Return the skin object assigned to the player. Returns defaout if nothins assigned
Select the skin for the player. The "skin" parameter could be the skin key or the skin object
Update selected skin visuals on player
skins.assign_player_skin(player, skin)
skins.update_player_skin(player)
Get a list of skin objects matching to the assignment.
Supported assignments:
selectunassigned - Select all skins without assignment too (usually the "character*" skins)
Create and register a new skin object for given 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)
Get the unique skin key
Set the skin texture - usually at the init time only
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
Set the skin preview - usually at the init time only
Get the skin preview
Could be redefined for dynamic preview texture generation
Apply the skin to the player. Is called in skins.update_player_skin()
Add a meta information to the skin object
Note: the information is not stored, therefore should be filled each time during skins registration
The next metadata keys are usually filled
Same as get_meta() but does return "" instead of nil if the meta key does not exists