_std/defines/item.dm ![_std/defines/item.dm0](git.png)
TABLEPASS | unused can pass by a table or rack |
---|---|
NODRIFT | thing doesn't drift in space |
USEDELAY | put this on either a thing you don't want to be hit rapidly, or a thing you don't want people to hit other stuff rapidly with |
EXTRADELAY | 1 second extra delay on use |
NOSHIELD | weapon not affected by shield. MBC also put this flag on cloak/shield device to minimize istype checking, so consider this more SHIELD_ACT (rename? idk) |
CONDUCT | conducts electricity (metal etc.) |
ACCEPTS_MOUSEDROP_REAGENTS | can mousedrop reagents into from a reagent_container |
NOFPRINT | doesn't record fingerprints |
ON_BORDER | item has priority to check when entering or leaving |
DOORPASS | can pass through a closed door |
TALK_INTO_HAND | automagically talk into this object when a human is holding it (Phone handset!) |
OPENCONTAINER | is an open container for chemistry purposes. don't check this flag directly, use obj.is_open_container() |
NOSPLASH | No beaker etc. splashing. For Chem machines etc. |
SUPPRESSATTACK | No attack when hitting stuff with this item. |
FLUID_SUBMERGE | gets an overlay when submerged in fluid |
IS_PERSPECTIVE_FLUID | gets a perspective overlay from adjacent fluids |
FLUID_DENSE | this object is solid to fluids as long as it is also dense (think doors) |
HAS_EQUIP_CLICK | Calls equipment_click from hand_range_attack on items worn with this flag set. |
TGUI_INTERACTIVE | Has the possibility for a TGUI interface |
ATTACK_SELF_DELAY | Has a click delay for attack_self() |
FLUID_DENSE_ALWAYS | This object is solid to fluids regardless of density (think fluid forcefields) |
CLICK_DELAY_IN_CONTENTS | If click delay should be applied even if atom is in user's contents (e.g.: postit notes) |
UNCRUSHABLE | If an item cannot be crushed by the crusher |
USE_INTENT_SWITCH_TRIGGER | apply to an item's flags to use the item's intent_switch_trigger() proc. This will be called when intent is switched while this item is in hand. |
USE_SPECIALS_ON_ALL_INTENTS | allows special attacks to be performed on help and grab intent with this item |
SMOKELESS | prevents items from creating smoke while burning |
IMMUNE_TO_ACID | makes items immune to acid |
COLD_BURN | prevents items from heating anything up while burning |
UNSTORABLE | Prevents an item from being placed inside of a storage container, regardless of the item's w_class or the storage's can_hold list. |
OBVIOUS_INTERACTION_BAR | Prevents the action bar when this item is put on someone/interacting with the item of someone to be hidden |
REBUILD_ALWAYS | rebuild tooltip every single time without exception |
REBUILD_DIST | force rebuild if dist does not match cache |
REBUILD_USER | force rebuild if viewer has changed at all |
REBUILD_SPECTRO | force rebuild if spectrospec status of viewer has changed |
DAMAGE_CRUSH | crushing damage is technically blunt damage, but it causes bleeding |
ATTACK_PRE_DONT_ATTACK | The pre-attack signal doesnt want the attack to continue, so don't |
LIMB_MUTANT | Limb typically belongs to one of the normal-ass mutantraces |
LIMB_ROBOT | Limb is robotic in nature |
LIMB_LIGHT | Limb lighter than the average limb |
LIMB_HEAVY | Limb heavier than the average limb |
LIMB_HEAVIER | Limb is really heavy |
LIMB_TREADS | Limb is actually tank treads |
LIMB_ABOM | Limb typically belongs to a shambling abomination |
LIMB_PLANT | Limb is made of plants |
LIMB_HOT | Limb is whatever the heck a hot limb is |
LIMB_ZOMBIE | Limb typically belongs to the restless undead |
LIMB_HUNTER | Limb typically belongs to hunters |
LIMB_ITEM | Limb is actually an item stuck to a stump |
LIMB_STONE | Limb is made of stone |
LIMB_BEAR | Limb typically belongs to a vicious bear |
LIMB_BRULLBAR | Limb typically belongs to a brullbar |
LIMB_WOLF | Limb typically belongs to a large angry dog |
LIMB_SKELLY | Limb is kinda boney |
LIMB_ARTIFACT | Limb is an artifact limb |
FIRESOURCE_OPEN_FLAME | Firesource is capable of starting fires on its own when dropped |
FIRESOURCE_IGNITER | Firesource can not cause fires on its own when dropped |
ATTACK_VISIBLE | The default, the attack is animated, a message is given, and particles are shown (most items) |
ATTACK_FULLY_HIDDEN | The attack is fully hidden. No animation, no message, no particles (sleepy pen, silenced .22) |
ATTACK_PARTIALLY_HIDDEN | No attack message is shown and no particles are displayed, but the animation of the attacker still plays (genetics analyzer, autoinjectors) |
MATCH_UNLIT | for matches |
MATCH_INERT | broken or burn out |
PAPER_IMAGE_RENDER | macro for rendering an image fullsize on paper |
Define Details
ACCEPTS_MOUSEDROP_REAGENTS ![_std/defines/item.dm 18](git.png)
can mousedrop reagents into from a reagent_container
ATTACK_FULLY_HIDDEN ![_std/defines/item.dm 221](git.png)
The attack is fully hidden. No animation, no message, no particles (sleepy pen, silenced .22)
ATTACK_PARTIALLY_HIDDEN ![_std/defines/item.dm 223](git.png)
No attack message is shown and no particles are displayed, but the animation of the attacker still plays (genetics analyzer, autoinjectors)
ATTACK_PRE_DONT_ATTACK ![_std/defines/item.dm 130](git.png)
The pre-attack signal doesnt want the attack to continue, so don't
ATTACK_SELF_DELAY ![_std/defines/item.dm 44](git.png)
Has a click delay for attack_self()
ATTACK_VISIBLE ![_std/defines/item.dm 219](git.png)
The default, the attack is animated, a message is given, and particles are shown (most items)
CLICK_DELAY_IN_CONTENTS ![_std/defines/item.dm 48](git.png)
If click delay should be applied even if atom is in user's contents (e.g.: postit notes)
COLD_BURN ![_std/defines/item.dm 63](git.png)
prevents items from heating anything up while burning
CONDUCT ![_std/defines/item.dm 16](git.png)
conducts electricity (metal etc.)
DAMAGE_CRUSH ![_std/defines/item.dm 113](git.png)
crushing damage is technically blunt damage, but it causes bleeding
DOORPASS ![_std/defines/item.dm 24](git.png)
can pass through a closed door
EXTRADELAY ![_std/defines/item.dm 12](git.png)
1 second extra delay on use
FIRESOURCE_IGNITER ![_std/defines/item.dm 213](git.png)
Firesource can not cause fires on its own when dropped
FIRESOURCE_OPEN_FLAME ![_std/defines/item.dm 211](git.png)
Firesource is capable of starting fires on its own when dropped
FLUID_DENSE ![_std/defines/item.dm 38](git.png)
this object is solid to fluids as long as it is also dense (think doors)
FLUID_DENSE_ALWAYS ![_std/defines/item.dm 46](git.png)
This object is solid to fluids regardless of density (think fluid forcefields)
FLUID_SUBMERGE ![_std/defines/item.dm 34](git.png)
gets an overlay when submerged in fluid
HAS_EQUIP_CLICK ![_std/defines/item.dm 40](git.png)
Calls equipment_click from hand_range_attack on items worn with this flag set.
IMMUNE_TO_ACID ![_std/defines/item.dm 61](git.png)
makes items immune to acid
IS_PERSPECTIVE_FLUID ![_std/defines/item.dm 36](git.png)
gets a perspective overlay from adjacent fluids
LIMB_ABOM ![_std/defines/item.dm 146](git.png)
Limb typically belongs to a shambling abomination
LIMB_ARTIFACT ![_std/defines/item.dm 168](git.png)
Limb is an artifact limb
LIMB_BEAR ![_std/defines/item.dm 160](git.png)
Limb typically belongs to a vicious bear
LIMB_BRULLBAR ![_std/defines/item.dm 162](git.png)
Limb typically belongs to a brullbar
LIMB_HEAVIER ![_std/defines/item.dm 142](git.png)
Limb is really heavy
LIMB_HEAVY ![_std/defines/item.dm 140](git.png)
Limb heavier than the average limb
LIMB_HOT ![_std/defines/item.dm 150](git.png)
Limb is whatever the heck a hot limb is
LIMB_HUNTER ![_std/defines/item.dm 154](git.png)
Limb typically belongs to hunters
LIMB_ITEM ![_std/defines/item.dm 156](git.png)
Limb is actually an item stuck to a stump
LIMB_LIGHT ![_std/defines/item.dm 138](git.png)
Limb lighter than the average limb
LIMB_MUTANT ![_std/defines/item.dm 134](git.png)
Limb typically belongs to one of the normal-ass mutantraces
LIMB_PLANT ![_std/defines/item.dm 148](git.png)
Limb is made of plants
LIMB_ROBOT ![_std/defines/item.dm 136](git.png)
Limb is robotic in nature
LIMB_SKELLY ![_std/defines/item.dm 166](git.png)
Limb is kinda boney
LIMB_STONE ![_std/defines/item.dm 158](git.png)
Limb is made of stone
LIMB_TREADS ![_std/defines/item.dm 144](git.png)
Limb is actually tank treads
LIMB_WOLF ![_std/defines/item.dm 164](git.png)
Limb typically belongs to a large angry dog
LIMB_ZOMBIE ![_std/defines/item.dm 152](git.png)
Limb typically belongs to the restless undead
MATCH_INERT ![_std/defines/item.dm 227](git.png)
broken or burn out
MATCH_UNLIT ![_std/defines/item.dm 225](git.png)
for matches
NODRIFT ![_std/defines/item.dm 8](git.png)
thing doesn't drift in space
NOFPRINT ![_std/defines/item.dm 20](git.png)
doesn't record fingerprints
NOSHIELD ![_std/defines/item.dm 14](git.png)
weapon not affected by shield. MBC also put this flag on cloak/shield device to minimize istype checking, so consider this more SHIELD_ACT (rename? idk)
NOSPLASH ![_std/defines/item.dm 30](git.png)
No beaker etc. splashing. For Chem machines etc.
OBVIOUS_INTERACTION_BAR ![_std/defines/item.dm 67](git.png)
Prevents the action bar when this item is put on someone/interacting with the item of someone to be hidden
ON_BORDER ![_std/defines/item.dm 22](git.png)
item has priority to check when entering or leaving
OPENCONTAINER ![_std/defines/item.dm 28](git.png)
is an open container for chemistry purposes. don't check this flag directly, use obj.is_open_container()
PAPER_IMAGE_RENDER ![_std/defines/item.dm 230](git.png)
macro for rendering an image fullsize on paper
REBUILD_ALWAYS ![_std/defines/item.dm 99](git.png)
rebuild tooltip every single time without exception
REBUILD_DIST ![_std/defines/item.dm 101](git.png)
force rebuild if dist does not match cache
REBUILD_SPECTRO ![_std/defines/item.dm 105](git.png)
force rebuild if spectrospec status of viewer has changed
REBUILD_USER ![_std/defines/item.dm 103](git.png)
force rebuild if viewer has changed at all
SMOKELESS ![_std/defines/item.dm 59](git.png)
prevents items from creating smoke while burning
SUPPRESSATTACK ![_std/defines/item.dm 32](git.png)
No attack when hitting stuff with this item.
TABLEPASS ![_std/defines/item.dm 6](git.png)
unused can pass by a table or rack
TALK_INTO_HAND ![_std/defines/item.dm 26](git.png)
automagically talk into this object when a human is holding it (Phone handset!)
TGUI_INTERACTIVE ![_std/defines/item.dm 42](git.png)
Has the possibility for a TGUI interface
UNCRUSHABLE ![_std/defines/item.dm 50](git.png)
If an item cannot be crushed by the crusher
UNSTORABLE ![_std/defines/item.dm 65](git.png)
Prevents an item from being placed inside of a storage container, regardless of the item's w_class
or the storage's can_hold
list.
USEDELAY ![_std/defines/item.dm 10](git.png)
put this on either a thing you don't want to be hit rapidly, or a thing you don't want people to hit other stuff rapidly with
USE_INTENT_SWITCH_TRIGGER ![_std/defines/item.dm 55](git.png)
apply to an item's flags to use the item's intent_switch_trigger() proc. This will be called when intent is switched while this item is in hand.
USE_SPECIALS_ON_ALL_INTENTS ![_std/defines/item.dm 57](git.png)
allows special attacks to be performed on help and grab intent with this item