Items with colourable accents (#16743)

* Items with colourable accents

Changes the way loadout items with additional colours worked to be part of all items, rather than changes to each of their update_icon procs.

Also added a few new clothing items with colourable accents.

* merge conflict fixes

Gah. .dmi files why.
This commit is contained in:
Sparky
2023-07-21 19:33:06 +00:00
committed by GitHub
parent dd937ca5fc
commit f3a4b5d22e
31 changed files with 111 additions and 200 deletions
+5 -1
View File
@@ -70,6 +70,8 @@
var/worn_overlay = null // used similarly as above, except for inhands.
var/worn_overlay_color = null // When you want your worn overlay to have colors. So you can have more than one modular coloring.
var/alpha_mask // when you want to slice out a chunk from a sprite
var/has_accents = FALSE // determines whether accent colour is applied or not
var/accent_color = COLOR_GRAY // used for accents which are coloured differently to the main body of the sprite
//ITEM_ICONS ARE DEPRECATED. USE CONTAINED SPRITES IN FUTURE
// Used to specify the icon file to be used when the item is worn. If not set the default icon for that slot will be used.
@@ -124,10 +126,12 @@
return ..()
/obj/item/update_icon()
cut_overlays()
. = ..()
if(build_from_parts)
cut_overlays()
add_overlay(overlay_image(icon,"[icon_state]_[worn_overlay]", flags=RESET_COLOR)) //add the overlay w/o coloration of the original sprite
if(accent_color && has_accents)
add_overlay(overlay_image(icon,"[icon_state]_acc",accent_color, RESET_COLOR))
/obj/item/device
icon = 'icons/obj/device.dmi'
+2 -1
View File
@@ -40,7 +40,8 @@ var/list/mob_icon_icon_states = list()
var/image/additional_parts = build_additional_parts(H, mob_icon, slot)
if(additional_parts)
I.add_overlay(additional_parts)
if(has_accents)
I.add_overlay(overlay_image(icon,"[item_state][contained_sprite ? slot_str_to_contained_flag(slot) : ""]_acc",accent_color, RESET_COLOR))
return I
/obj/item/proc/get_image_key_mod()
@@ -1,7 +1,7 @@
#define GEAR_NO_SELECTION BITFLAG(0)
#define GEAR_HAS_COLOR_SELECTION BITFLAG(1)
#define GEAR_HAS_ALPHA_SELECTION BITFLAG(2)
#define GEAR_HAS_ADDITIONAL_COLOR_SELECTION BITFLAG(3)
#define GEAR_HAS_ACCENT_COLOR_SELECTION BITFLAG(3)
#define GEAR_HAS_NAME_SELECTION BITFLAG(4)
#define GEAR_HAS_DESC_SELECTION BITFLAG(5)
#define GEAR_HAS_COLOR_ROTATION_SELECTION BITFLAG(6)
@@ -68,19 +68,18 @@ Alpha adjustment
item.alpha = metadata
/*
Additional Color adjustment
Accent colour
*/
var/datum/gear_tweak/color/additional/gear_tweak_additional_color = new()
var/datum/gear_tweak/color/accent/gear_tweak_accent_color = new()
/datum/gear_tweak/color/additional/get_contents(var/metadata)
return "Additional Color: <font color='[metadata]'>&#9899;</font>"
/datum/gear_tweak/color/accent/get_contents(var/metadata)
return "Accent Color: <font color='[metadata]'>&#9899;</font>"
/datum/gear_tweak/color/additional/tweak_item(var/obj/item/I, var/metadata, var/mob/living/carbon/human/H)
/datum/gear_tweak/color/accent/tweak_item(var/obj/item/I, var/metadata, var/mob/living/carbon/human/H)
if(valid_colors && !(metadata in valid_colors))
return
if(I.vars["additional_color"]) // set var/additional_color = COLOR_GREY on item
I.vars["additional_color"] = metadata
I.accent_color = metadata
I.update_icon()
/*
@@ -390,8 +390,8 @@ var/list/gear_datums = list()
gear_tweaks += list(gear_tweak_free_color_choice)
if(flags & GEAR_HAS_ALPHA_SELECTION)
gear_tweaks += list(gear_tweak_alpha_choice)
if(flags & GEAR_HAS_ADDITIONAL_COLOR_SELECTION)
gear_tweaks += list(gear_tweak_additional_color)
if(flags & GEAR_HAS_ACCENT_COLOR_SELECTION)
gear_tweaks += list(gear_tweak_accent_color)
if(flags & GEAR_HAS_NAME_SELECTION)
gear_tweaks += list(gear_tweak_free_name)
if(flags & GEAR_HAS_DESC_SELECTION)
@@ -165,4 +165,4 @@
/datum/gear/eyes/colorable
display_name = "colorable glasses"
path = /obj/item/clothing/glasses/colorable
flags = GEAR_HAS_COLOR_SELECTION | GEAR_HAS_ALPHA_SELECTION | GEAR_HAS_ADDITIONAL_COLOR_SELECTION
flags = GEAR_HAS_COLOR_SELECTION | GEAR_HAS_ALPHA_SELECTION | GEAR_HAS_ACCENT_COLOR_SELECTION
@@ -89,9 +89,19 @@
path = /obj/item/clothing/suit/storage/hooded/wintercoat/mars
/datum/gear/suit/labcoat
display_name = "labcoat"
display_name = "labcoat selection"
description = "A selection of recolourable labcoats."
path = /obj/item/clothing/suit/storage/toggle/labcoat
flags = GEAR_HAS_NAME_SELECTION | GEAR_HAS_DESC_SELECTION | GEAR_HAS_COLOR_SELECTION
flags = GEAR_HAS_NAME_SELECTION | GEAR_HAS_DESC_SELECTION | GEAR_HAS_COLOR_SELECTION | GEAR_HAS_ACCENT_COLOR_SELECTION
/datum/gear/suit/labcoat/New()
..()
var/list/labcoats = list()
labcoats["plain labcoat"] = /obj/item/clothing/suit/storage/toggle/labcoat
labcoats["accent labcoat"] = /obj/item/clothing/suit/storage/toggle/labcoat/accent
labcoats["accent labcoat, alt"] = /obj/item/clothing/suit/storage/toggle/labcoat/accent/alt
labcoats["long labcoat"] = /obj/item/clothing/suit/storage/toggle/longcoat
gear_tweaks += new /datum/gear_tweak/path(labcoats)
/datum/gear/suit/cmo_labcoats
display_name = "chief medical officer labcoats selection"
@@ -158,6 +168,18 @@
poncho["poncho, operations"] = /obj/item/clothing/accessory/poncho/roles/cargo
gear_tweaks += new /datum/gear_tweak/path(poncho)
/datum/gear/suit/poncho_colorable
display_name = "poncho selection, colourable"
path = /obj/item/clothing/accessory/poncho/colorable
flags = GEAR_HAS_NAME_SELECTION | GEAR_HAS_DESC_SELECTION | GEAR_HAS_COLOR_SELECTION | GEAR_HAS_ACCENT_COLOR_SELECTION
/datum/gear/suit/poncho_colorable/New()
..()
var/list/col_poncho = list()
col_poncho["poncho"] = /obj/item/clothing/accessory/poncho/colorable
col_poncho["poncho, alt"] = /obj/item/clothing/accessory/poncho/colorable/alt
col_poncho["poncho, gradient"] = /obj/item/clothing/accessory/poncho/colorable/gradient
gear_tweaks += new /datum/gear_tweak/path(col_poncho)
/datum/gear/suit/suitjacket
display_name = "suit jacket"
@@ -194,16 +216,18 @@
gear_tweaks += new /datum/gear_tweak/path(coat)
/datum/gear/suit/trenchcoat_colorable
display_name = "colorable trenchcoat"
display_name = "colorable trenchcoat selection"
description = "A sleek canvas trenchcoat in 167,777,216 designer colors."
path = /obj/item/clothing/suit/storage/toggle/trench/colorable
flags = GEAR_HAS_NAME_SELECTION | GEAR_HAS_DESC_SELECTION | GEAR_HAS_COLOR_SELECTION
flags = GEAR_HAS_NAME_SELECTION | GEAR_HAS_DESC_SELECTION | GEAR_HAS_COLOR_SELECTION | GEAR_HAS_ACCENT_COLOR_SELECTION
/datum/gear/suit/trenchcoat_colorable_alt
display_name = "colorable trenchcoat, alt"
description = "A sleek canvas trenchcoat in 167,777,216 designer colors."
path = /obj/item/clothing/suit/storage/toggle/trench/colorable/alt
flags = GEAR_HAS_NAME_SELECTION | GEAR_HAS_DESC_SELECTION | GEAR_HAS_COLOR_SELECTION | GEAR_HAS_ADDITIONAL_COLOR_SELECTION
/datum/gear/suit/trenchcoat_colorable/New()
..()
var/list/trenches = list()
trenches["trenchcoat"] = /obj/item/clothing/suit/storage/toggle/trench/colorable
trenches["trenchcoat, alt"] = /obj/item/clothing/suit/storage/toggle/trench/colorable/alt
gear_tweaks += new /datum/gear_tweak/path(trenches)
/datum/gear/suit/ian
display_name = "worn shirt"
@@ -59,7 +59,7 @@
cost = 1
whitelisted = list(SPECIES_DIONA, SPECIES_DIONA_COEUS)
sort_category = "Xenowear - Diona"
flags = GEAR_HAS_NAME_SELECTION | GEAR_HAS_DESC_SELECTION | GEAR_HAS_COLOR_SELECTION | GEAR_HAS_ADDITIONAL_COLOR_SELECTION
flags = GEAR_HAS_NAME_SELECTION | GEAR_HAS_DESC_SELECTION | GEAR_HAS_COLOR_SELECTION | GEAR_HAS_ACCENT_COLOR_SELECTION
/datum/gear/suit/diona/carp
display_name = "carp hide poncho"
@@ -101,7 +101,7 @@
whitelisted = list(SPECIES_SKRELL, SPECIES_SKRELL_AXIORI)
sort_category = "Xenowear - Skrell"
flags = GEAR_HAS_DESC_SELECTION | GEAR_HAS_COLOR_SELECTION
/datum/gear/head/skrell/skrell_bandana
display_name = "skrell bandana"
path = /obj/item/clothing/head/skrell/skrell_bandana
@@ -400,7 +400,7 @@ var/datum/gear_tweak/social_credit/social_credit_tweak = new()
path = /obj/item/clothing/under/skrell/wetsuit
whitelisted = list(SPECIES_SKRELL, SPECIES_SKRELL_AXIORI)
sort_category = "Xenowear - Skrell"
flags = GEAR_HAS_NAME_SELECTION | GEAR_HAS_DESC_SELECTION | GEAR_HAS_COLOR_SELECTION | GEAR_HAS_ADDITIONAL_COLOR_SELECTION
flags = GEAR_HAS_NAME_SELECTION | GEAR_HAS_DESC_SELECTION | GEAR_HAS_COLOR_SELECTION | GEAR_HAS_ACCENT_COLOR_SELECTION
/datum/gear/ears/skrell/tailband
display_name = "SCS tailband"
@@ -154,7 +154,7 @@
display_name = "himation cloak"
path = /obj/item/clothing/under/unathi/himation
cost = 1
flags = GEAR_HAS_NAME_SELECTION | GEAR_HAS_DESC_SELECTION | GEAR_HAS_COLOR_SELECTION | GEAR_HAS_ADDITIONAL_COLOR_SELECTION
flags = GEAR_HAS_NAME_SELECTION | GEAR_HAS_DESC_SELECTION | GEAR_HAS_COLOR_SELECTION | GEAR_HAS_ACCENT_COLOR_SELECTION
/datum/gear/head/sinta_ronin
display_name = "straw hat"
@@ -275,7 +275,7 @@
path = /obj/item/clothing/under/unathi/zazali
whitelisted = list(SPECIES_UNATHI, SPECIES_VAURCA_WORKER, SPECIES_VAURCA_WARRIOR)
sort_category = "Xenowear - Unathi"
flags = GEAR_HAS_COLOR_SELECTION | GEAR_HAS_ADDITIONAL_COLOR_SELECTION
flags = GEAR_HAS_COLOR_SELECTION | GEAR_HAS_ACCENT_COLOR_SELECTION
/datum/gear/uniform/unathi/huytai
display_name = "huytai outfit"
@@ -392,7 +392,7 @@
whitelisted = list(SPECIES_UNATHI)
origin_restriction = list(/singleton/origin_item/origin/heartland_upper, /singleton/origin_item/origin/trad_nobles, , /singleton/origin_item/origin/tza_upper, /singleton/origin_item/origin/southlands_upper, /singleton/origin_item/origin/zazalai_upper, /singleton/origin_item/origin/broken_nobles)
sort_category = "Xenowear - Unathi"
flags = GEAR_HAS_NAME_SELECTION | GEAR_HAS_DESC_SELECTION | GEAR_HAS_COLOR_SELECTION | GEAR_HAS_ADDITIONAL_COLOR_SELECTION
flags = GEAR_HAS_NAME_SELECTION | GEAR_HAS_DESC_SELECTION | GEAR_HAS_COLOR_SELECTION | GEAR_HAS_ACCENT_COLOR_SELECTION
/datum/gear/wrists/noble_bracers
display_name = "jeweled bracers"
+1 -20
View File
@@ -7,23 +7,4 @@
icon_override = null
contained_sprite = TRUE
update_icon_on_init = TRUE
var/additional_color = COLOR_GRAY // The default color.
/obj/item/clothing/glasses/colorable/update_icon()
cut_overlays()
var/image/frame = image(icon, null, "colorable_glasses_frame")
frame.appearance_flags = RESET_COLOR|RESET_ALPHA
frame.color = additional_color
add_overlay(frame)
/obj/item/clothing/glasses/colorable/build_additional_parts(mob/living/carbon/human/H, mob_icon, slot)
var/image/image = ..()
if(slot == slot_glasses_str)
var/image/frame = image(mob_icon, null, "colorable_glasses_ey_frame")
frame.appearance_flags = RESET_COLOR|RESET_ALPHA
frame.color = additional_color
if(image)
image.add_overlay(frame)
else
image = frame
return image
has_accents = TRUE
+11 -2
View File
@@ -1,7 +1,7 @@
/obj/item/clothing/suit/storage/toggle/labcoat
name = "labcoat"
desc = "A suit that protects against minor chemical spills."
icon = 'icons/mob/clothing/suit/labcoat.dmi'
icon = 'icons/obj/item/clothing/suit/storage/toggle/labcoat.dmi'
contained_sprite = TRUE
icon_state = "labcoat"
item_state = "labcoat" // used for inhands and onmobs. ESPECIALLY FOR CONTAINED SPRITES
@@ -16,7 +16,7 @@
/obj/item/clothing/suit/storage/toggle/longcoat
name = "long labcoat"
desc = "A long, victorian styled labcoat that protects against minor chemical spills."
icon = 'icons/mob/clothing/suit/labcoat.dmi'
icon = 'icons/obj/item/clothing/suit/storage/toggle/labcoat.dmi'
contained_sprite = TRUE
icon_state = "labcoat_long"
item_state = "labcoat_long" // used for inhands and onmobs. ESPECIALLY FOR CONTAINED SPRITES
@@ -171,3 +171,12 @@
/obj/item/clothing/suit/storage/toggle/labcoat/iac
name = "iac labcoat"
icon_state = "labcoat_iac"
/obj/item/clothing/suit/storage/toggle/labcoat/accent
has_accents = TRUE
icon_state = "labcoat_accent"
item_state = "labcoat_accent"
/obj/item/clothing/suit/storage/toggle/labcoat/accent/alt
icon_state = "labcoat_accent_alt"
item_state = "labcoat_accent_alt"
+3 -17
View File
@@ -348,8 +348,10 @@
/obj/item/clothing/suit/storage/toggle/trench
name = "brown trenchcoat"
desc = "A rugged canvas trenchcoat."
icon = 'icons/obj/item/clothing/suit/storage/toggle/trenchcoat.dmi'
icon_state = "trench"
item_state = "trench"
contained_sprite = TRUE
blood_overlay_type = "coat"
body_parts_covered = UPPER_TORSO|ARMS
@@ -390,23 +392,7 @@
/obj/item/clothing/suit/storage/toggle/trench/colorable/alt
icon_state = "trench_colorable2"
item_state = "trench_colorable2"
var/additional_color = COLOR_GRAY
/obj/item/clothing/suit/storage/toggle/trench/colorable/alt/update_icon()
cut_overlays()
var/image/belt = image(icon, null, "trench_colorable2_belt[opened ? "_open" : null]")
belt.appearance_flags = RESET_COLOR
belt.color = additional_color
add_overlay(belt)
/obj/item/clothing/suit/storage/toggle/trench/colorable/alt/get_mob_overlay(mob/living/carbon/human/H, mob_icon, mob_state, slot)
var/image/I = ..()
if(slot == slot_wear_suit_str)
var/image/belt = image(mob_icon, null, "trench_colorable2_belt[opened ? "_open" : null]")
belt.appearance_flags = RESET_COLOR
belt.color = additional_color
I.add_overlay(belt)
return I
has_accents = TRUE
/obj/item/clothing/suit/storage/toggle/highvis
name = "high visibility jacket"
@@ -420,15 +420,17 @@
/obj/item/clothing/accessory/poncho
name = "poncho"
desc = "A simple, comfortable poncho."
icon = 'icons/obj/item/clothing/accessory/poncho/poncho.dmi'
icon_state = "classicponcho"
item_state = "classicponcho"
icon_override = 'icons/mob/ties.dmi'
icon_override = 'icons/obj/item/clothing/accessory/poncho/poncho.dmi'
allowed = list(/obj/item/tank/emergency_oxygen,/obj/item/storage/bible,/obj/item/nullrod,/obj/item/reagent_containers/food/drinks/bottle/holywater)
slot_flags = SLOT_OCLOTHING | SLOT_TIE
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
siemens_coefficient = 0.9
w_class = ITEMSIZE_NORMAL
slot = ACCESSORY_SLOT_CAPE
contained_sprite = TRUE
var/allow_tail_hiding = TRUE //in case if you want to allow someone to switch the HIDETAIL var or not
/obj/item/clothing/accessory/poncho/verb/toggle_hide_tail()
@@ -512,6 +514,21 @@
icon_state = "cargoponcho"
item_state = "cargoponcho"
/obj/item/clothing/accessory/poncho/colorable
name = "poncho"
desc = "A simple, comfortable cloak without sleeves."
icon_state = "colourponcho"
item_state = "colourponcho"
has_accents = TRUE
/obj/item/clothing/accessory/poncho/colorable/alt
icon_state = "trimponcho"
item_state = "trimponcho"
/obj/item/clothing/accessory/poncho/colorable/gradient
icon_state = "gradponcho"
item_state = "gradponcho"
/*
* Sashes
*/
@@ -15,7 +15,7 @@
drop_sound = 'sound/items/drop/card.ogg'
pickup_sound = 'sound/items/pickup/card.ogg'
/obj/item/clothing/accessory/poncho/eumponcho
name = "adorned poncho"
desc = "A poncho made of some sort of mesh weave material adorned by a piece of colored fabric wrapped around it."
@@ -24,37 +24,6 @@
item_state = "eumponcho"
icon_override = null
contained_sprite = TRUE
var/additional_color = COLOR_GRAY
/obj/item/clothing/accessory/poncho/eumponcho/update_icon()
cut_overlays()
var/image/gem = image(icon, null, "eumponcho_gem")
gem.appearance_flags = RESET_COLOR
gem.color = additional_color
add_overlay(gem)
var/image/chain = image(icon, null, "eumponcho_chain")
chain.appearance_flags = RESET_COLOR
add_overlay(chain)
/obj/item/clothing/accessory/poncho/eumponcho/get_mob_overlay(var/mob/living/carbon/human/H, var/mob_icon, var/mob_state, var/slot)
var/image/I = ..()
if(slot == slot_wear_suit_str)
var/image/gem = image(mob_icon, null, "eumponcho_un_gem")
gem.appearance_flags = RESET_COLOR
gem.color = additional_color
I.add_overlay(gem)
var/image/chain = image(mob_icon, null, "eumponcho_un_chain")
chain.appearance_flags = RESET_COLOR
I.add_overlay(chain)
return I
/obj/item/clothing/accessory/poncho/eumponcho/get_accessory_mob_overlay(mob/living/carbon/human/H, force)
var/image/base = ..()
var/image/gem = image(icon, null, "eumponcho_un_gem")
gem.appearance_flags = RESET_COLOR
gem.color = additional_color
base.add_overlay(gem)
var/image/chain = image(icon, null, "eumponcho_un_chain")
chain.appearance_flags = RESET_COLOR
base.add_overlay(chain)
return base
build_from_parts = TRUE
worn_overlay = "chain"
has_accents = TRUE
@@ -193,37 +193,6 @@
item_state = "rockstone"
icon_override = null
contained_sprite = TRUE
var/additional_color = COLOR_GRAY
/obj/item/clothing/accessory/poncho/rockstone/update_icon()
cut_overlays()
var/image/gem = image(icon, null, "rockstone_gem")
gem.appearance_flags = RESET_COLOR
gem.color = additional_color
add_overlay(gem)
var/image/chain = image(icon, null, "rockstone_chain")
chain.appearance_flags = RESET_COLOR
add_overlay(chain)
/obj/item/clothing/accessory/poncho/rockstone/get_mob_overlay(var/mob/living/carbon/human/H, var/mob_icon, var/mob_state, var/slot)
var/image/I = ..()
if(slot == slot_wear_suit_str)
var/image/gem = image(mob_icon, null, "rockstone_un_gem")
gem.appearance_flags = RESET_COLOR
gem.color = additional_color
I.add_overlay(gem)
var/image/chain = image(mob_icon, null, "rockstone_un_chain")
chain.appearance_flags = RESET_COLOR
I.add_overlay(chain)
return I
/obj/item/clothing/accessory/poncho/rockstone/get_accessory_mob_overlay(mob/living/carbon/human/H, force)
var/image/base = ..()
var/image/gem = image(icon, null, "rockstone_un_gem")
gem.appearance_flags = RESET_COLOR
gem.color = additional_color
base.add_overlay(gem)
var/image/chain = image(icon, null, "rockstone_un_chain")
chain.appearance_flags = RESET_COLOR
base.add_overlay(chain)
return base
build_from_parts = TRUE
worn_overlay = "chain"
has_accents = TRUE
+1 -17
View File
@@ -318,23 +318,7 @@
icon = 'icons/obj/item/clothing/under/skrell/wetsuit.dmi'
icon_state = "wetsuit"
item_state = "wetsuit"
var/additional_color = COLOR_GRAY
/obj/item/clothing/under/skrell/wetsuit/update_icon()
cut_overlays()
var/image/accent = image(icon, null, "wetsuit_un_accent")
accent.appearance_flags = RESET_COLOR
accent.color = additional_color
add_overlay(accent)
/obj/item/clothing/under/skrell/wetsuit/get_mob_overlay(var/mob/living/carbon/human/H, var/mob_icon, var/mob_state, var/slot)
var/image/I = ..()
if(slot == slot_w_uniform_str)
var/image/accent = image(mob_icon, null, "wetsuit_un_accent")
accent.appearance_flags = RESET_COLOR
accent.color = additional_color
I.add_overlay(accent)
return I
has_accents = TRUE
/obj/item/clothing/suit/storage/toggle/skrell/starcoat
name = "star coat"
+6 -46
View File
@@ -61,29 +61,9 @@
worn by those in the warrior caste or those with something to prove."
icon_state = "zazali"
item_state = "zazali"
var/additional_color = COLOR_GRAY // The default color.
/obj/item/clothing/under/unathi/zazali/update_icon()
cut_overlays()
var/image/top = image(icon, null, "zazali_top")
top.appearance_flags = RESET_COLOR
top.color = additional_color
add_overlay(top)
var/image/belt = image(icon, null, "zazali_belt")
belt.appearance_flags = RESET_COLOR
add_overlay(belt)
/obj/item/clothing/under/unathi/zazali/get_mob_overlay(var/mob/living/carbon/human/H, var/mob_icon, var/mob_state, var/slot)
var/image/I = ..()
if(slot == slot_w_uniform_str)
var/image/top = image(mob_icon, null, "zazali_un_top")
top.appearance_flags = RESET_COLOR
top.color = additional_color
I.add_overlay(top)
var/image/belt = image(mob_icon, null, "zazali_un_belt")
belt.appearance_flags = RESET_COLOR
I.add_overlay(belt)
return I
build_from_parts = TRUE
worn_overlay = "belt"
has_accents = TRUE
/obj/item/clothing/under/unathi/huytai
name = "huytai outfit"
@@ -107,26 +87,6 @@
for simple noble wear (the cloth can be embroidered), and practical for labor!"
icon_state = "himation"
item_state = "himation"
var/additional_color = COLOR_GRAY
/obj/item/clothing/under/unathi/himation/update_icon()
cut_overlays()
var/image/skirt = image(icon, null, "himation_skirt")
skirt.appearance_flags = RESET_COLOR
skirt.color = additional_color
add_overlay(skirt)
var/image/belt = image(icon, null, "himation_belt")
belt.appearance_flags = RESET_COLOR
add_overlay(belt)
/obj/item/clothing/under/unathi/himation/get_mob_overlay(var/mob/living/carbon/human/H, var/mob_icon, var/mob_state, var/slot)
var/image/I = ..()
if(slot == slot_w_uniform_str)
var/image/skirt = image(mob_icon, null, "himation_un_skirt")
skirt.appearance_flags = RESET_COLOR
skirt.color = additional_color
I.add_overlay(skirt)
var/image/belt = image(mob_icon, null, "himation_un_belt")
belt.appearance_flags = RESET_COLOR
I.add_overlay(belt)
return I
build_from_parts = TRUE
worn_overlay = "belt"
has_accents = TRUE
+8
View File
@@ -0,0 +1,8 @@
author: Sparky_hotdog
delete-after: True
changes:
- rscadd: "Added two new labcoats to the loadout with colourable accents."
- rscadd: "Added three new ponchos to the loadout with colourable accents."
- tweak: "Merged the colourable trenchcoats into one loadout selection."
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