/tg/ Station 13 - Modules - TypesDefine Details

code/__DEFINES/inventory.dm

WEIGHT_CLASS_TINYUsually items smaller then a human hand, (e.g. playing cards, lighter, scalpel, coins/holochips)
WEIGHT_CLASS_SMALLPockets can hold small and tiny items, (e.g. flashlight, multitool, grenades, GPS device)
WEIGHT_CLASS_NORMALStandard backpacks can carry tiny, small & normal items, (e.g. fire extinguisher, stun baton, gas mask, metal sheets)
WEIGHT_CLASS_BULKYItems that can be wielded or equipped but not stored in an inventory, (e.g. defibrillator, backpack, space suits)
WEIGHT_CLASS_HUGEUsually represents objects that require two hands to operate, (e.g. shotgun, two-handed melee weapons)
WEIGHT_CLASS_GIGANTICEssentially means it cannot be picked up or placed in an inventory, (e.g. mech parts, safe)
POCKET_WEIGHT_CLASSWeight class that can fit in pockets
ITEM_SLOT_OCLOTHINGSuit slot (armors, costumes, space suits, etc.)
ITEM_SLOT_ICLOTHINGJumpsuit slot
ITEM_SLOT_GLOVESGlove slot
ITEM_SLOT_EYESGlasses slot
ITEM_SLOT_EARSEar slot (radios, earmuffs)
ITEM_SLOT_MASKMask slot
ITEM_SLOT_HEADHead slot (helmets, hats, etc.)
ITEM_SLOT_FEETShoe slot
ITEM_SLOT_IDID slot
ITEM_SLOT_BELTBelt slot
ITEM_SLOT_BACKBack slot
ITEM_SLOT_DEX_STORAGEDextrous simplemob "hands" (used for Drones and Dextrous Guardians)
ITEM_SLOT_NECKNeck slot (ties, bedsheets, scarves)
ITEM_SLOT_HANDSA character's hand slots
ITEM_SLOT_BACKPACKInside of a character's backpack
ITEM_SLOT_SUITSTORESuit Storage slot
ITEM_SLOT_LPOCKETLeft Pocket slot
ITEM_SLOT_RPOCKETRight Pocket slot
ITEM_SLOT_HANDCUFFEDHandcuff slot
ITEM_SLOT_LEGCUFFEDLegcuff slot (bolas, beartraps)
ITEM_SLOT_BELTPACKInside of a character's BELT.........
SLOTS_AMTTotal amount of slots
/datum/bitfield/no_equip_flagsInventory slots that can be blacklisted by a species from being equipped into
ITEM_SLOT_ON_BODYSlots that are physically on you
HIDEHEADGEARfor wigs, only obscures the headgear
HIDESNOUTfor lizard snouts, because some HIDEFACE clothes don't actually conceal that portion of the head.
HIDEMUTWINGShides mutant/moth wings, does not apply to functional wings
HIDEBELThides belts and riggings
HIDEANTENNAEhides antennae
IS_RIGHT_INDEXChecks if the value is "left" - same as ISEVEN, but used primarily for hand or foot index contexts
IS_LEFT_INDEXChecks if the value is "right" - same as ISODD, but used primarily for hand or foot index contexts
NO_FEMALE_UNIFORMFor when there's simply no need for a female version of this uniform.
FEMALE_UNIFORM_FULLFor the game to take off everything, disregards other flags.
FEMALE_UNIFORM_TOP_ONLYFor when you really need to avoid the game cutting off that one pixel between the legs, to avoid the comeback of the infamous "dixel".
FEMALE_UNIFORM_NO_BREASTSFor when you don't want the "breast" effect to be applied (the one that cuts two pixels in the middle of the front of the uniform when facing east or west).
CLOTHING_NO_VARIATIONNo alternative sprites or handling based on bodytype
CLOTHING_DIGITIGRADE_VARIATIONHas a sprite for digitigrade legs specifically.
CLOTHING_DIGITIGRADE_VARIATION_NO_NEW_ICONThe sprite works fine for digitigrade legs as-is.
CLOTHING_DIGITIGRADE_MASKAuto-generates the leg portion of the sprite with GAGS Suggested that you set /obj/item/var/digitigrade_greyscale_config_worn when using this flag
DIGITIGRADE_VARIATIONSAll variation flags which render "correctly" on a digitigrade leg setup
AFK_THEFT_MAX_MESSAGESHow many messages you can remember while logged out before you stop remembering new ones
AFK_THEFT_FORGET_DETAILS_TIMEIf someone logs back in and there are entries older than this, just tell them they can't remember who it was or when
AFK_THEFT_NAMEThe index of the entry in 'afk_thefts' with the person's visible name at the time
AFK_THEFT_MESSAGEThe index of the entry in 'afk_thefts' with the text
AFK_THEFT_TIMEThe index of the entry in 'afk_thefts' with the time it happened
LOCATION_LPOCKETString for items placed into the left pocket.
LOCATION_RPOCKETString for items placed into the right pocket
LOCATION_BACKPACKString for items placed into the backpack.
LOCATION_HANDSString for items placed into the hands.
LOCATION_GLOVESString for items placed in the glove slot.
LOCATION_EYESString for items placed in the eye/glasses slot.
LOCATION_HEADString for items placed on the head/hat slot.
LOCATION_NECKString for items placed in the neck slot.

Define Details

AFK_THEFT_FORGET_DETAILS_TIME

If someone logs back in and there are entries older than this, just tell them they can't remember who it was or when

AFK_THEFT_MAX_MESSAGES

How many messages you can remember while logged out before you stop remembering new ones

AFK_THEFT_MESSAGE

The index of the entry in 'afk_thefts' with the text

AFK_THEFT_NAME

The index of the entry in 'afk_thefts' with the person's visible name at the time

AFK_THEFT_TIME

The index of the entry in 'afk_thefts' with the time it happened

CLOTHING_DIGITIGRADE_MASK

Auto-generates the leg portion of the sprite with GAGS Suggested that you set /obj/item/var/digitigrade_greyscale_config_worn when using this flag

CLOTHING_DIGITIGRADE_VARIATION

Has a sprite for digitigrade legs specifically.

CLOTHING_DIGITIGRADE_VARIATION_NO_NEW_ICON

The sprite works fine for digitigrade legs as-is.

CLOTHING_NO_VARIATION

No alternative sprites or handling based on bodytype

DIGITIGRADE_VARIATIONS

All variation flags which render "correctly" on a digitigrade leg setup

FEMALE_UNIFORM_FULL

For the game to take off everything, disregards other flags.

FEMALE_UNIFORM_NO_BREASTS

For when you don't want the "breast" effect to be applied (the one that cuts two pixels in the middle of the front of the uniform when facing east or west).

FEMALE_UNIFORM_TOP_ONLY

For when you really need to avoid the game cutting off that one pixel between the legs, to avoid the comeback of the infamous "dixel".

HIDEANTENNAE

hides antennae

HIDEBELT

hides belts and riggings

HIDEHEADGEAR

for wigs, only obscures the headgear

HIDEMUTWINGS

hides mutant/moth wings, does not apply to functional wings

HIDESNOUT

for lizard snouts, because some HIDEFACE clothes don't actually conceal that portion of the head.

IS_LEFT_INDEX

Checks if the value is "right" - same as ISODD, but used primarily for hand or foot index contexts

IS_RIGHT_INDEX

Checks if the value is "left" - same as ISEVEN, but used primarily for hand or foot index contexts

ITEM_SLOT_BACK

Back slot

ITEM_SLOT_BACKPACK

Inside of a character's backpack

ITEM_SLOT_BELT

Belt slot

ITEM_SLOT_BELTPACK

Inside of a character's BELT.........

ITEM_SLOT_DEX_STORAGE

Dextrous simplemob "hands" (used for Drones and Dextrous Guardians)

ITEM_SLOT_EARS

Ear slot (radios, earmuffs)

ITEM_SLOT_EYES

Glasses slot

ITEM_SLOT_FEET

Shoe slot

ITEM_SLOT_GLOVES

Glove slot

ITEM_SLOT_HANDCUFFED

Handcuff slot

ITEM_SLOT_HANDS

A character's hand slots

ITEM_SLOT_HEAD

Head slot (helmets, hats, etc.)

ITEM_SLOT_ICLOTHING

Jumpsuit slot

ITEM_SLOT_ID

ID slot

ITEM_SLOT_LEGCUFFED

Legcuff slot (bolas, beartraps)

ITEM_SLOT_LPOCKET

Left Pocket slot

ITEM_SLOT_MASK

Mask slot

ITEM_SLOT_NECK

Neck slot (ties, bedsheets, scarves)

ITEM_SLOT_OCLOTHING

Suit slot (armors, costumes, space suits, etc.)

ITEM_SLOT_ON_BODY

Slots that are physically on you

ITEM_SLOT_RPOCKET

Right Pocket slot

ITEM_SLOT_SUITSTORE

Suit Storage slot

LOCATION_BACKPACK

String for items placed into the backpack.

LOCATION_EYES

String for items placed in the eye/glasses slot.

LOCATION_GLOVES

String for items placed in the glove slot.

LOCATION_HANDS

String for items placed into the hands.

LOCATION_HEAD

String for items placed on the head/hat slot.

LOCATION_LPOCKET

String for items placed into the left pocket.

LOCATION_NECK

String for items placed in the neck slot.

LOCATION_RPOCKET

String for items placed into the right pocket

NO_FEMALE_UNIFORM

For when there's simply no need for a female version of this uniform.

POCKET_WEIGHT_CLASS

Weight class that can fit in pockets

SLOTS_AMT

Total amount of slots

WEIGHT_CLASS_BULKY

Items that can be wielded or equipped but not stored in an inventory, (e.g. defibrillator, backpack, space suits)

WEIGHT_CLASS_GIGANTIC

Essentially means it cannot be picked up or placed in an inventory, (e.g. mech parts, safe)

WEIGHT_CLASS_HUGE

Usually represents objects that require two hands to operate, (e.g. shotgun, two-handed melee weapons)

WEIGHT_CLASS_NORMAL

Standard backpacks can carry tiny, small & normal items, (e.g. fire extinguisher, stun baton, gas mask, metal sheets)

WEIGHT_CLASS_SMALL

Pockets can hold small and tiny items, (e.g. flashlight, multitool, grenades, GPS device)

WEIGHT_CLASS_TINY

Usually items smaller then a human hand, (e.g. playing cards, lighter, scalpel, coins/holochips)