_std/macros/appearance.dm
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
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