item
Vars | |
actions | list of /datum/action's that this item has. |
---|---|
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 |
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. |
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) |
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. |
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 |
permeability_coefficient | for chemicals/diseases |
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 |
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. |
is_valid_slot | Checks if an item can be put in a slot (string) based on their slot flags (bit flags) |
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
list of /datum/action's that this item has.
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
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.
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)
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.
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
permeability_coefficient
for chemicals/diseases
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
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
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.
is_valid_slot
Checks if an item can be put in a slot (string) based on their slot flags (bit flags)
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.