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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_rentalMommy_rental_mommy".
	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!-->

	<coreAtributes>

		<authorTag><![CDATA[A small tag sewn into the side seam reads "Official Enforcer Issue, MFD by DSG Threadworks."]]></authorTag>

		<!-- The base value of this clothing. I roughly base things on 1 flame = 10p, so 10 flames = £1. -->
		<value>850</value>

		<!-- The determiner that's 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.-->
		<determiner><![CDATA[]]></determiner>

		<!-- The name of this clothing. -->
		<name><![CDATA[Candi's Enforcer Constable coat]]></name>

		<!-- The plural form of the name. The attribute 'pluralByDefault' determines whther this item is naturally referred to as a plural (use true for things like socks or gloves).-->
		<namePlural pluralByDefault="false"><![CDATA[Candi's Enforcer Constable coats]]></namePlural>

		<!-- The description that's shown in tooltips and on the item's inspection page. -->
		<description><![CDATA[A dress uniform coat with four pockets. This one belongs to Police Constable Candi Lykke of the Dominion Enforcers.]]></description>

		<!-- The default physical resistance for this piece of clothing. Usually use 0 or 1, but if it's armour, then values up to 5 would be fitting (any more than that might be very OP). -->
		<physicalResistance>1</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. -->
		<femininity>ANDROGYNOUS</femininity>

		<!-- The slot that this clothing fits into. Possible slots are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/InventorySlot.java -->
		<slot>TORSO_OVER</slot>

		<!-- 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 -->
		<rarity>EPIC</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 -->
		<clothingSet>ENFORCER</clothingSet>

		<!-- 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>enfdjacket_candi.svg</imageName>

		<!-- The file path for this clothing's image while equipped. It's only used by condoms in the base game at the moment (so an unequipped condom in your inventory has a different image than while being worn). -->
		<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 5, and is calculated as:
			int base = (getClothingSet()==null?5:10);
			return base + getIncompatibleSlots().size()*base;-->
		<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. -->
		<effects/>

		<!-- This section determines how the clothing interacts with other clothing and the wearer's body.-->
		<blockedPartsList>

			<!-- 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>ARMS_UP_TO_SHOULDER</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>BACK</bodyPart> <!-- Use the tag 'bodyPart' for values inserted here. -->
				</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>
					<clothingAccess>ARMS_UP_TO_SHOULDER</clothingAccess>
				</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>

			<!-- The second 'blockedParts' for this item of clothing. As well as being equipped/removed, this T-shirt can also be pulled up.-->
			<blockedParts>
				<displacementType>UNBUTTONS</displacementType>
				<clothingAccessRequired/>
				<blockedBodyParts>
					<bodyPart>BREASTS</bodyPart>
					<bodyPart>NIPPLES</bodyPart>
					<bodyPart>STOMACH</bodyPart>
				</blockedBodyParts>
				<clothingAccessBlocked>
					<clothingAccess>CHEST</clothingAccess>
					<clothingAccess>WAIST</clothingAccess>
				</clothingAccessBlocked>
				<!-- You can substitute the <concealedSlots> list for the value below: -->
				<!-- CS Example: <concealedSlots values="CONCEALED_PARTIAL_TORSO"/> -->
				<concealedSlots>
					<slot>CHEST</slot>
					<slot>NIPPLE</slot>
					<slot>STOMACH</slot>
					<slot>PIERCING_STOMACH</slot>
					<slot>PIERCING_NIPPLE</slot>
				</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 -->
		<incompatibleSlots/>

		<!-- 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_BLACK"/>
		<primaryColoursDye values="ALL"/>
		<secondaryColours>
			<colour>CLOTHING_PINK</colour>
		</secondaryColours>
		<secondaryColoursDye values="ALL"/>
		<tertiaryColours values="JUST_GOLD"/>
		<tertiaryColoursDye values="ALL_METAL"/>

		<!-- These tags determine where in the world your clothing can be found. Possible tags are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/ItemTag.java -->
		<itemTags>
		</itemTags>
	</coreAtributes>

	<!-- 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 -->

	<!-- 'displacementText' is used for removal and displacement. -->
	<displacementText type="REMOVE_OR_EQUIP">
		<playerSelf><![CDATA[
			You take off your coat.
		]]></playerSelf>
		<playerNPC><![CDATA[
			You pull off [npc.name]'s coat.
		]]></playerNPC>
		<playerNPCRough><![CDATA[
			You grab hold of [npc.name]'s coat and roughly pull it off over [npc.her] head.
		]]></playerNPCRough>
		<NPCSelf><![CDATA[
			[npc.Name] takes [npc.her] coat off.
		]]></NPCSelf>
		<NPCPlayer><![CDATA[
			[npc.Name] pulls your coat off.
		]]></NPCPlayer>
		<NPCPlayerRough><![CDATA[
			[npc.Name] grabs hold of your coat and roughly pulls it off over your head.
		]]></NPCPlayerRough>
		<NPCOtherNPC><![CDATA[
			[npc1.Name] pulls [npc2.name]'s coat off.
		]]></NPCOtherNPC>
		<NPCOtherNPCRough><![CDATA[
			[npc.Name] grabs hold of [npc2.name]'s coat and roughly pulls it off over [npc2.her] head.
		]]></NPCOtherNPCRough>
	</displacementText>

	<!-- 'replacementText' is used for equipping and replacements. -->
	<replacementText type="REMOVE_OR_EQUIP">
		<playerSelf><![CDATA[
			You pull on the coat.
		]]></playerSelf>
		<playerNPC><![CDATA[
			You guide [npc.name]'s [npc.arms] through the coat's sleeves as you pull it on [npc.herHim].
		]]></playerNPC>
		<playerNPCRough><![CDATA[
			You hold [npc.name] still as you roughly force the coat down over [npc.her] head, before pulling it down over [npc.her] torso.
		]]></playerNPCRough>
		<NPCSelf><![CDATA[
			[npc.Name] pulls on the T-shirt.
		]]></NPCSelf>
		<NPCPlayer><![CDATA[
			[npc.Name] guides your [pc.arms] through the coat's sleeves, before pulling it down over your torso.
		]]></NPCPlayer>
		<NPCPlayerRough><![CDATA[
			[npc.Name] holds you still as [npc.she] roughly forces the coat down over your head, before pushing your [pc.arms] through the sleeves.
		]]></NPCPlayerRough>
		<NPCOtherNPC><![CDATA[
			[npc1.Name] guides [npc2.name]'s [npc2.arms] through the coat's sleeves before pulling it down over [npc2.her] torso.
		]]></NPCOtherNPC>
		<NPCOtherNPCRough><![CDATA[
			[npc1.Name] holds [npc2.name] still as [npc1.she] roughly forces the coat down over [npc2.her] head, before pulling it down over [npc2.her] torso.
		]]></NPCOtherNPCRough>
	</replacementText>

	<displacementText type="UNBUTTONS">
		<playerSelf><![CDATA[
			You unbutton your coat.
		]]></playerSelf>
		<playerNPC><![CDATA[
			You unbutton [npc.name]'s coat.
		]]></playerNPC>
		<playerNPCRough><![CDATA[
			You pop open the buttons on [npc.name]'s coat.
		]]></playerNPCRough>
		<NPCSelf><![CDATA[
			[npc.Name] unbuttons [npc.her] coat.
		]]></NPCSelf>
		<NPCPlayer><![CDATA[
			[npc.Name] unbuttons your coat.
		]]></NPCPlayer>
		<NPCPlayerRough><![CDATA[
			[npc.Name] pops open the buttons on your coat.
		]]></NPCPlayerRough>
		<NPCOtherNPC><![CDATA[
			[npc1.Name] unbuttons [npc2.name]'s coat.
		]]></NPCOtherNPC>
		<NPCOtherNPCRough><![CDATA[
			[npc.Name] pops open the buttons on [npc2.name]'s coat.
		]]></NPCOtherNPCRough>
	</displacementText>

	<replacementText type="UNBUTTONS">
		<playerSelf><![CDATA[
			You button up your coat.
		]]></playerSelf>
		<playerNPC><![CDATA[
			You button up [npc.name]'s coat.
		]]></playerNPC>
		<playerNPCRough><![CDATA[
			You roughly button up [npc.name]'s coat.
		]]></playerNPCRough>
		<NPCSelf><![CDATA[
			[npc.Name] buttons up [npc.her] coat to cover [npc.her] torso.
		]]></NPCSelf>
		<NPCPlayer><![CDATA[
			[npc.Name] buttons up your coat.
		]]></NPCPlayer>
		<NPCPlayerRough><![CDATA[
			[npc.Name] roughly buttons up your coat.
		]]></NPCPlayerRough>
		<NPCOtherNPC><![CDATA[
			[npc1.Name] buttons up [npc2.name]'s coat.
		]]></NPCOtherNPC>
		<NPCOtherNPCRough><![CDATA[
			[npc.Name] roughly buttons up [npc2.name]'s coat.
		]]></NPCOtherNPCRough>
	</replacementText>

</clothing>

repo_name: klorpa/Pedo

license: unknown


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_rentalMommy_rental_mommy".
	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!-->

	<coreAtributes>

		<authorTag><![CDATA[A small tag sewn into the side seam reads "Official Enforcer Issue, MFD by DSG Threadworks."]]></authorTag>

		<!-- The base value of this clothing. I roughly base things on 1 flame = 10p, so 10 flames = £1. -->
		<value>900</value>

		<!-- The determiner that's 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.-->
		<determiner><![CDATA[]]></determiner>

		<!-- The name of this clothing. -->
		<name><![CDATA[Claire's Enforcer Sergeant coat]]></name>

		<!-- The plural form of the name. The attribute 'pluralByDefault' determines whther this item is naturally referred to as a plural (use true for things like socks or gloves).-->
		<namePlural pluralByDefault="false"><![CDATA[Claire's Enforcer Sergeant coats]]></namePlural>

		<!-- The description that's shown in tooltips and on the item's inspection page. -->
		<description><![CDATA[A dress uniform coat with four pockets. This one belongs to Sergeant Claire Kasun of the Dominion Enforcers.]]></description>

		<!-- The default physical resistance for this piece of clothing. Usually use 0 or 1, but if it's armour, then values up to 5 would be fitting (any more than that might be very OP). -->
		<physicalResistance>1</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. -->
		<femininity>ANDROGYNOUS</femininity>

		<!-- The slot that this clothing fits into. Possible slots are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/InventorySlot.java -->
		<slot>TORSO_OVER</slot>

		<!-- 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 -->
		<rarity>EPIC</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 -->
		<clothingSet>ENFORCER</clothingSet>

		<!-- 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>enfdjacket_claire.svg</imageName>

		<!-- The file path for this clothing's image while equipped. It's only used by condoms in the base game at the moment (so an unequipped condom in your inventory has a different image than while being worn). -->
		<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 5, and is calculated as:
			int base = (getClothingSet()==null?5:10);
			return base + getIncompatibleSlots().size()*base;-->
		<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. -->
		<effects/>

		<!-- This section determines how the clothing interacts with other clothing and the wearer's body.-->
		<blockedPartsList>

			<!-- 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>ARMS_UP_TO_SHOULDER</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>BACK</bodyPart> <!-- Use the tag 'bodyPart' for values inserted here. -->
				</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>
					<clothingAccess>ARMS_UP_TO_SHOULDER</clothingAccess>
				</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>

			<!-- The second 'blockedParts' for this item of clothing. As well as being equipped/removed, this T-shirt can also be pulled up.-->
			<blockedParts>
				<displacementType>UNBUTTONS</displacementType>
				<clothingAccessRequired/>
				<blockedBodyParts>
					<bodyPart>BREASTS</bodyPart>
					<bodyPart>NIPPLES</bodyPart>
					<bodyPart>STOMACH</bodyPart>
				</blockedBodyParts>
				<clothingAccessBlocked>
					<clothingAccess>CHEST</clothingAccess>
					<clothingAccess>WAIST</clothingAccess>
				</clothingAccessBlocked>
				<!-- You can substitute the <concealedSlots> list for the value below: -->
				<!-- CS Example: <concealedSlots values="CONCEALED_PARTIAL_TORSO"/> -->
				<concealedSlots>
					<slot>CHEST</slot>
					<slot>NIPPLE</slot>
					<slot>STOMACH</slot>
					<slot>PIERCING_STOMACH</slot>
					<slot>PIERCING_NIPPLE</slot>
				</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 -->
		<incompatibleSlots/>

		<!-- 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_BLACK"/>
		<primaryColoursDye values="ALL"/>
		<secondaryColours>
			<colour>CLOTHING_PINK</colour>
		</secondaryColours>
		<secondaryColoursDye values="ALL"/>
		<tertiaryColours values="JUST_GOLD"/>
		<tertiaryColoursDye values="ALL_METAL"/>

		<!-- These tags determine where in the world your clothing can be found. Possible tags are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/ItemTag.java -->
		<itemTags>
		</itemTags>
	</coreAtributes>

	<!-- 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 -->

	<!-- 'displacementText' is used for removal and displacement. -->
	<displacementText type="REMOVE_OR_EQUIP">
		<playerSelf><![CDATA[
			You take off your coat.
		]]></playerSelf>
		<playerNPC><![CDATA[
			You pull off [npc.name]'s coat.
		]]></playerNPC>
		<playerNPCRough><![CDATA[
			You grab hold of [npc.name]'s coat and roughly pull it off over [npc.her] head.
		]]></playerNPCRough>
		<NPCSelf><![CDATA[
			[npc.Name] takes [npc.her] coat off.
		]]></NPCSelf>
		<NPCPlayer><![CDATA[
			[npc.Name] pulls your coat off.
		]]></NPCPlayer>
		<NPCPlayerRough><![CDATA[
			[npc.Name] grabs hold of your coat and roughly pulls it off over your head.
		]]></NPCPlayerRough>
		<NPCOtherNPC><![CDATA[
			[npc1.Name] pulls [npc2.name]'s coat off.
		]]></NPCOtherNPC>
		<NPCOtherNPCRough><![CDATA[
			[npc.Name] grabs hold of [npc2.name]'s coat and roughly pulls it off over [npc2.her] head.
		]]></NPCOtherNPCRough>
	</displacementText>

	<!-- 'replacementText' is used for equipping and replacements. -->
	<replacementText type="REMOVE_OR_EQUIP">
		<playerSelf><![CDATA[
			You pull on the coat.
		]]></playerSelf>
		<playerNPC><![CDATA[
			You guide [npc.name]'s [npc.arms] through the coat's sleeves as you pull it on [npc.herHim].
		]]></playerNPC>
		<playerNPCRough><![CDATA[
			You hold [npc.name] still as you roughly force the coat down over [npc.her] head, before pulling it down over [npc.her] torso.
		]]></playerNPCRough>
		<NPCSelf><![CDATA[
			[npc.Name] pulls on the T-shirt.
		]]></NPCSelf>
		<NPCPlayer><![CDATA[
			[npc.Name] guides your [pc.arms] through the coat's sleeves, before pulling it down over your torso.
		]]></NPCPlayer>
		<NPCPlayerRough><![CDATA[
			[npc.Name] holds you still as [npc.she] roughly forces the coat down over your head, before pushing your [pc.arms] through the sleeves.
		]]></NPCPlayerRough>
		<NPCOtherNPC><![CDATA[
			[npc1.Name] guides [npc2.name]'s [npc2.arms] through the coat's sleeves before pulling it down over [npc2.her] torso.
		]]></NPCOtherNPC>
		<NPCOtherNPCRough><![CDATA[
			[npc1.Name] holds [npc2.name] still as [npc1.she] roughly forces the coat down over [npc2.her] head, before pulling it down over [npc2.her] torso.
		]]></NPCOtherNPCRough>
	</replacementText>

	<displacementText type="UNBUTTONS">
		<playerSelf><![CDATA[
			You unbutton your coat.
		]]></playerSelf>
		<playerNPC><![CDATA[
			You unbutton [npc.name]'s coat.
		]]></playerNPC>
		<playerNPCRough><![CDATA[
			You pop open the buttons on [npc.name]'s coat.
		]]></playerNPCRough>
		<NPCSelf><![CDATA[
			[npc.Name] unbuttons [npc.her] coat.
		]]></NPCSelf>
		<NPCPlayer><![CDATA[
			[npc.Name] unbuttons your coat.
		]]></NPCPlayer>
		<NPCPlayerRough><![CDATA[
			[npc.Name] pops open the buttons on your coat.
		]]></NPCPlayerRough>
		<NPCOtherNPC><![CDATA[
			[npc1.Name] unbuttons [npc2.name]'s coat.
		]]></NPCOtherNPC>
		<NPCOtherNPCRough><![CDATA[
			[npc.Name] pops open the buttons on [npc2.name]'s coat.
		]]></NPCOtherNPCRough>
	</displacementText>

	<replacementText type="UNBUTTONS">
		<playerSelf><![CDATA[
			You button up your coat.
		]]></playerSelf>
		<playerNPC><![CDATA[
			You button up [npc.name]'s coat.
		]]></playerNPC>
		<playerNPCRough><![CDATA[
			You roughly button up [npc.name]'s coat.
		]]></playerNPCRough>
		<NPCSelf><![CDATA[
			[npc.Name] buttons up [npc.her] coat to cover [npc.her] torso.
		]]></NPCSelf>
		<NPCPlayer><![CDATA[
			[npc.Name] buttons up your coat.
		]]></NPCPlayer>
		<NPCPlayerRough><![CDATA[
			[npc.Name] roughly buttons up your coat.
		]]></NPCPlayerRough>
		<NPCOtherNPC><![CDATA[
			[npc1.Name] buttons up [npc2.name]'s coat.
		]]></NPCOtherNPC>
		<NPCOtherNPCRough><![CDATA[
			[npc.Name] roughly buttons up [npc2.name]'s coat.
		]]></NPCOtherNPCRough>
	</replacementText>

</clothing>


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_rentalMommy_rental_mommy".
	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!-->

	<coreAtributes>

		<authorTag><![CDATA[A small tag sewn into the vest's cummerbund reads "Official Enforcer Issue, MFD by DSG Threadworks."]]></authorTag>

		<!-- The base value of this clothing. I roughly base things on 1 flame = 10p, so 10 flames = £1. -->
		<value>1500</value>

		<!-- The determiner that's 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.-->
		<determiner><![CDATA[an]]></determiner>

		<!-- The name of this clothing. -->
		<name><![CDATA[Claire's stabproof vest]]></name>

		<!-- The plural form of the name. The attribute 'pluralByDefault' determines whther this item is naturally referred to as a plural (use true for things like socks or gloves).-->
		<namePlural pluralByDefault="false"><![CDATA[Claire's stabproof vests]]></namePlural>

		<!-- The description that's shown in tooltips and on the item's inspection page. -->
		<description><![CDATA[A low-profile pocketed vest made from ballistic fiber. Ubiquitous among Enforcers on patrol duty, it tips the scale towards mobility and discreetness against protection. This one belongs to Sergeant Claire Kasun of the Dominion Enforcers.]]></description>

		<!-- The default physical resistance for this piece of clothing. Usually use 0 or 1, but if it's armour, then values up to 5 would be fitting (any more than that might be very OP). -->
		<physicalResistance>10</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. -->
		<femininity>ANDROGYNOUS</femininity>

		<!-- The slot that this clothing fits into. Possible slots are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/InventorySlot.java -->
		<slot>TORSO_OVER</slot>

		<!-- 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 -->
		<rarity>EPIC</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 -->
		<clothingSet>ENFORCER</clothingSet>

		<!-- 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>stpvest_claire.svg</imageName>

		<!-- The file path for this clothing's image while equipped. It's only used by condoms in the base game at the moment (so an unequipped condom in your inventory has a different image than while being worn). -->
		<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 5, and is calculated as:
			int base = (getClothingSet()==null?5:10);
			return base + getIncompatibleSlots().size()*base;-->
		<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. -->
		<effects/>

		<!-- This section determines how the clothing interacts with other clothing and the wearer's body.-->
		<blockedPartsList>

			<!-- 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>HEAD</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> <!-- Use the tag 'bodyPart' for values inserted here. -->
					<bodyPart>BREASTS</bodyPart>
					<bodyPart>NIPPLES</bodyPart>
					<bodyPart>STOMACH</bodyPart>
					<bodyPart>BACK</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. -->
					<clothingAccess>ARMS_UP_TO_SHOULDER</clothingAccess>
				</clothingAccessBlocked>

				<!-- 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 values="CONCEALED_PARTIAL_TORSO"/> <!-- Use the tag 'slot' for values inserted here. -->

			</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 -->
		<incompatibleSlots/>

		<!-- 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_BLACK"/>
		<primaryColoursDye values="ALL"/>
		<secondaryColours values="JUST_GREY"/>
		<secondaryColoursDye values="ALL"/>
		<tertiaryColours values="JUST_BLACK"/>
		<tertiaryColoursDye values="ALL"/>
		<!-- 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-'-->

		<!-- These tags determine where in the world your clothing can be found. Possible tags are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/ItemTag.java -->
		<itemTags>
		</itemTags>
	</coreAtributes>

	<!-- 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 -->

	<!-- 'displacementText' is used for removal and displacement. -->
	<displacementText type="REMOVE_OR_EQUIP">
		<playerSelf><![CDATA[
			You undo the cummerbund on either side of your vest and slide your head through the neck hole.
		]]></playerSelf>
		<playerNPC><![CDATA[
			You undo the cummerbund on either side of [npc.name]'s vest and slide [npc.her] head through the neck hole.
		]]></playerNPC>
		<playerNPCRough><![CDATA[
			You rip open the cummerbund on either side of [npc.name]'s vest and yank the rest over [npc.her] head .
		]]></playerNPCRough>
		<NPCSelf><![CDATA[
			[npc.Name] undoes the cummerbund on either side of [npc.her] vest and slides [npc.her] head through the neck hole.
		]]></NPCSelf>
		<NPCPlayer><![CDATA[
			[npc.Name] undoes the cummerbund on either side of your vest and slides head through the neck hole.
		]]></NPCPlayer>
		<NPCPlayerRough><![CDATA[
			[npc.Name] rips open the cummerbund on either side of your vest and yanks the rest over your head.
		]]></NPCPlayerRough>
		<NPCOtherNPC><![CDATA[
			[npc1.Name] undoes the cummerbund on either side of [npc2.name]'s vest and slides [npc2.her] head through the neck hole.
		]]></NPCOtherNPC>
		<NPCOtherNPCRough><![CDATA[
			[npc.Name] rips open the cummerbund on either side of [npc2.name]'s vest aside and yanks the rest over [npc2.her] head.
		]]></NPCOtherNPCRough>
	</displacementText>

	<!-- 'replacementText' is used for equipping and replacements. -->
	<replacementText type="REMOVE_OR_EQUIP">
		<playerSelf><![CDATA[
			You slide the vest over your head and tighten the cummerbund on either side of your torso.
		]]></playerSelf>
		<playerNPC><![CDATA[
			You slide the vest over [npc.name]'s head and tighten the cummerbund on either side of [npc.her] torso.
		]]></playerNPC>
		<playerNPCRough><![CDATA[
			You shove the vest over [npc.name]'s head and tighten the cummerbund on either side of [npc.her] torso as much as possible.
		]]></playerNPCRough>
		<NPCSelf><![CDATA[
			[npc.Name] slides the vest over [npc.her] head and tightens the cummerbund on either side of [npc.her] torso.
		]]></NPCSelf>
		<NPCPlayer><![CDATA[
			[npc.Name] slides the vest over your head and tightens the cummerbund on either side of your torso.
		]]></NPCPlayer>
		<NPCPlayerRough><![CDATA[
			[npc.Name] shoves the vest over your head and tightens the cummerbund on either side of your torso as much as possible.
		]]></NPCPlayerRough>
		<NPCOtherNPC><![CDATA[
			[npc1.Name] slides the vest over [npc2.Name]'s head and tightens the cummerbund on either side of [npc2.her] torso.
		]]></NPCOtherNPC>
		<NPCOtherNPCRough><![CDATA[
			[npc1.Name] shoves the vest over [npc2.Name]'s head and tightens the cummerbund on either side of [npc2.her] torso as much as possible.
		]]></NPCOtherNPCRough>
	</replacementText>

</clothing>


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:
		innerChild.getParentFile().getName()+"_"+innerChild.getName().split("\\.")[0]
	This results in this particular item's id being: "rentalMommy_rental_mommy".
	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!-->

	<coreAtributes>
		<!-- The base value of this clothing. I roughly base things on 1 flame = 10p, so 10 flames = £1. -->
		<value>350</value>

		<authorTag><![CDATA[Yarn sewn into the unpatterned side of the scarf reads "MFD by DSG Threadworks".]]></authorTag>

		<!-- The determiner that's 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.-->
		<determiner><![CDATA[a]]></determiner>

		<!-- The name of this clothing. -->
		<name><![CDATA[fox-patterned scarf]]></name>

		<!-- The plural form of the name. The attribute 'pluralByDefault' determines whther this item is naturally referred to as a plural (use true for things like socks or gloves).-->
		<namePlural pluralByDefault="false"><![CDATA[fox-patterned scarves]]></namePlural>

		<!-- The description that's shown in tooltips and on the item's inspection page. -->
		<description><![CDATA[A scarf made from cotton yarn, patterned to look like a fox on one side.]]></description>

		<!-- The default physical resistance for this piece of clothing. Usually use 0 or 1, but if it's armour, then values up to 5 would be fitting (any more than that might be very OP). -->
		<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. -->
		<femininity>ANDROGYNOUS</femininity>

		<!-- The slot that this clothing fits into. Possible slots are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/InventorySlot.java -->
		<slot>NECK</slot>

		<!-- 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 -->
		<rarity>UNCOMMON</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 -->
		<clothingSet/>

		<!-- 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>foxscarf.svg</imageName>

		<!-- The file path for this clothing's image while equipped. It's only used by condoms in the base game at the moment (so an unequipped condom in your inventory has a different image than while being worn). -->
		<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 5, and is calculated as:
			int base = (getClothingSet()==null?5:10);
			return base + getIncompatibleSlots().size()*base;-->
		<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. -->
		<effects/>

		<!-- This section determines how the clothing interacts with other clothing and the wearer's body.-->
		<blockedPartsList>

			<!-- 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/>

				<!-- 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/>

				<!-- 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/>

				<!-- 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 -->
				<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 -->
		<incompatibleSlots/>

		<!-- 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>
			<colour>CLOTHING_ORANGE_DARK</colour>
			<colour>CLOTHING_WHITE</colour>
			<colour>CLOTHING_GREY</colour>
		</primaryColours>
		<primaryColoursDye values="ALL"/>
		<secondaryColours values="JUST_BLACK"/>
		<secondaryColoursDye values="ALL"/>
		<tertiaryColours values="JUST_WHITE"/>
		<tertiaryColoursDye values="ALL"/>

		<!-- These tags determine where in the world your clothing can be found. Possible tags are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/ItemTag.java -->
		<itemTags>
			<tag>SOLD_BY_NYAN</tag>
		</itemTags>
	</coreAtributes>

	<!-- 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 -->

	<!-- 'displacementText' is used for removal and displacement. -->
	<displacementText type="REMOVE_OR_EQUIP">
		<self>
		  <![CDATA[[npc.Name] [npc.verb(take)] off [npc.her] scarf.]]>
		</self>
		<other>
		  <![CDATA[[npc.Name] [npc.verb(take)] off [npc2.namePos] scarf.]]>
		</other>
		<otherRough>
		  <![CDATA[[npc.Name] [npc.verb(tear)] [npc2.namePos] scarf away.]]>
		</otherRough>
	</displacementText>

	<!-- 'replacementText' is used for equipping and replacements. -->
	<replacementText type="REMOVE_OR_EQUIP">
		<self>
		  <![CDATA[[npc.Name] [npc.verb(wrap)] the scarf around [npc.her] neck.]]>
		</self>
		<other>
		  <![CDATA[[npc.Name] [npc.verb(wrap)] the scarf around [npc2.her] neck.]]>
		</other>
		<otherRough>
		  <![CDATA[[npc.Name] nearly [npc.verb(gag)] [npc2.name] with the scarf as [npc.name] roughly [npc.verb(gag)] it around [npc2.namePos] neck.]]>
		</otherRough>
  </replacementText>

</clothing>


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_rentalMommy_rental_mommy".
	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!-->

	<coreAtributes>

		<authorTag><![CDATA[The tag sewn into the inside reads "Made for cool cats by DSG Tanning Corp".]]></authorTag>

		<!-- The base value of this clothing. I roughly base things on 1 flame = 10p, so 10 flames = £1. -->
		<value>1200</value>

		<!-- The determiner that's 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.-->
		<determiner><![CDATA[a]]></determiner>

		<!-- The name of this clothing. -->
		<name><![CDATA[men's leather jacket]]></name>

		<!-- The plural form of the name. The attribute 'pluralByDefault' determines whther this item is naturally referred to as a plural (use true for things like socks or gloves).-->
		<namePlural pluralByDefault="false"><![CDATA[men's leather jackets]]></namePlural>

		<!-- The description that's shown in tooltips and on the item's inspection page. -->
		<description><![CDATA[A biker-style leather jacket. Goes well with too much hair gel and a switchblade.]]></description>

		<!-- The default physical resistance for this piece of clothing. Usually use 0 or 1, but if it's armour, then values up to 5 would be fitting (any more than that might be very OP). -->
		<physicalResistance>0.5</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. -->
		<femininity>MASCULINE</femininity>

		<!-- The slot that this clothing fits into. Possible slots are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/InventorySlot.java -->
		<slot>TORSO_OVER</slot>

		<!-- 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 -->
		<rarity>COMMON</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 -->
		<clothingSet/>

		<!-- 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>ljacket.svg</imageName>

		<!-- The file path for this clothing's image while equipped. It's only used by condoms in the base game at the moment (so an unequipped condom in your inventory has a different image than while being worn). -->
		<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 5, and is calculated as:
			int base = (getClothingSet()==null?5:10);
			return base + getIncompatibleSlots().size()*base;-->
		<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. -->
		<effects/>

		<!-- This section determines how the clothing interacts with other clothing and the wearer's body.-->
		<blockedPartsList>

			<!-- 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>ARMS_UP_TO_SHOULDER</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>BACK</bodyPart> <!-- Use the tag 'bodyPart' for values inserted here. -->
				</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>
					<clothingAccess>ARMS_UP_TO_SHOULDER</clothingAccess>
				</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>

			<!-- The second 'blockedParts' for this item of clothing. As well as being equipped/removed, this T-shirt can also be pulled up.-->
			<blockedParts>
				<displacementType>UNZIPS</displacementType>
				<clothingAccessRequired/>
				<blockedBodyParts>
					<bodyPart>BREASTS</bodyPart>
					<bodyPart>NIPPLES</bodyPart>
					<bodyPart>STOMACH</bodyPart>
				</blockedBodyParts>
				<clothingAccessBlocked>
					<clothingAccess>CHEST</clothingAccess>
					<clothingAccess>WAIST</clothingAccess>
				</clothingAccessBlocked>
				<!-- You can substitute the <concealedSlots> list for the value below: -->
				<!-- CS Example: <concealedSlots values="CONCEALED_PARTIAL_TORSO"/> -->
				<concealedSlots values="CONCEALED_FULL_TORSO"/>
			</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 -->
		<incompatibleSlots/>

		<!-- 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>
			<colour>CLOTHING_BLACK</colour>
		</primaryColours>
		<primaryColoursDye values="ALL"/>
		<secondaryColours>
			<colour>CLOTHING_GREY_DARK</colour>
		</secondaryColours>
		<secondaryColoursDye values="ALL"/>
		<tertiaryColours values="JUST_STEEL"/>
		<tertiaryColoursDye values="ALL_METAL"/>

		<!-- These tags determine where in the world your clothing can be found. Possible tags are found here: https://github.com/Innoxia/liliths-throne-public/blob/master/src/com/lilithsthrone/game/inventory/ItemTag.java -->
		<itemTags>
			<tag>SOLD_BY_NYAN</tag>
		</itemTags>
	</coreAtributes>

	<!-- 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 -->

	<!-- 'displacementText' is used for removal and displacement. -->
	<displacementText type="REMOVE_OR_EQUIP">
		<self>
		  <![CDATA[[npc.Name] [npc.verb(pull)] off [npc.her] jacket.]]>
		</self>
		<other>
		  <![CDATA[[npc.Name] [npc.verb(pull)] off [npc2.namePos] jacket.]]>
		</other>
		<otherRough>
		  <![CDATA[[npc.Name] practically [npc.verb(rip)] off [npc2.namePos] jacket.]]>
		</otherRough>
	</displacementText>

	<!-- 'replacementText' is used for equipping and replacements. -->
	<replacementText type="REMOVE_OR_EQUIP">
		<self>
		  <![CDATA[[npc.Name] [npc.verb(pull)] on [npc.her] jacket.]]>
		</self>
		<other>
		  <![CDATA[[npc.Name] [npc.verb(guide)] [npc2.namePos] [npc2.arms] through the jacket's sleeves and [npc.verb(pull)] the rest of it over [npc.her] shoulders.]]>
		</other>
		<otherRough>
		  <![CDATA[CDATA[[npc.Name] [npc.verb(force)] [npc2.namePos] [npc2.arms] through the jacket's sleeves and [npc.verb(yank)] the rest of it over [npc.her] shoulders.]]>
		</otherRough>
	</replacementText>

	<replacementText type="UNZIPS">
		<self>
		  <![CDATA[[npc.Name] [npc.verb(zip)] up [npc.her] jacket.]]>
		</self>
		<other>
		  <![CDATA[[npc.Name] [npc.verb(zip)] up [npc2.namePos] jacket.]]>
		</other>
		<otherRough>
		  <![CDATA[[npc.Name] roughly [npc.verb(zip)] up [npc2.namePos] jacket.]]>
		</otherRough>
	</replacementText>

	<displacementText type="PULLS_UP">
		<self>
		  <![CDATA[[npc.Name] [npc.verb(unzip)] [npc.her] jacket.]]>
		</self>
		<other>
		  <![CDATA[[npc.Name] [npc.verb(unzip)] [npc2.namePos] jacket.]]>
		</other>
		<otherRough>
		  <![CDATA[[npc.Name] [npc.verb(pop)] the zipper on [npc2.namePos] jacket open.]]>
		</otherRough>
	</displacementText>

</clothing>


code:
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<clothing>
	<coreAttributes>
		<value>300</value>
		<determiner><![CDATA[an]]></determiner>
		<name><![CDATA[anklet]]></name>
		<namePlural pluralByDefault="false"><![CDATA[anklets]]></namePlural>
		<description><![CDATA[A delicate, feminine ankle bracelet. It consists of a series of metallic orbs threaded onto a fine metal wire.]]></description>
		<physicalResistance>0</physicalResistance>
		<femininity>FEMININE</femininity>
		<slot>ANKLE</slot>
		<rarity>COMMON</rarity>
		<clothingSet/>
		<imageName>anklet.svg</imageName>
		<imageEquippedName/>
		<enchantmentLimit/>
		<effects/>
		<blockedPartsList>
			<blockedParts>
				<displacementType>REMOVE_OR_EQUIP</displacementType>
				<clothingAccessRequired>
					<clothingAccess>CALVES</clothingAccess>
				</clothingAccessRequired>
				<blockedBodyParts/>
				<clothingAccessBlocked>
					<clothingAccess>CALVES</clothingAccess>
				</clothingAccessBlocked>
				<concealedSlots/>
			</blockedParts>
		</blockedPartsList>
		<incompatibleSlots/>
		<primaryColours values="ALL_METAL"/>
		<primaryColoursDye values="ALL"/>
		<secondaryColours values="ALL_METAL"/>
		<secondaryColoursDye values="ALL"/>
		<tertiaryColours/>
		<tertiaryColoursDye/>
		<itemTags>
			<tag>SOLD_BY_NYAN</tag>
		</itemTags>
	</coreAttributes>

  <replacementText type="REMOVE_OR_EQUIP">
    <self>
      <![CDATA[[npc.Name] [npc.verb(fasten)] the anklet around [npc.her] ankle.]]>
    </self>
    <other>
      <![CDATA[[npc.Name] [npc.verb(fasten)] the anklet around [npc2.namePos] ankle.]]>
    </other>
    <otherRough>
      <![CDATA[[npc.Name] roughly [npc.verb(fasten)] the anklet around [npc2.namePos] ankle.]]>
    </otherRough>
  </replacementText>

  <displacementText type="REMOVE_OR_EQUIP">
    <self>
      <![CDATA[[npc.Name] [npc.verb(unfasten)] [npc.her] anklet, before taking it off.]]>
    </self>
    <other>
      <![CDATA[[npc.Name] [npc.verb(unfasten)] [npc2.namePos] anklet, before taking it off.]]>
    </other>
    <otherRough>
      <![CDATA[[npc.Name] quickly [npc.verb(unfasten)] [npc2.namePos] anklet, before roughly snatching it off.]]>
    </otherRough>
  </displacementText>

</clothing>


code:
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<clothing>
	<coreAttributes>
		<value>250</value>
		<determiner><![CDATA[a pair of]]></determiner>
		<name><![CDATA[shin guard]]></name>
		<namePlural pluralByDefault="true"><![CDATA[shin guards]]></namePlural>
		<description><![CDATA[A pair of protective shin guards, designed to protect the lower half of the wearer's legs from physical blows.]]></description>
		<physicalResistance>0.2</physicalResistance>
		<femininity>ANDROGYNOUS</femininity>
		<slot>ANKLE</slot>
		<rarity>COMMON</rarity>
		<clothingSet/>
		<imageName>shin_guards.svg</imageName>
		<imageEquippedName/>
		<enchantmentLimit/>
		<effects/>
		<blockedPartsList>
			<blockedParts>
				<displacementType>REMOVE_OR_EQUIP</displacementType>
				<clothingAccessRequired>
					<clothingAccess>CALVES</clothingAccess>
				</clothingAccessRequired>
				<blockedBodyParts/>
				<clothingAccessBlocked>
					<clothingAccess>CALVES</clothingAccess>
				</clothingAccessBlocked>
				<concealedSlots/>
			</blockedParts>
		</blockedPartsList>
		<incompatibleSlots/>
		<primaryColours>
			<colour>CLOTHING_BLACK</colour>
		</primaryColours>
		<primaryColoursDye values="ALL"/>
		<secondaryColours>
			<colour>CLOTHING_WHITE</colour>
			<colour>CLOTHING_RED_DARK</colour>
			<colour>CLOTHING_GREEN</colour>
			<colour>CLOTHING_YELLOW</colour>
			<colour>CLOTHING_BLUE</colour>
			<colour>CLOTHING_ORANGE</colour>
			<colour>CLOTHING_PINK</colour>
		</secondaryColours>
		<secondaryColoursDye values="ALL"/>
		<tertiaryColours/>
		<tertiaryColoursDye/>
		<itemTags>
			<tag>SOLD_BY_NYAN</tag>
		</itemTags>
	</coreAttributes>

  <replacementText type="REMOVE_OR_EQUIP">
    <self>
      <![CDATA[[npc.Name] [npc.verb(fasten)] the shin guards around [npc.her] ankles.]]>
    </self>
    <other>
      <![CDATA[[npc.Name] [npc.verb(fasten)] the shin guards around [npc2.namePos] ankles.]]>
    </other>
    <otherRough>
      <![CDATA[[npc.Name] roughly [npc.verb(fasten)] the shin guards around [npc2.namePos] ankles.]]>
    </otherRough>
  </replacementText>

  <displacementText type="REMOVE_OR_EQUIP">
    <self>
      <![CDATA[[npc.Name] [npc.verb(unfasten)] [npc.her] shin guards, before taking them off.]]>
    </self>
    <other>
      <![CDATA[[npc.Name] [npc.verb(unfasten)] [npc2.namePos] shin guards, before taking them off.]]>
    </other>
    <otherRough>
      <![CDATA[[npc.Name] quickly [npc.verb(unfasten)] [npc2.namePos] shin guards, before roughly snatching them off.]]>
    </otherRough>
  </displacementText>

</clothing>