byond - Modules - TypesVar Details - Proc Details

item

Vars

actionslist of /datum/action's that this item has.
actions_typeslist of paths of action datums to give to the item on New().
allowedsuit storage stuff.
appearance_flagstaken from blood.dm
attack_verbUsed in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]"
blood_colorcolor of the blood on us if there's any.
blood_overlaythis saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
contained_spriteWhen set to true, every single sprite can be found in the one icon .dmi, rather than being spread into onmobs, inhands, and objects
drop_soundSound to be played when item is dropped
drop_varyWhether the drop sound will vary in pitch/frequency
dropvolVolume of drop sound
edgewhether this item is more likely to dismember
equip_soundsSounds played when this item is equipped
fire_intensity_resistanceUsed for stepping onto flame and seeing how much dmg you take and if you're ignited.
flags_armor_protectionsee setup.dm for appropriate bit flags
flags_cold_protectionflags which determine which body parts are protected from cold. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm
flags_equip_slotThis is used to determine on which slots an item can fit.
flags_heat_protectionflags which determine which body parts are protected from heat. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm
flags_inv_hideThis 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_inventoryThis flag is used for various clothing/equipment item stuff
flags_itemflags for item stuff that isn't clothing/equipping specific.
gas_transfer_coefficientfor 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_placementchecks if the item will be specially placed on the table
heat_sourcewhether this item is a source of heat, and how hot it is (in Kelvin).
hitsoundPlay this when you thwack someone with the item
hud_offsetAdjusts the item's position in the HUD, currently only by guns with stock/barrel attachments.
icon_overrideUsed to override hardcoded ON-MOB clothing dmis in human clothing proc (i.e. not the icon_state sprites).
inhand_x_dimensionAllows for bigger than 32x32 sprites, these govern inhand sprites. (Like a longer sword that's normal-sized on your back)
is_objectivelets us know if the item is an objective or not
item_state_slotsoverrides the default
locked_to_mobIf the item uses flag MOB_LOCK_ON_PICKUP, this is the mob owner reference.
max_heat_protection_temperatureSet 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_temperatureSet 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_coefficientfor chemicals/diseases
pickup_soundSound to be played when item is picked up
pickup_varyWhether the pickup sound will vary in pitch/frequency
pickupvolVolume of pickup sound
pry_capablewhether this item can be used to pry things open.
sharpwhether this item cuts
siemens_coefficientfor electrical admittance/conductance (electrocution checks and shit)
slowdownHow much clothing is slowing you down. Negative values speeds you up
table_setupchecks if the item is set up in the table or not
time_to_equipset to ticks it takes to equip a worn suit.
time_to_unequipset to ticks it takes to unequip a worn suit.
unequip_soundsSounds played when this item is unequipped
uniform_restrictedNeed to wear this uniform to equip this
vision_impairVision impairing effect if worn on head/mask/glasses.
worn_x_dimensionAllows for bigger than 32x32 sprites.
zoom1 if item is actively being used to zoom. For scoped guns and binoculars.
zoom_initial_mob_dirthe initial dir the mob faces when it zooms in
zoomdevicenamename used for message when binoculars/scope is used

Procs

MouseDropGrab item when its placed on table
dig_out_shrapnel_checkFor digging shrapnel out of OTHER people, not yourself. Triggered by human/attackby() so target is definitely human. User might not be.
is_valid_slotChecks if an item can be put in a slot (string) based on their slot flags (bit flags)
set_to_tableSet the item up on a table. @param target: table which is being used to host the item.
teardownCalled 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.