Space Station 13 - Nebula13 - Modules - TypesVar Details - Proc Details

item

Vars

_base_attack_forceBase force value; generally, the damage output if used one-handed by a medium mob (human) and made of steel.
_cached_attack_forceTracking var for base attack value with material modifiers, to save recalculating 200 times.
_hardness_force_factorHow much of our overall damage is influenced by material hardness?
_thrown_force_multiplierMultiplier to the base thrown force based on the material per above.
_weight_force_factorHow much of our overall damage is influenced by material weight?
_wielded_force_multiplierMultiplier to total base damage from weapon and material if the weapon is wieldable and held in two hands.
can_be_twohandedVars relating to wielding the item with two or more hands.
canremoveIf TRUE, the item cannot be removed except via destruction or using the force flag in unequip procs.
coating_overlaythis saves our blood splatter/coating overlay, which will be processed not to go over the edges of the sprite.
cold_protectionflags which determine which body parts are protected from cold. Use the SLOT_HEAD, SLOT_UPPER_BODY, SLOT_LOWER_BODY, etc. flags. See setup.dm
contaminatedFlag for ZAS based contamination (chlorine etc)
decorationsAssoc list of decoration instances to metadata, ie. decorations[GET_DECL(/decl/item_decoration/inset)] = list("color" = COLOR_RED, "material" = GET_DECL(/decl/material/foo))
draw_on_mob_when_equippedSet to false to skip state checking and never draw an icon on the mob (except when held)
drop_soundSound uses when dropping the item, or when its thrown.
equip_soundSound used when equipping the item into a valid slot
heat_protectionflags which determine which body parts are protected from heat. Use the SLOT_HEAD, SLOT_UPPER_BODY, SLOT_LOWER_BODY, etc. flags. See setup.dm
material_alterationWill apply the flagged modifications to the object
material_armor_multiplierif set, item will use material's armor values multiplied by this.
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 heat_protection flags.
max_pressure_protectionSet this variable if the item protects its wearer against high pressures below an upper bound. Keep at null to disable protection.
min_cold_protection_temperatureSet this variable to determine down to which temperature (IN KELVIN) the item protects against cold damage. Keep at null to disable protection. Only protects areas set by cold_protection flags
min_pressure_protectionSet this variable if the item protects its wearer against low pressures above a lower bound. Keep at null to disable protection. 0 represents protection against hard vacuum.
name_prefixSet to prefix name with this string ('woven' for 'woven basket' etc)
needs_attack_dexterityWhat dexterity is required to attack with this item?
no_attack_logIf it's an item we don't want to log attack_logs with, set this to TRUE
pickup_soundSound uses when picking the item up (into your hands)
replaced_in_loadoutUsed when this item is replaced by a loadout item. If TRUE, loadout places src in wearer's storage. If FALSE, src is deleted.
slot_flagsThis is used to determine on which slots an item can fit.
slowdown_accessoryAn additional slowdown amount, contributed by accessories attached to this item. Not to be confused with /obj/item/clothing/var/accessory_slowdown.
slowdown_per_slotHow much this item slows its holder down, based on the slot it's in. This is an associative list: slot_string = slowdown
sprite_sheetsAssoc list of bodytype category to icon for producing onmob overlays when this item is held or worn.
watertightCan this object leak into water sources?
weapon_can_knock_proneCan this item knock someone out if used as a weapon? Overridden for natural weapons as a nerf to simplemobs.
zoomif the item is actively being used to zoom. For scoped guns and binoculars.

Procs

can_be_picked_upWhether this item can be picked up. Primarily exists to be overridden to prevent, e.g. accessories from being removed by clicking on them while worn.
can_take_wear_damageWhether the object will take wear damage when used as a weapon.
get_any_equipped_slotGets the inventory slot string ID for the mob whose contents we're in, if any. Checks both equipped and held item slots.
get_any_equipped_slot_datumA counterpart to get_any_equipped_slot_for_item that returns the slot datum rather than the slot name. Checks both equipped and held item slots.
get_equipped_slotGets the equipment (worn) slot string ID for the mob whose contents we're in, if any. Does not include held slots.
get_equipped_slot_datumA helper that returns the slot datum rather than the slot name. Does not include held slots. Saves unnecessary duplicate ismob checks and loc casts.
get_held_slotGets the held item slot string ID for the mob whose contents we're in, if any. Does not include worn slots.
get_reagents_overlay@params:
get_required_attack_dexterityReturns a dexterity value required to use this item as a weapon.
get_striking_materialWhat material are we using when we hit things? Params: mob/user (the mob striking something with src) atom/target (the atom being struck with src)
get_tool_propertyReturns the property's value for a givent archetype.
loadout_should_keepUsed to handle equipped icons overwritten by custom loadout. If TRUE, loadout places src in wearer's storage. If FALSE, src is deleted by loadout.
on_disarm_attemptOccurs when a disarm attempt fails a skill check, resulting in the attacker being damaged. Return TRUE to block further checks for other objects.
set_tool_propertySet the property for the given tool archetype to the specified value.
take_damageBasic damage handling for items. Returns the amount of damage taken after armor if the item was damaged.

Var Details

_base_attack_force

Base force value; generally, the damage output if used one-handed by a medium mob (human) and made of steel.

_cached_attack_force

Tracking var for base attack value with material modifiers, to save recalculating 200 times.

_hardness_force_factor

How much of our overall damage is influenced by material hardness?

_thrown_force_multiplier

Multiplier to the base thrown force based on the material per above.

_weight_force_factor

How much of our overall damage is influenced by material weight?

_wielded_force_multiplier

Multiplier to total base damage from weapon and material if the weapon is wieldable and held in two hands.

can_be_twohanded

Vars relating to wielding the item with two or more hands.

canremove

If TRUE, the item cannot be removed except via destruction or using the force flag in unequip procs.

coating_overlay

this saves our blood splatter/coating overlay, which will be processed not to go over the edges of the sprite.

cold_protection

flags which determine which body parts are protected from cold. Use the SLOT_HEAD, SLOT_UPPER_BODY, SLOT_LOWER_BODY, etc. flags. See setup.dm

contaminated

Flag for ZAS based contamination (chlorine etc)

decorations

Assoc list of decoration instances to metadata, ie. decorations[GET_DECL(/decl/item_decoration/inset)] = list("color" = COLOR_RED, "material" = GET_DECL(/decl/material/foo))

draw_on_mob_when_equipped

Set to false to skip state checking and never draw an icon on the mob (except when held)

drop_sound

Sound uses when dropping the item, or when its thrown.

equip_sound

Sound used when equipping the item into a valid slot

heat_protection

flags which determine which body parts are protected from heat. Use the SLOT_HEAD, SLOT_UPPER_BODY, SLOT_LOWER_BODY, etc. flags. See setup.dm

material_alteration

Will apply the flagged modifications to the object

material_armor_multiplier

if set, item will use material's armor values multiplied by this.

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.

max_pressure_protection

Set this variable if the item protects its wearer against high pressures below an upper bound. Keep at null to disable protection.

min_cold_protection_temperature

Set this variable to determine down to which temperature (IN KELVIN) the item protects against cold damage. Keep at null to disable protection. Only protects areas set by cold_protection flags

min_pressure_protection

Set this variable if the item protects its wearer against low pressures above a lower bound. Keep at null to disable protection. 0 represents protection against hard vacuum.

name_prefix

Set to prefix name with this string ('woven' for 'woven basket' etc)

needs_attack_dexterity

What dexterity is required to attack with this item?

no_attack_log

If it's an item we don't want to log attack_logs with, set this to TRUE

pickup_sound

Sound uses when picking the item up (into your hands)

replaced_in_loadout

Used when this item is replaced by a loadout item. If TRUE, loadout places src in wearer's storage. If FALSE, src is deleted.

slot_flags

This is used to determine on which slots an item can fit.

slowdown_accessory

An additional slowdown amount, contributed by accessories attached to this item. Not to be confused with /obj/item/clothing/var/accessory_slowdown.

slowdown_per_slot

How much this item slows its holder down, based on the slot it's in. This is an associative list: slot_string = slowdown

sprite_sheets

Assoc list of bodytype category to icon for producing onmob overlays when this item is held or worn.

watertight

Can this object leak into water sources?

weapon_can_knock_prone

Can this item knock someone out if used as a weapon? Overridden for natural weapons as a nerf to simplemobs.

zoom

if the item is actively being used to zoom. For scoped guns and binoculars.

Proc Details

can_be_picked_up

Whether this item can be picked up. Primarily exists to be overridden to prevent, e.g. accessories from being removed by clicking on them while worn.

can_take_wear_damage

Whether the object will take wear damage when used as a weapon.

get_any_equipped_slot

Gets the inventory slot string ID for the mob whose contents we're in, if any. Checks both equipped and held item slots.

get_any_equipped_slot_datum

A counterpart to get_any_equipped_slot_for_item that returns the slot datum rather than the slot name. Checks both equipped and held item slots.

get_equipped_slot

Gets the equipment (worn) slot string ID for the mob whose contents we're in, if any. Does not include held slots.

get_equipped_slot_datum

A helper that returns the slot datum rather than the slot name. Does not include held slots. Saves unnecessary duplicate ismob checks and loc casts.

get_held_slot

Gets the held item slot string ID for the mob whose contents we're in, if any. Does not include worn slots.

get_reagents_overlay

@params:

get_required_attack_dexterity

Returns a dexterity value required to use this item as a weapon.

get_striking_material

What material are we using when we hit things? Params: mob/user (the mob striking something with src) atom/target (the atom being struck with src)

get_tool_property

Returns the property's value for a givent archetype.

loadout_should_keep

Used to handle equipped icons overwritten by custom loadout. If TRUE, loadout places src in wearer's storage. If FALSE, src is deleted by loadout.

on_disarm_attempt

Occurs when a disarm attempt fails a skill check, resulting in the attacker being damaged. Return TRUE to block further checks for other objects.

set_tool_property

Set the property for the given tool archetype to the specified value.

take_damage

Basic damage handling for items. Returns the amount of damage taken after armor if the item was damaged.