# 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 ## 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_skinlist(assignment, select_unassigned) Get a list of skin objects matching to the assignment. Supported assignments: - "player:"..playername - Skins directly assigned to a player select_unassigned - Select all skins without assignment too (usually the "character_*" skins) ## 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. Is called in skins.update_player_skin() ## 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 usually filled - 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 ## 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) Check if a skin is applicable for the player "playername". Ususally the private skins could be applied to the player only