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 | What objects the suit storage can store |
alternate_worn_layer | Forced mob worn layer instead of the standard preferred ssize. |
armour_penetration | percentage of armour effectiveness to remove |
attack_verb | Used in atom/proc/attackby to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]" |
body_parts_covered | What body parts are covered by the clothing when you wear it |
breakouttime | How long it takes to resist out of the item (cuffs and such) |
cold_protection | flags which determine which body parts are protected from cold. [See here][HEAD] |
dog_fashion | Reference to the datum that determines whether dogs can wear the item: Needs to be in /obj/item because corgis can wear a lot of non-clothing items |
drop_sound | Sound uses when dropping the item, or when its thrown. |
dye_color | Used as the dye color source in the washing machine only (at the moment). Can be a hex color or a key corresponding to a registry entry, see washing_machine.dm |
dying_key | What dye registry should be looked at when dying this item; see washing_machine.dm |
embedding | Does it embed and if yes, what kind of embed |
equip_delay_other | In deciseconds, how long an item takes to put on another person |
equip_delay_self | In deciseconds, how long an item takes to equip; counts only for normal clothing slots, not pockets etc. |
equip_sound | Sound used when equipping the item into a valid slot |
flags_cover | for flags such as [GLASSESCOVERSEYES] |
flags_inv | 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. |
force_string | string form of an item's force. Edit this var only to set a custom force string |
gas_transfer_coefficient | Literally does nothing right now |
grind_results | Grinder var:A reagent list containing the reagents this item produces when ground up in a grinder - this can be an empty list to allow for reagent transferring only |
heat_protection | flags which determine which body parts are protected from heat. [See here][HEAD] |
hitsound | Sound played when you hit something with the item |
inhand_x_dimension | Same as for worn_x_dimension but for inhands, uses the lefthand_ and righthand_ file vars |
inhand_y_dimension | Same as for worn_y_dimension but for inhands, uses the lefthand_ and righthand_ file vars |
interaction_flags_item | flags for what should be done when you click on the item, default is picking it up |
item_flags | Item flags for the item |
item_state | icon state name for inhand overlays |
lefthand_file | Icon file for left hand inhand overlays |
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 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 cold_protection flags |
mob_overlay_icon | Icon file for mob worn overlays. |
mob_overlay_state | icon state for mob worn overlays, if null the normal icon_state will be used. |
mob_throw_hit_sound | Used when yate into a mob |
mouse_drag_pointer | the icon to indicate this object is being dragged |
permeability_coefficient | How likely a disease or chemical is to get through a piece of clothing |
pickup_sound | Sound uses when picking the item up (into your hands) |
reach | In tiles, how far this weapon can reach; 1 for adjacent, which is default |
righthand_file | Icon file for right inhand overlays |
sharpness | All items with sharpness of SHARP_EDGED or higher will automatically get the butchering component. |
siemens_coefficient | for electrical admittance/conductance (electrocution checks and shit) |
slot_equipment_priority | The list of slots by priority. equip_to_appropriate_slot() uses this list. Doesn't matter if a mob type doesn't have a slot. For default list, see /mob/proc/equip_to_appropriate_slot |
slot_flags | This is used to determine on which slots an item can fit. |
slowdown | How much clothing is slowing you down. Negative values speeds you up |
species_exception | list() of species types, if a species cannot put items in a certain slot, but species type is in list, it will be able to wear that item |
strip_delay | In deciseconds, how long an item takes to remove from another person |
thrownby | Who threw the item |
tool_behaviour | How a tool acts when you use it on something, such as wirecutters cutting wires while multitools measure power |
toolspeed | How fast does the tool work |
transparent_protection | you can see someone's mask through their transparent visor, but you can't reach it |
trigger_guard | Determines who can shoot this |
undyeable | Whether the item is unaffected by standard dying. |
usesound | Played when the item is used, for example tools |
w_class | How large is the object, used for stuff like whether it can fit in backpacks or not |
worn_x_dimension | Dimensions of the icon file used when this item is worn, eg: hats.dmi (32x32 sprite, 64x64 sprite, etc.). Allows inhands/worn sprites to be of any size, but still centered on a mob properly |
worn_y_dimension | Dimensions of the icon file used when this item is worn, eg: hats.dmi (32x32 sprite, 64x64 sprite, etc.). Allows inhands/worn sprites to be of any size, but still centered on a mob properly |
Procs | |
IsReflect | This proc determines if and at what an object will reflect energy projectiles if it's in l_hand,r_hand or wear_suit |
afterattack | Last proc in the /obj/item/proc/melee_attack_chain |
attack | Called from [/mob/living/attackby] |
attack_obj | The equivalent of the standard version of /obj/item/proc/attack but for object targets. |
attack_qdeleted | Called if the target gets deleted by our attack |
attack_self | Called when the item is in the active hand, and clicked; alternately, there is an 'activate held object' verb or you can hit pagedown. |
disableEmbedding | For when you want to disable an item's embedding capabilities (like transforming weapons and such), this proc will detach any active embed elements from it. |
equipped | called after an item is placed in an equipment slot |
failedEmbed | In case we want to do something special (like self delete) upon failing to embed in something. |
get_part_rating | Returns a numeric value for sorting items used as parts in machines, so they can be replaced by the rped |
get_sharpness | Returns the sharpness of src. If you want to get the sharpness of an item use this. |
get_temperature | Returns the temperature of src. If you want to know if an item is hot use this proc. |
interact | Research prospects, including boostable nodes and point values. Deliver to a console to know whether the boosts have already been used. Separator between the items on the list Nodes that can be boosted |
isEmbedHarmless | Does the current embedding var meet the criteria for being harmless? Namely, does it have a pain multiplier and jostle pain mult of 0? If so, return true. |
item_action_slot_check | sometimes we only want to grant the item's action if it's equipped in a specific slot. |
melee_attack_chain | This is the proc that handles the order of an item_attack. |
mob_can_equip | the mob M is attempting to equip this item into the slot passed through as 'slot'. Return 1 if it can do this and 0 if it can't. if this is being done by a mob other than M, it will include the mob equipper, who is trying to equip the item to mob M. equipper will be null otherwise. If you are making custom procs but would like to retain partial or complete functionality of this one, include a 'return ..()' to where you want this to happen. Arguments: |
on_found | called when "found" in pockets and storage items. Returns 1 if the search should end. |
on_grind | Called BEFORE the object is ground up - use this to change grind results based on conditions. Use "return -1" to prevent the grinding from occurring |
on_thrown | Called by the carbon throw_item() proc. Returns null if the item negates the throw, or a reference to the thing to suffer the throw else. |
pickup | called just as an item is picked up (loc is not yet changed) |
play_tool_sound | Plays item's usesound, if any. |
pre_attack | Called on the item before it hits something |
suicide_act | *Makes cool stuff happen when you suicide with an item |
tool_check_callback | Used in a callback that is passed by use_tool into do_after call. Do not override, do not call manually. |
tool_start_check | Called before obj/item/proc/use_tool if there is a delay, or by obj/item/proc/use_tool if there isn't. Only ever used by welding tools and stacks, so it's not added on any other obj/item/proc/use_tool checks. |
tool_use_check | A check called by /obj/item/proc/tool_start_check once, and by use_tool on every tick of delay. |
tryEmbed | tryEmbed() is for when you want to try embedding something without dealing with the damage + hit messages of calling hitby() on the item while targetting the target. |
ui_action_click | This proc is executed when someone clicks the on-screen UI button. The default action is attack_self(). Checks before we get to here are: mob is alive, mob is not restrained, stunned, asleep, resting, laying, item is on the mob. |
updateEmbedding | For when you want to add/update the embedding on an item. Uses the vars in /obj/item/embedding, and defaults to config values for values that aren't set. Will automatically detach previous embed elements on this item. |
use | Generic use proc. Depending on the item, it uses up fuel, charges, sheets, etc. Returns TRUE on success, FALSE on failure. |
use_tool | Called when a mob tries to use the item as a tool.Handles most checks. |
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
What objects the suit storage can store
alternate_worn_layer
Forced mob worn layer instead of the standard preferred ssize.
armour_penetration
percentage of armour effectiveness to remove
attack_verb
Used in atom/proc/attackby to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]"
body_parts_covered
What body parts are covered by the clothing when you wear it
breakouttime
How long it takes to resist out of the item (cuffs and such)
cold_protection
flags which determine which body parts are protected from cold. [See here][HEAD]
dog_fashion
Reference to the datum that determines whether dogs can wear the item: Needs to be in /obj/item because corgis can wear a lot of non-clothing items
drop_sound
Sound uses when dropping the item, or when its thrown.
dye_color
Used as the dye color source in the washing machine only (at the moment). Can be a hex color or a key corresponding to a registry entry, see washing_machine.dm
dying_key
What dye registry should be looked at when dying this item; see washing_machine.dm
embedding
Does it embed and if yes, what kind of embed
equip_delay_other
In deciseconds, how long an item takes to put on another person
equip_delay_self
In deciseconds, how long an item takes to equip; counts only for normal clothing slots, not pockets etc.
equip_sound
Sound used when equipping the item into a valid slot
flags_cover
for flags such as [GLASSESCOVERSEYES]
flags_inv
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.
force_string
string form of an item's force. Edit this var only to set a custom force string
gas_transfer_coefficient
Literally does nothing right now
grind_results
Grinder var:A reagent list containing the reagents this item produces when ground up in a grinder - this can be an empty list to allow for reagent transferring only
heat_protection
flags which determine which body parts are protected from heat. [See here][HEAD]
hitsound
Sound played when you hit something with the item
inhand_x_dimension
Same as for worn_x_dimension but for inhands, uses the lefthand_ and righthand_ file vars
inhand_y_dimension
Same as for worn_y_dimension but for inhands, uses the lefthand_ and righthand_ file vars
interaction_flags_item
flags for what should be done when you click on the item, default is picking it up
item_flags
Item flags for the item
item_state
icon state name for inhand overlays
lefthand_file
Icon file for left hand inhand overlays
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 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 cold_protection flags
mob_overlay_icon
Icon file for mob worn overlays.
mob_overlay_state
icon state for mob worn overlays, if null the normal icon_state will be used.
mob_throw_hit_sound
Used when yate into a mob
mouse_drag_pointer
the icon to indicate this object is being dragged
permeability_coefficient
How likely a disease or chemical is to get through a piece of clothing
pickup_sound
Sound uses when picking the item up (into your hands)
reach
In tiles, how far this weapon can reach; 1 for adjacent, which is default
righthand_file
Icon file for right inhand overlays
sharpness
All items with sharpness of SHARP_EDGED or higher will automatically get the butchering component.
siemens_coefficient
for electrical admittance/conductance (electrocution checks and shit)
slot_equipment_priority
The list of slots by priority. equip_to_appropriate_slot() uses this list. Doesn't matter if a mob type doesn't have a slot. For default list, see /mob/proc/equip_to_appropriate_slot
slot_flags
This is used to determine on which slots an item can fit.
slowdown
How much clothing is slowing you down. Negative values speeds you up
species_exception
list() of species types, if a species cannot put items in a certain slot, but species type is in list, it will be able to wear that item
strip_delay
In deciseconds, how long an item takes to remove from another person
thrownby
Who threw the item
tool_behaviour
How a tool acts when you use it on something, such as wirecutters cutting wires while multitools measure power
toolspeed
How fast does the tool work
transparent_protection
you can see someone's mask through their transparent visor, but you can't reach it
trigger_guard
Determines who can shoot this
undyeable
Whether the item is unaffected by standard dying.
usesound
Played when the item is used, for example tools
w_class
How large is the object, used for stuff like whether it can fit in backpacks or not
worn_x_dimension
Dimensions of the icon file used when this item is worn, eg: hats.dmi (32x32 sprite, 64x64 sprite, etc.). Allows inhands/worn sprites to be of any size, but still centered on a mob properly
worn_y_dimension
Dimensions of the icon file used when this item is worn, eg: hats.dmi (32x32 sprite, 64x64 sprite, etc.). Allows inhands/worn sprites to be of any size, but still centered on a mob properly
Proc Details
IsReflect
This proc determines if and at what an object will reflect energy projectiles if it's in l_hand,r_hand or wear_suit
afterattack
Last proc in the /obj/item/proc/melee_attack_chain
Arguments:
- atom/target - The thing that was hit
- mob/user - The mob doing the hitting
- proximity_flag - is 1 if this afterattack was called on something adjacent, in your square, or on your person.
- click_parameters - is the params string from byond /atom/proc/Click code, see that documentation.
attack
Called from [/mob/living/attackby]
Arguments:
- mob/living/M - The mob being hit by this item
- mob/living/user - The mob hitting with this item
attack_obj
The equivalent of the standard version of /obj/item/proc/attack but for object targets.
attack_qdeleted
Called if the target gets deleted by our attack
attack_self
Called when the item is in the active hand, and clicked; alternately, there is an 'activate held object' verb or you can hit pagedown.
disableEmbedding
For when you want to disable an item's embedding capabilities (like transforming weapons and such), this proc will detach any active embed elements from it.
equipped
called after an item is placed in an equipment slot
Arguments:
- user is mob that equipped it
- slot uses the slot_X defines found in setup.dm for items that can be placed in multiple slots
- Initial is used to indicate whether or not this is the initial equipment (job datums etc) or just a player doing it
failedEmbed
In case we want to do something special (like self delete) upon failing to embed in something.
get_part_rating
Returns a numeric value for sorting items used as parts in machines, so they can be replaced by the rped
get_sharpness
Returns the sharpness of src. If you want to get the sharpness of an item use this.
get_temperature
Returns the temperature of src. If you want to know if an item is hot use this proc.
interact
Research prospects, including boostable nodes and point values. Deliver to a console to know whether the boosts have already been used. Separator between the items on the list Nodes that can be boosted
isEmbedHarmless
Does the current embedding var meet the criteria for being harmless? Namely, does it have a pain multiplier and jostle pain mult of 0? If so, return true.
item_action_slot_check
sometimes we only want to grant the item's action if it's equipped in a specific slot.
melee_attack_chain
This is the proc that handles the order of an item_attack.
The order of procs called is:
- /atom/proc/tool_act on the target. If it returns TRUE, the chain will be stopped.
- /obj/item/proc/pre_attack on src. If this returns TRUE, the chain will be stopped.
- /atom/proc/attackby on the target. If it returns TRUE, the chain will be stopped.
- /obj/item/proc/afterattack. The return value does not matter.
mob_can_equip
the mob M is attempting to equip this item into the slot passed through as 'slot'. Return 1 if it can do this and 0 if it can't. if this is being done by a mob other than M, it will include the mob equipper, who is trying to equip the item to mob M. equipper will be null otherwise. If you are making custom procs but would like to retain partial or complete functionality of this one, include a 'return ..()' to where you want this to happen. Arguments:
- disable_warning to TRUE if you wish it to not give you text outputs.
- slot is the slot we are trying to equip to
- equipper is the mob trying to equip the item
- bypass_equip_delay_self for whether we want to bypass the equip delay
on_found
called when "found" in pockets and storage items. Returns 1 if the search should end.
on_grind
Called BEFORE the object is ground up - use this to change grind results based on conditions. Use "return -1" to prevent the grinding from occurring
on_thrown
Called by the carbon throw_item() proc. Returns null if the item negates the throw, or a reference to the thing to suffer the throw else.
pickup
called just as an item is picked up (loc is not yet changed)
play_tool_sound
Plays item's usesound, if any.
pre_attack
Called on the item before it hits something
Arguments:
- atom/A - The atom about to be hit
- mob/living/user - The mob doing the htting
- params - click params such as alt/shift etc
See: /obj/item/proc/melee_attack_chain
suicide_act
*Makes cool stuff happen when you suicide with an item
*Outputs a creative message and then return the damagetype done
- Arguments:
-
- user: The mob that is suiciding
tool_check_callback
Used in a callback that is passed by use_tool into do_after call. Do not override, do not call manually.
tool_start_check
Called before obj/item/proc/use_tool if there is a delay, or by obj/item/proc/use_tool if there isn't. Only ever used by welding tools and stacks, so it's not added on any other obj/item/proc/use_tool checks.
tool_use_check
A check called by /obj/item/proc/tool_start_check once, and by use_tool on every tick of delay.
tryEmbed
tryEmbed() is for when you want to try embedding something without dealing with the damage + hit messages of calling hitby() on the item while targetting the target.
Really, this is used mostly with projectiles with shrapnel payloads, from /datum/element/embed/proc/checkEmbedProjectile, and called on said shrapnel. Mostly acts as an intermediate between different embed elements.
Returns TRUE if it embedded successfully, nothing otherwise
Arguments:
- target- Either a body part or a carbon. What are we hitting?
- forced- Do we want this to go through 100%?
ui_action_click
This proc is executed when someone clicks the on-screen UI button. The default action is attack_self(). Checks before we get to here are: mob is alive, mob is not restrained, stunned, asleep, resting, laying, item is on the mob.
updateEmbedding
For when you want to add/update the embedding on an item. Uses the vars in /obj/item/embedding, and defaults to config values for values that aren't set. Will automatically detach previous embed elements on this item.
use
Generic use proc. Depending on the item, it uses up fuel, charges, sheets, etc. Returns TRUE on success, FALSE on failure.
use_tool
Called when a mob tries to use the item as a tool.Handles most checks.