Goonstation 13 - Modules - TypesDefine Details

_std/defines/item.dm

TABLEPASSunused can pass by a table or rack
NODRIFTthing doesn't drift in space
USEDELAYput 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
EXTRADELAY1 second extra delay on use
NOSHIELDweapon 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)
CONDUCTconducts electricity (metal etc.)
ACCEPTS_MOUSEDROP_REAGENTScan mousedrop reagents into from a reagent_container
FPRINTtakes a fingerprint
ON_BORDERitem has priority to check when entering or leaving
DOORPASScan pass through a closed door
TALK_INTO_HANDautomagically talk into this object when a human is holding it (Phone handset!)
OPENCONTAINERis an open container for chemistry purposes. don't check this flag directly, use obj.is_open_container()
NOSPLASHNo beaker etc. splashing. For Chem machines etc.
SUPPRESSATTACKNo attack when hitting stuff with this item.
FLUID_SUBMERGEgets an overlay when submerged in fluid
IS_PERSPECTIVE_FLUIDgets a perspective overlay from adjacent fluids
ALWAYS_SOLID_FLUIDspecifically note this object as solid
HAS_EQUIP_CLICKCalls equipment_click from hand_range_attack on items worn with this flag set.
TGUI_INTERACTIVEHas the possibility for a TGUI interface
ATTACK_SELF_DELAYHas a click delay for attack_self()
FLUID_DENSECounts as dense for purposes of fluids. *scream.
CLICK_DELAY_IN_CONTENTSIf click delay should be applied even if atom is in user's contents (e.g.: postit notes)
UNCRUSHABLEIf an item cannot be crushed by the crusher
USE_INTENT_SWITCH_TRIGGERapply 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_INTENTSallows special attacks to be performed on help and grab intent with this item
SMOKELESSprevents items from creating smoke while burning
IMMUNE_TO_ACIDmakes items immune to acid
COLD_BURNprevents items from heating anything up while burning
UNSTORABLEPrevents 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_BARPrevents the action bar when this item is put on someone/interacting with the item of someone to be hidden
REBUILD_ALWAYSrebuild tooltip every single time without exception
REBUILD_DISTforce rebuild if dist does not match cache
REBUILD_USERforce rebuild if viewer has changed at all
REBUILD_SPECTROforce rebuild if spectrospec status of viewer has changed
DAMAGE_CRUSHcrushing damage is technically blunt damage, but it causes bleeding
ATTACK_PRE_DONT_ATTACKThe pre-attack signal doesnt want the attack to continue, so don't
LIMB_MUTANTLimb typically belongs to one of the normal-ass mutantraces
LIMB_ROBOTLimb is robotic in nature
LIMB_LIGHTLimb lighter than the average limb
LIMB_HEAVYLimb heavier than the average limb
LIMB_HEAVIERLimb is really heavy
LIMB_TREADSLimb is actually tank treads
LIMB_ABOMLimb typically belongs to a shambling abomination
LIMB_PLANTLimb is made of plants
LIMB_HOTLimb is whatever the heck a hot limb is
LIMB_ZOMBIELimb typically belongs to the restless undead
LIMB_HUNTERLimb typically belongs to hunters
LIMB_ITEMLimb is actually an item stuck to a stump
LIMB_STONELimb is made of stone
LIMB_BEARLimb typically belongs to a vicious bear
LIMB_BRULLBARLimb typically belongs to a brullbar
LIMB_WOLFLimb typically belongs to a large angry dog
LIMB_SKELLYLimb is kinda boney
LIMB_ARTIFACTLimb is an artifact limb
FIRESOURCE_OPEN_FLAMEFiresource is capable of starting fires on its own when dropped
FIRESOURCE_IGNITERFiresource can not cause fires on its own when dropped
ATTACK_VISIBLEThe default, the attack is animated, a message is given, and particles are shown (most items)
ATTACK_FULLY_HIDDENThe attack is fully hidden. No animation, no message, no particles (sleepy pen, silenced .22)
ATTACK_PARTIALLY_HIDDENNo attack message is shown and no particles are displayed, but the animation of the attacker still plays (genetics analyzer, autoinjectors)
MATCH_UNLITfor matches
MATCH_INERTbroken or burn out

Define Details

ACCEPTS_MOUSEDROP_REAGENTS

can mousedrop reagents into from a reagent_container

ALWAYS_SOLID_FLUID

specifically note this object as solid

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)

ATTACK_PRE_DONT_ATTACK

The pre-attack signal doesnt want the attack to continue, so don't

ATTACK_SELF_DELAY

Has a click delay for attack_self()

ATTACK_VISIBLE

The default, the attack is animated, a message is given, and particles are shown (most items)

CLICK_DELAY_IN_CONTENTS

If click delay should be applied even if atom is in user's contents (e.g.: postit notes)

COLD_BURN

prevents items from heating anything up while burning

CONDUCT

conducts electricity (metal etc.)

DAMAGE_CRUSH

crushing damage is technically blunt damage, but it causes bleeding

DOORPASS

can pass through a closed door

EXTRADELAY

1 second extra delay on use

FIRESOURCE_IGNITER

Firesource can not cause fires on its own when dropped

FIRESOURCE_OPEN_FLAME

Firesource is capable of starting fires on its own when dropped

FLUID_DENSE

Counts as dense for purposes of fluids. *scream.

FLUID_SUBMERGE

gets an overlay when submerged in fluid

FPRINT

takes a fingerprint

HAS_EQUIP_CLICK

Calls equipment_click from hand_range_attack on items worn with this flag set.

IMMUNE_TO_ACID

makes items immune to acid

IS_PERSPECTIVE_FLUID

gets a perspective overlay from adjacent fluids

LIMB_ABOM

Limb typically belongs to a shambling abomination

LIMB_ARTIFACT

Limb is an artifact limb

LIMB_BEAR

Limb typically belongs to a vicious bear

LIMB_BRULLBAR

Limb typically belongs to a brullbar

LIMB_HEAVIER

Limb is really heavy

LIMB_HEAVY

Limb heavier than the average limb

LIMB_HOT

Limb is whatever the heck a hot limb is

LIMB_HUNTER

Limb typically belongs to hunters

LIMB_ITEM

Limb is actually an item stuck to a stump

LIMB_LIGHT

Limb lighter than the average limb

LIMB_MUTANT

Limb typically belongs to one of the normal-ass mutantraces

LIMB_PLANT

Limb is made of plants

LIMB_ROBOT

Limb is robotic in nature

LIMB_SKELLY

Limb is kinda boney

LIMB_STONE

Limb is made of stone

LIMB_TREADS

Limb is actually tank treads

LIMB_WOLF

Limb typically belongs to a large angry dog

LIMB_ZOMBIE

Limb typically belongs to the restless undead

MATCH_INERT

broken or burn out

MATCH_UNLIT

for matches

NODRIFT

thing doesn't drift in space

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)

NOSPLASH

No beaker etc. splashing. For Chem machines etc.

OBVIOUS_INTERACTION_BAR

Prevents the action bar when this item is put on someone/interacting with the item of someone to be hidden

ON_BORDER

item has priority to check when entering or leaving

OPENCONTAINER

is an open container for chemistry purposes. don't check this flag directly, use obj.is_open_container()

REBUILD_ALWAYS

rebuild tooltip every single time without exception

REBUILD_DIST

force rebuild if dist does not match cache

REBUILD_SPECTRO

force rebuild if spectrospec status of viewer has changed

REBUILD_USER

force rebuild if viewer has changed at all

SMOKELESS

prevents items from creating smoke while burning

SUPPRESSATTACK

No attack when hitting stuff with this item.

TABLEPASS

unused can pass by a table or rack

TALK_INTO_HAND

automagically talk into this object when a human is holding it (Phone handset!)

TGUI_INTERACTIVE

Has the possibility for a TGUI interface

UNCRUSHABLE

If an item cannot be crushed by the crusher

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.

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

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