Shiptest 13 - 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().
allowedWhat objects the suit storage can store
alternate_worn_layerForced mob worn layer instead of the standard preferred ssize.
armour_penetrationpercentage of armour effectiveness to remove
attack_verbUsed in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]"
body_parts_coveredWhat body parts are covered by the clothing when you wear it
breakouttimeHow long it takes to resist out of the item (cuffs and such)
cold_protectionflags which determine which body parts are protected from cold. [See here][HEAD]
dog_fashionReference 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_soundSound uses when dropping the item, or when its thrown.
dye_colorUsed 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_keyWhat dye registry should be looked at when dying this item; see washing_machine.dm
embeddingDoes it embed and if yes, what kind of embed
equip_delay_otherIn deciseconds, how long an item takes to put on another person
equip_delay_selfIn deciseconds, how long an item takes to equip; counts only for normal clothing slots, not pockets etc.
equip_soundSound used when equipping the item into a valid slot
flags_coverfor flags such as [GLASSESCOVERSEYES]
flags_invThis 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_stringstring form of an item's force. Edit this var only to set a custom force string
gas_transfer_coefficientLiterally does nothing right now
greyscale_colorsNeeds to follow this syntax: either a list() with the x and y coordinates of the pixel you want to get the colour from, or a hexcolour. Colour one replaces red, two replaces green, and three replaces blue in the icon state.
greyscale_icon_stateNeeds to be a RGB-greyscale format icon state in all species' clothing icon files.
grind_resultsGrinder 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_protectionflags which determine which body parts are protected from heat. [See here][HEAD]
hitsoundSound played when you hit something with the item
inhand_x_dimensionSame as for worn_x_dimension but for inhands, uses the lefthand_ and righthand_ file vars
inhand_y_dimensionSame as for worn_y_dimension but for inhands, uses the lefthand_ and righthand_ file vars
interaction_flags_itemflags for what should be done when you click on the item, default is picking it up
inventory_stateHandled by world_icon element
item_colorUsed in picking icon_states based on the string color here. Also used for cables or something. This could probably do with being deprecated.
item_flagsItem flags for the item
item_stateicon state name for inhand overlays
kepori_override_iconIf set, kepori wearing this use this instead of their clothing file
lefthand_fileIcon file for left hand inhand overlays
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
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 cold_protection flags
mob_overlay_iconIcon file for mob worn overlays.
mob_overlay_stateicon state for mob worn overlays, if null the normal icon_state will be used.
mob_throw_hit_soundUsed when yate into a mob
mouse_drag_pointerthe icon to indicate this object is being dragged
permeability_coefficientHow likely a disease or chemical is to get through a piece of clothing
pickup_soundSound uses when picking the item up (into your hands)
power_use_amountHow much power would this item use?
reachIn tiles, how far this weapon can reach; 1 for adjacent, which is default
restricted_bodytypesA bitfield of bodytypes that the item cannot be worn by.
righthand_fileIcon file for right inhand overlays
sharpnessAll items with sharpness of IS_SHARP or higher will automatically get the butchering component.
siemens_coefficientfor electrical admittance/conductance (electrocution checks and shit)
slot_equipment_priorityThe 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_flagsThis is used to determine on which slots an item can fit.
slowdownHow much clothing is slowing you down. Negative values speeds you up
species_exceptionlist() 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
stealthy_audioWhether or not we use stealthy audio levels for this item's attack sounds
strip_delayIn deciseconds, how long an item takes to remove from another person
supports_variationsThis is a bitfield that defines what variations exist for bodyparts like Digi legs.
thrownbyA weakref to the mob who threw the item
tool_behaviourHow a tool acts when you use it on something, such as wirecutters cutting wires while multitools measure power
toolspeedHow fast does the tool work
transparent_protectionyou can see someone's mask through their transparent visor, but you can't reach it
trigger_guardDetermines who can shoot this
undyeableWhether the item is unaffected by standard dying.
usesoundPlayed when the item is used, for example tools
vox_override_iconIf set, vox wearing this use this instead of their clothing file
w_classWeight class for how much storage capacity it uses and how big it physically is meaning storages can't hold it if their maximum weight class isn't as high as it.
w_volumeVolume override for the item, otherwise automatically calculated from w_class.
wall_decon_damagehow much damage does this item do when tearing down walls during deconstruction steps?
world_fileIf set it will add a world icon using item_state
world_stateHandled by world_icon element
worn_x_dimensionDimensions 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_dimensionDimensions 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_offsetWorn overlay will be shifted by this along y axis

Procs

IsReflectThis proc determines if and at what an object will reflect energy projectiles if it's in l_hand,r_hand or wear_suit
add_item_actionAdds an item action to our list of item actions. Item actions are actions linked to our item, that are granted to mobs who equip us. This also ensures that the actions are properly tracked in the actions list and removed if they're deleted. Can be be passed a typepath of an action or an instance of an action.
afterattackLast proc in the /obj/item/proc/melee_attack_chain
attackCalled from [/mob/living/attackby]
attack_objThe equivalent of the standard version of /obj/item/proc/attack but for object targets.
attack_qdeletedCalled if the target gets deleted by our attack
attack_selfCalled when the item is in the active hand, and clicked; alternately, there is an 'activate held object' verb or you can hit pagedown.
attackby_storage_insertWhether or not this item can be put into a storage item through attackby
disableEmbeddingFor 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.
equippedcalled after an item is placed in an equipment slot
failedEmbedIn case we want to do something special (like self delete) upon failing to embed in something, return true
get_part_ratingReturns a numeric value for sorting items used as parts in machines, so they can be replaced by the rped
get_sharpnessReturns the sharpness of src. If you want to get the sharpness of an item use this.
get_temperatureReturns the temperature of src. If you want to know if an item is hot use this proc.
get_w_volumeGet an item's volume that it uses when being stored.
get_writing_implement_detailsReturns null if this object cannot be used to interact with physical writing mediums such as paper. Returns a list of key attributes for this object interacting with paper otherwise.
give_item_actionGives one of our item actions to a mob, when equipped to a certain slot
grant_action_to_bearerGrant the action to anyone who has this item equipped to an appropriate slot
interactResearch 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
isEmbedHarmlessDoes 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_checkSometimes we only want to grant the item's action if it's equipped in a specific slot.
item_use_powerUse the power of an attached component that posesses power handling, will return the signal bitflag.
melee_attack_chainThis is the proc that handles the order of an item_attack.
mob_can_equipthe 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_action_deletedCalled when an action associated with our item is deleted
on_foundcalled when "found" in pockets and storage items. Returns 1 if the search should end.
on_grindCalled 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_offer_takenAn interrupt for someone trying to accept an offered item, called mainly from /mob/living/carbon/proc/take, in case you want to run your own take behavior instead.
on_offeredAn interrupt for offering an item to other people, called mainly from /mob/living/carbon/proc/give, in case you want to run your own offer behavior instead.
on_thrownCalled 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.
pickupcalled just as an item is picked up (loc is not yet changed)
play_tool_soundPlays item's usesound, if any.
pre_attackCalled on the item before it hits something
remove_item_actionRemoves an instance of an action from our list of item actions.
tool_check_callbackUsed in a callback that is passed by use_tool into do_after call. Do not override, do not call manually.
tool_start_checkCalled 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_checkA check called by /obj/item/proc/tool_start_check once, and by use_tool on every tick of delay.
tryEmbedtryEmbed() 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_clickThis 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.
unique_actionIntended for interactions with guns, like racking
updateEmbeddingFor 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.
useGeneric use proc. Depending on the item, it uses up fuel, charges, sheets, etc. Returns TRUE on success, FALSE on failure.
use_toolCalled when a mob tries to use the item as a tool.Handles most checks.
visual_equippedTo be overwritten to only perform visual tasks; this is directly called instead of equipped on visual-only features like human dummies equipping outfits.

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 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

greyscale_colors

Needs to follow this syntax: either a list() with the x and y coordinates of the pixel you want to get the colour from, or a hexcolour. Colour one replaces red, two replaces green, and three replaces blue in the icon state.

greyscale_icon_state

Needs to be a RGB-greyscale format icon state in all species' clothing icon files.

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

inventory_state

Handled by world_icon element

item_color

Used in picking icon_states based on the string color here. Also used for cables or something. This could probably do with being deprecated.

item_flags

Item flags for the item

item_state

icon state name for inhand overlays

kepori_override_icon

If set, kepori wearing this use this instead of their clothing file

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)

power_use_amount

How much power would this item use?

reach

In tiles, how far this weapon can reach; 1 for adjacent, which is default

restricted_bodytypes

A bitfield of bodytypes that the item cannot be worn by.

righthand_file

Icon file for right inhand overlays

sharpness

All items with sharpness of IS_SHARP 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

stealthy_audio

Whether or not we use stealthy audio levels for this item's attack sounds

strip_delay

In deciseconds, how long an item takes to remove from another person

supports_variations

This is a bitfield that defines what variations exist for bodyparts like Digi legs.

thrownby

A weakref to the mob 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

vox_override_icon

If set, vox wearing this use this instead of their clothing file

w_class

Weight class for how much storage capacity it uses and how big it physically is meaning storages can't hold it if their maximum weight class isn't as high as it.

w_volume

Volume override for the item, otherwise automatically calculated from w_class.

wall_decon_damage

how much damage does this item do when tearing down walls during deconstruction steps?

world_file

If set it will add a world icon using item_state

world_state

Handled by world_icon element

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

worn_y_offset

Worn overlay will be shifted by this along y axis

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

add_item_action

Adds an item action to our list of item actions. Item actions are actions linked to our item, that are granted to mobs who equip us. This also ensures that the actions are properly tracked in the actions list and removed if they're deleted. Can be be passed a typepath of an action or an instance of an action.

afterattack

Last proc in the /obj/item/proc/melee_attack_chain

Arguments:

attack

Called from [/mob/living/attackby]

Arguments:

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.

attackby_storage_insert

Whether or not this item can be put into a storage item through attackby

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:

failedEmbed

In case we want to do something special (like self delete) upon failing to embed in something, return true

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.

get_w_volume

Get an item's volume that it uses when being stored.

get_writing_implement_details

Returns null if this object cannot be used to interact with physical writing mediums such as paper. Returns a list of key attributes for this object interacting with paper otherwise.

give_item_action

Gives one of our item actions to a mob, when equipped to a certain slot

grant_action_to_bearer

Grant the action to anyone who has this item equipped to an appropriate slot

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.

item_use_power

Use the power of an attached component that posesses power handling, will return the signal bitflag.

melee_attack_chain

This is the proc that handles the order of an item_attack.

The order of procs called is:

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_action_deleted

Called when an action associated with our item is deleted

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_offer_taken

An interrupt for someone trying to accept an offered item, called mainly from /mob/living/carbon/proc/take, in case you want to run your own take behavior instead.

Return TRUE if you want to interrupt the taking.

Arguments: offerer - the person offering the item taker - the person trying to accept the offer

on_offered

An interrupt for offering an item to other people, called mainly from /mob/living/carbon/proc/give, in case you want to run your own offer behavior instead.

Return TRUE if you want to interrupt the offer.

Arguments: offerer - the person offering the item

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:

See: /obj/item/proc/melee_attack_chain

remove_item_action

Removes an instance of an action from our list of item actions.

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.

Arguments:

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.

unique_action

Intended for interactions with guns, like racking

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.

visual_equipped

To be overwritten to only perform visual tasks; this is directly called instead of equipped on visual-only features like human dummies equipping outfits.

This separation exists to prevent things like the monkey sentience helmet from polling ghosts while it's just being equipped as a visual preview for a dummy.