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 | |
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 |
---|---|
hat_offset_x | Used for the hattable component |
hat_offset_y | Used for the hattable component |
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 |
Procs | |
AfterAttack | Call this proc inplace of afterattack(...) |
AttackSelf | Call this proc inplace of attack_self(...) |
UpdateStackAppearance | Don't override this, override _update_stack_appearance() instead. |
_update_stack_appearance | Call UpdateStackAppearance() instead. |
afterattack | DO NOT CALL THIS PROC - Call AfterAttack(...) Instead! |
attack_self | DO NOT CALL THIS PROC - Call AttackSelf(...) Instead! |
enchant | Enchants an item (minor armor boost for clothing, otherwise increases melee damage) |
force_drop | Force the item to drop from the mob's hands.
If sever is TRUE, items will be severed from item arms |
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 |
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
hat_offset_x
Used for the hattable component
hat_offset_y
Used for the hattable component
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
AfterAttack
Call this proc inplace of afterattack(...)
AttackSelf
Call this proc inplace of attack_self(...)
UpdateStackAppearance
Don't override this, override _update_stack_appearance() instead.
_update_stack_appearance
Call UpdateStackAppearance() instead.
afterattack
DO NOT CALL THIS PROC - Call AfterAttack(...) Instead!
Only override this proc!
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)
force_drop
Force the item to drop from the mob's hands.
If sever
is TRUE, items will be severed from item arms
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