; Merged Mod: .\NoTail\1 NakedCoat\Bailu.ini, .\NoTail\2 NakedCoatNoBoots\Bailu.ini, .\NoTail\3 NakedCoatNoBootsNoSleeves\Bailu.ini, .\NoTail\4 NakedCoatOnly\Bailu.ini, .\NoTail\5 Naked\Bailu.ini, .\Tail\1 NakedCoat\Bailu.ini, .\Tail\2 NakedCoatNoBoots\Bailu.ini, .\Tail\3 NakedCoatNoBootsNoSleeves\Bailu.ini, .\Tail\4 NakedCoatOnly\Bailu.ini, .\Tail\5 Naked\Bailu.ini

; Constants ---------------------------

[Constants]
global $swapvar
global persist $swapvar1 = 0
global persist $swapvar2 = 5
global $active
global $creditinfo = 0

[KeySwap1]
condition = $active == 1
key = ctrl no_shift no_alt VK_RIGHT 
back = ctrl no_shift no_alt VK_LEFT 
type = cycle
$swapvar1 = 0,1,2,3,4
$creditinfo = 0

[KeySwap2]
condition = $active == 1
key = ctrl no_shift no_alt VK_UP
back = ctrl no_shift no_alt VK_DOWN 
type = cycle
$swapvar2 = 0,5
$creditinfo = 0

[Present]
post $active = 0
$swapvar = $swapvar1 + $swapvar2
run = CommandListCreditInfo

; Shader ------------------------------

; Overrides ---------------------------

[TextureOverrideBailuBodyPosition]
hash = 5dfaf99e
run = CommandListBailuBodyPosition
$active = 1

[TextureOverrideBailuBodyPosition2]
hash = 7053ca2b
run = CommandListBailuBodyPosition
$active = 1

[TextureOverrideBailuBodyTexcoord]
hash = e5417fe2
run = CommandListBailuBodyTexcoord

[TextureOverrideBailuBodyVertexLimitRaise]
hash = ee0d45fe

[TextureOverrideBailuBodyIB]
hash = dbf90364
run = CommandListBailuBodyIB

[TextureOverrideBailuBodyA]
hash = dbf90364
match_first_index = 0
run = CommandListBailuBodyA

[TextureOverrideBailuBodyB]
hash = dbf90364
match_first_index = 36429
run = CommandListBailuBodyB

[TextureOverrideBailuBodyADiffuse]
hash = e3ea3823
run = CommandListBailuBodyADiffuse

[TextureOverrideBailuBodyALightmap]
hash = 74d8fa7a
run = CommandListBailuBodyALightmap

[TextureOverrideBailuBodyBDiffuse]
hash = de6e235f
run = CommandListBailuBodyBDiffuse

[TextureOverrideBailuBodyBLightmap]
hash = bdab2370
run = CommandListBailuBodyBLightmap

; CommandList -------------------------

[CommandListBailuBodyPosition]
if $swapvar == 0
	handling = skip
	vb0 = ResourceBailuBodyPosition.0
	vb2 = ResourceBailuBodyBlend.0
	draw = 20049,0
else if $swapvar == 1
	handling = skip
	vb0 = ResourceBailuBodyPosition.1
	vb2 = ResourceBailuBodyBlend.1
	draw = 22416,0
else if $swapvar == 2
	handling = skip
	vb0 = ResourceBailuBodyPosition.2
	vb2 = ResourceBailuBodyBlend.2
	draw = 20111,0
else if $swapvar == 3
	handling = skip
	vb0 = ResourceBailuBodyPosition.3
	vb2 = ResourceBailuBodyBlend.3
	draw = 16753,0
else if $swapvar == 4
	handling = skip
	vb0 = ResourceBailuBodyPosition.4
	vb2 = ResourceBailuBodyBlend.4
	draw = 15008,0
else if $swapvar == 5
	handling = skip
	vb0 = ResourceBailuBodyPosition.5
	vb2 = ResourceBailuBodyBlend.5
	draw = 23305,0
else if $swapvar == 6
	handling = skip
	vb0 = ResourceBailuBodyPosition.6
	vb2 = ResourceBailuBodyBlend.6
	draw = 25410,0
else if $swapvar == 7
	handling = skip
	vb0 = ResourceBailuBodyPosition.7
	vb2 = ResourceBailuBodyBlend.7
	draw = 23105,0
else if $swapvar == 8
	handling = skip
	vb0 = ResourceBailuBodyPosition.8
	vb2 = ResourceBailuBodyBlend.8
	draw = 19747,0
else if $swapvar == 9
	handling = skip
	vb0 = ResourceBailuBodyPosition.9
	vb2 = ResourceBailuBodyBlend.9
	draw = 18002,0
endif

[CommandListBailuBodyTexcoord]
if $swapvar == 0
	vb1 = ResourceBailuBodyTexcoord.0
else if $swapvar == 1
	vb1 = ResourceBailuBodyTexcoord.1
else if $swapvar == 2
	vb1 = ResourceBailuBodyTexcoord.2
else if $swapvar == 3
	vb1 = ResourceBailuBodyTexcoord.3
else if $swapvar == 4
	vb1 = ResourceBailuBodyTexcoord.4
else if $swapvar == 5
	vb1 = ResourceBailuBodyTexcoord.5
else if $swapvar == 6
	vb1 = ResourceBailuBodyTexcoord.6
else if $swapvar == 7
	vb1 = ResourceBailuBodyTexcoord.7
else if $swapvar == 8
	vb1 = ResourceBailuBodyTexcoord.8
else if $swapvar == 9
	vb1 = ResourceBailuBodyTexcoord.9
endif

[CommandListBailuBodyIB]
if $swapvar == 0
	handling = skip
	drawindexed = auto
else if $swapvar == 1
	handling = skip
	drawindexed = auto
else if $swapvar == 2
	handling = skip
	drawindexed = auto
else if $swapvar == 3
	handling = skip
	drawindexed = auto
else if $swapvar == 4
	handling = skip
	drawindexed = auto
else if $swapvar == 5
	handling = skip
	drawindexed = auto
else if $swapvar == 6
	handling = skip
	drawindexed = auto
else if $swapvar == 7
	handling = skip
	drawindexed = auto
else if $swapvar == 8
	handling = skip
	drawindexed = auto
else if $swapvar == 9
	handling = skip
	drawindexed = auto
endif

[CommandListBailuBodyA]
if $swapvar == 0
	ib = ResourceBailuBodyAIB.0
else if $swapvar == 1
	ib = ResourceBailuBodyAIB.1
else if $swapvar == 2
	ib = ResourceBailuBodyAIB.2
else if $swapvar == 3
	ib = ResourceBailuBodyAIB.3
else if $swapvar == 4
	ib = ResourceBailuBodyAIB.4
else if $swapvar == 5
	ib = ResourceBailuBodyAIB.5
else if $swapvar == 6
	ib = ResourceBailuBodyAIB.6
else if $swapvar == 7
	ib = ResourceBailuBodyAIB.7
else if $swapvar == 8
	ib = ResourceBailuBodyAIB.8
else if $swapvar == 9
	ib = ResourceBailuBodyAIB.9
endif

[CommandListBailuBodyB]
if $swapvar == 0
	ib = ResourceBailuBodyBIB.0
else if $swapvar == 1
	ib = ResourceBailuBodyBIB.1
else if $swapvar == 2
	ib = ResourceBailuBodyBIB.2
else if $swapvar == 3
	ib = ResourceBailuBodyBIB.3
else if $swapvar == 4
	ib = ResourceBailuBodyBIB.4
else if $swapvar == 5
	ib = ResourceBailuBodyBIB.5
else if $swapvar == 6
	ib = ResourceBailuBodyBIB.6
else if $swapvar == 7
	ib = ResourceBailuBodyBIB.7
else if $swapvar == 8
	ib = ResourceBailuBodyBIB.8
else if $swapvar == 9
	ib = ResourceBailuBodyBIB.9
endif

[CommandListBailuBodyADiffuse]
if $swapvar == 0
	this = ResourceBailuBodyADiffuse.0
else if $swapvar == 1
	this = ResourceBailuBodyADiffuse.1
else if $swapvar == 2
	this = ResourceBailuBodyADiffuse.2
else if $swapvar == 3
	this = ResourceBailuBodyADiffuse.3
else if $swapvar == 4
	this = ResourceBailuBodyADiffuse.4
else if $swapvar == 5
	this = ResourceBailuBodyADiffuse.5
else if $swapvar == 6
	this = ResourceBailuBodyADiffuse.6
else if $swapvar == 7
	this = ResourceBailuBodyADiffuse.7
else if $swapvar == 8
	this = ResourceBailuBodyADiffuse.8
else if $swapvar == 9
	this = ResourceBailuBodyADiffuse.9
endif

[CommandListBailuBodyALightmap]
if $swapvar == 0
	this = ResourceBailuBodyALightMap.0
else if $swapvar == 1
	this = ResourceBailuBodyALightMap.1
else if $swapvar == 2
	this = ResourceBailuBodyALightMap.2
else if $swapvar == 3
	this = ResourceBailuBodyALightMap.3
else if $swapvar == 4
	this = ResourceBailuBodyALightMap.4
else if $swapvar == 5
	this = ResourceBailuBodyALightMap.5
else if $swapvar == 6
	this = ResourceBailuBodyALightMap.6
else if $swapvar == 7
	this = ResourceBailuBodyALightMap.7
else if $swapvar == 8
	this = ResourceBailuBodyALightMap.8
else if $swapvar == 9
	this = ResourceBailuBodyALightMap.9
endif

[CommandListBailuBodyBDiffuse]
if $swapvar == 0
	this = ResourceBailuBodyBDiffuse.0
else if $swapvar == 1
	this = ResourceBailuBodyBDiffuse.1
else if $swapvar == 2
	this = ResourceBailuBodyBDiffuse.2
else if $swapvar == 3
	this = ResourceBailuBodyBDiffuse.3
else if $swapvar == 4
	this = ResourceBailuBodyBDiffuse.4
else if $swapvar == 5
	this = ResourceBailuBodyBDiffuse.5
else if $swapvar == 6
	this = ResourceBailuBodyBDiffuse.6
else if $swapvar == 7
	this = ResourceBailuBodyBDiffuse.7
else if $swapvar == 8
	this = ResourceBailuBodyBDiffuse.8
else if $swapvar == 9
	this = ResourceBailuBodyBDiffuse.9
endif

[CommandListBailuBodyBLightmap]
if $swapvar == 0
	this = ResourceBailuBodyBLightMap.0
else if $swapvar == 1
	this = ResourceBailuBodyBLightMap.1
else if $swapvar == 2
	this = ResourceBailuBodyBLightMap.2
else if $swapvar == 3
	this = ResourceBailuBodyBLightMap.3
else if $swapvar == 4
	this = ResourceBailuBodyBLightMap.4
else if $swapvar == 5
	this = ResourceBailuBodyBLightMap.5
else if $swapvar == 6
	this = ResourceBailuBodyBLightMap.6
else if $swapvar == 7
	this = ResourceBailuBodyBLightMap.7
else if $swapvar == 8
	this = ResourceBailuBodyBLightMap.8
else if $swapvar == 9
	this = ResourceBailuBodyBLightMap.9
endif

[CommandListCreditInfo]
if $swapvar == 5
	if $creditinfo == 0 && $active == 1
		pre Resource\ShaderFixes\help.ini\Notification = ResourceCreditInfo.0
		pre run = CustomShader\ShaderFixes\help.ini\FormatText
		pre $\ShaderFixes\help.ini\notification_timeout = time + 5.0
		$creditinfo = 1
	endif
endif

; Resources ---------------------------

[ResourceBailuBodyPosition.0]
type = Buffer
stride = 40
filename = .\NoTail\1 NakedCoat\BailuBodyPosition.buf

[ResourceBailuBodyBlend.0]
type = Buffer
stride = 32
filename = .\NoTail\1 NakedCoat\BailuBodyBlend.buf

[ResourceBailuBodyTexcoord.0]
type = Buffer
stride = 20
filename = .\NoTail\1 NakedCoat\BailuBodyTexcoord.buf

[ResourceBailuBodyAIB.0]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\NoTail\1 NakedCoat\BailuBodyA.ib

[ResourceBailuBodyBIB.0]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\NoTail\1 NakedCoat\BailuBodyB.ib

[ResourceBailuBodyADiffuse.0]
filename = .\NoTail\1 NakedCoat\BailuBodyADiffuse.dds

[ResourceBailuBodyALightMap.0]
filename = .\NoTail\1 NakedCoat\BailuBodyALightMap.dds

[ResourceBailuBodyBDiffuse.0]
filename = .\NoTail\1 NakedCoat\BailuBodyBDiffuse.dds

[ResourceBailuBodyBLightMap.0]
filename = .\NoTail\1 NakedCoat\BailuBodyBLightMap.dds

[ResourceBailuBodyPosition.1]
type = Buffer
stride = 40
filename = .\NoTail\2 NakedCoatNoBoots\BailuBodyPosition.buf

[ResourceBailuBodyBlend.1]
type = Buffer
stride = 32
filename = .\NoTail\2 NakedCoatNoBoots\BailuBodyBlend.buf

[ResourceBailuBodyTexcoord.1]
type = Buffer
stride = 20
filename = .\NoTail\2 NakedCoatNoBoots\BailuBodyTexcoord.buf

[ResourceBailuBodyAIB.1]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\NoTail\2 NakedCoatNoBoots\BailuBodyA.ib

[ResourceBailuBodyBIB.1]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\NoTail\2 NakedCoatNoBoots\BailuBodyB.ib

[ResourceBailuBodyADiffuse.1]
filename = .\NoTail\1 NakedCoat\BailuBodyADiffuse.dds

[ResourceBailuBodyALightMap.1]
filename = .\NoTail\1 NakedCoat\BailuBodyALightMap.dds

[ResourceBailuBodyBDiffuse.1]
filename = .\NoTail\1 NakedCoat\BailuBodyBDiffuse.dds

[ResourceBailuBodyBLightMap.1]
filename = .\NoTail\1 NakedCoat\BailuBodyBLightMap.dds

[ResourceBailuBodyPosition.2]
type = Buffer
stride = 40
filename = .\NoTail\3 NakedCoatNoBootsNoSleeves\BailuBodyPosition.buf

[ResourceBailuBodyBlend.2]
type = Buffer
stride = 32
filename = .\NoTail\3 NakedCoatNoBootsNoSleeves\BailuBodyBlend.buf

[ResourceBailuBodyTexcoord.2]
type = Buffer
stride = 20
filename = .\NoTail\3 NakedCoatNoBootsNoSleeves\BailuBodyTexcoord.buf

[ResourceBailuBodyAIB.2]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\NoTail\2 NakedCoatNoBoots\BailuBodyA.ib

[ResourceBailuBodyBIB.2]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\NoTail\3 NakedCoatNoBootsNoSleeves\BailuBodyB.ib

[ResourceBailuBodyADiffuse.2]
filename = .\NoTail\1 NakedCoat\BailuBodyADiffuse.dds

[ResourceBailuBodyALightMap.2]
filename = .\NoTail\1 NakedCoat\BailuBodyALightMap.dds

[ResourceBailuBodyBDiffuse.2]
filename = .\NoTail\1 NakedCoat\BailuBodyBDiffuse.dds

[ResourceBailuBodyBLightMap.2]
filename = .\NoTail\1 NakedCoat\BailuBodyBLightMap.dds

[ResourceBailuBodyPosition.3]
type = Buffer
stride = 40
filename = .\NoTail\4 NakedCoatOnly\BailuBodyPosition.buf

[ResourceBailuBodyBlend.3]
type = Buffer
stride = 32
filename = .\NoTail\4 NakedCoatOnly\BailuBodyBlend.buf

[ResourceBailuBodyTexcoord.3]
type = Buffer
stride = 20
filename = .\NoTail\4 NakedCoatOnly\BailuBodyTexcoord.buf

[ResourceBailuBodyAIB.3]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\NoTail\4 NakedCoatOnly\BailuBodyA.ib

[ResourceBailuBodyBIB.3]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\NoTail\4 NakedCoatOnly\BailuBodyB.ib

[ResourceBailuBodyADiffuse.3]
filename = .\NoTail\1 NakedCoat\BailuBodyADiffuse.dds

[ResourceBailuBodyALightMap.3]
filename = .\NoTail\1 NakedCoat\BailuBodyALightMap.dds

[ResourceBailuBodyBDiffuse.3]
filename = .\NoTail\1 NakedCoat\BailuBodyBDiffuse.dds

[ResourceBailuBodyBLightMap.3]
filename = .\NoTail\1 NakedCoat\BailuBodyBLightMap.dds

[ResourceBailuBodyPosition.4]
type = Buffer
stride = 40
filename = .\NoTail\5 Naked\BailuBodyPosition.buf

[ResourceBailuBodyBlend.4]
type = Buffer
stride = 32
filename = .\NoTail\5 Naked\BailuBodyBlend.buf

[ResourceBailuBodyTexcoord.4]
type = Buffer
stride = 20
filename = .\NoTail\5 Naked\BailuBodyTexcoord.buf

[ResourceBailuBodyAIB.4]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\NoTail\5 Naked\BailuBodyA.ib

[ResourceBailuBodyBIB.4]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\NoTail\5 Naked\BailuBodyB.ib

[ResourceBailuBodyADiffuse.4]
filename = .\NoTail\1 NakedCoat\BailuBodyADiffuse.dds

[ResourceBailuBodyALightMap.4]
filename = .\NoTail\1 NakedCoat\BailuBodyALightMap.dds

[ResourceBailuBodyBDiffuse.4]
filename = .\NoTail\1 NakedCoat\BailuBodyBDiffuse.dds

[ResourceBailuBodyBLightMap.4]
filename = .\NoTail\1 NakedCoat\BailuBodyBLightMap.dds

[ResourceBailuBodyPosition.5]
type = Buffer
stride = 40
filename = .\Tail\1 NakedCoat\BailuBodyPosition.buf

[ResourceBailuBodyBlend.5]
type = Buffer
stride = 32
filename = .\Tail\1 NakedCoat\BailuBodyBlend.buf

[ResourceBailuBodyTexcoord.5]
type = Buffer
stride = 20
filename = .\Tail\1 NakedCoat\BailuBodyTexcoord.buf

[ResourceBailuBodyAIB.5]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Tail\1 NakedCoat\BailuBodyA.ib

[ResourceBailuBodyBIB.5]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Tail\1 NakedCoat\BailuBodyB.ib

[ResourceBailuBodyADiffuse.5]
filename = .\NoTail\1 NakedCoat\BailuBodyADiffuse.dds

[ResourceBailuBodyALightMap.5]
filename = .\NoTail\1 NakedCoat\BailuBodyALightMap.dds

[ResourceBailuBodyBDiffuse.5]
filename = .\NoTail\1 NakedCoat\BailuBodyBDiffuse.dds

[ResourceBailuBodyBLightMap.5]
filename = .\NoTail\1 NakedCoat\BailuBodyBLightMap.dds

[ResourceCreditInfo.0]
type = Buffer
data = "Created by Snaccubus"

[ResourceBailuBodyPosition.6]
type = Buffer
stride = 40
filename = .\Tail\2 NakedCoatNoBoots\BailuBodyPosition.buf

[ResourceBailuBodyBlend.6]
type = Buffer
stride = 32
filename = .\Tail\2 NakedCoatNoBoots\BailuBodyBlend.buf

[ResourceBailuBodyTexcoord.6]
type = Buffer
stride = 20
filename = .\Tail\2 NakedCoatNoBoots\BailuBodyTexcoord.buf

[ResourceBailuBodyAIB.6]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Tail\2 NakedCoatNoBoots\BailuBodyA.ib

[ResourceBailuBodyBIB.6]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Tail\2 NakedCoatNoBoots\BailuBodyB.ib

[ResourceBailuBodyADiffuse.6]
filename = .\NoTail\1 NakedCoat\BailuBodyADiffuse.dds

[ResourceBailuBodyALightMap.6]
filename = .\NoTail\1 NakedCoat\BailuBodyALightMap.dds

[ResourceBailuBodyBDiffuse.6]
filename = .\NoTail\1 NakedCoat\BailuBodyBDiffuse.dds

[ResourceBailuBodyBLightMap.6]
filename = .\NoTail\1 NakedCoat\BailuBodyBLightMap.dds

[ResourceBailuBodyPosition.7]
type = Buffer
stride = 40
filename = .\Tail\3 NakedCoatNoBootsNoSleeves\BailuBodyPosition.buf

[ResourceBailuBodyBlend.7]
type = Buffer
stride = 32
filename = .\Tail\3 NakedCoatNoBootsNoSleeves\BailuBodyBlend.buf

[ResourceBailuBodyTexcoord.7]
type = Buffer
stride = 20
filename = .\Tail\3 NakedCoatNoBootsNoSleeves\BailuBodyTexcoord.buf

[ResourceBailuBodyAIB.7]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Tail\2 NakedCoatNoBoots\BailuBodyA.ib

[ResourceBailuBodyBIB.7]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Tail\3 NakedCoatNoBootsNoSleeves\BailuBodyB.ib

[ResourceBailuBodyADiffuse.7]
filename = .\NoTail\1 NakedCoat\BailuBodyADiffuse.dds

[ResourceBailuBodyALightMap.7]
filename = .\NoTail\1 NakedCoat\BailuBodyALightMap.dds

[ResourceBailuBodyBDiffuse.7]
filename = .\NoTail\1 NakedCoat\BailuBodyBDiffuse.dds

[ResourceBailuBodyBLightMap.7]
filename = .\NoTail\1 NakedCoat\BailuBodyBLightMap.dds

[ResourceBailuBodyPosition.8]
type = Buffer
stride = 40
filename = .\Tail\4 NakedCoatOnly\BailuBodyPosition.buf

[ResourceBailuBodyBlend.8]
type = Buffer
stride = 32
filename = .\Tail\4 NakedCoatOnly\BailuBodyBlend.buf

[ResourceBailuBodyTexcoord.8]
type = Buffer
stride = 20
filename = .\Tail\4 NakedCoatOnly\BailuBodyTexcoord.buf

[ResourceBailuBodyAIB.8]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Tail\4 NakedCoatOnly\BailuBodyA.ib

[ResourceBailuBodyBIB.8]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Tail\4 NakedCoatOnly\BailuBodyB.ib

[ResourceBailuBodyADiffuse.8]
filename = .\NoTail\1 NakedCoat\BailuBodyADiffuse.dds

[ResourceBailuBodyALightMap.8]
filename = .\NoTail\1 NakedCoat\BailuBodyALightMap.dds

[ResourceBailuBodyBDiffuse.8]
filename = .\NoTail\1 NakedCoat\BailuBodyBDiffuse.dds

[ResourceBailuBodyBLightMap.8]
filename = .\NoTail\1 NakedCoat\BailuBodyBLightMap.dds

[ResourceBailuBodyPosition.9]
type = Buffer
stride = 40
filename = .\Tail\5 Naked\BailuBodyPosition.buf

[ResourceBailuBodyBlend.9]
type = Buffer
stride = 32
filename = .\Tail\5 Naked\BailuBodyBlend.buf

[ResourceBailuBodyTexcoord.9]
type = Buffer
stride = 20
filename = .\Tail\5 Naked\BailuBodyTexcoord.buf

[ResourceBailuBodyAIB.9]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Tail\5 Naked\BailuBodyA.ib

[ResourceBailuBodyBIB.9]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\Tail\5 Naked\BailuBodyB.ib

[ResourceBailuBodyADiffuse.9]
filename = .\NoTail\1 NakedCoat\BailuBodyADiffuse.dds

[ResourceBailuBodyALightMap.9]
filename = .\NoTail\1 NakedCoat\BailuBodyALightMap.dds

[ResourceBailuBodyBDiffuse.9]
filename = .\NoTail\1 NakedCoat\BailuBodyBDiffuse.dds

[ResourceBailuBodyBLightMap.9]
filename = .\NoTail\1 NakedCoat\BailuBodyBLightMap.dds



; .ini generated by GIMI (Genshin-Impact-Model-Importer) mod merger script
; If you have any issues or find any bugs, please open a ticket at https://github.com/SilentNightSound/GI-Model-Importer/issues or contact SilentNightSound#7430 on discord