Skin Strings
Based on game build 714014 | Last updated: 2026-03-10
Overview
Skin Strings is a static Lua data file (skin_strings.lua) that defines key–value mappings for localized human-readable names of character apparel, accessories, and other cosmetic items. It is not an executable code module with functions, constructors, or event logic; instead, it serves as a centralized dictionary for string localization, where keys are item/skin identifiers (e.g., body_wilson_formal, hat_tophat, book_ancient_tome) and values are display strings in the local language. The file follows character-specific naming conventions (body_*, feet_*, hat_*, etc.) to align with DST’s asset and skin management system, and is consumed externally by UI andPrefab systems at runtime to render localized names in the Character Loadout UI and other interfaces.
Usage example
Skin Strings is not invoked directly in code, but its data is referenced indirectly through the game’s localization framework. For example, a prefab or UI widget may retrieve the localized name for "body_wilson_formal" via:
STRINGS.NAMES["body_wilson_formal"] -- Returns "Tuxedo"
This key-value pair is defined in skin_strings.lua and merged into the global STRINGS.NAMES table during initialization.
Dependencies & tags
Components used: None identified
Tags: None in this chunk
Properties
| Property | Type | Default Value | Description |
|---|---|---|---|
STRINGS.NAMES (indirectly populated) | Table | {} | A global localization table populated at startup with key-value pairs from skin_strings.lua. Keys are skin/item identifiers; values are localized display names. |
Main functions
None found — this file contains only static data assignments.
Events & listeners
None found — this file contains no runtime logic, event listeners, or event emitters.