Properties that only Helms 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 }
"_helmRender": "",String
This property is where you define either a vanilla or custom ArmorRender for the Helm. It must be the name of a ArmorRender, such as the ones here: Meshes-and-ScriptableArmorRenders#Helms
A custom Mesh example would be: Catman-Homebrewery-ArmorRender-BunhostEars
You can use #local# instead of your mod's name as a convenience, e.g. #local#-ArmorRender-BunhostEars
(CLICK ME) Valid values:
-
"Crown"(Empty.) -
"glasses01"(Used by: Initiate and Journeyman Spectacles.) -
"hood"(Used by: Acolyte Hood.) -
"nubCap"(Used by: Leather Cap.) -
"wizardHat01"(Used by: Wizard Hat.) -
"carbuncleHat"("_helmOverrideMesh" tool.) -
"festiveHat"(Used by: Festive Hat.) -
"direHelm"(Used by: Dire Helm.) -
"fullHelm"("_helmOverrideMesh" tool.) -
"halo"("_helmOverrideMesh" tool.) -
"halo_01"("_helmOverrideMesh" tool.)
"_helmOverrideMesh": "",String
This property is where you define either a vanilla or custom Mesh for the Helm. It overrides the mesh listed in _helmRender but keep its position values for the 5 races, assuming 5 Meshes are present in the ScriptableArmorRender. It must be the name of a Mesh, such as the ones here: Meshes-and-ScriptableArmorRenders#_helmOverrideMesh
A custom Mesh example would be: Catman-Homebrewery-Mesh-CoolMesh
You can use #local# instead of your mod's name as a convenience, e.g. #local#-Mesh-CoolMesh
(CLICK ME) Valid values:
-
"_helm_glasses01"(Duplicate of the one below.) -
"_helm_glasses02"(Used by: Focusi Glasses.) -
"helm_wizladHood"(Used by: Wizlad Hood.) -
"helm_bunnyEar"(Used by: Agility Ears.) "helm_hood_02"-
"helm_hood_04"(Used by: Necromancer Hood.) "helm_nubcap"-
"helm_nubcap_01"(Used by: Leathen Cap.) "helm_wizardHat"-
"helm_carbuncleHat"(Used by: Carbuncle Hat.) -
"helm_fishHat"(Used by: Fishin Hat.) -
"helm_rukoHat"(Used by: Orefinder Hat.) -
"helm_topHat"(Used by: Top Hat.) -
"helm_bumpHat"(Used by: Guardel Helm.) -
"_helm_00"(Used by: Dense Helm.) -
"_helm_01"(Used by: Amberite Helm.) -
"_helm_02"(Used by: Sapphite Mindhat.) -
"_helm_03"(Used by: Boarus Torment.) -
"helm_frogkick"(This is the hat Trip uses.) "viking_helm""thiefArmor_hat""helm_dreamer""helm_direHelm"-
"_fullhelm_00"(Used by: Boarus Helm.) -
"_fullhelm_jackolantern"(Used by: Spooky Hat.) -
"_fullhelm_deathKnightHelm"(Used by: Deathknight Helm.) -
"_helm_halo_0"(Used by: Newfold Halo.) -
"_helm_halo_01"(Used by: Cryptsinge and Demicrypt Halos.) -
"_helm_halo_02"(Used by: Rage, Focus, and Magistrate Halos.) -
"_helm_halo_03"(Used by: Diva Crown.) -
"_helm_halo_04"(Used by: Geistlord Crown.) -
"_helm_halo_04_alt00"(Used by: Geistlord Eye.) -
"_helm_halo_05"(Used by: Nethercrypt Halo.) -
"_helm_halo_06"(Used by: Iron, Mithril, and Emerock Halos.) -
"_helm_halo_07"(Used by: Knightguard Halo.) -
"_helm_halo_08"(Used by: Jestercast Memory.) -
"_helm_halo_09"(Used by: Glyphgrift Halo.) -
"_helm_halo_10"(Used by: Druidic Halo.)
"_useHelmHairDisplay": false,Boolean (true or false, no speechmarks)
When true, the helm will cause the character's hair to swap to an alternate vanilla hair mesh specific to each race that's designed to not clip with helmets. Those meshes are simply modified versions of existing ones so they will look familiar or repetitive. Funnily enough that mesh doesn't appear if you're bald.
"_blendHelmValue": 0,Float (decimal places allowed)
A value from 0 to 100 that's exclusive to Kubolds and Byrdles. It overrides the shapekey value of the Byrdle's back of head feather spiky bits, which they have a slider for. 100 is completely flattened. It also kind of does the same thing for Kubolds, the spikes on the back of their head become more blunt the closer the setting is to 100. The meshes and armorrenders list shows the values the game's own items are using with the meshes. Below is a general list of values:
(CLICK ME) General ranges:
-
0(Most things.) -
44.4(Used by: Wizard Hat, this is common for override meshes so a lot of helmets use 44.4) -
55.6(Used by: Sapphite Mindhat.) -
73.2(Used by: Acolyte and Necromancer Hoods.) -
80.4(Used by: Festive Hat, Dire Helm, Fishin, Orefinder, and Top Hats.) -
80.5(Used by: Dense Helm.) -
84.5(Used by: Amberite Helm.) -
100(Used by: Spooky Hat, Leather and Leathen Caps, Wizlad Hood, Guardel, Deathknight, Boarus and Frogkicker Helms.)
"_isFullHelm": false,Boolean (true or false, no speechmarks)
When true, the character's entire head, hair and face will be hidden while wearing the helm. You'll require the next two properties for full effect.
"_hideEars": false,Boolean (true or false, no speechmarks)
When true, the helm will hide the character's ears. This doesn't affect Byrdles.
"_hideMisc": false,Boolean (true or false, no speechmarks)
When true, the helm will hide the character's misc parts. Imp & Kubold horns, and Poon Antlers, does not affect Byrdles and Changs.
"_hideHair": false,Boolean (true or false, no speechmarks)
When true, this custom property will make HB disable the hair renderer for the wearer, effectively hiding their hair. This used to be a vanilla property but was removed for some reason, I don't think my implementation has much in common with Kiseff's though.
"_noFlip": false,Boolean (true or false, no speechmarks)
When true, this custom property will make HB check if a player wearing the helm has the left handed toggle on (which mirrors the whole character) and then flip the helm to unmirror it.