_std/defines/item.dm
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
can mousedrop reagents into from a reagent_container
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
this object is solid to fluids as long as it is also dense (think doors)
FLUID_DENSE_ALWAYS
This object is solid to fluids regardless of density (think fluid forcefields)
FLUID_SUBMERGE
gets an overlay when submerged in fluid
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
NOFPRINT
doesn't record fingerprints
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()
PAPER_IMAGE_RENDER
macro for rendering an image fullsize on paper
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