/tg/ Station 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 atom/proc/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
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_icon_stateicon state for inhand overlays, if null the normal icon_state will be used.
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
item_flagsItem flags for the item
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_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)
reachIn tiles, how far this weapon can reach; 1 for adjacent, which is default
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
strip_delayIn deciseconds, how long an item takes to remove from another person
thrownbyWho 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
w_classHow large is the object, used for stuff like whether it can fit in backpacks or not
worn_iconIcon file for mob worn overlays.
worn_icon_stateicon state for mob worn overlays, if null the normal icon_state will be used.
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

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
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.
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.
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.
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_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_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
suicide_act*Makes cool stuff happen when you suicide with an item
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.
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.

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 atom/proc/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

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_icon_state

icon state for inhand overlays, if null the normal icon_state will be used.

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

item_flags

Item flags for the item

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_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)

reach

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

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

strip_delay

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

thrownby

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

w_class

How large is the object, used for stuff like whether it can fit in backpacks or not

worn_icon

Icon file for mob worn overlays.

worn_icon_state

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

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

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

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.

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.

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.

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_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_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

suicide_act

*Makes cool stuff happen when you suicide with an item

*Outputs a creative message and then return the damagetype done

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.

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.