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.
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
material_alterationWill apply the flagged modifications to the object
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.
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.

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_reagents_overlay@params:
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.
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.

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

material_alteration

Will apply the flagged modifications to the object

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.

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.

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_reagents_overlay

@params:

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.

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.