byond - 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 Initialize().
armor_protection_flagssee setup.dm for appropriate bit flags
attack_speedByond tick delay between left click attacks
attack_speed_alternateByond tick delay between right click alternate attacks
attack_verbUsed in attackby() to say how something was attacked "[x] [z.attack_verb] [y] with their [z]!" Should be in simple present tense!
blood_sprite_stateThe iconstate that the items use for blood on blood.dmi when drawn on the mob.
cold_protection_flagsflags which determine which body parts are protected from cold. Use the HEAD, CHEST, GROIN, etc. flags. See setup.dm
colorable_allowedSome defines to determine if the item is allowed to be recolored.
colorable_colorsoptional assoc list of colors we can color this item
current_variantCurrent variant selected.
edgewhether this item is more likely to dismember
equip_delay_otherHow long an item takes to put on another person
equip_delay_selfHow long it takes to equip this item yoursef
equip_slot_flagsThis is used to determine on which slots an item can fit.
gas_transfer_coefficientfor leaking gas from turf to mask and vice-versa (for masks right now, but at some point, i'd like to include space helmets)
heatwhether this item is a source of heat, and how hot it is (in Kelvin).
heat_protection_flagsflags which determine which body parts are protected from heat. Use the HEAD, CHEST, GROIN, etc. flags. See setup.dm
hitsoundsound this item makes when you hit something with it
icon_overrideoverrides the icon file which the item will be used to render on mob, if its in hands it will add _l or _r to the state depending if its on left or right hand.
icon_state_miniThe icon state used to represent this image in "icons/obj/items/items_mini.dmi" Used in /obj/item/storage/box/visual to display tiny items in the box
icon_state_variantsList of icon_state suffixes for item variants.
inhand_x_dimensionSame as for worn_x_dimension but for inhands.
inhand_x_offsetWorn nhand overlay will be shifted by this along x axis
inhand_y_dimensionSame as for worn_y_dimension but for inhands.
inhand_y_offsetWorn inhand overlay will be shifted by this along y axis
inv_hide_flagsThis flag is used to determine when items in someone's inventory cover others. IE helmets making it so you can't see glasses, etc.
inventory_flagsThis flag is used for various clothing/equipment item stuff
item_flagsflags for item stuff that isn't clothing/equipping specific.
item_state_worntells if the item shall use worn_icon_state for non-inhands, needed due to some items using worn_icon_state only for inhands and not worn.
last_equipped_slotLast slot that item was equipped to (aka sticky slot)
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 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 flags
permeability_coefficientfor chemicals/diseases
pry_capablewhether this item can be used to pry things open.
sharpwhether this item cuts
siemens_coefficientfor electrical admittance/conductance (electrocution checks and shit)
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
sprite_sheetsSpecies-specific sprites, concept stolen from Paradise//vg/. Ex: sprite_sheets = list("Combat Robot" = 'icons/mob/species/robot/backpack.dmi') If index term exists and icon_override is not set, this sprite sheet will be used.
strip_delayHow long an item takes to remove from another person
unequip_delay_selfHow long it takes to unequip this item yourself
w_classThe weight class being how big, mainly used for storage purposes
worn_icon_list
worn_icon_stateIcon state for mob worn overlays, if null the normal icon_state will be used.
worn_item_state_slots
worn_layerspecific layer for on-mob icon.
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_x_offsetWorn overlay will be shifted by this along x axis
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
zoomTRUE if item is actively being used to zoom. For scoped guns and binoculars.
zoom_allow_movementif you can move with the zoom on, only works if zoom_view_size is 7 otherwise CRASH() is called due to maptick performance reasons.
zoom_tile_offsethow much tiles the zoom offsets to the direction it zooms to.
zoom_viewsizehow much tiles the zoom zooms out, 7 is the default view.
zoomdevicenamename used for message when binoculars/scope is used

Procs

ai_should_useChecks if the AI can or should use this
ai_useAI uses this item in some manner, such as consuming or activating it
alternate_color_itemIs called when the item is alternate attacked by paint. Handles coloring any secondary colors that are registered to COMSIG_ITEM_SECONDARY_COLOR
apply_accessoriesapplies any accessory the item may have, called by make_worn_icon().
apply_bloodapplies blood on the item, called by make_worn_icon().
apply_customapplies any custom thing to the sprite, caled by make_worn_icon().
attack_alternateattack_alternate
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.
attack_self_alternateCalled when the item is in the active hand, and RIGHT clicked;
basic_spin_trickThe basic spin trick
canStripChecks whether the item can be unequipped from owner by stripper. Generates a message on failure and returns TRUE/FALSE
change_zoom_offsetapplies the offset of the zooming, using animate for smoothing.
check_allowed_itemsChecks if an item is allowed to be used on an atom/target Returns TRUE if allowed.
color_itemColors the item or selects variants.
do_drop_animationPlay small animation and jiggle when dropping an object
do_pickup_animationPlay small animation and jiggle when picking up an object
do_quick_equipCalled to return an item to equip using the quick equip hotkey. Base proc returns the item itself, overridden for storage behavior.
do_trickChecks to see if you successfully perform a trick, and what kind
do_unique_actionSignal sender for unique_action
equippedcalled after an item is placed in an equipment slot 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 note this isn't called during the initial dressing of a player
get_worn_icon_filegets what icon dmi file shall be used for the on-mob sprite
get_worn_icon_stateReturns the state that should be used for the on-mob icon
getstripdelayReturns the strip delay of the item.
is_beneficial_implantReturns whether this is considered beneficial if embedded in a mob
make_worn_iconGenerates worn icon for sprites on-mob.
melee_attack_chain_alternateRIGHT CLICK CODE FROM HERE
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 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. Set disable_warning to 1 if you wish it to not give you outputs. warning_text is used in the case that you want to provide a specific warning for why the item cannot be equipped. The bitslot param determines if the flag we've passed is a bitflag or not
on_enter_storagecalled when this item is added into a storage item, which is passed on as S. The loc variable is already set to the storage item.
on_exit_storagecalled when this item is removed from a storage item, which is passed on as S. The loc variable is already set to the new destination before this is called.
on_foundcalled when "found" in pockets and storage items. Returns 1 if the search should end.
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.
on_vendCalled by vendors when vending an item. Allows the item to specify what happens when it is given to the player.
onunzoomcalled when zoom is deactivated.
onzoomcalled when zoom is activated.
pickupCalled just as an item is picked up (loc is not yet changed)
refillProc that gets called by a vendor when you refill something Returns FALSE if it's not elligible for refills
removed_from_inventoryCalled whenever an item is unequipped to a new loc (IE, not when the item ends up in the hands)
set_last_equipped_slot_of_storageHelper function for updating last_equipped_slot when item is drawn from storage
slot_to_in_storage_slotGet appropriate SLOT_IN_X for given slot
special_stripped_behaviorUsed by any item which wants to react to or prevent its own stripping, called after checks/delays. Return TRUE to block normal stripping behavior.
throw_catch_trickThe fancy trick. Woah.
throw_impactWhen hit by a thrown object, play the associated hitsound of the object
toggle_deployment_flagHandles registering if an item is flagged as deployed or not
toggle_item_bump_attackUsed to enable/disable an item's bump attack. Grouped in a proc to make sure the signal or flags aren't missed
unequippedCalled when an item is removed from an equipment slot. The loc should still be in the unequipper.
unique_actionAnything unique the item can do, like pumping a shotgun, spin or whatever.
useGeneric use proc. Depending on the item, it uses up fuel, charges, sheets, etc. Returns TRUE on success, FALSE on failure.
vendor_equipControls how vendors will try to equip this item. Returns whether item was sucessfully equipped
zoom_check_returnreturns a bitflag when another item tries to zoom same user.
zoom_item_turnoffWrapper for signal turning scope off.

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 Initialize().

armor_protection_flags

see setup.dm for appropriate bit flags

attack_speed

Byond tick delay between left click attacks

attack_speed_alternate

Byond tick delay between right click alternate attacks

attack_verb

Used in attackby() to say how something was attacked "[x] [z.attack_verb] [y] with their [z]!" Should be in simple present tense!

blood_sprite_state

The iconstate that the items use for blood on blood.dmi when drawn on the mob.

cold_protection_flags

flags which determine which body parts are protected from cold. Use the HEAD, CHEST, GROIN, etc. flags. See setup.dm

colorable_allowed

Some defines to determine if the item is allowed to be recolored.

colorable_colors

optional assoc list of colors we can color this item

current_variant

Current variant selected.

edge

whether this item is more likely to dismember

equip_delay_other

How long an item takes to put on another person

equip_delay_self

How long it takes to equip this item yoursef

equip_slot_flags

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

gas_transfer_coefficient

for leaking gas from turf to mask and vice-versa (for masks right now, but at some point, i'd like to include space helmets)

heat

whether this item is a source of heat, and how hot it is (in Kelvin).

heat_protection_flags

flags which determine which body parts are protected from heat. Use the HEAD, CHEST, GROIN, etc. flags. See setup.dm

hitsound

sound this item makes when you hit something with it

icon_override

overrides the icon file which the item will be used to render on mob, if its in hands it will add _l or _r to the state depending if its on left or right hand.

icon_state_mini

The icon state used to represent this image in "icons/obj/items/items_mini.dmi" Used in /obj/item/storage/box/visual to display tiny items in the box

icon_state_variants

List of icon_state suffixes for item variants.

inhand_x_dimension

Same as for worn_x_dimension but for inhands.

inhand_x_offset

Worn nhand overlay will be shifted by this along x axis

inhand_y_dimension

Same as for worn_y_dimension but for inhands.

inhand_y_offset

Worn inhand overlay will be shifted by this along y axis

inv_hide_flags

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.

inventory_flags

This flag is used for various clothing/equipment item stuff

item_flags

flags for item stuff that isn't clothing/equipping specific.

item_state_worn

tells if the item shall use worn_icon_state for non-inhands, needed due to some items using worn_icon_state only for inhands and not worn.

last_equipped_slot

Last slot that item was equipped to (aka sticky slot)

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 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 flags

permeability_coefficient

for chemicals/diseases

pry_capable

whether this item can be used to pry things open.

sharp

whether this item cuts

siemens_coefficient

for electrical admittance/conductance (electrocution checks and shit)

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

sprite_sheets

Species-specific sprites, concept stolen from Paradise//vg/. Ex: sprite_sheets = list("Combat Robot" = 'icons/mob/species/robot/backpack.dmi') If index term exists and icon_override is not set, this sprite sheet will be used.

strip_delay

How long an item takes to remove from another person

unequip_delay_self

How long it takes to unequip this item yourself

w_class

The weight class being how big, mainly used for storage purposes

worn_icon_list

LazyList< Used to specify the icon file to be used when the item is worn in a certain slot. icon_override or sprite_sheets are set they will take precendence over this, assuming they apply to the slot in question.

worn_icon_state

Icon state for mob worn overlays, if null the normal icon_state will be used.

worn_item_state_slots

Lazylist< that overrides the default worn_icon_state for particular slots.

worn_layer

specific layer for on-mob icon.

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_x_offset

Worn overlay will be shifted by this along x axis

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

zoom

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

zoom_allow_movement

if you can move with the zoom on, only works if zoom_view_size is 7 otherwise CRASH() is called due to maptick performance reasons.

zoom_tile_offset

how much tiles the zoom offsets to the direction it zooms to.

zoom_viewsize

how much tiles the zoom zooms out, 7 is the default view.

zoomdevicename

name used for message when binoculars/scope is used

Proc Details

ai_should_use

Checks if the AI can or should use this

ai_use

AI uses this item in some manner, such as consuming or activating it

alternate_color_item

Is called when the item is alternate attacked by paint. Handles coloring any secondary colors that are registered to COMSIG_ITEM_SECONDARY_COLOR

apply_accessories

applies any accessory the item may have, called by make_worn_icon().

apply_blood

applies blood on the item, called by make_worn_icon().

apply_custom

applies any custom thing to the sprite, caled by make_worn_icon().

attack_alternate

attack_alternate

called when the a mob right click attacks on another mob with an item Arguments: M: the target being attacked user: the person clicking

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.

attack_self_alternate

Called when the item is in the active hand, and RIGHT clicked;

basic_spin_trick

The basic spin trick

canStrip

Checks whether the item can be unequipped from owner by stripper. Generates a message on failure and returns TRUE/FALSE

change_zoom_offset

applies the offset of the zooming, using animate for smoothing.

check_allowed_items

Checks if an item is allowed to be used on an atom/target Returns TRUE if allowed.

Args: target_self - Whether we will check if we (src) are in target, preventing people from using items on themselves. not_inside - Whether target (or target's loc) has to be a turf.

color_item

Colors the item or selects variants.

do_drop_animation

Play small animation and jiggle when dropping an object

do_pickup_animation

Play small animation and jiggle when picking up an object

do_quick_equip

Called to return an item to equip using the quick equip hotkey. Base proc returns the item itself, overridden for storage behavior.

do_trick

Checks to see if you successfully perform a trick, and what kind

do_unique_action

Signal sender for unique_action

equipped

called after an item is placed in an equipment slot 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 note this isn't called during the initial dressing of a player

get_worn_icon_file

gets what icon dmi file shall be used for the on-mob sprite

get_worn_icon_state

Returns the state that should be used for the on-mob icon

getstripdelay

Returns the strip delay of the item.

is_beneficial_implant

Returns whether this is considered beneficial if embedded in a mob

make_worn_icon

Generates worn icon for sprites on-mob.

melee_attack_chain_alternate

RIGHT CLICK CODE FROM HERE

Most of this is basically whats above for left click but broken down, add more as needed A less complex version of melee_attack_chain, called when rightclicking with an item on something Arguments: user: mob attacking with this item target: atom being clicked on params: passed down params from Click()

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 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. Set disable_warning to 1 if you wish it to not give you outputs. warning_text is used in the case that you want to provide a specific warning for why the item cannot be equipped. The bitslot param determines if the flag we've passed is a bitflag or not

on_enter_storage

called when this item is added into a storage item, which is passed on as S. The loc variable is already set to the storage item.

on_exit_storage

called when this item is removed from a storage item, which is passed on as S. The loc variable is already set to the new destination before this is called.

on_found

called when "found" in pockets and storage items. Returns 1 if the search should end.

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.

on_vend

Called by vendors when vending an item. Allows the item to specify what happens when it is given to the player.

onunzoom

called when zoom is deactivated.

onzoom

called when zoom is activated.

pickup

Called just as an item is picked up (loc is not yet changed)

refill

Proc that gets called by a vendor when you refill something Returns FALSE if it's not elligible for refills

removed_from_inventory

Called whenever an item is unequipped to a new loc (IE, not when the item ends up in the hands)

set_last_equipped_slot_of_storage

Helper function for updating last_equipped_slot when item is drawn from storage

slot_to_in_storage_slot

Get appropriate SLOT_IN_X for given slot

special_stripped_behavior

Used by any item which wants to react to or prevent its own stripping, called after checks/delays. Return TRUE to block normal stripping behavior.

throw_catch_trick

The fancy trick. Woah.

throw_impact

When hit by a thrown object, play the associated hitsound of the object

toggle_deployment_flag

Handles registering if an item is flagged as deployed or not

toggle_item_bump_attack

Used to enable/disable an item's bump attack. Grouped in a proc to make sure the signal or flags aren't missed

unequipped

Called when an item is removed from an equipment slot. The loc should still be in the unequipper.

unique_action

Anything unique the item can do, like pumping a shotgun, spin or whatever.

use

Generic use proc. Depending on the item, it uses up fuel, charges, sheets, etc. Returns TRUE on success, FALSE on failure.

vendor_equip

Controls how vendors will try to equip this item. Returns whether item was sucessfully equipped

zoom_check_return

returns a bitflag when another item tries to zoom same user.

zoom_item_turnoff

Wrapper for signal turning scope off.