Accessories are a special type of cosmetic that attaches a model to the player.
Accessories are a special type of cosmetic that attaches a ModelEngine model to the player.
**Accessories require ModelEngine to use and will not work otherwise**
**Accessories require ModelEngine and will not work otherwise**
## Configuration
Configuration for accessories is a little more complicated than most. Create or modify a file inside the `accessories` folder within whatever [pack](Packs) you're using with the following:
Backs go in a configuration file located in any pack:
You can have one or more files in the folder, and a file can have multiple cosmetics in it.
To add an accessory, create or modify a file inside the `accessories` folder within whatever [pack](Packs) you want and use the following config format:
```
ANGEL_WINGS:
Display: "&dAngel Wings"
balloon:
Display: 'Balloon'
Description:
- "&fA pair of angel wings!"
ModelId: "angel_wings"
State: "idle"
Offset: 0, 0.5, -0.15, 0, 0
Anchor: HEAD
- "A festive party balloon"
Model: balloon
Anchor: BODY
Attached: false
LeashBone: leash
Offset: -1, 1, 1, 0, 0
State: idle
```
**Accessories have the following options**:
*`ID` - *The ID of the cosmetic* (in this case `ANGEL_WINGS`)
*`Display` - *The display name of the cosmetic in menus*
*`Description` - *The lore of the cosmetic in menus*
*`ModelId` - *The ModelEngine model ID of the accessory*
*`State` - *The animation state of the model to use*
*`Offset` - *An offset of where to attach the model to the player's body, in the format x,y,z,yaw,pitch*
*`Anchor` - *The part of the body to anchor the accessory to*
#### Basic Options
**Backs have the following options**:
Model files for Accessories should be loaded into ModelEngine normally.
\ No newline at end of file
| Option | Description |
| ------ | ----------- |
| `ID` | The ID of the cosmetic (in the example: `balloon`) |
| `Model` | The ModelEngine model id |
| `Display` | The display name of the cosmetic in menus |
| `Description` | The lore of the cosmetic in menus |
| `Anchor` | The anchor point to use, can be `BODY` or `HEAD` |
| `Attached` | Whether the model is mounted to the player or not |
| `LeashBone` | If defined, will render a leash to the given bone |
| `Offset` | An offset of where to attach the model to the player's body, in the format x,y,z,yaw,pitch |
| `State` | The animation state of the model to use |