditional3 && !(!clothingConditional4) && (!clothingConditional5)]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_BLUE" colourTertiary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_servequipset_milsweater_crewen" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Feminine long sleeved shirt -->
			<uniqueClothing>
				<conditional><![CDATA[((clothingConditional1 || clothingConditional3) && clothingConditional5]]></conditional>
				<clothing colour="CLOTHING_PINK" colourSecondary="CLOTHING_BLACK" colourTertiary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_ptrlequipset_flsldshirt" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Masculine long sleeved shirt-->
			<uniqueClothing>
				<conditional><![CDATA[((clothingConditional1 || clothingConditional3) && (!clothingConditional5)]]></conditional>
				<clothing colour="CLOTHING_BLUE" colourSecondary="CLOTHING_BLACK" colourTertiary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_ptrlequipset_lsldshirt" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Feminine short sleeved shirt -->
			<uniqueClothing>
				<conditional><![CDATA[clothingConditional2 && clothingConditional5]]></conditional>
				<clothing colour="CLOTHING_PINK" colourSecondary="CLOTHING_BLACK" colourTertiary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_ptrlequipset_fssldshirt" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Masculine short sleeved shirt -->
			<uniqueClothing>
				<conditional><![CDATA[(clothingConditional2 && (!clothingConditional5)]]></conditional>
				<clothing colour="CLOTHING_BLUE" colourSecondary="CLOTHING_BLACK" colourTertiary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_ptrlequipset_ssldshirt" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Dress belt-->
			<uniqueClothing>
				<conditional><![CDATA[clothingConditional1]]></conditional>
				<clothing colour="CLOTHING_DESATURATED_BROWN" colourSecondary="CLOTHING_DESATURATED_BROWN" colourTertiary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_servequipset_enfdbelt" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Stable belt-->
			<uniqueClothing>
				<conditional><![CDATA[clothingConditional2]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_servequipset_enfstbelt" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Feminine pants or skirt, 66% chance of skirt during SPRING, SUMMER, and AUTUMN, pants always selected during WINTER-->
			<uniqueClothing>
				<conditional><![CDATA[clothingConditional6 && (clothingConditional1 || clothingConditional2) && clothingConditional5]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_servequipset_enfskirt" isDirty="false"></clothing>
			</uniqueClothing>

			<uniqueClothing>
				<conditional><![CDATA[((!clothingConditional6) || clothingConditional3) && clothingConditional5]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_PINK" colourTertiary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_servequipset_enfdslacks" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Masculine pants-->
			<uniqueClothing>
				<conditional><![CDATA[!clothingConditional5]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_BLUE" colourTertiary="CLOTHING_GOLD" enchantmentKnown="true" id="dsg_eep_servequipset_enfdslacks" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Hosery always goes with a skirt-->
			<uniqueClothing>
				<conditional><![CDATA[clothingConditional6 && (clothingConditional1 || clothingConditional2) && clothingConditional5]]></conditional>
				<clothing colour="CLOTHING_BLACK" enchantmentKnown="true" id="innoxia_sock_pantyhose" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Socks always go with pants-->
			<uniqueClothing>
				<conditional><![CDATA[(!clothingConditional5) || (((!clothingConditional6) || clothingConditional3) && clothingConditional5)]]></conditional>
				<clothing colour="CLOTHING_BLACK" enchantmentKnown="true" id="innoxia_sock_socks" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Feminine pumps-->
			<uniqueClothing>
				<conditional><![CDATA[clothingConditional5 && !(clothingConditional3 && clothingConditional4)]]></conditional>
				<clothing colour="CLOTHING_BLACK" enchantmentKnown="true" id="dsg_eep_servequipset_enfpumps" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Masculine shoes-->
			<uniqueClothing>
				<conditional><![CDATA[(!clothingConditional5) && !(clothingConditional3 && clothingConditional4)]]></conditional>
				<clothing colour="CLOTHING_BLACK" colourSecondary="CLOTHING_BLACK" colourTertiary="CLOTHING_BLACK" enchantmentKnown="true" id="innoxia_foot_mens_smart_shoes" isDirty="false"></clothing>
			</uniqueClothing>

			<!--Jackboots always goes with a greatcoat-->
			<uniqueClothing>
				<conditional><![CDATA[clothingConditional3 && clothingConditional4]]></conditional>
				<clothing colour="CLOTHING_BLACK" enchantmentKnown="true" id="dsg_eep_servequipset_enfjackboots" isDirty="false"></clothing>
			</uniqueClothing>

		</guaranteedClothingEquips>

		<clothingType> <!-- 25% chance of rings-->
			<conditional><![CDATA[RND.nextInt(100)<=25]]></conditional>
			<types>
				<type>FINGER_RING</type>
			</types>
			<primaryColours>
				<colour>presetColourGroup1</colour>
			</primaryColours>
			<secondaryColours/>
			<tertiaryColours/>
		</clothingType>

		<clothingType> <!-- 33% chance of earrings on feminine characters-->
			<conditional><![CDATA[(RND.nextInt(100)<=33) && clothingConditional5]]></conditional>
			<types>
				<type>PIERCING_EAR_RING</type>
			</types>
			<primaryColours>
				<colour>presetColourGroup1</colour>
			</primaryColours>
			<secondaryColours/>
			<tertiaryColours/>
		</clothingType>

		<!-- 50% chance of watches-->
		<clothingType>
			<conditional><![CDATA[(RND.nextInt(100)<=50) && clothingConditional5]]></conditional>
			<types>
				<type>WRIST_WOMENS_WATCH</type>
			</types>
			<primaryColours values="LEATHER"/>
			<secondaryColours/>
			<tertiaryColours/>
		</clothingType>

		<clothingType>
			<conditional><![CDATA[(RND.nextInt(100)<=50) && (!clothingConditional5)]]></conditional>
			<types>
				<type>WRIST_MENS_WATCH</type>
			</types>
			<primaryColours>
				<colour>presetColourGroup1</colour>
			</primaryColours>
			<secondaryColours/>
			<tertiaryColours/>
		</clothingType>

		<clothingType>
			<conditional><![CDATA[npc.hasBreasts()]]></conditional>
			<types>
				<type>CHEST_PLUNGE_BRA</type>
				<type>CHEST_LACY_PLUNGE_BRA</type>
				<type>CHEST_FULLCUP_BRA</type>
			</types>
			<primaryColours values="LINGERIE"/>
			<secondaryColours/>
			<tertiaryColours/>
		</clothingType>

		<clothingType>
			<conditional><![CDATA[clothingConditional5]]></conditional>
			<types>
				<type>GROIN_LACY_PANTIES</type>
				<type>GROIN_PANTIES</type>
				<type>GROIN_THONG</type>
			</types>
			<primaryColours values="LINGERIE"/>
			<secondaryColours/>
			<tertiaryColours/>
		</clothingType>

		<clothingType>
			<conditional><![CDATA[!clothingConditional5]]></conditional>
			<types>
				<type>GROIN_BRIEFS</type>
				<type>GROIN_BOXERS</type>
			</types>
			<primaryColours>
				<colour>presetColourGroup2</colour>
			</primaryColours>
			<secondaryColours/>
			<tertiaryColours/>
		</clothingType>

	</generationAttributes>

	<!-- As a final note, I will add support for allowing the automatic generation of piercings in the next update. -->

</outfit>