Daedalus Dock - Modules - TypesVar Details - Proc Details

clothing

Vars

clothing_flagsFlags for clothing
clothing_traitsTrait modification, lazylist of traits to add/take away, on equipment/drop in the correct slot
damage_by_partsHow much clothing damage has been dealt to each of the limbs of the clothing, assuming it covers more than one limb
fallback_colorsNeeds to follow this syntax: either a list() with the x and y coordinates of the pixel you want to get the colour from, or a hexcolour. Colour one replaces red, two replaces blue, and three replaces green in the icon state.
fallback_icon_stateNeeds to be a RGB-greyscale format icon state in all species' fallback icon files.
fiber_nameAn alternative name to be used for fibers, forensics stuffs
flash_protectWhat level of bright light protection item has.
limb_integrityHow much integrity is in a specific limb before that limb is disabled (for use in /obj/item/clothing/proc/take_damage_zone, and only if we cover multiple zones.) Set to 0 to disable shredding.
moth_snackA lazily initiated "food" version of the clothing for moths
repairable_byWhat items can be consumed to repair this clothing (must by an /obj/item/stack)
zones_disabledHow many zones (body parts, not precise) we have disabled so far, for naming purposes

Procs

armor_to_protection_classRounds armor_value down to the nearest 10, divides it by 10 and then converts it to Roman numerals.
attach_clothing_traitsInserts a trait (or multiple traits) into the clothing traits list
bristleIf we're a clothing with at least 1 shredded/disabled zone, give the wearer a periodic heads up letting them know their clothes are damaged
detach_clothing_traitsRemoves a trait (or multiple traits) from the clothing traits list
disable_zonedisable_zone() is used to disable a given bodypart's protection on our clothing item, mainly from /obj/item/clothing/proc/take_damage_zone
generate_fallback_clothingGenerates a 'fallback' sprite from fallback_colors and fallback_icon_state, then adds it to GLOB.fallback_clothing_icons.
repairSet the clothing's integrity back to 100%, remove all damage to bodyparts, and generally fix it up
take_damage_zonetake_damage_zone() is used for dealing damage to specific bodyparts on a worn piece of clothing, meant to be called from [/obj/item/bodypart/proc/check_woundings_mods]
wear_fallback_versionReturns a mutable_appearance of this clothing's fallback sprite.

Var Details

clothing_flags

Flags for clothing

clothing_traits

Trait modification, lazylist of traits to add/take away, on equipment/drop in the correct slot

damage_by_parts

How much clothing damage has been dealt to each of the limbs of the clothing, assuming it covers more than one limb

fallback_colors

Needs to follow this syntax: either a list() with the x and y coordinates of the pixel you want to get the colour from, or a hexcolour. Colour one replaces red, two replaces blue, and three replaces green in the icon state.

fallback_icon_state

Needs to be a RGB-greyscale format icon state in all species' fallback icon files.

fiber_name

An alternative name to be used for fibers, forensics stuffs

flash_protect

What level of bright light protection item has.

limb_integrity

How much integrity is in a specific limb before that limb is disabled (for use in /obj/item/clothing/proc/take_damage_zone, and only if we cover multiple zones.) Set to 0 to disable shredding.

moth_snack

A lazily initiated "food" version of the clothing for moths

repairable_by

What items can be consumed to repair this clothing (must by an /obj/item/stack)

zones_disabled

How many zones (body parts, not precise) we have disabled so far, for naming purposes

Proc Details

armor_to_protection_class

Rounds armor_value down to the nearest 10, divides it by 10 and then converts it to Roman numerals.

Arguments:

attach_clothing_traits

Inserts a trait (or multiple traits) into the clothing traits list

If worn, then we will also give the wearer the trait as if equipped

This is so you can add clothing traits without worrying about needing to equip or unequip them to gain effects

bristle

If we're a clothing with at least 1 shredded/disabled zone, give the wearer a periodic heads up letting them know their clothes are damaged

detach_clothing_traits

Removes a trait (or multiple traits) from the clothing traits list

If worn, then we will also remove the trait from the wearer as if unequipped

This is so you can add clothing traits without worrying about needing to equip or unequip them to gain effects

disable_zone

disable_zone() is used to disable a given bodypart's protection on our clothing item, mainly from /obj/item/clothing/proc/take_damage_zone

This proc disables all protection on the specified bodypart for this piece of clothing: it'll be as if it doesn't cover it at all anymore (because it won't!) If every possible bodypart has been disabled on the clothing, we put it out of commission entirely and mark it as shredded, whereby it will have to be repaired in order to equip it again. Also note we only consider it damaged if there's more than one bodypart disabled.

Arguments:

generate_fallback_clothing

Generates a 'fallback' sprite from fallback_colors and fallback_icon_state, then adds it to GLOB.fallback_clothing_icons.

The fallback sprite is created by getting each colour specified in [fallback_colors], then mapping each of them to the red, green, and blue sections of the sprite specified by [fallback_icon_state].

Arguments:

repair

Set the clothing's integrity back to 100%, remove all damage to bodyparts, and generally fix it up

take_damage_zone

take_damage_zone() is used for dealing damage to specific bodyparts on a worn piece of clothing, meant to be called from [/obj/item/bodypart/proc/check_woundings_mods]

This proc only matters when a bodypart that this clothing is covering is harmed by a direct attack (being on fire or in space need not apply), and only if this clothing covers more than one bodypart to begin with. No point in tracking damage by zone for a hat, and I'm not cruel enough to let you fully break them in a few shots. Also if limb_integrity is 0, then this clothing doesn't have bodypart damage enabled so skip it.

Arguments:

wear_fallback_version

Returns a mutable_appearance of this clothing's fallback sprite.

If a sprite for this item hasn't already been generated, a new one is made in [generate_fallback_clothing], and added to GLOB.fallback_clothing_icons.

Arguments: