item 
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 |
---|---|
attack_verbs | Verb used when you attack someone with this, as in [attacker] [attack_verbs] [victim]. Can be a list or single entry |
brew_result | What reagent will it make if it's brewable? |
burn_output | How hot does the item burn once on fire |
burn_point | Ambient temperature at which the item may spontaneously ignite |
burn_possible | Is this item burnable |
burn_remains | What is left when it's burnt up |
burning | Are we currently burning |
burning_last_process | Keep track of last burning state |
equip_sfx | Sound for when you equip this from an inventory (ie not a turf) |
firesource | Is this a valid source for lighting fires |
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 |
pickup_sfx | Sound for when you pick this up from anywhere. If null, we auto-pick from a list based on w_class |
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! |
assembly_get_admin_log_message | This will be called when the item is build into a /obj/item/assembly on get_admin_log_message(). Use this for additional information for logging. |
assembly_get_part_help_message | This will be called when the item is build into a /obj/item/assembly on get_help_message() |
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 |
place_to_turf_by_grid | Move item to turf, and snap its pixel offsets to a grid of the input size. |
setTwoHanded | This is the safe way of changing 2-handed-ness at runtime. Use this please. |
should_place_on | Override to implement custom logic for determining whether the item should be placed onto a target object |
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
attack_verbs 
Verb used when you attack someone with this, as in [attacker] [attack_verbs] [victim]. Can be a list or single entry
brew_result 
What reagent will it make if it's brewable?
burn_output 
How hot does the item burn once on fire
burn_point 
Ambient temperature at which the item may spontaneously ignite
burn_possible 
Is this item burnable
burn_remains 
What is left when it's burnt up
burning 
Are we currently burning
burning_last_process 
Keep track of last burning state
equip_sfx 
Sound for when you equip this from an inventory (ie not a turf)
firesource 
Is this a valid source for lighting fires
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
pickup_sfx 
Sound for when you pick this up from anywhere. If null, we auto-pick from a list based on w_class
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!
assembly_get_admin_log_message
This will be called when the item is build into a /obj/item/assembly on get_admin_log_message(). Use this for additional information for logging.
assembly_get_part_help_message
This will be called when the item is build into a /obj/item/assembly on get_help_message()
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
place_to_turf_by_grid
Move item to turf, and snap its pixel offsets to a grid of the input size.
setTwoHanded
This is the safe way of changing 2-handed-ness at runtime. Use this please.
should_place_on
Override to implement custom logic for determining whether the item should be placed onto a target object
try_specific_equip
attempt unique functionality when item is held in hand and and using the equip hotkey