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Wear locations

Some locations can be layered. See the lesson on layering for more information on how to layer. The table below lists the possible wear locations and if they can be layered or not. Note that we do not have a wield or shield location anymore. Shields and weapons should be wear hold. The game automatically determines if a weapon should be worn in both hands or not, depending on the size of the PC and the size of the weapon. For old builders please note that the ITEM part of the wear location flag was replaced with CAN.

CAN_WEAR_TAKE This allows the item to be picked up by the PC.
CAN_WEAR_FINGER There are two finger locations and they are not layerable.
CAN_WEAR_NECK There are two neck locations and they are not layerable.
CAN_WEAR_BODY There is one body location and it is layerable.
CAN_WEAR_HEAD There is one head location and it is layerable.
CAN_WEAR_LEGS There is one legs location and it is layerable.
CAN_WEAR_FEET There is one feet location and it is layerable.
CAN_WEAR_HANDS There is one hands location and it is layerable.
CAN_WEAR_ARMS There is one arms location and it is layerable.
CAN_WEAR_WAIST There is one waist location and it is not layerable.
CAN_WEAR_BELT There is one belt location and it is layerable.
CAN_WEAR_WRIST There are two wrist location and they are not layerable.
CAN_WEAR_HOLD There are two hold locations and they are not layerable.
CAN_WEAR_BOTH_HANDS There is one both hands location and it is not layerable.
CAN_WEAR_EARS There is one ears location and it is not layerable.
CAN_WEAR_FACE There is one face location and it is not layerable.
CAN_WEAR_FLOATING There is one floating location and it is not layerable.
CAN_WEAR_SYMBOL There is one feet location and it is layerable. (This one is not to be used in normal areas. It is for god symbols only).
CAN_WEAR_SADDLE There is one saddle location and it is layerable. This can only be used by mobiles and PC's of a certain body type.
CAN_WEAR_ARMOR This wear location is only for mobiles, set in hard code. It is not for use by builders.