Newer
Older
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
## Eye Functions
In all functions `side` can be `left`, `right` or `both` unless stated otherwise.
Eye types: `1`: normal; `2`: glass; `3`: cybernetic
`0` is used as return value if there is no eye, but is never stored in the slave object.
Vision: `0`: blind; `1`: nearsighted (or impaired/blurred); `2`: normal
### Read-only functions
* `hasAnyEyes(slave)`:
True if slave has at least one eye.
* `hasAnyNaturalEyes(slave)`:
True if slave has at least one eye that is natural.
* `hasAnyProstheticEyes(slave)`:
True if slave has at least one eye that is prosthetic (cybernetic or glass).
* `hasAnyCyberneticEyes(slave)`:
True if slave has at least one eye that is cybernetic.
* `hasBothEyes(slave)`:
True if slave has both eyes.
* `hasBothNaturalEyes(slave)`:
True if slave has both eyes and they are natural.
* `hasBothProstheticEyes(slave)`:
True if slave has both eyes and they are prosthetic (cybernetic or glass).
* `hasBothCyberneticEyes(slave)`:
True if slave has both eyes and they are cybernetic.
* `hasLeftEye(slave)`:
True if slave has left eye.
* `hasRightEye(slave)`:
True if slave has right eye.
* `getLeftEyeType(slave)`:
Returns type of the left eye.
* `getRightEyeType(slave)`:
Returns type of the right eye.
* `getLeftEyeVision(slave)`:
Returns vision of the left eye.
* `getRightEyeVision(slave)`:
Returns vision of the right eye.
* `getBestVision(slave)`:
Returns highest vision of both eyes.
* `getWorstVision(slave)`:
Returns lowest vision of both eyes.
* `anyVisionEquals(slave, vision)`:
True if one eye has the specified vision.
* `getLeftEyeColor(slave)`:
Returns color of the left eye. If there is no eye `empty` is returned.
* `getRightEyeColor(slave)`:
Returns color of the right eye. If there is no eye `empty` is returned.
* `getLeftEyePupil(slave)`:
Returns the shape of pupil of the left eye. If there is no eye `circular` is returned.
* `getRightEyePupil(slave)`:
Returns the shape of pupil of the right eye. If there is no eye `circular` is returned.
* `hasVisibleHeterochromia(slave)`:
True if left and right eye colors are different. Does NOT relate to the genetic quirk.
* `getGeneticEyeColor(slave, side)`:
Gives the genetic color of the specified eye.
`both` is not allowed as value of `side`.
* `getLenseCount(slave)`:
Counts the number of eyes that are not the genetic color.
### Description
* `App.Desc.eyesType(slave)`:
Fits in a sentence like this: She has {return}.
* `App.Desc.eyeTypeToString(type)`:
Converts an eye type to a string.
`1` -> `natural`
`2` -> `glass`
`3` -> `artificial`
* `App.Desc.eyesColor(slave, adj = "", eye = "eye", eyes = "eyes")`:
Fits in a sentence like this: She has {return}.
`adj` is added in between color and eye like this: `brown wet eyes`.
* `App.Desc.eyeColor(slave)`:
Fits in a sentence like this: She has {return} eyes.
Prefer App.Desc.eyesColor if possible as it works reliably with only one eye. Example where this is better: {return}-eyed gaze
* `App.Desc.eyesVision(slave)`:
Fits in a sentence like this: She has {return}.
* `App.Desc.eyesToVision(slave)`:
Converts an eye vision to a string.
`0` -> `blind`
`1` -> `nearsighted`
`2` -> `normal`
### Modification
* `eyeSurgery(slave, side, action)`:
Modifies a slaves eyes.
Allowed values for `action`:
No Existing eyes required: `normal`, `glass`, `cybernetic`
Existing eyes required: `remove`, `blind`, `blur`, `fix`
* `setEyeColor(slave, color, side = "both")`:
Changes the visible eye color.
* `setEyeColorFull(slave, iris, pupil, sclera, side)`:
Changes all visible parts of the eye.
* `setGeneticEyeColor(slave, color, heterochromia = false)`:
Changes the genetic eye color. WARNING: If `heterochromia` is `true`, the function will add the genetic quirk, even if the slave did not have it before.
* `resetEyeColor(slave, side)`:
Sets the eye color to the genetic color. Takes heterochromia and albinism into account.