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 |
|---|---|
| center | Should we center the sprite? |
| 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? |
| emissive_layers | a list of layers which render an extra emissive overlay |
| 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. |
| has_inner | Whether or not this sprite accessory has an additional overlay added to it as an "inner" part, which is pre-colored. |
| 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 FEATURE_TAIL, ears FEATURE_EARS etc. |
| locked | Is this part locked from roundstart selection? Used for parts that apply effects. |
| mod_icon_slots | All of these inventory slots must contain sealed parts of the wearer's MOD to project hardlight. NONE disables it. |
| 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. |
| 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_static | Determines if the accessory will be skipped by color preferences. |
Procs | |
| get_custom_mod_icon | Returns a shared icon resource. The caller resolves the active theme once for all color layers. |
| get_hardlight_theme_key | The hardlight theme string, for use in the render cache key - so we don't get any color collisions |
| get_mod_overlay_theme | Resolve both eligibility and color from the same suit, including during partial activation and rollback. |
| get_sprite_suffix | Returns the 'suffix' of the sprite (by default just the icon_state) |
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?
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?
emissive_layers 
a list of layers which render an extra emissive overlay
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.
has_inner 
Whether or not this sprite accessory has an additional overlay added to it as an "inner" part, which is pre-colored.
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 FEATURE_TAIL, ears FEATURE_EARS etc.
locked 
Is this part locked from roundstart selection? Used for parts that apply effects.
mod_icon_slots 
All of these inventory slots must contain sealed parts of the wearer's MOD to project hardlight. NONE disables it.
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.
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_static 
Determines if the accessory will be skipped by color preferences.
Proc Details
get_custom_mod_icon
Returns a shared icon resource. The caller resolves the active theme once for all color layers.
get_hardlight_theme_key
The hardlight theme string, for use in the render cache key - so we don't get any color collisions
get_mod_overlay_theme
Resolve both eligibility and color from the same suit, including during partial activation and rollback.
get_sprite_suffix
Returns the 'suffix' of the sprite (by default just the icon_state)