objective_item
![code/game/gamemodes/objective_items.dm 6](git.png)
Vars | |
altitems | List of additional items which also count, for things like blueprints |
---|---|
difficulty | How hard it is to steal this item given normal circumstances, ranked on a scale of 1 to 5. |
excludefromjob | Jobs which cannot generate this objective (no stealing your own stuff) |
exists_on_map | Whether this item exists on the station map at the start of a round. |
item_owner | Who CARES if this item goes missing (no stealing unguarded items), often similar but not identical to the next list |
name | How the item is described in the objective |
objective_type | Defines in which contexts the item can be given as an objective |
special_equipment | Items to provide to people in order to allow them to acquire the target |
steal_hint | A hint explaining how one may find the target item. |
targetitem | Typepath of item |
valid_containers | Valid containers that the target item can be in. |
Procs | |
check_special_completion | For objectives with special checks (does that intellicard have an ai in it? etcetc) |
owner_exists | Returns true if one of the item's owners exists somewhere |
target_exists | Returns true if the target item exists |
valid_objective_for | Takes a list of minds and returns true if this is a valid objective to give to a team of these minds |
Var Details
altitems
![code/game/gamemodes/objective_items.dm 18](git.png)
List of additional items which also count, for things like blueprints
difficulty
![code/game/gamemodes/objective_items.dm 36](git.png)
How hard it is to steal this item given normal circumstances, ranked on a scale of 1 to 5.
1 - Probably found in a public area 2 - Likely on someone's person, or in a less-than-public but otherwise unguarded area 3 - Usually on someone's person, or in a locked locker or otherwise secure area 4 - Always on someone's person, or in a secure area 5 - You know it when you see it. Things like the Nuke Disc which have a pointer to it at all times.
Also accepts 0 as "extremely easy to steal" and >5 as "almost impossible to steal"
excludefromjob
![code/game/gamemodes/objective_items.dm 16](git.png)
Jobs which cannot generate this objective (no stealing your own stuff)
exists_on_map
![code/game/gamemodes/objective_items.dm 24](git.png)
Whether this item exists on the station map at the start of a round.
item_owner
![code/game/gamemodes/objective_items.dm 14](git.png)
Who CARES if this item goes missing (no stealing unguarded items), often similar but not identical to the next list
name
![code/game/gamemodes/objective_items.dm 8](git.png)
How the item is described in the objective
objective_type
![code/game/gamemodes/objective_items.dm 22](git.png)
Defines in which contexts the item can be given as an objective
special_equipment
![code/game/gamemodes/objective_items.dm 20](git.png)
Items to provide to people in order to allow them to acquire the target
steal_hint
![code/game/gamemodes/objective_items.dm 38](git.png)
A hint explaining how one may find the target item.
targetitem
![code/game/gamemodes/objective_items.dm 10](git.png)
Typepath of item
valid_containers
![code/game/gamemodes/objective_items.dm 12](git.png)
Valid containers that the target item can be in.
Proc Details
check_special_completion
For objectives with special checks (does that intellicard have an ai in it? etcetc)
owner_exists
Returns true if one of the item's owners exists somewhere
target_exists
Returns true if the target item exists
valid_objective_for
Takes a list of minds and returns true if this is a valid objective to give to a team of these minds