Goonstation 13 - Modules - TypesVar Details - Proc Details

item

Verb used when you attack someone with this, as in [attacker] [attack_verbs] [victim]. Can be a list or single entry What reagent will it make if it's brewable?

/////////////////////// Base vars & procs /////////////////////////////////

Vars

amountThis is for things which are stackable! It means that there are [amount] things here, which could be discretely split or stacked! if you use this to represent something other than a literal stack of items I will break your kneecaps
healthHow long an item takes to burn (or be consumed by other means), based on the weight class if no value is set
inhand_colorset to a colour to make the inhand image be that colour. if the item is coloured though that takes priority over this variable
item_stateThe in-hand icon state
leaves_slash_woundwhen attacking, this item can leave a slash wound
masterThis var fucking sucks. It's used for prox sensors and other stuff that when triggered trigger an item they're attached to. Why is this on /item i am so sad
mimic_chanceChance for this item to be replaced by a mimic disguised as it - note, setting this high here is a really bad idea
storedstorage datum holding it
wear_stateicon state used for worn sprites, icon_state used otherwise

Procs

AttackSelfCall this proc inplace of attack_self(...)
UpdateStackAppearanceDon't override this, override _update_stack_appearance() instead.
_update_stack_appearanceCall UpdateStackAppearance() instead.
attack_selfDO NOT CALL THIS PROC - Call AttackSelf(...) Instead!
enchantEnchants an item (minor armor boost for clothing, otherwise increases melee damage)
get_heroPick one human trying to cover the object
material_on_dropCalled when an item is dropped for mat effects
material_on_pickupCalled when an item is picked up for mat effects
setTwoHandedThis is the safe way of changing 2-handed-ness at runtime. Use this please.
try_specific_equipattempt unique functionality when item is held in hand and and using the equip hotkey

Var Details

amount

This is for things which are stackable! It means that there are [amount] things here, which could be discretely split or stacked! if you use this to represent something other than a literal stack of items I will break your kneecaps

health

How long an item takes to burn (or be consumed by other means), based on the weight class if no value is set

inhand_color

set to a colour to make the inhand image be that colour. if the item is coloured though that takes priority over this variable

item_state

The in-hand icon state

leaves_slash_wound

when attacking, this item can leave a slash wound

master

This var fucking sucks. It's used for prox sensors and other stuff that when triggered trigger an item they're attached to. Why is this on /item i am so sad

mimic_chance

Chance for this item to be replaced by a mimic disguised as it - note, setting this high here is a really bad idea

stored

storage datum holding it

wear_state

icon state used for worn sprites, icon_state used otherwise

Proc Details

AttackSelf

Call this proc inplace of attack_self(...)

UpdateStackAppearance

Don't override this, override _update_stack_appearance() instead.

_update_stack_appearance

Call UpdateStackAppearance() instead.

attack_self

DO NOT CALL THIS PROC - Call AttackSelf(...) Instead!

Only override this proc!

enchant

Enchants an item (minor armor boost for clothing, otherwise increases melee damage)

incr - value to enchant by setTo - when true, sets enchantment to incr, otherwise will add incr to existing enchantment (positive or negative)

get_hero

Pick one human trying to cover the object

material_on_drop

Called when an item is dropped for mat effects

material_on_pickup

Called when an item is picked up for mat effects

setTwoHanded

This is the safe way of changing 2-handed-ness at runtime. Use this please.

try_specific_equip

attempt unique functionality when item is held in hand and and using the equip hotkey