cuffed_item 
The status effect given by the cuffable_item. It basically binds an item to your arm, basically making it undroppable until the cuffs or item are removed, usually done by one of:
- clicking the status alert
- using the topic hyperlink
- strip menu for others
- alternatively, dismemberment or destroying the item
Vars | |
| cuffed | Reference to the item stuck into the player's hand |
|---|---|
| cuffed_to | Reference to the bodypart we're cuffed to |
| cuffs | Reference to the pair of handcuffs used to bind the item |
| link_effect | Reference to the component managing the link between the mob and the item |
Procs | |
| block_item_cuff | Stops double cuff |
| block_storage_insert | Stops it from being stored anywhere |
| check_for_link | Check if we need to spawn the tether effect or not |
| cleanup_effect | What happens if one of the items is moved away from the mob |
| cuffed_examine | Tell the player that the item is stuck to their hands someway. Also another way to trigger the try_remove_cuffs proc. |
| cuffed_to_removed | What happens if the limb we're cuffed to is removed? |
| get_examine_text | Called when someone examines the owner twice, so they can know if someone has a cuffed item |
| init_leash | Inits the leash and beam effect to the given target, cleaning up old ones if necessary Return TRUE if the leash was successfully applied or did not need to be applied, FALSE if it failed to apply |
| new_cuffed_to_attached | Specifically if our cuffed limb is removed "specially", change it to the newly applied arm |
| on_item_update_appearance | Whenever the appearance of one of either cuffed or cuffs is updated, update the alert appearance |
| topic_handler | This mainly exists as a fallback in the rare case the alert icon is not reachable (too many alerts?). You should be somewhat able to examine items while blind so all good. |
| try_remove_cuffs | The main proc responsible for attempting to remove the hancfuss. |
| try_unequip | Hooking doUnEquip to stop all forms of unequipping the item to an inappropriate location (such as in another object's contents) |
| update_link | Updates our link and beam effect based on our state Returns TRUE if we are in a valid link state, FALSE otherwise |
Var Details
cuffed 
Reference to the item stuck into the player's hand
cuffed_to 
Reference to the bodypart we're cuffed to
cuffs 
Reference to the pair of handcuffs used to bind the item
link_effect 
Reference to the component managing the link between the mob and the item
Proc Details
block_item_cuff
Stops double cuff
block_storage_insert
Stops it from being stored anywhere
check_for_link
Check if we need to spawn the tether effect or not
cleanup_effect
What happens if one of the items is moved away from the mob
cuffed_examine
Tell the player that the item is stuck to their hands someway. Also another way to trigger the try_remove_cuffs proc.
cuffed_to_removed
What happens if the limb we're cuffed to is removed?
get_examine_text
Called when someone examines the owner twice, so they can know if someone has a cuffed item
init_leash
Inits the leash and beam effect to the given target, cleaning up old ones if necessary Return TRUE if the leash was successfully applied or did not need to be applied, FALSE if it failed to apply
new_cuffed_to_attached
Specifically if our cuffed limb is removed "specially", change it to the newly applied arm
on_item_update_appearance
Whenever the appearance of one of either cuffed or cuffs is updated, update the alert appearance
topic_handler
This mainly exists as a fallback in the rare case the alert icon is not reachable (too many alerts?). You should be somewhat able to examine items while blind so all good.
try_remove_cuffs
The main proc responsible for attempting to remove the hancfuss.
try_unequip
Hooking doUnEquip to stop all forms of unequipping the item to an inappropriate location (such as in another object's contents)
update_link
Updates our link and beam effect based on our state Returns TRUE if we are in a valid link state, FALSE otherwise