Goonstation 13 - Modules - TypesDefine Details

_std/macros/appearance.dm

CUST_1appearanceholder color vars. Tells mutant races to stick this color into the specified special hair / limb overlay color slot
NOT_DIMORPHICWe 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_SKINTONESkin tone defined through the usual route
HAS_NO_SKINTONEPlease dont tint my mob it looks weird
HAS_PARTIAL_SKINTONESome parts are skintoned, some are not. Define these with the color flags!
HAS_HUMAN_HAIRused in appearance holder Hair sprites are roughly what you set in the prefs
HAS_SPECIAL_HAIRHair sprites are there, but they're supposed to be different. Like a lizard head thing or cow horns
TORSO_HAS_SKINTONEApply the skintone to the torso, so chickens can have both gross human skin and gross chicken feathers
HAS_HUMAN_EYESWe have normal human eyes of human color where human eyes tend to be
HAS_NO_EYESWe have no eyes and yet must see (cus they're baked into the sprite or something)
HAS_NO_HEADDon't show their head, its already baked into their icon override
BUILT_FROM_PIECESUse humanlike body rendering process, otherwise use a static icon or something
HAS_EXTRA_DETAILSHas a non-head something in their detail slot they want to show off, like lizard splotches. non-tail oversuits count!
WEARS_UNDERPANTSDraw underwear on them. can be overridden with human var underpants_override. dont actually do this though
USES_STATIC_ICONMob's body is drawn using a single, flat image and not several flat images slapped together
HAS_OVERSUIT_DETAILSMob has some things that're supposed to show up over their outersuit, like a cute little cow muzzle
SKINTONE_USES_PREF_COLOR_1Used primarilly by mutantraces when overwriting the skintone Skintone is determined by the character's first custom color
SKINTONE_USES_PREF_COLOR_2Skintone is determined by the character's second custom color
SKINTONE_USES_PREF_COLOR_3Skintone is determined by the character's third custom color
FIX_COLORSClamp customization RBG vals between 50 and 190, lizard-style
HEAD_HAS_OWN_COLORSOur head has its own colors that would look weird if tinted
HUMAN_APPEARANCE_FLAGSDefault normal standard human appearance flags

Define Details

BUILT_FROM_PIECES

Use humanlike body rendering process, otherwise use a static icon or something

CUST_1

appearanceholder color vars. Tells mutant races to stick this color into the specified special hair / limb overlay color slot

FIX_COLORS

Clamp customization RBG vals between 50 and 190, lizard-style

HAS_EXTRA_DETAILS

Has a non-head something in their detail slot they want to show off, like lizard splotches. non-tail oversuits count!

HAS_HUMAN_EYES

We have normal human eyes of human color where human eyes tend to be

HAS_HUMAN_HAIR

used in appearance holder Hair sprites are roughly what you set in the prefs

HAS_HUMAN_SKINTONE

Skin tone defined through the usual route

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

HAS_NO_SKINTONE

Please dont tint my mob it looks weird

HAS_OVERSUIT_DETAILS

Mob has some things that're supposed to show up over their outersuit, like a cute little cow muzzle

HAS_PARTIAL_SKINTONE

Some parts are skintoned, some are not. Define these with the color flags!

HAS_SPECIAL_HAIR

Hair sprites are there, but they're supposed to be different. Like a lizard head thing or cow horns

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

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

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

TORSO_HAS_SKINTONE

Apply the skintone to the torso, so chickens can have both gross human skin and gross chicken feathers

USES_STATIC_ICON

Mob's body is drawn using a single, flat image and not several flat images slapped together

WEARS_UNDERPANTS

Draw underwear on them. can be overridden with human var underpants_override. dont actually do this though