item
Anything you can pick up and hold.
Vars | |
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(). |
age_restricted | Whether spessmen with an ID with an age below AGE_MINOR (20 by default) can buy this item |
allowed | What objects the suit storage can store |
alternate_worn_layer | Forced mob worn layer instead of the standard preferred size. |
armor_penetration | percentage of armour effectiveness to remove |
attack_verb_continuous | Used in atom/proc/attackby to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]" |
belt_icon_state | Icon state for the belt overlay, if null the normal icon_state will be used. |
block_angle | The angle infront of the defender that is a valid block range. |
block_chance | The baseline chance to block ANY attack, projectiles included |
block_effect | The type of effect to create on a successful block |
block_sound | Sound used when successfully blocking an attack. Can be a list! |
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] |
custom_premium_price | Price of an item in a vending machine, overriding the premium vending machine price. Define in terms of paycheck defines as opposed to raw numbers. |
custom_price | Price of an item in a vending machine, overriding the base vending machine price. Define in terms of paycheck defines as opposed to raw numbers. |
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 used 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_self_flags | Flags for equipping/unequipping items, only applies to self manipulation. |
equip_sound | Sound used when equipping the item into a valid slot |
equipped_to | The mob this item is being worn or held by. |
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 |
force_unwielded | A var to hold the old, unwielded force value. |
force_wielded | The force of the item when wielded. If null, will be force * 1.5. |
greyscale_config_belt | The config type to use for greyscaled belt overlays. Both this and greyscale_colors must be assigned to work. |
greyscale_config_inhand_left | The config type to use for greyscaled left inhand sprites. Both this and greyscale_colors must be assigned to work. |
greyscale_config_inhand_right | The config type to use for greyscaled right inhand sprites. Both this and greyscale_colors must be assigned to work. |
greyscale_config_worn | The config type to use for greyscaled worn sprites. Both this and greyscale_colors must be assigned to work. |
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 |
icon_center | A url-encoded string that is the center pixel of an icon (or close enough). Use get_icon_center(). |
icon_state_wielded | The icon_state to use when wielded, if any. |
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 |
master | This var exists as a weird proxy "owner" ref It's used in a few places. Stop using it, and optimially replace all uses please |
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 |
miss_sound | Sound used when used as a weapon, but the attacked missed. Can be a list! |
mob_throw_hit_sound | Used when yate into a mob |
mouse_drag_pointer | the icon to indicate this object is being dragged |
mouse_drop_pointer | This item can be dropped into other things |
offensive_notes | Used in obj/item/examine to give additional notes on what the weapon does, separate from the predetermined output variables |
override_notes | Used in obj/item/examine to determines whether or not to detail an item's statistics even if it does not meet the force requirements |
permeability_coefficient | How likely a disease or chemical is to get through a piece of clothing |
pickup_sound | Sound used when picking the item up (into your hands) |
reach | In tiles, how far this weapon can reach; 1 for adjacent, which is default |
restricted_bodytypes | A blacklist of bodytypes that aren't allowed to equip this item |
righthand_file | Icon file for right inhand overlays |
sharpness | All items with sharpness of SHARP_EDGED 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 |
stealthy_audio | Whether or not we use stealthy audio levels for this item's attack sounds |
strip_delay | In deciseconds, how long an item takes to remove from another person |
supports_variations_flags | This is a bitfield that defines what variations exist for bodyparts like Digi legs. See: code_DEFINES\inventory.dm |
thrownby | A weakref to the mob who threw the item |
tk_throw_range | Items can by default thrown up to 10 tiles by TK users |
tool_behaviour | How a tool acts when you use it on something, such as wirecutfters 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. |
unwield_sound | The wound to play on unwield. |
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 |
weak_against_armor | A multiplier applied to the target's armor. "2" means that their armor is twice as effective against this item. |
wield_sound | The sound to play on wield. |
wielded | Is the item being held in two hands? |
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 |
worn_y_offset | Worn overlay will be shifted by this along y axis |
Procs | |
GetID | Get an /obj/item/card/id from this object. bypass_wallet will grab the ID from a wallet even if it's closed |
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 |
add_item_action | Adds an item action to our list of item actions. Item actions are actions linked to our item, that are granted to mobs who equip us. This also ensures that the actions are properly tracked in the actions list and removed if they're deleted. Can be be passed a typepath of an action or an instance of an action. |
add_item_context | Creates a "Type-A" contextual screentip interaction.
When a user hovers over something with this item in hand, this proc will be called in order
to provide context for contextual screentips.
You must call register_item_context() in order for this to be registered.
A screentip context list is a list that has context keys (SCREENTIP_CONTEXT_*, from __DEFINES/screentips.dm)
that map to the action as text.
If you mutate the list in this signal, you must return CONTEXTUAL_SCREENTIP_SET.
source can, in all cases, be replaced with src , and only exists because this proc directly connects to a signal. |
add_stealing_item_objective | Called if this item is supposed to be a steal objective item objective. Only done at mapload |
afterattack | Last proc in the /obj/item/proc/melee_attack_chain |
afterattack_secondary | Called at the end of the attack chain if the user right-clicked. |
attack | Called from [/mob/living/proc/attackby] |
attack_obj | The equivalent of the standard version of /obj/item/proc/attack but for /obj targets. |
attack_qdeleted | Called if the target gets deleted by our attack |
attack_secondary | If we missed or the attack failed, interrupt attack chain. The equivalent of /obj/item/proc/attack but for alternate attacks, AKA right 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_secondary | Called when the item is in the active hand, and right-clicked. Intended for alternate or opposite functions, such as lowering reagent transfer amount. At the moment, there is no verb or hotkey. |
attack_turf | The equivalent of the standard version of /obj/item/proc/attack but for /turf targets. |
attackby_storage_insert | Whether or not this item can be put into a storage item through attackby |
attempt_surgery | Attempt to perform a surgery step. |
block_feedback | Called by try_block_attack on a successful block |
can_block_attack | Checks if this item can block an incoming attack. |
can_pickpocket | Returns TRUE if the passed mob can interact with this item's storage via pickpocketing. |
cyborg_unequip | Parent proc - triggers when an item/module is unequipped from a cyborg. |
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. |
do_equip_wait | Called by equip_delay_self and unequip_delay_self. |
dropped | Called when a mob drops an item. |
equipped | Called after an item is placed in an equipment slot. |
failedEmbed | In case we want to do something special (like self delete) upon failing to embed in something. |
get_attack_flag | Returns an armor flag to check against for dealing damage. |
get_belt_overlay | Returns the icon used for overlaying the object on a belt |
get_block_chance | Returns a number to feed into prob() to determine if the attack was blocked. |
get_hitsound | Returns the sound the item makes when hitting something |
get_icon_center | Returns obj/item/var/icon_center as a list. |
get_misssound | Returns the sound the item makes when used as a weapon, but missing. |
get_part_rating | Returns a numeric value for sorting items used as parts in machines, so they can be replaced by the rped |
get_sechud_job_icon_state | Returns the SecHUD job icon state for whatever this object's ID card is, if it has one. |
get_temperature | Returns the temperature of src. If you want to know if an item is hot use this proc. |
get_worn_offsets | Returns offsets used for equipped item overlays in list(px_offset,py_offset) form. |
give_item_action | Gives one of our item actions to a mob, when equipped to a certain slot |
handle_openspace_click | Called on [/datum/element/openspace_item_click_handler/proc/on_afterattack]. Check the relative file for information. |
help_light_cig | Finds a cigarette on another mob to help light. |
hit_reaction | Called when the wearer is being hit by an attack while wearing/wielding this item. Returning TRUE will eat the attack, but this should be done by can_block_attack() instead. |
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. |
leave_evidence | Leave evidence of a user on a target |
melee_attack_chain | This is the proc that handles the order of an item_attack. |
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_action_deleted | Called when an action associated with our item is deleted |
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_offer_taken | An interrupt for someone trying to accept an offered item, called mainly from /mob/living/carbon/proc/take, in case you want to run your own take behavior instead. |
on_offered | An interrupt for offering an item to other people, called mainly from /mob/living/carbon/proc/give, in case you want to run your own offer behavior instead. |
on_outfit_equip | Special stuff you want to do when an outfit equips this item. |
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. |
pick_painting_tool_color | Common proc used by painting tools like spraycans and palettes that can access the entire 24 bits color space. |
pickup | called just as an item is picked up (loc is not yet changed) |
play_block_sound | Plays the block sound effect |
play_tool_sound | Plays item's usesound, if any. |
pre_attack | Called on the item before it hits something |
pre_attack_secondary | Called on the item before it hits something, when right clicking. |
register_item_context | Create a "Type-A" contextual screentip interaction, registering to add_item_context() .
This will run add_item_context() when the item hovers over another object for context.
add_item_context() will not be called unless this is run.
This is not necessary for Type-A interactions, as you can just apply the flag and register to the signal yourself. |
remove_item_action | Removes an instance of an action from our list of item actions. |
suicide_act | *Makes cool stuff happen when you suicide with an item |
surgery_sanity_check | Can a mob perform surgery with this item. Step is optional. |
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. |
try_block_attack | A helper for calling can_block_attack() and hit_reaction() together. |
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/var/embedding, and defaults to config values for values that aren't set. Will automatically detach previous embed elements on this item. |
update_action_buttons | How many mats have we found? You can only be affected by two material datums by default How much of each material is in it? Used to determine if the glass should break The glass shard that is spawned into the source item victim's chest (for cavity implanting the item) Updates all action buttons associated with this item |
update_greyscale | Checks if this atom uses the GAGS system and if so updates the worn and inhand icons |
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. |
visual_equipped | To be overwritten to only perform visual tasks;
this is directly called instead of equipped on visual-only features like human dummies equipping outfits. |
wear_fallback_version | Override with a fallback sprite for this item. |
wield | Attempt to wield this item with two hands. Can fail. |
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().
age_restricted
Whether spessmen with an ID with an age below AGE_MINOR (20 by default) can buy this item
allowed
What objects the suit storage can store
alternate_worn_layer
Forced mob worn layer instead of the standard preferred size.
armor_penetration
percentage of armour effectiveness to remove
attack_verb_continuous
Used in atom/proc/attackby to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]"
belt_icon_state
Icon state for the belt overlay, if null the normal icon_state will be used.
block_angle
The angle infront of the defender that is a valid block range.
block_chance
The baseline chance to block ANY attack, projectiles included
block_effect
The type of effect to create on a successful block
block_sound
Sound used when successfully blocking an attack. Can be a list!
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]
custom_premium_price
Price of an item in a vending machine, overriding the premium vending machine price. Define in terms of paycheck defines as opposed to raw numbers.
custom_price
Price of an item in a vending machine, overriding the base vending machine price. Define in terms of paycheck defines as opposed to raw numbers.
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 used 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_self_flags
Flags for equipping/unequipping items, only applies to self manipulation.
equip_sound
Sound used when equipping the item into a valid slot
equipped_to
The mob this item is being worn or held by.
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
force_unwielded
A var to hold the old, unwielded force value.
force_wielded
The force of the item when wielded. If null, will be force * 1.5.
greyscale_config_belt
The config type to use for greyscaled belt overlays. Both this and greyscale_colors must be assigned to work.
greyscale_config_inhand_left
The config type to use for greyscaled left inhand sprites. Both this and greyscale_colors must be assigned to work.
greyscale_config_inhand_right
The config type to use for greyscaled right inhand sprites. Both this and greyscale_colors must be assigned to work.
greyscale_config_worn
The config type to use for greyscaled worn sprites. Both this and greyscale_colors must be assigned to work.
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
icon_center
A url-encoded string that is the center pixel of an icon (or close enough). Use get_icon_center().
icon_state_wielded
The icon_state to use when wielded, if any.
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
master
This var exists as a weird proxy "owner" ref It's used in a few places. Stop using it, and optimially replace all uses please
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
miss_sound
Sound used when used as a weapon, but the attacked missed. Can be a list!
mob_throw_hit_sound
Used when yate into a mob
mouse_drag_pointer
the icon to indicate this object is being dragged
mouse_drop_pointer
This item can be dropped into other things
offensive_notes
Used in obj/item/examine to give additional notes on what the weapon does, separate from the predetermined output variables
override_notes
Used in obj/item/examine to determines whether or not to detail an item's statistics even if it does not meet the force requirements
permeability_coefficient
How likely a disease or chemical is to get through a piece of clothing
pickup_sound
Sound used when picking the item up (into your hands)
reach
In tiles, how far this weapon can reach; 1 for adjacent, which is default
restricted_bodytypes
A blacklist of bodytypes that aren't allowed to equip this item
righthand_file
Icon file for right inhand overlays
sharpness
All items with sharpness of SHARP_EDGED 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
stealthy_audio
Whether or not we use stealthy audio levels for this item's attack sounds
strip_delay
In deciseconds, how long an item takes to remove from another person
supports_variations_flags
This is a bitfield that defines what variations exist for bodyparts like Digi legs. See: code_DEFINES\inventory.dm
thrownby
A weakref to the mob who threw the item
tk_throw_range
Items can by default thrown up to 10 tiles by TK users
tool_behaviour
How a tool acts when you use it on something, such as wirecutfters 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.
unwield_sound
The wound to play on unwield.
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
weak_against_armor
A multiplier applied to the target's armor. "2" means that their armor is twice as effective against this item.
wield_sound
The sound to play on wield.
wielded
Is the item being held in two hands?
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
worn_y_offset
Worn overlay will be shifted by this along y axis
Proc Details
GetID
Get an /obj/item/card/id from this object. bypass_wallet will grab the ID from a wallet even if it's closed
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
add_item_action
Adds an item action to our list of item actions. Item actions are actions linked to our item, that are granted to mobs who equip us. This also ensures that the actions are properly tracked in the actions list and removed if they're deleted. Can be be passed a typepath of an action or an instance of an action.
add_item_context
Creates a "Type-A" contextual screentip interaction.
When a user hovers over something with this item in hand, this proc will be called in order
to provide context for contextual screentips.
You must call register_item_context()
in order for this to be registered.
A screentip context list is a list that has context keys (SCREENTIP_CONTEXT_*, from __DEFINES/screentips.dm)
that map to the action as text.
If you mutate the list in this signal, you must return CONTEXTUAL_SCREENTIP_SET.
source
can, in all cases, be replaced with src
, and only exists because this proc directly connects to a signal.
add_stealing_item_objective
Called if this item is supposed to be a steal objective item objective. Only done at mapload
afterattack
Last proc in the /obj/item/proc/melee_attack_chain
Arguments:
- atom/target - The thing that was hit
- mob/user - The mob doing the hitting
- proximity_flag - is 1 if this afterattack was called on something adjacent, in your square, or on your person.
- click_parameters - is the params string from byond /atom/proc/Click code, see that documentation.
afterattack_secondary
Called at the end of the attack chain if the user right-clicked.
Arguments:
- atom/target - The thing that was hit
- mob/user - The mob doing the hitting
- proximity_flag - is 1 if this afterattack was called on something adjacent, in your square, or on your person.
- click_parameters - is the params string from byond /atom/proc/Click code, see that documentation.
attack
Called from [/mob/living/proc/attackby]
Arguments:
- mob/living/M - The mob being hit by this item
- mob/living/user - The mob hitting with this item
- params - Click params of this attack
attack_obj
The equivalent of the standard version of /obj/item/proc/attack but for /obj targets.
attack_qdeleted
Called if the target gets deleted by our attack
attack_secondary
If we missed or the attack failed, interrupt attack chain. The equivalent of /obj/item/proc/attack but for alternate attacks, AKA right 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_secondary
Called when the item is in the active hand, and right-clicked. Intended for alternate or opposite functions, such as lowering reagent transfer amount. At the moment, there is no verb or hotkey.
attack_turf
The equivalent of the standard version of /obj/item/proc/attack but for /turf targets.
attackby_storage_insert
Whether or not this item can be put into a storage item through attackby
attempt_surgery
Attempt to perform a surgery step.
block_feedback
Called by try_block_attack on a successful block
can_block_attack
Checks if this item can block an incoming attack.
can_pickpocket
Returns TRUE if the passed mob can interact with this item's storage via pickpocketing.
cyborg_unequip
Parent proc - triggers when an item/module is unequipped from a cyborg.
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.
do_equip_wait
Called by equip_delay_self and unequip_delay_self.
dropped
Called when a mob drops an item.
equipped
Called after an item is placed in an equipment slot.
Note that hands count as slots.
Arguments:
- 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
- initial is used to indicate whether or not this is the initial equipment (job datums etc) or just a player doing it
failedEmbed
In case we want to do something special (like self delete) upon failing to embed in something.
get_attack_flag
Returns an armor flag to check against for dealing damage.
get_belt_overlay
Returns the icon used for overlaying the object on a belt
get_block_chance
Returns a number to feed into prob() to determine if the attack was blocked.
get_hitsound
Returns the sound the item makes when hitting something
get_icon_center
Returns obj/item/var/icon_center as a list.
get_misssound
Returns the sound the item makes when used as a weapon, but missing.
get_part_rating
Returns a numeric value for sorting items used as parts in machines, so they can be replaced by the rped
get_sechud_job_icon_state
Returns the SecHUD job icon state for whatever this object's ID card is, if it has one.
get_temperature
Returns the temperature of src. If you want to know if an item is hot use this proc.
get_worn_offsets
Returns offsets used for equipped item overlays in list(px_offset,py_offset) form.
give_item_action
Gives one of our item actions to a mob, when equipped to a certain slot
handle_openspace_click
Called on [/datum/element/openspace_item_click_handler/proc/on_afterattack]. Check the relative file for information.
help_light_cig
Finds a cigarette on another mob to help light.
hit_reaction
Called when the wearer is being hit by an attack while wearing/wielding this item. Returning TRUE will eat the attack, but this should be done by can_block_attack() instead.
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.
leave_evidence
Leave evidence of a user on a target
melee_attack_chain
This is the proc that handles the order of an item_attack.
The order of procs called is:
- /atom/proc/tool_act on the target. If it returns TOOL_ACT_TOOLTYPE_SUCCESS or TOOL_ACT_SIGNAL_BLOCKING, the chain will be stopped.
- /obj/item/proc/pre_attack on src. If this returns TRUE, the chain will be stopped.
- /atom/proc/attackby on the target. If it returns TRUE, the chain will be stopped.
- /obj/item/proc/afterattack. The return value does not matter.
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:
- disable_warning to TRUE if you wish it to not give you text outputs.
- slot is the slot we are trying to equip to
- equipper is the mob trying to equip the item
- bypass_equip_delay_self for whether we want to bypass the equip delay
on_action_deleted
Called when an action associated with our item is deleted
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_offer_taken
An interrupt for someone trying to accept an offered item, called mainly from /mob/living/carbon/proc/take, in case you want to run your own take behavior instead.
Return TRUE if you want to interrupt the taking.
Arguments: offerer - the person offering the item taker - the person trying to accept the offer
on_offered
An interrupt for offering an item to other people, called mainly from /mob/living/carbon/proc/give, in case you want to run your own offer behavior instead.
Return TRUE if you want to interrupt the offer.
Arguments: offerer - the person offering the item
on_outfit_equip
Special stuff you want to do when an outfit equips this item.
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.
pick_painting_tool_color
Common proc used by painting tools like spraycans and palettes that can access the entire 24 bits color space.
pickup
called just as an item is picked up (loc is not yet changed)
play_block_sound
Plays the block sound effect
play_tool_sound
Plays item's usesound, if any.
pre_attack
Called on the item before it hits something
Arguments:
- atom/A - The atom about to be hit
- mob/living/user - The mob doing the htting
- params - click params such as alt/shift etc
See: /obj/item/proc/melee_attack_chain
pre_attack_secondary
Called on the item before it hits something, when right clicking.
Arguments:
- atom/target - The atom about to be hit
- mob/living/user - The mob doing the htting
- params - click params such as alt/shift etc
See: /obj/item/proc/melee_attack_chain
register_item_context
Create a "Type-A" contextual screentip interaction, registering to add_item_context()
.
This will run add_item_context()
when the item hovers over another object for context.
add_item_context()
will not be called unless this is run.
This is not necessary for Type-A interactions, as you can just apply the flag and register to the signal yourself.
remove_item_action
Removes an instance of an action from our list of item actions.
suicide_act
*Makes cool stuff happen when you suicide with an item
*Outputs a creative message and then return the damagetype done
- Arguments:
-
- user: The mob that is suiciding
surgery_sanity_check
Can a mob perform surgery with this item. Step is optional.
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.
Returns TRUE if it embedded successfully, nothing otherwise
Arguments:
- target- Either a body part or a carbon. What are we hitting?
- forced- Do we want this to go through 100%?
try_block_attack
A helper for calling can_block_attack() and hit_reaction() together.
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/var/embedding, and defaults to config values for values that aren't set. Will automatically detach previous embed elements on this item.
update_action_buttons
How many mats have we found? You can only be affected by two material datums by default How much of each material is in it? Used to determine if the glass should break The glass shard that is spawned into the source item victim's chest (for cavity implanting the item) Updates all action buttons associated with this item
Arguments:
- flags - Update flags passed to build_all_button_icons()
- force - Force buttons update even if the given button icon state has not changed
update_greyscale
Checks if this atom uses the GAGS system and if so updates the worn and inhand icons
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.
visual_equipped
To be overwritten to only perform visual tasks;
this is directly called instead of equipped
on visual-only features like human dummies equipping outfits.
This separation exists to prevent things like the monkey sentience helmet from polling ghosts while it's just being equipped as a visual preview for a dummy.
wear_fallback_version
Override with a fallback sprite for this item.
Arguments:
- file2use - The normal
icon
for this item. - state2use - The normal
icon_state
for this item. - layer - The layer that the final sprite should be rendered on.
- species_file - The /datum/species/var/fallback_clothing_path of the species trying to wear this item.
wield
Attempt to wield this item with two hands. Can fail.