# Mineclone Skins This mod allows advanced skin customization. Use the /skin command to open the skin configuration screen. To include custom skins in MineClone2, please download [mcl_custom_skins](https://git.minetest.land/MrRar/mcl_custom_skins) ## License Code under MIT license Author: MrRar See image_credits.txt for image licensing. ## API ### `mcl_skins.register_item(item)` Register a skin item. `item` is a table with item properties listed below. ### Item properties `type` Set the item type. Valid values are: "base", "footwear", "eye", "mouth", "bottom", "top", "hair", "headwear" `texture` Set to the image file that will be used. If this property is omitted "blank.png" is used. `mask` Set the color mask texture. Coloring is only applied to non transparent areas of the texture. Coloring only works for "base", "bottom, "top", and "hair". `preview_rotation` A table containing properties x and y. x and y represent the x and y rotation of the item preview. `template2` If set to true the item will be default for female template. `template1` If set to true the item will be default for male template. `rank` This property is used to change the application order of the skin item when applied to a player. The default ranks for each item type are: base: 10 footwear: 20 eye: 30 mouth: 40 bottom: 50 top: 60 hair: 70 headwear: 80 Lower ranks are applied to the player first and can thus be covered by higher rank items. ### `mcl_skins.show_formspec(player, active_tab, page_num)` Show the skin configuration screen. `player` is a player ObjectRef. `active_tab` is the tab that will be displayed. This parameter is optional. Can be one of: "arm", "base", "footwear", "eye", "mouth", "bottom", "top", "hair", "headwear" `page_num` The page number to display of there are multiple pages of items. This parameter is optional. Must be a number. If it is not a valid page number the closest page number will be shown. ### `mcl_skins.get_skin_list()` This function is used by mods that want a list of skins to register nodes that use the player skin as a texture. Returns an array of tables containing information about each skin. Each table contains the following properties: `id`: A string representing the node ID. A node can be registered using this node ID. `texture`: A texture string that can be used in the node defintion. `slim_arms`: A boolean value. If true, this texture is used with the "female" player mesh. Otherwise the regular mesh is to be used. ### `mcl_skins.get_node_id_by_player(player)` `player` is a player ObjectRef. Returns a string node ID based on players current skin for use by mods that want to register nodes that use the player skin. ### `mcl_skins.save(player)` Save player skin. `player` is a player ObjectRef. ### `mcl_skins.update_player_skin(player)` Update a player based on skin data in mcl_skins.players. `player` is a player ObjectRef. ### `mcl_skins.base_color` A table of ColorSpec integers that the player can select to color the base item. These colors are separate from `mcl_skins.color` because some mods register two nodes per base color so the amount of base colors needs to be limited. ### `mcl_skins.color` A table of ColorSpec integers that the player can select to color colorable skin items. ### `mcl_skins.player_skins` A table mapped by player ObjectRef containing tables holding the player's selected skin items and colors. Only stores skin information for logged in users. ### `mcl_skins.compile_skin(skin)` `skin` is a table with skin item properties. Returns an image string. ### `mcl_skins.register_simple_skin(skin)` `skin` is a table with the following properties: `texture` The texture of the skin. `slim_arms` A boolean value. If set to true, the slim armed player mesh will be used with this skin.