; Merged Mod: .\LucyMod.01\Lucy.ini, .\LucyMod.02\Lucy.ini, .\LucyMod.03\Lucy.ini, .\LucyMod.04\Lucy.ini, .\LucyMod.05\Lucy.ini, .\LucyMod.06\Lucy.ini

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

[Constants]
global persist $swapvar = 0
global $active
global $creditinfo = 0

[KeySwap]
condition = $active == 1
key = k
type = cycle
$swapvar = 0,1,2,3,4,5
$creditinfo = 0

[Present]
post $active = 0
run = CommandListCreditInfo

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

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

[TextureOverrideLucyHairTexcoord]
hash = 751e21a5
run = CommandListLucyHairTexcoord

[TextureOverrideLucyHairVertexLimitRaise]
hash = 5661afc3

[TextureOverrideLucyBodyPosition]
hash = 5da9dafc
run = CommandListLucyBodyPosition
$active = 1

[TextureOverrideLucyBodyTexcoord]
hash = 00f11ea6
run = CommandListLucyBodyTexcoord

[TextureOverrideLucyBodyVertexLimitRaise]
hash = da79199a

[TextureOverrideLucyHelmetPosition]
hash = 637e5139
run = CommandListLucyHelmetPosition
$active = 1

[TextureOverrideLucyHelmetTexcoord]
hash = 0d4e37c6
run = CommandListLucyHelmetTexcoord

[TextureOverrideLucyHelmetVertexLimitRaise]
hash = 66cc3370

[TextureOverrideLucySnoutPosition]
hash = 5fb8059e
run = CommandListLucySnoutPosition
$active = 1

[TextureOverrideLucySnoutTexcoord]
hash = 856c6618
run = CommandListLucySnoutTexcoord

[TextureOverrideLucySnoutVertexLimitRaise]
hash = 9328313b

[TextureOverrideLucyBeltPosition]
hash = 90e47227
run = CommandListLucyBeltPosition
$active = 1

[TextureOverrideLucyBeltTexcoord]
hash = 170cc13e
run = CommandListLucyBeltTexcoord

[TextureOverrideLucyBeltVertexLimitRaise]
hash = 7e98735e

[TextureOverrideLucyRedClothPosition]
hash = 2f5719df
run = CommandListLucyRedClothPosition
$active = 1

[TextureOverrideLucyRedClothTexcoord]
hash = c789d6f4
run = CommandListLucyRedClothTexcoord

[TextureOverrideLucyRedClothVertexLimitRaise]
hash = fa7b1c96

[TextureOverrideLucyHairIB]
hash = 198e99d7
run = CommandListLucyHairIB

[TextureOverrideLucyHairA]
hash = 198e99d7
match_first_index = 0
run = CommandListLucyHairA

[TextureOverrideLucyHairADiffuse]
hash = aa513afa
run = CommandListLucyHairADiffuse

[TextureOverrideLucy.HairA.Diffuse.1024]
hash = b50eb71c
run = CommandListLucy.HairA.Diffuse.1024

[TextureOverrideLucyHairALightMap]
hash = 1a3b30ba
run = CommandListLucyHairALightMap

[TextureOverrideLucy.HairA.LightMap.1024]
hash = 810c0878
run = CommandListLucy.HairA.LightMap.1024

[TextureOverrideLucyHairAMaterialMap]
hash = 919b608c
run = CommandListLucyHairAMaterialMap

[TextureOverrideLucy.HairA.MaterialMap.1024]
hash = d1241cfc
run = CommandListLucy.HairA.MaterialMap.1024

[TextureOverrideLucyHairANormalMap]
hash = edcb9661
run = CommandListLucyHairANormalMap

[TextureOverrideLucy.HairA.NormalMap.1024]
hash = 9114c7c7
run = CommandListLucy.HairA.NormalMap.1024

[TextureOverrideLucyBodyIB]
hash = e0ad50ed
run = CommandListLucyBodyIB

[TextureOverrideLucyBodyA]
hash = e0ad50ed
match_first_index = 0
run = CommandListLucyBodyA

[TextureOverrideLucyBodyADiffuse]
hash = 474c7aa2
run = CommandListLucyBodyADiffuse

[TextureOverrideLucy.BodyA.Diffuse.1024]
hash = f810e7ac
run = CommandListLucy.BodyA.Diffuse.1024

[TextureOverrideLucyBodyALightMap]
hash = 855d9fa3
run = CommandListLucyBodyALightMap

[TextureOverrideLucy.BodyA.LightMap.1024]
hash = e89f7814
run = CommandListLucy.BodyA.LightMap.1024

[TextureOverrideLucyBodyAMaterialMap]
hash = 1fd24fd8
run = CommandListLucyBodyAMaterialMap

[TextureOverrideLucy.BodyA.MaterialMap.1024]
hash = 86ca6cfd
run = CommandListLucy.BodyA.MaterialMap.1024

[TextureOverrideLucyBodyANormalMap]
hash = 463b4f55
run = CommandListLucyBodyANormalMap

[TextureOverrideLucy.BodyA.NormalMap.1024]
hash = 1711cafd
run = CommandListLucy.BodyA.NormalMap.1024

[TextureOverrideLucyHelmetIB]
hash = a0ed04de
run = CommandListLucyHelmetIB

[TextureOverrideLucyHelmetA]
hash = a0ed04de
match_first_index = 0
run = CommandListLucyHelmetA

[TextureOverrideLucyHelmetADiffuse]
hash = a0be0ed3
run = CommandListLucyHelmetADiffuse

[TextureOverrideLucy.HelmetA.Diffuse.1024]
hash = 919ab7e5
run = CommandListLucy.HelmetA.Diffuse.1024

[TextureOverrideLucyHelmetALightMap]
hash = 8d9a16c7
run = CommandListLucyHelmetALightMap

[TextureOverrideLucy.HelmetA.LightMap.1024]
hash = 6a8fca92
run = CommandListLucy.HelmetA.LightMap.1024

[TextureOverrideLucyHelmetAMaterialMap]
hash = b3013a33
run = CommandListLucyHelmetAMaterialMap

[TextureOverrideLucy.HelmetA.MaterialMap.1024]
hash = 4227db77
run = CommandListLucy.HelmetA.MaterialMap.1024

[TextureOverrideLucyHelmetANormalMap]
hash = ca5fd23a
run = CommandListLucyHelmetANormalMap

[TextureOverrideLucy.HelmetA.NormalMap.1024]
hash = f4d44970
run = CommandListLucy.HelmetA.NormalMap.1024

[TextureOverrideLucySnoutIB]
hash = 272dd7f6
run = CommandListLucySnoutIB

[TextureOverrideLucySnoutA]
hash = 272dd7f6
match_first_index = 0
run = CommandListLucySnoutA

[TextureOverrideLucyBeltIB]
hash = 9b6370f6
run = CommandListLucyBeltIB

[TextureOverrideLucyBeltA]
hash = 9b6370f6
match_first_index = 0
run = CommandListLucyBeltA

[TextureOverrideLucyRedClothIB]
hash = 1fe6e084
run = CommandListLucyRedClothIB

[TextureOverrideLucyRedClothA]
hash = 1fe6e084
match_first_index = 0
run = CommandListLucyRedClothA

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

[CommandListLucyHairTexcoord]
if $swapvar == 0
	vb1 = ResourceLucyHairTexcoord.0
else if $swapvar == 1
	vb1 = ResourceLucyHairTexcoord.1
else if $swapvar == 2
	vb1 = ResourceLucyHairTexcoord.2
else if $swapvar == 3
	vb1 = ResourceLucyHairTexcoord.3
else if $swapvar == 4
	vb1 = ResourceLucyHairTexcoord.4
else if $swapvar == 5
	vb1 = ResourceLucyHairTexcoord.5
endif

[CommandListLucyBodyPosition]
if $swapvar == 0
	handling = skip
	vb0 = ResourceLucyBodyPosition.0
	vb2 = ResourceLucyBodyBlend.0
	draw = 24474,0
	$active = 1
else if $swapvar == 1
	handling = skip
	vb0 = ResourceLucyBodyPosition.1
	vb2 = ResourceLucyBodyBlend.1
	draw = 24474,0
	$active = 1
else if $swapvar == 2
	handling = skip
	vb0 = ResourceLucyBodyPosition.2
	vb2 = ResourceLucyBodyBlend.2
	draw = 23366,0
	$active = 1
else if $swapvar == 3
	handling = skip
	vb0 = ResourceLucyBodyPosition.3
	vb2 = ResourceLucyBodyBlend.3
	draw = 23366,0
	$active = 1
else if $swapvar == 4
	handling = skip
	vb0 = ResourceLucyBodyPosition.4
	vb2 = ResourceLucyBodyBlend.4
	draw = 23194,0
	$active = 1
else if $swapvar == 5
	handling = skip
	vb0 = ResourceLucyBodyPosition.5
	vb2 = ResourceLucyBodyBlend.5
	draw = 22086,0
	$active = 1
endif

[CommandListLucyBodyTexcoord]
if $swapvar == 0
	vb1 = ResourceLucyBodyTexcoord.0
else if $swapvar == 1
	vb1 = ResourceLucyBodyTexcoord.1
else if $swapvar == 2
	vb1 = ResourceLucyBodyTexcoord.2
else if $swapvar == 3
	vb1 = ResourceLucyBodyTexcoord.3
else if $swapvar == 4
	vb1 = ResourceLucyBodyTexcoord.4
else if $swapvar == 5
	vb1 = ResourceLucyBodyTexcoord.5
endif

[CommandListLucyHelmetPosition]
if $swapvar == 0
	handling = skip
	vb0 = ResourceLucyHelmetPosition.0
	vb2 = ResourceLucyHelmetBlend.0
	draw = 1645,0
	$active = 1
else if $swapvar == 1
	handling = skip
	vb0 = ResourceLucyHelmetPosition.1
	vb2 = ResourceLucyHelmetBlend.1
	draw = 1645,0
	$active = 1
else if $swapvar == 2
	handling = skip
	vb0 = ResourceLucyHelmetPosition.2
	vb2 = ResourceLucyHelmetBlend.2
	draw = 1645,0
	$active = 1
else if $swapvar == 3
	handling = skip
	vb0 = ResourceLucyHelmetPosition.3
	vb2 = ResourceLucyHelmetBlend.3
	draw = 1645,0
	$active = 1
else if $swapvar == 4
	handling = skip
	vb0 = ResourceLucyHelmetPosition.4
	vb2 = ResourceLucyHelmetBlend.4
	draw = 1645,0
	$active = 1
else if $swapvar == 5
	handling = skip
	vb0 = ResourceLucyHelmetPosition.5
	vb2 = ResourceLucyHelmetBlend.5
	draw = 1645,0
	$active = 1
endif

[CommandListLucyHelmetTexcoord]
if $swapvar == 0
	vb1 = ResourceLucyHelmetTexcoord.0
else if $swapvar == 1
	vb1 = ResourceLucyHelmetTexcoord.1
else if $swapvar == 2
	vb1 = ResourceLucyHelmetTexcoord.2
else if $swapvar == 3
	vb1 = ResourceLucyHelmetTexcoord.3
else if $swapvar == 4
	vb1 = ResourceLucyHelmetTexcoord.4
else if $swapvar == 5
	vb1 = ResourceLucyHelmetTexcoord.5
endif

[CommandListLucySnoutPosition]
if $swapvar == 0
	handling = skip
	vb0 = ResourceLucySnoutPosition.0
	vb2 = ResourceLucySnoutBlend.0
	draw = 694,0
	$active = 1
else if $swapvar == 1
	handling = skip
	vb0 = ResourceLucySnoutPosition.1
	vb2 = ResourceLucySnoutBlend.1
	draw = 694,0
	$active = 1
else if $swapvar == 2
	handling = skip
	vb0 = ResourceLucySnoutPosition.2
	vb2 = ResourceLucySnoutBlend.2
	draw = 694,0
	$active = 1
else if $swapvar == 3
	handling = skip
	vb0 = ResourceLucySnoutPosition.3
	vb2 = ResourceLucySnoutBlend.3
	draw = 694,0
	$active = 1
else if $swapvar == 4
	handling = skip
	vb0 = ResourceLucySnoutPosition.4
	vb2 = ResourceLucySnoutBlend.4
	draw = 694,0
	$active = 1
else if $swapvar == 5
	handling = skip
	vb0 = ResourceLucySnoutPosition.5
	vb2 = ResourceLucySnoutBlend.5
	draw = 694,0
	$active = 1
endif

[CommandListLucySnoutTexcoord]
if $swapvar == 0
	vb1 = ResourceLucySnoutTexcoord.0
else if $swapvar == 1
	vb1 = ResourceLucySnoutTexcoord.1
else if $swapvar == 2
	vb1 = ResourceLucySnoutTexcoord.2
else if $swapvar == 3
	vb1 = ResourceLucySnoutTexcoord.3
else if $swapvar == 4
	vb1 = ResourceLucySnoutTexcoord.4
else if $swapvar == 5
	vb1 = ResourceLucySnoutTexcoord.5
endif

[CommandListLucyBeltPosition]
if $swapvar == 0
	handling = skip
	vb0 = ResourceLucyBeltPosition.0
	vb2 = ResourceLucyBeltBlend.0
	draw = 4548,0
	$active = 1
else if $swapvar == 1
	handling = skip
	vb0 = ResourceLucyBeltPosition.1
	vb2 = ResourceLucyBeltBlend.1
	draw = 3014,0
	$active = 1
else if $swapvar == 2
	handling = skip
	vb0 = ResourceLucyBeltPosition.2
	vb2 = ResourceLucyBeltBlend.2
	draw = 4548,0
	$active = 1
else if $swapvar == 3
	handling = skip
	vb0 = ResourceLucyBeltPosition.3
	vb2 = ResourceLucyBeltBlend.3
	draw = 3014,0
	$active = 1
else if $swapvar == 4
	handling = skip
	vb0 = ResourceLucyBeltPosition.4
	vb2 = ResourceLucyBeltBlend.4
	draw = 2208,0
	$active = 1
else if $swapvar == 5
	handling = skip
	vb0 = ResourceLucyBeltPosition.5
	vb2 = ResourceLucyBeltBlend.5
	draw = 2208,0
	$active = 1
endif

[CommandListLucyBeltTexcoord]
if $swapvar == 0
	vb1 = ResourceLucyBeltTexcoord.0
else if $swapvar == 1
	vb1 = ResourceLucyBeltTexcoord.1
else if $swapvar == 2
	vb1 = ResourceLucyBeltTexcoord.2
else if $swapvar == 3
	vb1 = ResourceLucyBeltTexcoord.3
else if $swapvar == 4
	vb1 = ResourceLucyBeltTexcoord.4
else if $swapvar == 5
	vb1 = ResourceLucyBeltTexcoord.5
endif

[CommandListLucyRedClothPosition]
if $swapvar == 0
	handling = skip
	vb0 = ResourceLucyRedClothPosition.0
	vb2 = ResourceLucyRedClothBlend.0
	draw = 616,0
	$active = 1
else if $swapvar == 1
	handling = skip
	vb0 = ResourceLucyRedClothPosition.1
	vb2 = ResourceLucyRedClothBlend.1
	draw = 614,0
	$active = 1
else if $swapvar == 2
	handling = skip
	vb0 = ResourceLucyRedClothPosition.2
	vb2 = ResourceLucyRedClothBlend.2
	draw = 616,0
	$active = 1
else if $swapvar == 3
	handling = skip
	vb0 = ResourceLucyRedClothPosition.3
	vb2 = ResourceLucyRedClothBlend.3
	draw = 614,0
	$active = 1
else if $swapvar == 4
	handling = skip
	vb0 = ResourceLucyRedClothPosition.4
	vb2 = ResourceLucyRedClothBlend.4
	draw = 614,0
	$active = 1
else if $swapvar == 5
	handling = skip
	vb0 = ResourceLucyRedClothPosition.5
	vb2 = ResourceLucyRedClothBlend.5
	draw = 614,0
	$active = 1
endif

[CommandListLucyRedClothTexcoord]
if $swapvar == 0
	vb1 = ResourceLucyRedClothTexcoord.0
else if $swapvar == 1
	vb1 = ResourceLucyRedClothTexcoord.1
else if $swapvar == 2
	vb1 = ResourceLucyRedClothTexcoord.2
else if $swapvar == 3
	vb1 = ResourceLucyRedClothTexcoord.3
else if $swapvar == 4
	vb1 = ResourceLucyRedClothTexcoord.4
else if $swapvar == 5
	vb1 = ResourceLucyRedClothTexcoord.5
endif

[CommandListLucyHairIB]
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
endif

[CommandListLucyHairA]
if $swapvar == 0
	run = CommandListSkinTexture
	ib = ResourceLucyHairAIB.0
else if $swapvar == 1
	run = CommandListSkinTexture
	ib = ResourceLucyHairAIB.1
else if $swapvar == 2
	run = CommandListSkinTexture
	ib = ResourceLucyHairAIB.2
else if $swapvar == 3
	run = CommandListSkinTexture
	ib = ResourceLucyHairAIB.3
else if $swapvar == 4
	run = CommandListSkinTexture
	ib = ResourceLucyHairAIB.4
else if $swapvar == 5
	run = CommandListSkinTexture
	ib = ResourceLucyHairAIB.5
endif

[CommandListLucyHairADiffuse]
if $swapvar == 0
	this = ResourceLucyHairADiffuse.0
else if $swapvar == 1
	this = ResourceLucyHairADiffuse.1
else if $swapvar == 2
	this = ResourceLucyHairADiffuse.2
else if $swapvar == 3
	this = ResourceLucyHairADiffuse.3
else if $swapvar == 4
	this = ResourceLucyHairADiffuse.4
else if $swapvar == 5
	this = ResourceLucyHairADiffuse.5
endif

[CommandListLucy.HairA.Diffuse.1024]
if $swapvar == 0
	this = ResourceLucyHairADiffuse.0
else if $swapvar == 1
	this = ResourceLucyHairADiffuse.1
else if $swapvar == 2
	this = ResourceLucyHairADiffuse.2
else if $swapvar == 3
	this = ResourceLucyHairADiffuse.3
else if $swapvar == 4
	this = ResourceLucyHairADiffuse.4
else if $swapvar == 5
	this = ResourceLucyHairADiffuse.5
endif

[CommandListLucyHairALightMap]
if $swapvar == 0
	this = ResourceLucyHairALightMap.0
else if $swapvar == 1
	this = ResourceLucyHairALightMap.1
else if $swapvar == 2
	this = ResourceLucyHairALightMap.2
else if $swapvar == 3
	this = ResourceLucyHairALightMap.3
else if $swapvar == 4
	this = ResourceLucyHairALightMap.4
else if $swapvar == 5
	this = ResourceLucyHairALightMap.5
endif

[CommandListLucy.HairA.LightMap.1024]
if $swapvar == 0
	this = ResourceLucyHairALightMap.0
else if $swapvar == 1
	this = ResourceLucyHairALightMap.1
else if $swapvar == 2
	this = ResourceLucyHairALightMap.2
else if $swapvar == 3
	this = ResourceLucyHairALightMap.3
else if $swapvar == 4
	this = ResourceLucyHairALightMap.4
else if $swapvar == 5
	this = ResourceLucyHairALightMap.5
endif

[CommandListLucyHairAMaterialMap]
if $swapvar == 0
	this = ResourceLucyHairAMaterialMap.0
else if $swapvar == 1
	this = ResourceLucyHairAMaterialMap.1
else if $swapvar == 2
	this = ResourceLucyHairAMaterialMap.2
else if $swapvar == 3
	this = ResourceLucyHairAMaterialMap.3
else if $swapvar == 4
	this = ResourceLucyHairAMaterialMap.4
else if $swapvar == 5
	this = ResourceLucyHairAMaterialMap.5
endif

[CommandListLucy.HairA.MaterialMap.1024]
if $swapvar == 0
	this = ResourceLucyHairAMaterialMap.0
else if $swapvar == 1
	this = ResourceLucyHairAMaterialMap.1
else if $swapvar == 2
	this = ResourceLucyHairAMaterialMap.2
else if $swapvar == 3
	this = ResourceLucyHairAMaterialMap.3
else if $swapvar == 4
	this = ResourceLucyHairAMaterialMap.4
else if $swapvar == 5
	this = ResourceLucyHairAMaterialMap.5
endif

[CommandListLucyHairANormalMap]
if $swapvar == 0
	this = ResourceLucyHairANormalMap.0
else if $swapvar == 1
	this = ResourceLucyHairANormalMap.1
else if $swapvar == 2
	this = ResourceLucyHairANormalMap.2
else if $swapvar == 3
	this = ResourceLucyHairANormalMap.3
else if $swapvar == 4
	this = ResourceLucyHairANormalMap.4
else if $swapvar == 5
	this = ResourceLucyHairANormalMap.5
endif

[CommandListLucy.HairA.NormalMap.1024]
if $swapvar == 0
	this = ResourceLucyHairANormalMap.0
else if $swapvar == 1
	this = ResourceLucyHairANormalMap.1
else if $swapvar == 2
	this = ResourceLucyHairANormalMap.2
else if $swapvar == 3
	this = ResourceLucyHairANormalMap.3
else if $swapvar == 4
	this = ResourceLucyHairANormalMap.4
else if $swapvar == 5
	this = ResourceLucyHairANormalMap.5
endif

[CommandListLucyBodyIB]
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
endif

[CommandListLucyBodyA]
if $swapvar == 0
	run = CommandListSkinTexture
	ib = ResourceLucyBodyAIB.0
else if $swapvar == 1
	run = CommandListSkinTexture
	ib = ResourceLucyBodyAIB.1
else if $swapvar == 2
	run = CommandListSkinTexture
	ib = ResourceLucyBodyAIB.2
else if $swapvar == 3
	run = CommandListSkinTexture
	ib = ResourceLucyBodyAIB.3
else if $swapvar == 4
	run = CommandListSkinTexture
	ib = ResourceLucyBodyAIB.4
else if $swapvar == 5
	run = CommandListSkinTexture
	ib = ResourceLucyBodyAIB.5
endif

[CommandListLucyBodyADiffuse]
if $swapvar == 0
	this = ResourceLucyBodyADiffuse.0
else if $swapvar == 1
	this = ResourceLucyBodyADiffuse.1
else if $swapvar == 2
	this = ResourceLucyBodyADiffuse.2
else if $swapvar == 3
	this = ResourceLucyBodyADiffuse.3
else if $swapvar == 4
	this = ResourceLucyBodyADiffuse.4
else if $swapvar == 5
	this = ResourceLucyBodyADiffuse.5
endif

[CommandListLucy.BodyA.Diffuse.1024]
if $swapvar == 0
	this = ResourceLucyBodyADiffuse.0
else if $swapvar == 1
	this = ResourceLucyBodyADiffuse.1
else if $swapvar == 2
	this = ResourceLucyBodyADiffuse.2
else if $swapvar == 3
	this = ResourceLucyBodyADiffuse.3
else if $swapvar == 4
	this = ResourceLucyBodyADiffuse.4
else if $swapvar == 5
	this = ResourceLucyBodyADiffuse.5
endif

[CommandListLucyBodyALightMap]
if $swapvar == 0
	this = ResourceLucyBodyALightMap.0
else if $swapvar == 1
	this = ResourceLucyBodyALightMap.1
else if $swapvar == 2
	this = ResourceLucyBodyALightMap.2
else if $swapvar == 3
	this = ResourceLucyBodyALightMap.3
else if $swapvar == 4
	this = ResourceLucyBodyALightMap.4
else if $swapvar == 5
	this = ResourceLucyBodyALightMap.5
endif

[CommandListLucy.BodyA.LightMap.1024]
if $swapvar == 0
	this = ResourceLucyBodyALightMap.0
else if $swapvar == 1
	this = ResourceLucyBodyALightMap.1
else if $swapvar == 2
	this = ResourceLucyBodyALightMap.2
else if $swapvar == 3
	this = ResourceLucyBodyALightMap.3
else if $swapvar == 4
	this = ResourceLucyBodyALightMap.4
else if $swapvar == 5
	this = ResourceLucyBodyALightMap.5
endif

[CommandListLucyBodyAMaterialMap]
if $swapvar == 0
	this = ResourceLucyBodyAMaterialMap.0
else if $swapvar == 1
	this = ResourceLucyBodyAMaterialMap.1
else if $swapvar == 2
	this = ResourceLucyBodyAMaterialMap.2
else if $swapvar == 3
	this = ResourceLucyBodyAMaterialMap.3
else if $swapvar == 4
	this = ResourceLucyBodyAMaterialMap.4
else if $swapvar == 5
	this = ResourceLucyBodyAMaterialMap.5
endif

[CommandListLucy.BodyA.MaterialMap.1024]
if $swapvar == 0
	this = ResourceLucyBodyAMaterialMap.0
else if $swapvar == 1
	this = ResourceLucyBodyAMaterialMap.1
else if $swapvar == 2
	this = ResourceLucyBodyAMaterialMap.2
else if $swapvar == 3
	this = ResourceLucyBodyAMaterialMap.3
else if $swapvar == 4
	this = ResourceLucyBodyAMaterialMap.4
else if $swapvar == 5
	this = ResourceLucyBodyAMaterialMap.5
endif

[CommandListLucyBodyANormalMap]
if $swapvar == 0
	this = ResourceLucyBodyANormalMap.0
else if $swapvar == 1
	this = ResourceLucyBodyANormalMap.1
else if $swapvar == 2
	this = ResourceLucyBodyANormalMap.2
else if $swapvar == 3
	this = ResourceLucyBodyANormalMap.3
else if $swapvar == 4
	this = ResourceLucyBodyANormalMap.4
else if $swapvar == 5
	this = ResourceLucyBodyANormalMap.5
endif

[CommandListLucy.BodyA.NormalMap.1024]
if $swapvar == 0
	this = ResourceLucyBodyANormalMap.0
else if $swapvar == 1
	this = ResourceLucyBodyANormalMap.1
else if $swapvar == 2
	this = ResourceLucyBodyANormalMap.2
else if $swapvar == 3
	this = ResourceLucyBodyANormalMap.3
else if $swapvar == 4
	this = ResourceLucyBodyANormalMap.4
else if $swapvar == 5
	this = ResourceLucyBodyANormalMap.5
endif

[CommandListLucyHelmetIB]
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
endif

[CommandListLucyHelmetA]
if $swapvar == 0
	run = CommandListSkinTexture
	ib = ResourceLucyHelmetAIB.0
else if $swapvar == 1
	run = CommandListSkinTexture
	ib = ResourceLucyHelmetAIB.1
else if $swapvar == 2
	run = CommandListSkinTexture
	ib = ResourceLucyHelmetAIB.2
else if $swapvar == 3
	run = CommandListSkinTexture
	ib = ResourceLucyHelmetAIB.3
else if $swapvar == 4
	run = CommandListSkinTexture
	ib = ResourceLucyHelmetAIB.4
else if $swapvar == 5
	run = CommandListSkinTexture
	ib = ResourceLucyHelmetAIB.5
endif

[CommandListLucyHelmetADiffuse]
if $swapvar == 0
	this = ResourceLucyHelmetADiffuse.0
else if $swapvar == 1
	this = ResourceLucyHelmetADiffuse.1
else if $swapvar == 2
	this = ResourceLucyHelmetADiffuse.2
else if $swapvar == 3
	this = ResourceLucyHelmetADiffuse.3
else if $swapvar == 4
	this = ResourceLucyHelmetADiffuse.4
else if $swapvar == 5
	this = ResourceLucyHelmetADiffuse.5
endif

[CommandListLucy.HelmetA.Diffuse.1024]
if $swapvar == 0
	this = ResourceLucyHelmetADiffuse.0
else if $swapvar == 1
	this = ResourceLucyHelmetADiffuse.1
else if $swapvar == 2
	this = ResourceLucyHelmetADiffuse.2
else if $swapvar == 3
	this = ResourceLucyHelmetADiffuse.3
else if $swapvar == 4
	this = ResourceLucyHelmetADiffuse.4
else if $swapvar == 5
	this = ResourceLucyHelmetADiffuse.5
endif

[CommandListLucyHelmetALightMap]
if $swapvar == 0
	this = ResourceLucyHelmetALightMap.0
else if $swapvar == 1
	this = ResourceLucyHelmetALightMap.1
else if $swapvar == 2
	this = ResourceLucyHelmetALightMap.2
else if $swapvar == 3
	this = ResourceLucyHelmetALightMap.3
else if $swapvar == 4
	this = ResourceLucyHelmetALightMap.4
else if $swapvar == 5
	this = ResourceLucyHelmetALightMap.5
endif

[CommandListLucy.HelmetA.LightMap.1024]
if $swapvar == 0
	this = ResourceLucyHelmetALightMap.0
else if $swapvar == 1
	this = ResourceLucyHelmetALightMap.1
else if $swapvar == 2
	this = ResourceLucyHelmetALightMap.2
else if $swapvar == 3
	this = ResourceLucyHelmetALightMap.3
else if $swapvar == 4
	this = ResourceLucyHelmetALightMap.4
else if $swapvar == 5
	this = ResourceLucyHelmetALightMap.5
endif

[CommandListLucyHelmetAMaterialMap]
if $swapvar == 0
	this = ResourceLucyHelmetAMaterialMap.0
else if $swapvar == 1
	this = ResourceLucyHelmetAMaterialMap.1
else if $swapvar == 2
	this = ResourceLucyHelmetAMaterialMap.2
else if $swapvar == 3
	this = ResourceLucyHelmetAMaterialMap.3
else if $swapvar == 4
	this = ResourceLucyHelmetAMaterialMap.4
else if $swapvar == 5
	this = ResourceLucyHelmetAMaterialMap.5
endif

[CommandListLucy.HelmetA.MaterialMap.1024]
if $swapvar == 0
	this = ResourceLucyHelmetAMaterialMap.0
else if $swapvar == 1
	this = ResourceLucyHelmetAMaterialMap.1
else if $swapvar == 2
	this = ResourceLucyHelmetAMaterialMap.2
else if $swapvar == 3
	this = ResourceLucyHelmetAMaterialMap.3
else if $swapvar == 4
	this = ResourceLucyHelmetAMaterialMap.4
else if $swapvar == 5
	this = ResourceLucyHelmetAMaterialMap.5
endif

[CommandListLucyHelmetANormalMap]
if $swapvar == 0
	this = ResourceLucyHelmetANormalMap.0
else if $swapvar == 1
	this = ResourceLucyHelmetANormalMap.1
else if $swapvar == 2
	this = ResourceLucyHelmetANormalMap.2
else if $swapvar == 3
	this = ResourceLucyHelmetANormalMap.3
else if $swapvar == 4
	this = ResourceLucyHelmetANormalMap.4
else if $swapvar == 5
	this = ResourceLucyHelmetANormalMap.5
endif

[CommandListLucy.HelmetA.NormalMap.1024]
if $swapvar == 0
	this = ResourceLucyHelmetANormalMap.0
else if $swapvar == 1
	this = ResourceLucyHelmetANormalMap.1
else if $swapvar == 2
	this = ResourceLucyHelmetANormalMap.2
else if $swapvar == 3
	this = ResourceLucyHelmetANormalMap.3
else if $swapvar == 4
	this = ResourceLucyHelmetANormalMap.4
else if $swapvar == 5
	this = ResourceLucyHelmetANormalMap.5
endif

[CommandListLucySnoutIB]
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
endif

[CommandListLucySnoutA]
if $swapvar == 0
	run = CommandListSkinTexture
	ib = ResourceLucySnoutAIB.0
else if $swapvar == 1
	run = CommandListSkinTexture
	ib = ResourceLucySnoutAIB.1
else if $swapvar == 2
	run = CommandListSkinTexture
	ib = ResourceLucySnoutAIB.2
else if $swapvar == 3
	run = CommandListSkinTexture
	ib = ResourceLucySnoutAIB.3
else if $swapvar == 4
	run = CommandListSkinTexture
	ib = ResourceLucySnoutAIB.4
else if $swapvar == 5
	run = CommandListSkinTexture
	ib = ResourceLucySnoutAIB.5
endif

[CommandListLucyBeltIB]
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
endif

[CommandListLucyBeltA]
if $swapvar == 0
	run = CommandListSkinTexture
	ib = ResourceLucyBeltAIB.0
else if $swapvar == 1
	run = CommandListSkinTexture
	ib = ResourceLucyBeltAIB.1
else if $swapvar == 2
	run = CommandListSkinTexture
	ib = ResourceLucyBeltAIB.2
else if $swapvar == 3
	run = CommandListSkinTexture
	ib = ResourceLucyBeltAIB.3
else if $swapvar == 4
	run = CommandListSkinTexture
	ib = ResourceLucyBeltAIB.4
else if $swapvar == 5
	run = CommandListSkinTexture
	ib = ResourceLucyBeltAIB.5
endif

[CommandListLucyRedClothIB]
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
endif

[CommandListLucyRedClothA]
if $swapvar == 0
	run = CommandListSkinTexture
	ib = ResourceLucyRedClothAIB.0
else if $swapvar == 1
	run = CommandListSkinTexture
	ib = ResourceLucyRedClothAIB.1
else if $swapvar == 2
	run = CommandListSkinTexture
	ib = ResourceLucyRedClothAIB.2
else if $swapvar == 3
	run = CommandListSkinTexture
	ib = ResourceLucyRedClothAIB.3
else if $swapvar == 4
	run = CommandListSkinTexture
	ib = ResourceLucyRedClothAIB.4
else if $swapvar == 5
	run = CommandListSkinTexture
	ib = ResourceLucyRedClothAIB.5
endif

[CommandListCreditInfo]
if $swapvar == 0
	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
else if $swapvar == 1
	if $creditinfo == 0 && $active == 1
		pre Resource\ShaderFixes\help.ini\Notification = ResourceCreditInfo.1
		pre run = CustomShader\ShaderFixes\help.ini\FormatText
		pre $\ShaderFixes\help.ini\notification_timeout = time + 5.0
		$creditinfo = 1
	endif
else if $swapvar == 2
	if $creditinfo == 0 && $active == 1
		pre Resource\ShaderFixes\help.ini\Notification = ResourceCreditInfo.2
		pre run = CustomShader\ShaderFixes\help.ini\FormatText
		pre $\ShaderFixes\help.ini\notification_timeout = time + 5.0
		$creditinfo = 1
	endif
else if $swapvar == 3
	if $creditinfo == 0 && $active == 1
		pre Resource\ShaderFixes\help.ini\Notification = ResourceCreditInfo.3
		pre run = CustomShader\ShaderFixes\help.ini\FormatText
		pre $\ShaderFixes\help.ini\notification_timeout = time + 5.0
		$creditinfo = 1
	endif
else if $swapvar == 4
	if $creditinfo == 0 && $active == 1
		pre Resource\ShaderFixes\help.ini\Notification = ResourceCreditInfo.4
		pre run = CustomShader\ShaderFixes\help.ini\FormatText
		pre $\ShaderFixes\help.ini\notification_timeout = time + 5.0
		$creditinfo = 1
	endif
else if $swapvar == 5
	if $creditinfo == 0 && $active == 1
		pre Resource\ShaderFixes\help.ini\Notification = ResourceCreditInfo.5
		pre run = CustomShader\ShaderFixes\help.ini\FormatText
		pre $\ShaderFixes\help.ini\notification_timeout = time + 5.0
		$creditinfo = 1
	endif
endif

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

[ResourceLucyHairPosition.0]
type = Buffer
stride = 40
filename = .\LucyMod.01\LucyHairPosition.buf

[ResourceLucyHairBlend.0]
type = Buffer
stride = 32
filename = .\LucyMod.01\LucyHairBlend.buf

[ResourceLucyHairTexcoord.0]
type = Buffer
stride = 28
filename = .\LucyMod.01\LucyHairTexcoord.buf

[ResourceLucyBodyPosition.0]
type = Buffer
stride = 40
filename = .\LucyMod.01\LucyBodyPosition.buf

[ResourceLucyBodyBlend.0]
type = Buffer
stride = 32
filename = .\LucyMod.01\LucyBodyBlend.buf

[ResourceLucyBodyTexcoord.0]
type = Buffer
stride = 24
filename = .\LucyMod.01\LucyBodyTexcoord.buf

[ResourceLucyHelmetPosition.0]
type = Buffer
stride = 40
filename = .\LucyMod.01\LucyHelmetPosition.buf

[ResourceLucyHelmetBlend.0]
type = Buffer
stride = 8
filename = .\LucyMod.01\LucyHelmetBlend.buf

[ResourceLucyHelmetTexcoord.0]
type = Buffer
stride = 20
filename = .\LucyMod.01\LucyHelmetTexcoord.buf

[ResourceLucySnoutPosition.0]
type = Buffer
stride = 40
filename = .\LucyMod.01\LucySnoutPosition.buf

[ResourceLucySnoutBlend.0]
type = Buffer
stride = 8
filename = .\LucyMod.01\LucySnoutBlend.buf

[ResourceLucySnoutTexcoord.0]
type = Buffer
stride = 20
filename = .\LucyMod.01\LucySnoutTexcoord.buf

[ResourceLucyBeltPosition.0]
type = Buffer
stride = 40
filename = .\LucyMod.01\LucyBeltPosition.buf

[ResourceLucyBeltBlend.0]
type = Buffer
stride = 32
filename = .\LucyMod.01\LucyBeltBlend.buf

[ResourceLucyBeltTexcoord.0]
type = Buffer
stride = 20
filename = .\LucyMod.01\LucyBeltTexcoord.buf

[ResourceLucyRedClothPosition.0]
type = Buffer
stride = 40
filename = .\LucyMod.01\LucyRedClothPosition.buf

[ResourceLucyRedClothBlend.0]
type = Buffer
stride = 32
filename = .\LucyMod.01\LucyRedClothBlend.buf

[ResourceLucyRedClothTexcoord.0]
type = Buffer
stride = 20
filename = .\LucyMod.01\LucyRedClothTexcoord.buf

[ResourceLucyHairAIB.0]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\LucyMod.01\LucyHairA.ib

[ResourceLucyBodyAIB.0]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\LucyMod.01\LucyBodyA.ib

[ResourceLucyHelmetAIB.0]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\LucyMod.01\LucyHelmetA.ib

[ResourceLucySnoutAIB.0]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\LucyMod.01\LucySnoutA.ib

[ResourceLucyBeltAIB.0]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\LucyMod.01\LucyBeltA.ib

[ResourceLucyRedClothAIB.0]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\LucyMod.01\LucyRedClothA.ib

[ResourceLucyHairADiffuse.0]
filename = .\LucyMod.01\LucyHairADiffuse.dds

[ResourceLucyHairALightMap.0]
filename = .\LucyMod.01\LucyHairALightMap.dds

[ResourceLucyHairAMaterialMap.0]
filename = .\LucyMod.01\LucyHairAMaterialMap.dds

[ResourceLucyHairANormalMap.0]
filename = .\LucyMod.01\LucyHairANormalMap.dds

[ResourceLucyBodyADiffuse.0]
filename = .\LucyMod.01\LucyBodyADiffuse.dds

[ResourceLucyBodyALightMap.0]
filename = .\LucyMod.01\LucyBodyALightMap.dds

[ResourceLucyBodyAMaterialMap.0]
filename = .\LucyMod.01\LucyBodyAMaterialMap.dds

[ResourceLucyBodyANormalMap.0]
filename = .\LucyMod.01\LucyBodyANormalMap.dds

[ResourceLucyHelmetADiffuse.0]
filename = .\LucyMod.01\LucyHelmetADiffuse.dds

[ResourceLucyHelmetALightMap.0]
filename = .\LucyMod.01\LucyHelmetALightMap.dds

[ResourceLucyHelmetAMaterialMap.0]
filename = .\LucyMod.01\LucyHelmetAMaterialMap.dds

[ResourceLucyHelmetANormalMap.0]
filename = .\LucyMod.01\LucyHelmetANormalMap.dds

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

[ResourceLucyHairPosition.1]
type = Buffer
stride = 40
filename = .\LucyMod.02\LucyHairPosition.buf

[ResourceLucyHairBlend.1]
type = Buffer
stride = 32
filename = .\LucyMod.02\LucyHairBlend.buf

[ResourceLucyHairTexcoord.1]
type = Buffer
stride = 28
filename = .\LucyMod.02\LucyHairTexcoord.buf

[ResourceLucyBodyPosition.1]
type = Buffer
stride = 40
filename = .\LucyMod.02\LucyBodyPosition.buf

[ResourceLucyBodyBlend.1]
type = Buffer
stride = 32
filename = .\LucyMod.02\LucyBodyBlend.buf

[ResourceLucyBodyTexcoord.1]
type = Buffer
stride = 24
filename = .\LucyMod.02\LucyBodyTexcoord.buf

[ResourceLucyHelmetPosition.1]
type = Buffer
stride = 40
filename = .\LucyMod.02\LucyHelmetPosition.buf

[ResourceLucyHelmetBlend.1]
type = Buffer
stride = 8
filename = .\LucyMod.02\LucyHelmetBlend.buf

[ResourceLucyHelmetTexcoord.1]
type = Buffer
stride = 20
filename = .\LucyMod.02\LucyHelmetTexcoord.buf

[ResourceLucySnoutPosition.1]
type = Buffer
stride = 40
filename = .\LucyMod.02\LucySnoutPosition.buf

[ResourceLucySnoutBlend.1]
type = Buffer
stride = 8
filename = .\LucyMod.02\LucySnoutBlend.buf

[ResourceLucySnoutTexcoord.1]
type = Buffer
stride = 20
filename = .\LucyMod.02\LucySnoutTexcoord.buf

[ResourceLucyBeltPosition.1]
type = Buffer
stride = 40
filename = .\LucyMod.02\LucyBeltPosition.buf

[ResourceLucyBeltBlend.1]
type = Buffer
stride = 32
filename = .\LucyMod.02\LucyBeltBlend.buf

[ResourceLucyBeltTexcoord.1]
type = Buffer
stride = 20
filename = .\LucyMod.02\LucyBeltTexcoord.buf

[ResourceLucyRedClothPosition.1]
type = Buffer
stride = 40
filename = .\LucyMod.02\LucyRedClothPosition.buf

[ResourceLucyRedClothBlend.1]
type = Buffer
stride = 32
filename = .\LucyMod.02\LucyRedClothBlend.buf

[ResourceLucyRedClothTexcoord.1]
type = Buffer
stride = 20
filename = .\LucyMod.02\LucyRedClothTexcoord.buf

[ResourceLucyHairAIB.1]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\LucyMod.02\LucyHairA.ib

[ResourceLucyBodyAIB.1]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\LucyMod.02\LucyBodyA.ib

[ResourceLucyHelmetAIB.1]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\LucyMod.02\LucyHelmetA.ib

[ResourceLucySnoutAIB.1]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\LucyMod.02\LucySnoutA.ib

[ResourceLucyBeltAIB.1]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\LucyMod.02\LucyBeltA.ib

[ResourceLucyRedClothAIB.1]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\LucyMod.02\LucyRedClothA.ib

[ResourceLucyHairADiffuse.1]
filename = .\LucyMod.01\LucyHairADiffuse.dds

[ResourceLucyHairALightMap.1]
filename = .\LucyMod.01\LucyHairALightMap.dds

[ResourceLucyHairAMaterialMap.1]
filename = .\LucyMod.01\LucyHairAMaterialMap.dds

[ResourceLucyHairANormalMap.1]
filename = .\LucyMod.01\LucyHairANormalMap.dds

[ResourceLucyBodyADiffuse.1]
filename = .\LucyMod.01\LucyBodyADiffuse.dds

[ResourceLucyBodyALightMap.1]
filename = .\LucyMod.01\LucyBodyALightMap.dds

[ResourceLucyBodyAMaterialMap.1]
filename = .\LucyMod.01\LucyBodyAMaterialMap.dds

[ResourceLucyBodyANormalMap.1]
filename = .\LucyMod.01\LucyBodyANormalMap.dds

[ResourceLucyHelmetADiffuse.1]
filename = .\LucyMod.01\LucyHelmetADiffuse.dds

[ResourceLucyHelmetALightMap.1]
filename = .\LucyMod.01\LucyHelmetALightMap.dds

[ResourceLucyHelmetAMaterialMap.1]
filename = .\LucyMod.01\LucyHelmetAMaterialMap.dds

[ResourceLucyHelmetANormalMap.1]
filename = .\LucyMod.01\LucyHelmetANormalMap.dds

[ResourceCreditInfo.1]
type = Buffer
data = "Created by ming chen"

[ResourceLucyHairPosition.2]
type = Buffer
stride = 40
filename = .\LucyMod.03\LucyHairPosition.buf

[ResourceLucyHairBlend.2]
type = Buffer
stride = 32
filename = .\LucyMod.03\LucyHairBlend.buf

[ResourceLucyHairTexcoord.2]
type = Buffer
stride = 28
filename = .\LucyMod.03\LucyHairTexcoord.buf

[ResourceLucyBodyPosition.2]
type = Buffer
stride = 40
filename = .\LucyMod.03\LucyBodyPosition.buf

[ResourceLucyBodyBlend.2]
type = Buffer
stride = 32
filename = .\LucyMod.03\LucyBodyBlend.buf

[ResourceLucyBodyTexcoord.2]
type = Buffer
stride = 24
filename = .\LucyMod.03\LucyBodyTexcoord.buf

[ResourceLucyHelmetPosition.2]
type = Buffer
stride = 40
filename = .\LucyMod.03\LucyHelmetPosition.buf

[ResourceLucyHelmetBlend.2]
type = Buffer
stride = 8
filename = .\LucyMod.03\LucyHelmetBlend.buf

[ResourceLucyHelmetTexcoord.2]
type = Buffer
stride = 20
filename = .\LucyMod.03\LucyHelmetTexcoord.buf

[ResourceLucySnoutPosition.2]
type = Buffer
stride = 40
filename = .\LucyMod.03\LucySnoutPosition.buf

[ResourceLucySnoutBlend.2]
type = Buffer
stride = 8
filename = .\LucyMod.03\LucySnoutBlend.buf

[ResourceLucySnoutTexcoord.2]
type = Buffer
stride = 20
filename = .\LucyMod.03\LucySnoutTexcoord.buf

[ResourceLucyBeltPosition.2]
type = Buffer
stride = 40
filename = .\LucyMod.03\LucyBeltPosition.buf

[ResourceLucyBeltBlend.2]
type = Buffer
stride = 32
filename = .\LucyMod.03\LucyBeltBlend.buf

[ResourceLucyBeltTexcoord.2]
type = Buffer
stride = 20
filename = .\LucyMod.03\LucyBeltTexcoord.buf

[ResourceLucyRedClothPosition.2]
type = Buffer
stride = 40
filename = .\LucyMod.03\LucyRedClothPosition.buf

[ResourceLucyRedClothBlend.2]
type = Buffer
stride = 32
filename = .\LucyMod.03\LucyRedClothBlend.buf

[ResourceLucyRedClothTexcoord.2]
type = Buffer
stride = 20
filename = .\LucyMod.03\LucyRedClothTexcoord.buf

[ResourceLucyHairAIB.2]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\LucyMod.03\LucyHairA.ib

[ResourceLucyBodyAIB.2]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\LucyMod.03\LucyBodyA.ib

[ResourceLucyHelmetAIB.2]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\LucyMod.03\LucyHelmetA.ib

[ResourceLucySnoutAIB.2]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\LucyMod.03\LucySnoutA.ib

[ResourceLucyBeltAIB.2]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\LucyMod.03\LucyBeltA.ib

[ResourceLucyRedClothAIB.2]
type = Buffer
format = DXGI_FORMAT_R32_UINT
filename = .\LucyMod.03\LucyRedClothA.ib

[ResourceLucyHairADiffuse.2]
filename = .\LucyMod.01\LucyHairADiffuse.dds

[ResourceLucyHairALightMap.2]
filename = .\LucyMod.01\LucyHairALightMap.dds

[ResourceLucyHairAMaterialMap.2]
filename = .\LucyMod.01\LucyHairAMaterialMap.dds

[ResourceLucyHairANormalMap.2]
filename = .\LucyMod.01\LucyHairANormalMap.dds

[ResourceLucyBodyADiffuse.2]
filename = .\LucyMod.01\LucyBodyADiffuse.dds

[ResourceLucyBodyALightMap.2]
filename = .\LucyMod.01\LucyBodyALightMap.dds

[ResourceLucyBodyAMaterialMap.2]
filename = .\LucyMod.01\LucyBodyAMaterialMap.dds

[ResourceLucyBodyANormalMap.2]
filename = .\LucyMod.01\LucyBodyANormalMap.dds

[ResourceLucyHelmetADiffuse.2]
filename = .\LucyMod.01\LucyHelmetADiffuse.dds

[ResourceLucyHelmetALightMap.2]
filename = .\LucyMod.01\LucyHelmetALightMap.dds

[ResourceLucyHelmetAMaterialMap.2]
filename = .\LucyMod.01\LucyHelmetAMaterialMap.dds

[ResourceLucyHelmetANormalMap.2]
filename = .\LucyMod.01\LucyHelmetANormalMap.dds

[ResourceCreditInfo.2]
type = Buffer
data = "Created by ming chen"

[ResourceLucyHairPosition.3]
type = Buffer
stride = 40
filename = .\LucyMod.04\LucyHairPosition.buf

[ResourceLucyHairBlend.3]
type = Buffer
stride = 32
filename = .\LucyMod.04\LucyHairBlend.buf

[ResourceLucyHairTexcoord.3]
type = Buffer
stride = 28
filename = .\LucyMod.04\LucyHairTexcoord.buf

[ResourceLucyBodyPosition.3]
type = Buffer
stride = 40
filename = .\LucyMod.04\LucyBodyPosition.buf

[ResourceLucyBodyBlend.3]
type = Buffer
stride = 32
filename = .\LucyMod.04\LucyBodyBlend.buf

[ResourceLucyBodyTexcoord.3]
type = Buffer
stride = 24
filename = .\LucyMod.04\LucyBodyTexcoord.buf

[ResourceLucyHelmetPosition.3]
type = Buffer
stride = 40
filename = .\LucyMod.04\LucyHelmetPosition.buf

[ResourceLucyHelmetBlend.3]
type = Buffer
stride = 8
filename = .\LucyMod.04\LucyHelmetBlend.buf

[ResourceLucyHelmetTexcoord.3]
type = Buffer
stride = 20
filename = .\LucyMod.04\LucyHelmetTexcoord.buf

[ResourceLucySnoutPosition.3]
type = Buffer
stride = 40
filename = .\LucyMod.04\LucySnoutPosition.buf

[ResourceLucySnoutBlend.3]
type = Buffer
stride = 8
filename = .\LucyMod.04\LucySnoutBlend.buf

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; .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
