_std/macros/appearance.dm ![_std/macros/appearance.dm0](git.png)
CUST_1 | appearanceholder color vars. Tells mutant races to stick this color into the specified special hair / limb overlay color slot |
---|---|
NOT_DIMORPHIC | We only have male torso/groin sprites, so only use those. Without this flag, your mutant race sprite must include a chest_m and groin_m state, or your women will be a bunch of floating limbs |
HAS_HUMAN_SKINTONE | Skin tone defined through the usual route |
HAS_NO_SKINTONE | Please dont tint my mob it looks weird |
HAS_PARTIAL_SKINTONE | Some parts are skintoned, some are not. Define these with the color flags! |
HAS_HUMAN_HAIR | used in appearance holder Hair sprites are roughly what you set in the prefs |
HAS_SPECIAL_HAIR | Hair sprites are there, but they're supposed to be different. Like a lizard head thing or cow horns |
TORSO_HAS_SKINTONE | Apply the skintone to the torso, so chickens can have both gross human skin and gross chicken feathers |
HAS_HUMAN_EYES | We have normal human eyes of human color where human eyes tend to be |
HAS_NO_EYES | We have no eyes and yet must see (cus they're baked into the sprite or something) |
HAS_NO_HEAD | Don't show their head, its already baked into their icon override |
BUILT_FROM_PIECES | Use humanlike body rendering process, otherwise use a static icon or something |
HAS_EXTRA_DETAILS | Has a non-head something in their detail slot they want to show off, like lizard splotches. non-tail oversuits count! |
WEARS_UNDERPANTS | Draw underwear on them. can be overridden with human var underpants_override. dont actually do this though |
USES_STATIC_ICON | Mob's body is drawn using a single, flat image and not several flat images slapped together |
HAS_OVERSUIT_DETAILS | Mob has some things that're supposed to show up over their outersuit, like a cute little cow muzzle |
SKINTONE_USES_PREF_COLOR_1 | Used primarilly by mutantraces when overwriting the skintone Skintone is determined by the character's first custom color |
SKINTONE_USES_PREF_COLOR_2 | Skintone is determined by the character's second custom color |
SKINTONE_USES_PREF_COLOR_3 | Skintone is determined by the character's third custom color |
FIX_COLORS | Clamp customization RBG vals between 50 and 190, lizard-style |
HEAD_HAS_OWN_COLORS | Our head has its own colors that would look weird if tinted |
HUMAN_APPEARANCE_FLAGS | Default normal standard human appearance flags |
Define Details
BUILT_FROM_PIECES ![_std/macros/appearance.dm 71](git.png)
Use humanlike body rendering process, otherwise use a static icon or something
CUST_1 ![_std/macros/appearance.dm 36](git.png)
appearanceholder color vars. Tells mutant races to stick this color into the specified special hair / limb overlay color slot
FIX_COLORS ![_std/macros/appearance.dm 90](git.png)
Clamp customization RBG vals between 50 and 190, lizard-style
HAS_EXTRA_DETAILS ![_std/macros/appearance.dm 73](git.png)
Has a non-head something in their detail slot they want to show off, like lizard splotches. non-tail oversuits count!
HAS_HUMAN_EYES ![_std/macros/appearance.dm 63](git.png)
We have normal human eyes of human color where human eyes tend to be
HAS_HUMAN_HAIR ![_std/macros/appearance.dm 55](git.png)
used in appearance holder Hair sprites are roughly what you set in the prefs
HAS_HUMAN_SKINTONE ![_std/macros/appearance.dm 47](git.png)
Skin tone defined through the usual route
HAS_NO_EYES ![_std/macros/appearance.dm 65](git.png)
We have no eyes and yet must see (cus they're baked into the sprite or something)
HAS_NO_HEAD ![_std/macros/appearance.dm 68](git.png)
Don't show their head, its already baked into their icon override
HAS_NO_SKINTONE ![_std/macros/appearance.dm 49](git.png)
Please dont tint my mob it looks weird
HAS_OVERSUIT_DETAILS ![_std/macros/appearance.dm 79](git.png)
Mob has some things that're supposed to show up over their outersuit, like a cute little cow muzzle
HAS_PARTIAL_SKINTONE ![_std/macros/appearance.dm 51](git.png)
Some parts are skintoned, some are not. Define these with the color flags!
HAS_SPECIAL_HAIR ![_std/macros/appearance.dm 57](git.png)
Hair sprites are there, but they're supposed to be different. Like a lizard head thing or cow horns
HEAD_HAS_OWN_COLORS ![_std/macros/appearance.dm 92](git.png)
Our head has its own colors that would look weird if tinted
HUMAN_APPEARANCE_FLAGS ![_std/macros/appearance.dm 98](git.png)
Default normal standard human appearance flags
NOT_DIMORPHIC ![_std/macros/appearance.dm 44](git.png)
We only have male torso/groin sprites, so only use those. Without this flag, your mutant race sprite must include a chest_m and groin_m state, or your women will be a bunch of floating limbs
SKINTONE_USES_PREF_COLOR_1 ![_std/macros/appearance.dm 83](git.png)
Used primarilly by mutantraces when overwriting the skintone Skintone is determined by the character's first custom color
SKINTONE_USES_PREF_COLOR_2 ![_std/macros/appearance.dm 85](git.png)
Skintone is determined by the character's second custom color
SKINTONE_USES_PREF_COLOR_3 ![_std/macros/appearance.dm 87](git.png)
Skintone is determined by the character's third custom color
TORSO_HAS_SKINTONE ![_std/macros/appearance.dm 60](git.png)
Apply the skintone to the torso, so chickens can have both gross human skin and gross chicken feathers
USES_STATIC_ICON ![_std/macros/appearance.dm 77](git.png)
Mob's body is drawn using a single, flat image and not several flat images slapped together
WEARS_UNDERPANTS ![_std/macros/appearance.dm 75](git.png)
Draw underwear on them. can be overridden with human var underpants_override. dont actually do this though