/tg/ Station 13 - Modules - TypesVar Details - Proc Details

sprite_accessory

Vars

always_color_customizableSet 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
centerShould we center the sprite?
ckey_whitelistIf defined, the accessory will be only available to ckeys inside the list. ITS ASSOCIATIVE, ie. ("ckey" = TRUE). For speed
default_colorWhich 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_xThe width of the sprite in pixels. Used to center it if necessary.
dimension_yThe height of the sprite in pixels. Used to center it if necessary.
em_blockShould this sprite block emissives?
erp_accessoryIf this sprite accessory will be inaccessable if ERP config is disabled
factualThis 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_organFor 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)
genderDetermines if the accessory will be skipped or included in random hair generations.
gender_specificSomething that can be worn by either gender, but looks different on each.
genericSet 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
geneticWhether this feature is genetic, and thus modifiable by DNA consoles
hasinnerDecides if this sprite has an "inner" part, such as the fleshy parts on ears.
iconThe icon file the accessory is located in.
icon_stateThe icon_state of the accessory.
keyUnique key of an accessory. All tails should have "tail", ears "ears" etc.
lockedIs this part locked from roundstart selection? Used for parts that apply effects.
nameThe preview name of the accessory.
natural_spawnDetermines 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_typeUse 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_layersWhich layers does this accessory affect
specialIf an accessory is special, it wont get included in the normal accessory lists
special_x_dimensionSpecial case of whether the accessory should be shifted in the X dimension, check taur genitals for example
use_custom_mod_iconSpecial case for MODsuit overlays
use_staticDetermines if the accessory will be skipped by color preferences.

Procs

lewd_is_hiddenHelper 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.