item
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Vars | |
actions | list of /datum/action's that this item has. |
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actions_types | list of paths of action datums to give to the item on New(). |
allowed | suit storage stuff. |
appearance_flags | taken from blood.dm |
attack_verb | Used in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]" |
blood_color | color of the blood on us if there's any. |
blood_overlay | this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite |
contained_sprite | When set to true, every single sprite can be found in the one icon .dmi, rather than being spread into onmobs, inhands, and objects |
demolition_mod | A multiplier to an object's force when used against a stucture. |
drop_sound | Sound to be played when item is dropped |
drop_vary | Whether the drop sound will vary in pitch/frequency |
dropvol | Volume of drop sound |
edge | whether this item is more likely to dismember |
equip_sounds | Sounds played when this item is equipped |
fire_intensity_resistance | Used for stepping onto flame and seeing how much dmg you take and if you're ignited. |
flags_armor_protection | see setup.dm for appropriate bit flags |
flags_cold_protection | flags which determine which body parts are protected from cold. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm |
flags_equip_slot | This is used to determine on which slots an item can fit. |
flags_heat_protection | flags which determine which body parts are protected from heat. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm |
flags_inv_hide | This flag is used to determine when items in someone's inventory cover others. IE helmets making it so you can't see glasses, etc. |
flags_inventory | This flag is used for various clothing/equipment item stuff |
flags_item | flags for item stuff that isn't clothing/equipping specific. |
force_overlays_on | bypass any species specific OnMob overlay blockers |
gas_transfer_coefficient | for leaking gas from turf to mask and vice-versa (for masks right now, but at some point, i'd like to include space helmets) |
ground_offset_x | How much to offset the item randomly either way alongside X visually |
ground_offset_y | How much to offset the item randomly either way alongside Y visually |
has_special_table_placement | checks if the item will be specially placed on the table |
heat_source | whether this item is a source of heat, and how hot it is (in Kelvin). |
hitsound | Play this when you thwack someone with the item |
hud_offset | Adjusts the item's position in the HUD, currently only by guns with stock/barrel attachments. |
icon_override | Used to override hardcoded ON-MOB clothing dmis in human clothing proc (i.e. not the icon_state sprites). |
inhand_x_dimension | Allows for bigger than 32x32 sprites, these govern inhand sprites. (Like a longer sword that's normal-sized on your back) |
is_objective | lets us know if the item is an objective or not |
item_state_slots | overrides the default |
locked_to_mob | If the item uses flag MOB_LOCK_ON_PICKUP, this is the mob owner reference. |
map_specific_decoration | If item should have a map specific camo icon |
max_heat_protection_temperature | Set this variable to determine up to which temperature (IN KELVIN) the item protects against heat damage. Keep at null to disable protection. Only protects areas set by flags_heat_protection flags |
min_cold_protection_temperature | Set this variable to determine down to which temperature (IN KELVIN) the item protects against cold damage. 0 is NOT an acceptable number due to if(varname) tests!! Keep at null to disable protection. Only protects areas set by flags_cold_protection flags |
pickup_sound | Sound to be played when item is picked up |
pickup_vary | Whether the pickup sound will vary in pitch/frequency |
pickupvol | Volume of pickup sound |
preferred_storage | Special storages this item prioritizes |
pry_capable | whether this item can be used to pry things open. |
sharp | whether this item cuts |
siemens_coefficient | for electrical admittance/conductance (electrocution checks and shit) |
slowdown | How much clothing is slowing you down. Negative values speeds you up |
table_setup | checks if the item is set up in the table or not |
time_to_equip | set to ticks it takes to equip a worn suit. |
time_to_unequip | set to ticks it takes to unequip a worn suit. |
unequip_sounds | Sounds played when this item is unequipped |
uniform_restricted | Need to wear this uniform to equip this |
vision_impair | Vision impairing effect if worn on head/mask/glasses. |
worn_x_dimension | Allows for bigger than 32x32 sprites. |
zoom | 1 if item is actively being used to zoom. For scoped guns and binoculars. |
zoom_initial_mob_dir | the initial dir the mob faces when it zooms in |
zoomdevicename | name used for message when binoculars/scope is used |
Procs | |
MouseDrop | Grab item when its placed on table |
dig_out_shrapnel_check | For digging shrapnel out of OTHER people, not yourself. Triggered by human/attackby() so target is definitely human. User might not be. |
get_camera | returns the overwatch camera the human is wearing |
get_garb_overlay | Generates an image overlay based on the provided override_icon_state (handles prefixing for PREFIX_HAT_GARB_OVERRIDE and PREFIX_HELMET_GARB_OVERRIDE) |
hands_swapped | Called by /mob/living/carbon/swap_hand() when hands are swapped |
is_valid_slot | Checks if an item can be put in a slot (string) based on their slot flags (bit flags) |
select_gamemode_skin | Global item proc for all of your unique item skin needs. Works with any item, and will change the skin to whatever you specify here. You can also manually override the icon with a unique skin if wanted, for the outlier cases. Override_icon_state should be a list. Generally requires NO_GAMEMODE_SKIN to not be set for changes to be applied. |
set_to_table | Set the item up on a table. @param target: table which is being used to host the item. |
teardown | Called to reset the state of the item to not be settled on the table. |
Var Details
actions
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list of /datum/action's that this item has.
actions_types
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list of paths of action datums to give to the item on New().
allowed
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suit storage stuff.
appearance_flags
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taken from blood.dm
attack_verb
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Used in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]"
blood_color
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color of the blood on us if there's any.
blood_overlay
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this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
contained_sprite
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When set to true, every single sprite can be found in the one icon .dmi, rather than being spread into onmobs, inhands, and objects
demolition_mod
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A multiplier to an object's force when used against a stucture.
drop_sound
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Sound to be played when item is dropped
drop_vary
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Whether the drop sound will vary in pitch/frequency
dropvol
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Volume of drop sound
edge
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whether this item is more likely to dismember
equip_sounds
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Sounds played when this item is equipped
fire_intensity_resistance
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Used for stepping onto flame and seeing how much dmg you take and if you're ignited.
flags_armor_protection
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see setup.dm for appropriate bit flags
flags_cold_protection
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flags which determine which body parts are protected from cold. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm
flags_equip_slot
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This is used to determine on which slots an item can fit.
flags_heat_protection
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flags which determine which body parts are protected from heat. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm
flags_inv_hide
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This flag is used to determine when items in someone's inventory cover others. IE helmets making it so you can't see glasses, etc.
flags_inventory
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This flag is used for various clothing/equipment item stuff
flags_item
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flags for item stuff that isn't clothing/equipping specific.
force_overlays_on
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bypass any species specific OnMob overlay blockers
gas_transfer_coefficient
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for leaking gas from turf to mask and vice-versa (for masks right now, but at some point, i'd like to include space helmets)
ground_offset_x
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How much to offset the item randomly either way alongside X visually
ground_offset_y
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How much to offset the item randomly either way alongside Y visually
has_special_table_placement
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checks if the item will be specially placed on the table
heat_source
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whether this item is a source of heat, and how hot it is (in Kelvin).
hitsound
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Play this when you thwack someone with the item
hud_offset
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Adjusts the item's position in the HUD, currently only by guns with stock/barrel attachments.
icon_override
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Used to override hardcoded ON-MOB clothing dmis in human clothing proc (i.e. not the icon_state sprites).
inhand_x_dimension
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Allows for bigger than 32x32 sprites, these govern inhand sprites. (Like a longer sword that's normal-sized on your back)
is_objective
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lets us know if the item is an objective or not
item_state_slots
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overrides the default
locked_to_mob
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If the item uses flag MOB_LOCK_ON_PICKUP, this is the mob owner reference.
map_specific_decoration
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If item should have a map specific camo icon
max_heat_protection_temperature
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Set this variable to determine up to which temperature (IN KELVIN) the item protects against heat damage. Keep at null to disable protection. Only protects areas set by flags_heat_protection flags
min_cold_protection_temperature
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Set this variable to determine down to which temperature (IN KELVIN) the item protects against cold damage. 0 is NOT an acceptable number due to if(varname) tests!! Keep at null to disable protection. Only protects areas set by flags_cold_protection flags
pickup_sound
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Sound to be played when item is picked up
pickup_vary
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Whether the pickup sound will vary in pitch/frequency
pickupvol
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Volume of pickup sound
preferred_storage
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Special storages this item prioritizes
pry_capable
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whether this item can be used to pry things open.
sharp
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whether this item cuts
siemens_coefficient
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for electrical admittance/conductance (electrocution checks and shit)
slowdown
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How much clothing is slowing you down. Negative values speeds you up
table_setup
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checks if the item is set up in the table or not
time_to_equip
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set to ticks it takes to equip a worn suit.
time_to_unequip
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set to ticks it takes to unequip a worn suit.
unequip_sounds
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Sounds played when this item is unequipped
uniform_restricted
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Need to wear this uniform to equip this
vision_impair
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Vision impairing effect if worn on head/mask/glasses.
worn_x_dimension
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Allows for bigger than 32x32 sprites.
zoom
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1 if item is actively being used to zoom. For scoped guns and binoculars.
zoom_initial_mob_dir
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the initial dir the mob faces when it zooms in
zoomdevicename
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name used for message when binoculars/scope is used
Proc Details
MouseDrop
Grab item when its placed on table
dig_out_shrapnel_check
For digging shrapnel out of OTHER people, not yourself. Triggered by human/attackby() so target is definitely human. User might not be.
get_camera
returns the overwatch camera the human is wearing
get_garb_overlay
Generates an image overlay based on the provided override_icon_state (handles prefixing for PREFIX_HAT_GARB_OVERRIDE and PREFIX_HELMET_GARB_OVERRIDE)
hands_swapped
Called by /mob/living/carbon/swap_hand() when hands are swapped
is_valid_slot
Checks if an item can be put in a slot (string) based on their slot flags (bit flags)
select_gamemode_skin
Global item proc for all of your unique item skin needs. Works with any item, and will change the skin to whatever you specify here. You can also manually override the icon with a unique skin if wanted, for the outlier cases. Override_icon_state should be a list. Generally requires NO_GAMEMODE_SKIN to not be set for changes to be applied.
Returns whether changes were applied.
set_to_table
Set the item up on a table. @param target: table which is being used to host the item.
teardown
Called to reset the state of the item to not be settled on the table.