item 
Vars | |
_base_attack_force | Base force value; generally, the damage output if used one-handed by a medium mob (human) and made of steel. |
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_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. |
Procs | |
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. |
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:
- state_prefix as text: if non-null, this string is prepended to the reagent overlay state, typically world/inventory/etc @returns:
- reagent_overlay as /image|null - the overlay image representing the reagents in this object
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.