sprite_accessory 
Vars | |
always_color_customizable | Set this to true to make an accessory appear as color customizable in preferences despite advanced color settings being off, will also prevent the accessory from being reset |
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center | Should we center the sprite? |
ckey_whitelist | If defined, the accessory will be only available to ckeys inside the list. ITS ASSOCIATIVE, ie. ("ckey" = TRUE). For speed |
default_color | Which color we default to on acquisition of the accessory (such as switching species, default color for character customization etc) You can also put down a a HEX color, to be used instead as the default |
dimension_x | The width of the sprite in pixels. Used to center it if necessary. |
dimension_y | The height of the sprite in pixels. Used to center it if necessary. |
em_block | Should this sprite block emissives? |
erp_accessory | If this sprite accessory will be inaccessable if ERP config is disabled |
factual | This is used to determine whether an accessory gets added to someone. This is important for accessories that are "None", which should have this set to false |
flags_for_organ | For all the flags that you need to pass from a sprite_accessory to an organ, when it's linked to one. (i.e. passing through the fact that a snout should or shouldn't use a muzzled sprite for head worn items) |
gender | Determines if the accessory will be skipped or included in random hair generations. |
gender_specific | Something that can be worn by either gender, but looks different on each. |
generic | Set this to a name, then the accessory will be shown in preferences, if a species can have it. Most accessories have this Notable things that have it set to FALSE are things that need special setup, such as genitals |
genetic | Whether this feature is genetic, and thus modifiable by DNA consoles |
hasinner | Decides if this sprite has an "inner" part, such as the fleshy parts on ears. |
icon | The icon file the accessory is located in. |
icon_state | The icon_state of the accessory. |
key | Unique key of an accessory. All tails should have "tail", ears "ears" etc. |
locked | Is this part locked from roundstart selection? Used for parts that apply effects. |
name | The preview name of the accessory. |
natural_spawn | Determines if this is considered "sane" for the purpose of /proc/randomize_human_normie Basically this is to blacklist the extremely wacky stuff from being picked in random human generation. |
organ_type | Use this as a type path to an organ that this sprite_accessory will be associated. Make sure the organ has 'mutantpart_info' set properly. |
relevent_layers | Which layers does this accessory affect |
special | If an accessory is special, it wont get included in the normal accessory lists |
special_x_dimension | Special case of whether the accessory should be shifted in the X dimension, check taur genitals for example |
use_custom_mod_icon | Special case for MODsuit overlays |
use_static | Determines if the accessory will be skipped by color preferences. |
Procs | |
lewd_is_hidden | Helper proc for adding overrides to bodyparts to hide them if a catsuit or sleeping bag is worn. Allows for overrides for each, in case a part shouldn't be hidden. |
Var Details
always_color_customizable 
Set this to true to make an accessory appear as color customizable in preferences despite advanced color settings being off, will also prevent the accessory from being reset
center 
Should we center the sprite?
ckey_whitelist 
If defined, the accessory will be only available to ckeys inside the list. ITS ASSOCIATIVE, ie. ("ckey" = TRUE). For speed
default_color 
Which color we default to on acquisition of the accessory (such as switching species, default color for character customization etc) You can also put down a a HEX color, to be used instead as the default
dimension_x 
The width of the sprite in pixels. Used to center it if necessary.
dimension_y 
The height of the sprite in pixels. Used to center it if necessary.
em_block 
Should this sprite block emissives?
erp_accessory 
If this sprite accessory will be inaccessable if ERP config is disabled
factual 
This is used to determine whether an accessory gets added to someone. This is important for accessories that are "None", which should have this set to false
flags_for_organ 
For all the flags that you need to pass from a sprite_accessory to an organ, when it's linked to one. (i.e. passing through the fact that a snout should or shouldn't use a muzzled sprite for head worn items)
gender 
Determines if the accessory will be skipped or included in random hair generations.
gender_specific 
Something that can be worn by either gender, but looks different on each.
generic 
Set this to a name, then the accessory will be shown in preferences, if a species can have it. Most accessories have this Notable things that have it set to FALSE are things that need special setup, such as genitals
genetic 
Whether this feature is genetic, and thus modifiable by DNA consoles
hasinner 
Decides if this sprite has an "inner" part, such as the fleshy parts on ears.
icon 
The icon file the accessory is located in.
icon_state 
The icon_state of the accessory.
key 
Unique key of an accessory. All tails should have "tail", ears "ears" etc.
locked 
Is this part locked from roundstart selection? Used for parts that apply effects.
name 
The preview name of the accessory.
natural_spawn 
Determines if this is considered "sane" for the purpose of /proc/randomize_human_normie Basically this is to blacklist the extremely wacky stuff from being picked in random human generation.
organ_type 
Use this as a type path to an organ that this sprite_accessory will be associated. Make sure the organ has 'mutantpart_info' set properly.
relevent_layers 
Which layers does this accessory affect
special 
If an accessory is special, it wont get included in the normal accessory lists
special_x_dimension 
Special case of whether the accessory should be shifted in the X dimension, check taur genitals for example
use_custom_mod_icon 
Special case for MODsuit overlays
use_static 
Determines if the accessory will be skipped by color preferences.
Proc Details
lewd_is_hidden
Helper proc for adding overrides to bodyparts to hide them if a catsuit or sleeping bag is worn. Allows for overrides for each, in case a part shouldn't be hidden.