Add mod documentation in seven languages
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# Live2D Cubism — animated 2D characters
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Live2D Cubism brings Live2D models into the game: drawn characters that breathe, blink, follow a point, move with physics (hair, clothes) and play the motions and expressions their artist made. It contains the Cubism runtime for C# and its native core libraries; other mods use it to show a model in a scene.
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It is an optional block of the Cthangover game. The current story content still uses still portraits, and no built-in game ships a Live2D model yet; the mod's own demo shows a working model.
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## What a model can do
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- **Idle life** — automatic blinking (on by default) and breathing (off by default).
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- **Physics** — hair and clothes swing according to the model's `physics3.json`.
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- **Looking** — the head and eyes turn toward a target point; the demo lets you drag the mouse over the character to steer them.
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- **Motions and expressions** — play a motion from a group (`mtn_01`…) or set an expression (`exp_01`…) defined in the model.
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- **Parameters** — set any of the model's parameters directly, as in the picture above, where the right arm is raised by one parameter.
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- **Placement** — the model is fitted to its area automatically, or placed at a given position and scale.
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## Model requirements
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A model is the standard Cubism export folder, kept inside a mod:
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```filestree
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my_mod/
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└── models/
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└── runtime/
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├── ren.model3.json the entry file you point to
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├── ren.moc3
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├── ren.physics3.json
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├── ren.cdi3.json
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├── ren.4096/texture_00.png
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├── expressions/exp_01.exp3.json …
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└── motions/mtn_01.motion3.json …
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```
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- The model is a Cubism model (`.moc3` with a `model3.json`). The demo model is made with Cubism 5.3 and uses its masks and offscreen drawing.
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- The native Cubism core is included for Windows (`.dll`) and Linux (`.so`).
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- Sample models come with Live2D's own licence; read the model's `ReadMe.txt` before publishing it.
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## Show a model from a scenario
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The `add_live2d_model` action puts a model into the scene's view:
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```scenario
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action add_live2d_model model_path=models/runtime/ren.model3.json mod_id=my_mod node_name=Ren x=960 y=540 scale=0.5
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```
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- `model_path` — the `model3.json`, relative to the mod's folder;
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- `mod_id` — the mod that contains it;
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- `node_name` — a name for this model in the scene (a second action with the same name is ignored);
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- `x`, `y`, `scale` — optional position and size; without them the model is fitted automatically.
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A mod with code can create a model with `Live2DService.CreateModel(...)` and then call `StartMotion(group, number)`, `StartExpression(id)`, `SetLiveParameter(id, value)` or `SetTargetPoint(x, y)` on it.
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## The demo
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The mod's **avatar** test suite contains the sample model Ren. When it is turned on, Ren appears outside the villa in Cthangover and follows mouse drags; its automatic check raises the right arm and compares the frames. It is a developer demo and is off in normal play.
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## If something goes wrong
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1. **No model and a log message about `model_path` or the mod.** The path is relative to the mod's folder and must point to the `model3.json`; `mod_id` must be the id of the mod that has it.
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2. **The model appears in the wrong place or size.** Give `x`, `y` and `scale`, or leave all three out for automatic fitting.
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3. **The model does not load on a platform.** The Cubism core library is provided for Windows and Linux only.
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