- type: entity
  parent: [ClothingNeckBase, BaseCommandContraband]
  id: ClothingNeckEnsembleCaptain
  name: captain's ensemble
  description: You're a hardened veteran, and you rule this station with an iron fist. That chess match? Never happened.
  suffix: DO NOT MAP
  components:
  - type: Item
    size: Small
    heldPrefix: both
    inhandVisuals:
      left:
      - state: inhand-left
      right:
      - state: inhand-right
  - type: Sprite
    sprite: _Goobstation/Clothing/Neck/Ensembles/cap.rsi
  - type: Clothing
    sprite: _Goobstation/Clothing/Neck/Ensembles/cap.rsi
    equippedPrefix: both
    slots:
    - Neck
  - type: StealTarget
    stealGroup: HeadCloak
  - type: ItemSwitch
    state: both
    showLabel: true
    states:
      both: !type:ItemSwitchState
        verb: both
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/cap.rsi
          state: icon
      mantle: !type:ItemSwitchState
        verb: mantle
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/cap.rsi
          state: mantle-icon
      cloak: !type:ItemSwitchState
        verb: cloak
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/cap.rsi
          state: cloak-icon

- type: entity
  parent: [ClothingNeckBase, BaseCommandContraband]
  id: ClothingNeckEnsembleChiefEngineer
  name: chief engineer's ensemble
  description: In the event of a delamination, this won't protect you from the radiation. With how long you've been doing this, that wouldn't happen. Right?
  suffix: DO NOT MAP
  components:
  - type: Item
    size: Small
    heldPrefix: both
    inhandVisuals:
      left:
      - state: inhand-left
      right:
      - state: inhand-right
  - type: Sprite
    sprite: _Goobstation/Clothing/Neck/Ensembles/ce.rsi
  - type: Clothing
    sprite: _Goobstation/Clothing/Neck/Ensembles/ce.rsi
    equippedPrefix: both
    slots:
    - Neck
  - type: StealTarget
    stealGroup: HeadCloak
  - type: ItemSwitch
    state: both
    showLabel: true
    states:
      both: !type:ItemSwitchState
        verb: both
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/ce.rsi
          state: icon
      mantle: !type:ItemSwitchState
        verb: mantle
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/ce.rsi
          state: mantle-icon
      cloak: !type:ItemSwitchState
        verb: cloak
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/ce.rsi
          state: cloak-icon

- type: entity
  parent: [ClothingNeckBase, BaseCommandContraband]
  id: ClothingNeckEnsembleChiefMedicalOfficer
  name: chief medical officer's ensemble
  description: With how many medbays you've seen, you're a real poly math-- unpacking people like packages, and mulching bodies like it's nothing. You WILL set up cloning, right?
  suffix: DO NOT MAP
  components:
  - type: Item
    size: Small
    heldPrefix: all
    inhandVisuals:
      left:
      - state: inhand-left
      right:
      - state: inhand-right
  - type: Sprite
    sprite: _Goobstation/Clothing/Neck/Ensembles/cmo.rsi
  - type: Clothing
    sprite: _Goobstation/Clothing/Neck/Ensembles/cmo.rsi
    equippedPrefix: all
    slots:
    - Neck
  - type: StealTarget
    stealGroup: HeadCloak
  - type: ItemSwitch
    state: all
    showLabel: true
    states:
      all: !type:ItemSwitchState
        verb: all
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/cmo.rsi
          state: icon
      mantle: !type:ItemSwitchState
        verb: mantle
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/cmo.rsi
          state: mantle-icon
      cloak: !type:ItemSwitchState
        verb: cloak
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/cmo.rsi
          state: cloak-icon
      wings: !type:ItemSwitchState
        verb: wings
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/cmo.rsi
          state: wings-icon
      cloakmantle: !type:ItemSwitchState
        verb: cloak&mantle
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/cmo.rsi
          state: cloakmantle-icon
      cloakwings: !type:ItemSwitchState
        verb: cloak&wings
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/cmo.rsi
          state: cloakwings-icon
      mantlewings: !type:ItemSwitchState
        verb: mantle&wings
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/cmo.rsi
          state: mantlewings-icon
- type: entity
  parent: [ClothingNeckBase, BaseCommandContraband]
  id: ClothingNeckEnsembleHeadOfSecurity
  name: head of security's ensemble
  description: Stained with the blood of tiders, and the tears of cadets. The word "shitsec" brings you joy, a tear to your eye.
  suffix: DO NOT MAP
  components:
  - type: Item
    size: Small
    heldPrefix: both
    inhandVisuals:
      left:
      - state: inhand-left
      right:
      - state: inhand-right
  - type: Sprite
    sprite: _Goobstation/Clothing/Neck/Ensembles/hos.rsi
  - type: Clothing
    sprite: _Goobstation/Clothing/Neck/Ensembles/hos.rsi
    equippedPrefix: both
    slots:
    - Neck
  - type: StealTarget
    stealGroup: HeadCloak
  - type: ItemSwitch
    state: both
    showLabel: true
    states:
      both: !type:ItemSwitchState
        verb: both
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/hos.rsi
          state: icon
      mantle: !type:ItemSwitchState
        verb: mantle
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/hos.rsi
          state: mantle-icon
      cloak: !type:ItemSwitchState
        verb: cloak
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/hos.rsi
          state: cloak-icon

- type: entity
  parent: [ClothingNeckBase, BaseCommandContraband]
  id: ClothingNeckEnsembleResearchDirector
  name: research director's ensemble
  description: The endpoint of all research leads here. You truly are the pinnacle of science, a monument to Nanotrasens accomplishments and ability to glue you back together, must you explode so often?
  suffix: DO NOT MAP
  components:
  - type: Item
    size: Small
    heldPrefix: all
    inhandVisuals:
      left:
      - state: inhand-left
      right:
      - state: inhand-right
  - type: Sprite
    sprite: _Goobstation/Clothing/Neck/Ensembles/rd.rsi
  - type: Clothing
    sprite: _Goobstation/Clothing/Neck/Ensembles/rd.rsi
    equippedPrefix: all
    slots:
    - Neck
  - type: StealTarget
    stealGroup: HeadCloak
  - type: ItemSwitch
    state: all
    showLabel: true
    states:
      all: !type:ItemSwitchState
        verb: all
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/rd.rsi
          state: icon
      mantle: !type:ItemSwitchState
        verb: mantle
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/rd.rsi
          state: mantle-icon
      wings: !type:ItemSwitchState
        verb: wings
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/rd.rsi
          state: wings-icon
      mantlewings: !type:ItemSwitchState
        verb: mantle&wings
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/rd.rsi
          state: mantlewings-icon
      cloak: !type:ItemSwitchState
        verb: cloak
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/rd.rsi
          state: cloak-icon
      cloakmantle: !type:ItemSwitchState
        verb: cloak&mantle
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/rd.rsi
          state: cloakmantle-icon
      cloakwings: !type:ItemSwitchState
        verb: cloak&wings
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/rd.rsi
          state: cloakwings-icon

- type: entity
  parent: [ClothingNeckBase, BaseCommandContraband]
  id: ClothingNeckEnsembleQuarterMaster
  name: quartermaster's ensemble
  description: Delicately crafted with the most premium materials purchaseable with spesos; a cloak that truly represents the Spirit of Cargonia... and your bank account.
  suffix: DO NOT MAP
  components:
  - type: Item
    size: Small
    heldPrefix: both
    inhandVisuals:
      left:
      - state: inhand-left
      right:
      - state: inhand-right
  - type: Sprite
    sprite: _Goobstation/Clothing/Neck/Ensembles/qm.rsi
  - type: Clothing
    sprite: _Goobstation/Clothing/Neck/Ensembles/qm.rsi
    equippedPrefix: both
    slots:
    - Neck
  - type: StealTarget
    stealGroup: HeadCloak
  - type: ItemSwitch
    state: both
    showLabel: true
    states:
      both: !type:ItemSwitchState
        verb: both
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/qm.rsi
          state: icon
      mantle: !type:ItemSwitchState
        verb: mantle
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/qm.rsi
          state: mantle-icon
      cloak: !type:ItemSwitchState
        verb: cloak
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/qm.rsi
          state: cloak-icon

- type: entity
  parent: [ClothingNeckBase, BaseCommandContraband]
  id: ClothingNeckEnsembleHeadOfPersonnel
  name: head of personnel's ensemble
  description: There's nothing sweeter in this world than the tears of someone who was made to fill out five paragraphs of paperwork. You denied them after, of course.
  suffix: DO NOT MAP
  components:
  - type: Item
    size: Small
    heldPrefix: both
    inhandVisuals:
      left:
      - state: inhand-left
      right:
      - state: inhand-right
  - type: Sprite
    sprite: _Goobstation/Clothing/Neck/Ensembles/hop.rsi
  - type: Clothing
    sprite: _Goobstation/Clothing/Neck/Ensembles/hop.rsi
    equippedPrefix: both
    slots:
    - Neck
  - type: StealTarget
    stealGroup: HeadCloak
  - type: ItemSwitch
    state: both
    showLabel: true
    states:
      both: !type:ItemSwitchState
        verb: both
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/hop.rsi
          state: icon
      mantle: !type:ItemSwitchState
        verb: mantle
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/hop.rsi
          state: mantle-icon
      cloak: !type:ItemSwitchState
        verb: cloak
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/hop.rsi
          state: cloak-icon

- type: entity
  parent: [ClothingNeckBase, BaseCentcommCommandContraband]
  id: ClothingNeckEnsembleBlueshield
  name: blueshield officer's ensemble
  description: After fending off countless tiders in defense of command, Nanotrasen has finally granted you the ability to die in style. Now get out there and protect the NTR soldier!
  suffix: DO NOT MAP
  components:
  - type: Item
    size: Small
    heldPrefix: cloakblackmantle
    inhandVisuals:
      left:
      - state: inhand-left
      right:
      - state: inhand-right
  - type: Sprite
    sprite: _Goobstation/Clothing/Neck/Ensembles/bso.rsi
  - type: Clothing
    sprite: _Goobstation/Clothing/Neck/Ensembles/bso.rsi
    equippedPrefix: cloakblackmantle
    slots:
    - Neck
  - type: ItemSwitch
    state: cloakblackmantle
    showLabel: true
    states:
      cloakblackmantle: !type:ItemSwitchState
        verb: cloakblack&mantle
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/bso.rsi
          state: icon
      cloakwhitemantle: !type:ItemSwitchState
        verb: cloakwhite&mantle
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/bso.rsi
          state: cloakwhitemantle-icon
      cloakwhite: !type:ItemSwitchState
        verb: cloakwhite
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/bso.rsi
          state: cloakwhite-icon
      cloakblack: !type:ItemSwitchState
        verb: cloakblack
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/bso.rsi
          state: cloakblack-icon
      mantle: !type:ItemSwitchState
        verb: mantle
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/bso.rsi
          state: mantle-icon

- type: entity
  parent: [ClothingNeckBase, BaseCentcommCommandContraband]
  id: ClothingNeckEnsembleNanotrasenRepresentative
  name: nanotrasen representative's ensemble
  description: After years of doing practically nothing, Central Command has gifted you this cloak. Now you can do nothing, while looking pretty!
  suffix: DO NOT MAP
  components:
  - type: Item
    size: Small
    heldPrefix: both
    inhandVisuals:
      left:
      - state: inhand-left
      right:
      - state: inhand-right
  - type: Sprite
    sprite: _Goobstation/Clothing/Neck/Ensembles/ntr.rsi
  - type: Clothing
    sprite: _Goobstation/Clothing/Neck/Ensembles/ntr.rsi
    equippedPrefix: both
    slots:
    - Neck
  - type: ItemSwitch
    state: both
    showLabel: true
    states:
      both: !type:ItemSwitchState
        verb: both
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/ntr.rsi
          state: icon
      mantle: !type:ItemSwitchState
        verb: mantle
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/ntr.rsi
          state: mantle-icon
      cloak: !type:ItemSwitchState
        verb: cloak
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/ntr.rsi
          state: cloak-icon

- type: entity
  parent: ClothingNeckBase
  id: ClothingNeckEnsembleTrans
  name: trans ensemble
  description: Worn by high ranking vampires of the transylvanian society of vampires.
  components:
  - type: Item
    size: Small
    heldPrefix: all
    inhandVisuals:
      left:
      - state: inhand-left
      right:
      - state: inhand-right
  - type: Sprite
    sprite: _Goobstation/Clothing/Neck/Ensembles/trans.rsi
  - type: Clothing
    sprite: _Goobstation/Clothing/Neck/Ensembles/trans.rsi
    equippedPrefix: all
    slots:
    - Neck
  - type: ItemSwitch
    state: all
    showLabel: true
    states:
      all: !type:ItemSwitchState
        verb: all
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/trans.rsi
          state: icon
      cloak: !type:ItemSwitchState
        verb: cloak
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/trans.rsi
          state: cloak-icon
      cloakJewelry: !type:ItemSwitchState
        verb: cloak&jewelry
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/trans.rsi
          state: cloak-icon
      cloakSash: !type:ItemSwitchState
        verb: cloak&sash
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/trans.rsi
          state: cloakSash-icon
      cloakSashL: !type:ItemSwitchState
        verb: altcloak&mantle
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/trans.rsi
          state: cloakSashL-icon

- type: entity
  parent: ClothingNeckBase
  id: ClothingNeckEnsembleSalvager
  name: salvager's ensemble
  description: Who says you can't have style while slaying creatures beyond human comprehension?
  suffix: DO NOT MAP
  components:
  - type: Item
    size: Small
    heldPrefix: both
    inhandVisuals:
      left:
      - state: inhand-left
      right:
      - state: inhand-right
  - type: Sprite
    sprite: _Goobstation/Clothing/Neck/Ensembles/salvager.rsi
  - type: Clothing
    sprite: _Goobstation/Clothing/Neck/Ensembles/salvager.rsi
    equippedPrefix: both
    slots:
    - Neck
  - type: ItemSwitch
    state: both
    showLabel: true
    states:
      both: !type:ItemSwitchState
        verb: both
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/salvager.rsi
          state: icon
      cloak: !type:ItemSwitchState
        verb: cloak
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/salvager.rsi
          state: cloak-icon
      mantle: !type:ItemSwitchState
        verb: mantle
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/salvager.rsi
          state: mantle-icon
      altcloak: !type:ItemSwitchState
        verb: altcloak
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/salvager.rsi
          state: altcloak-icon
      altcloakmantle: !type:ItemSwitchState
        verb: altcloak&mantle
        sprite:
          sprite: _Goobstation/Clothing/Neck/Ensembles/salvager.rsi
          state: altcloakmantle-icon
