# Skinsdb Interface ## skins.get_player_skin(player) Return the skin object assigned to the player. Returns defaout if nothins assigned ## skins.assign_player_skin(player, skin) Select the skin for the player. The "skin" parameter could be the skin key or the skin object Returns false if skin is not valid or applicable to player ## skins.update_player_skin(player) Update selected skin visuals on player ## skins.set_player_skin(player, skin) ``` skins.assign_player_skin(player, skin) skins.update_player_skin(player) ``` ## skins.get_skin_format(file) Returns the skin format version ("1.0" or "1.8"). File is an open file handle to the texture file ## skins.get_skinlist(assignment, select_unassigned) Obsolete - use get_skinlist_for_player() or get_skinlist_with_meta() instead ## skins.get_skinlist_for_player(playername) Get all allowed skins for player. All public and all player's private skins. If playername not given only public skins returned ## skins.get_skinlist_with_meta(key, value) Get all skins with metadata key is set to value. Example: skins.get_skinlist_with_meta("playername", playername) - Get all private skins (w.o. public) for playername ## skins.new(key, object) Create and register a new skin object for given key - key: Unique skins key, like "character_1" - object: Optional. Could be a prepared object with redefinitions ## skins.get(key) Get existing skin object HINT: During build-up phase maybe the next statement is usefull ``` local skin = skins.get(name) or skins.new(name) ``` # Skin object ## skin:get_key() Get the unique skin key ## skin:set_texture(texture) Set the skin texture - usually at the init time only ## skin:get_texture() Get the skin texture for any reason. Note to apply them the skin:set_skin() should be used Could be redefined for dynamic texture generation ## skin:set_preview(texture) Set the skin preview - usually at the init time only ## skin:get_preview() Get the skin preview Could be redefined for dynamic preview texture generation ## skin:set_skin(player) Apply the skin to the player and do some resets. Is called if skin selection started, in skins.update_player_skin() for examlpe skin:apply_skin_to_player(player) Apply the skin to the player. Is called in set_skin() and other places the skin needs to be updated ## skin:set_meta(key, value) Add a meta information to the skin object Note: the information is not stored, therefore should be filled each time during skins registration ## skin:get_meta(key) The next metadata keys are filled or/and used interally in skinsdb framework - name - A name for the skin - author - The skin author - license - THe skin texture license - assignment - (obsolete) is "player:playername" in case the skin is assigned to be privat for a player - playername - Player assignment for private skin. Set false for skins not usable by all players (like NPC-Skins), true or nothing for all player skins - in_inventory_list - If set to false the skin is not visible in inventory skins selection but can be still applied to the player - _sort_id - Thi skins lists are sorted by this field for output (internal key) ## skin:get_meta_string(key) Same as get_meta() but does return "" instead of nil if the meta key does not exists ## skin:is_applicable_for_player(playername) Returns whether this skin is applicable for player "playername" or not, like private skins