Properties that only Chestpieces have - Catman-232/Homebrewery GitHub Wiki
This page was up to date as of version 4.6.40
An item's param.txthb file is a JSON formatted set of properties that HB will try to parse into data. You do not need to have every single property in a file, as any you don't have will be given its default value, which is displayed in each code block below.
The file starts with a left brace: {, property names go in speech marks with a colon afterwards: "property": , values go after the colon and will have a comma after them: 10, or "stringvalue", unless it is the last one in the file: 10 or "stringvalue", and finally the file ends with a right brace }
Chestpieces have the most unique PNG files, they'll get mentioned alongside the properties or showcased separately.
If you're using the example folder, you will see armor.png, chestRender.png, neckCollar.png, robeSkirt.png, shoulderpad.png, hipMesh.png, and boobOverride.png

"_lockBoobs": false,Boolean (true or false, no speechmarks)
Setting this to true will squish the character boobs together and jiggle together than separately.
False / True

"_disableJiggleBoobBones": false,Boolean (true or false, no speechmarks)
Setting this to true will make boobs completely static and no longer jiggle, as the name would suggest.
"_textureArms": true,Boolean (true or false, no speechmarks)
This property being true will make the armor.png texture apply texturing to the arms.
True / False

"_shoulderPadDisplayType": 1,Enum (Basically a very minimal numbered list, where the indexes have context to them) which sets whether the chestpiece displays one, both or no shoulderpads. Represented by an integer in the JSON.
The appropriate values for the property are:
0 = Nothing displayed.
1 = Both sides are displayed.
2 = Only the Left is displayed.
3 = Only the Right is displayed.
"_shoulderpadMesh": "",_shoulderpadMesh designates what Mesh is placed on the shoulders, you will want to ensure that _shoulderPadDisplayType is not set to 0 if you are wanting the chestpiece to display the shoulderpads. Click here to jump to the list of meshes.
This mesh is textured by shoulderpad.png. It is 64x64px.
(CLICK ME) Valid values:
-
"_shoulderpad_00"(Used by: Reapsow Garb.) -
"_shoulderpad_01"(Used by: Amberite Breastplate, Chainmail Guard, Chainscale Chest, Monolith Chestpiece, Ruggrok Vest, Roudon Robe.) -
"shoulderpad_pad01"(Used by: Sagecloth Top, Warrior Chest, Ornamented Battlerobe, and Sapphite Guard.) -
"shoiulderpad_pad02"(Used by: Lord Breastplate.) -
"vikingArmor_shoulderPad"(Used by: Tattered Battlerobe, Sleeper's, Witchlock, Witchwizard, and Carbuncle Robes, King Breastplate, Reaper Gi, Berserker Chestpiece, Fuguefall Duster, Magilord Overalls, Fortified and Executioner Vestments.)
"_dyeAffectsShoulderpads": false,Boolean (true or false, no speechmarks)
Custom Chestpieces may opt-in to having the shader values from Dyes be applied to the Shoulderpads, which is something the vanilla code does not actually do for Shoulderpads and Collars. Setting this to true will prompt HB to recolour the Shoulderpads of this Chestpiece using the current Dye's values.
128x128px texture which is displayed on the torso, boobs and arms of the body mesh. I'm using Kiseff's own torso UV unwrap guide texture that was found in the game's resources as the template image in this case.
The UVs unfortunately are mirrored down the middle, so asymmetrical textures are currently not possible.
Special use-case 128x128px texture which is displayed on the torso of the body mesh (but not the arms) only when the boobs are toggled on. I'm using Kiseff's own torso UV unwrap guide texture that was found in the game's resources as the template image in this case, but I have hue shifted it to be blue shades and I have cropped out the parts that don't get used.

You don't need this texture unless you want to do something fancy with it. The game will use the armor texture as normal if there is no boobOverride texture. You can remove it from the folder if you don't need it.
"_chestRenderDisplay": "",String
This property is where you define either a vanilla or custom ScriptableArmorRender for the Chestpiece. Click here to jump to the list of ScriptableArmorRenders.
This mesh is textured by chestRender.png. It is 64x64px.
(CLICK ME) Valid values:
-
"chestMesh_00"(Used by: Slimek and Warrior Chests, and Amberite Breastplate.) -
"chestTabard_00"(Used by: Ghostly, Nethercrypt, and Earthbind Tabards.) -
"chestTabard_01"(Used by: Skywrill Tabard.)
"_neckCollarMesh": "",String
This property is where you define either a vanilla or custom Mesh for the Collar. It must be the name of a Mesh, such as the ones here: Meshes-and-ScriptableArmorRenders#collars
This mesh is textured by neckCollar.png. It is 64x64px.
(CLICK ME) Valid values:
-
"_collar_00"(Used by: Festive Coat, Berserker Chestpiece, and Executioner Vestment.) -
"_collar_01"(Used by: Monolith Chestpiece, Fortified Vestment, and Magilord Overalls.) -
"_collar_ballCollar"(Used by: Sagecloth Top.) "mysticArmor_collar""warlockArmor_collar""maidArmor_collar"
"_dyeAffectsCollar": false,Boolean (true or false, no speechmarks)
Custom Chestpieces may opt-in to having the shader values from Dyes be applied to the Collar, which is something the vanilla code does not actually do for Shoulderpads and Collars. Setting this to true will prompt HB to recolour the Collar of this Chestpiece using the current Dye's values.
"_armCuffRender": "",Designates what ScriptableArmorRender is added atop the sleeves/wrists; these meshes do not get their own texture, and instead use armor.png. A yellow rectangle has been added in the bottom right of the texture to highlight the area they use. Click here to jump to the list of ScriptableArmorRenders.
(CLICK ME) Valid values:
-
"armCuffs_00"(Used by: Bunhost Garb, Orefinder Vest, Amberite Breastplate, Golem Chestpiece, Roudon Robe.) -
"armCuffs_01"(Used by: Lord, King, and Gemveil Breastplates, Reapsow and Fender Garbs, Witchlock and Witchwizard Robes, Chainmail and Sapphite Guards, Chainscale Chest, Reaper Gi, Monolith and Berserker Chestpieces, Fuguefall Duster, Executioner Vestment.) -
"armCuffs_02"(Used by: Spooky Garment, Festive and Vampiric Coats, Tattered and Ornamented Battlerobes, Apprentice and Wizlad Robes, Fortified Vestment, Magilord Overalls.)
"_hipMesh": "",Designates what ScriptableArmorRender the part around the waist displays in-game. Click here to jump to the list of ScriptableArmorRenders.
(CLICK ME) Valid values:
-
"hipMesh_00"(Used by: Lord and King Greaves, and Executioner Leggings.) -
"hipMesh_01"(Used by: Spooky Garment, Sapphite Guard, Fortified Vestment, and Fuguefall Duster.)
Special use-case 128x128px texture which is displayed on the legs of the body mesh on top of whatever texture is there from the Leggings, if you have any equipped. It does not cover the feet. I'm using Kiseff's own legs UV unwrap guide texture that was found in the game's resources as the template image in this case, but I have cropped the parts that don't get used.

Remove this image from the folder if you don't need this overlay, I reckon most custom Chestpieces won't have any use for this, but you can prove me wrong!
"_robeSkirtRender": "robeSkirt",Designates a skirt / robe / gown ScriptableArmorRender over the legs, currently there is only one of these in the game, called "robeSkirt". Click here to jump to the list of ScriptableArmorRenders.
When using this field, the game will hide the legs part of the body mesh to prevent them from clipping through the skirt, which unfortunately means making the skirt shorter with transparency may not look very good. You can add it as a legPiece part for a Leggings mind you, and that won't hide the legs, just make sure you remember the texture has to be named legPieceX!

It's pretty difficult to show it off but the mesh is not open at the bottom.
This mesh is textured by robeSkirt.png. It is 128x128px.