/obj/item name = "item" icon = 'icons/obj/items.dmi' var/icon/blood_overlay = null //this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite var/abstract = 0 var/force = 0 var/item_state = null var/damtype = "brute" var/r_speed = 1.0 var/health = null var/burn_point = null var/burning = null var/hitsound = null var/w_class = 3.0 flags = FPRINT | TABLEPASS var/slot_flags = 0 //This is used to determine on which slots an item can fit. pass_flags = PASSTABLE pressure_resistance = 50 // causeerrorheresoifixthis var/obj/item/master = null var/heat_protection = 0 //flags which determine which body parts are protected from heat. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm var/cold_protection = 0 //flags which determine which body parts are protected from cold. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm var/max_heat_protection_temperature //Set this variable to determine up to which temperature (IN KELVIN) the item protects against heat damage. Keep at null to disable protection. Only protects areas set by heat_protection flags var/min_cold_protection_temperature //Set this variable to determine down to which temperature (IN KELVIN) the item protects against cold damage. 0 is NOT an acceptable number due to if(varname) tests!! Keep at null to disable protection. Only protects areas set by cold_protection flags var/icon_action_button //If this is set, The item will make an action button on the player's HUD when picked up. The button will have the icon_action_button sprite from the screen1_action.dmi file. var/action_button_name //This is the text which gets displayed on the action button. If not set it defaults to 'Use [name]'. Note that icon_action_button needs to be set in order for the action button to appear. //Since any item can now be a piece of clothing, this has to be put here so all items share it. var/flags_inv //This flag is used to determine when items in someone's inventory cover others. IE helmets making it so you can't see glasses, etc. var/color = null var/body_parts_covered = 0 //see setup.dm for appropriate bit flags //var/heat_transfer_coefficient = 1 //0 prevents all transfers, 1 is invisible var/gas_transfer_coefficient = 1 // for leaking gas from turf to mask and vice-versa (for masks right now, but at some point, i'd like to include space helmets) var/permeability_coefficient = 1 // for chemicals/diseases var/siemens_coefficient = 1 // for electrical admittance/conductance (electrocution checks and shit) var/slowdown = 0 // How much clothing is slowing you down. Negative values speeds you up var/canremove = 1 //Mostly for Ninja code at this point but basically will not allow the item to be removed if set to 0. /N var/armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) var/list/allowed = null //suit storage stuff. var/obj/item/device/uplink/hidden/hidden_uplink = null // All items can have an uplink hidden inside, just remember to add the triggers. /obj/item/device icon = 'icons/obj/device.dmi' /obj/item/ex_act(severity) switch(severity) if(1.0) del(src) return if(2.0) if (prob(50)) del(src) return if(3.0) if (prob(5)) del(src) return else return /obj/item/blob_act() return /obj/item/verb/move_to_top() set name = "Move To Top" set category = "Object" set src in oview(1) if(!istype(src.loc, /turf) || usr.stat || usr.restrained() ) return var/turf/T = src.loc src.loc = null src.loc = T /obj/item/examine() set src in view() var/size switch(src.w_class) if(1.0) size = "tiny" if(2.0) size = "small" if(3.0) size = "normal-sized" if(4.0) size = "bulky" if(5.0) size = "huge" else //if ((CLUMSY in usr.mutations) && prob(50)) t = "funny-looking" usr << "This is a [src.blood_DNA ? "bloody " : ""]\icon[src][src.name]. It is a [size] item." if(src.desc) usr << src.desc return /obj/item/attack_hand(mob/user as mob) if (!user) return if (istype(src.loc, /obj/item/weapon/storage)) var/obj/item/weapon/storage/S = src.loc S.remove_from_storage(src) src.throwing = 0 if (src.loc == user) //canremove==0 means that object may not be removed. You can still wear it. This only applies to clothing. /N if(!src.canremove) return else user.u_equip(src) else if(isliving(src.loc)) return user.lastDblClick = world.time + 2 user.next_move = world.time + 2 src.pickup(user) add_fingerprint(user) user.put_in_active_hand(src) return /obj/item/attack_paw(mob/user as mob) if(isalien(user)) // -- TLE var/mob/living/carbon/alien/A = user if(!A.has_fine_manipulation || w_class >= 4) if(src in A.contents) // To stop Aliens having items stuck in their pockets A.drop_from_inventory(src) user << "Your claws aren't capable of such fine manipulation." return if (istype(src.loc, /obj/item/weapon/storage)) for(var/mob/M in range(1, src.loc)) if (M.s_active == src.loc) if (M.client) M.client.screen -= src src.throwing = 0 if (src.loc == user) //canremove==0 means that object may not be removed. You can still wear it. This only applies to clothing. /N if(istype(src, /obj/item/clothing) && !src:canremove) return else user.u_equip(src) else if(istype(src.loc, /mob/living)) return src.pickup(user) user.lastDblClick = world.time + 2 user.next_move = world.time + 2 user.put_in_active_hand(src) return /obj/item/attackby(obj/item/weapon/W as obj, mob/user as mob) if(istype(W,/obj/item/weapon/storage)) var/obj/item/weapon/storage/S = W if(S.use_to_pickup) if(!S.can_be_inserted(src)) return if(S.collection_mode) //Mode is set to collect all items on a tile and we clicked on a valid one. if(isturf(src.loc)) for(var/obj/item/I in src.loc) if(I != src) //We'll do the one we clicked on last. if(!S.can_be_inserted(I)) continue S.handle_item_insertion(I, 1) //The 1 stops the "You put the [src] into [S]" insertion message from being displayed. S.handle_item_insertion(src) return /obj/item/proc/attack(mob/living/M as mob, mob/living/user as mob, def_zone) if (!istype(M)) // not sure if this is the right thing... return var/messagesource = M if (istype(M,/mob/living/carbon/brain)) messagesource = M:container if (src.hitsound) playsound(src.loc, hitsound, 50, 1, -1) ///////////////////////// user.lastattacked = M M.lastattacker = user user.attack_log += "\[[time_stamp()]\] Attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(src.damtype)])" M.attack_log += "\[[time_stamp()]\] Attacked by [user.name] ([user.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(src.damtype)])" log_attack("[user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(src.damtype)])" ) //spawn(1800) // this wont work right // M.lastattacker = null ///////////////////////// var/power = src.force if((HULK in user.mutations) || (SUPRSTR in user.augmentations)) power *= 2 if(!istype(M, /mob/living/carbon/human)) if(istype(M, /mob/living/carbon/slime)) var/mob/living/carbon/slime/slime = M if(prob(25)) user << "\red [src] passes right through [M]!" return if(power > 0) slime.attacked += 10 if(slime.Discipline && prob(50)) // wow, buddy, why am I getting attacked?? slime.Discipline = 0 if(power >= 3) if(istype(slime, /mob/living/carbon/slime/adult)) if(prob(5 + round(power/2))) if(slime.Victim) if(prob(80) && !slime.client) slime.Discipline++ slime.Victim = null slime.anchored = 0 spawn() if(slime) slime.SStun = 1 sleep(rand(5,20)) if(slime) slime.SStun = 0 spawn(0) if(slime) slime.canmove = 0 step_away(slime, user) if(prob(25 + power)) sleep(2) if(slime && user) step_away(slime, user) slime.canmove = 1 else if(prob(10 + power*2)) if(slime) if(slime.Victim) if(prob(80) && !slime.client) slime.Discipline++ if(slime.Discipline == 1) slime.attacked = 0 spawn() if(slime) slime.SStun = 1 sleep(rand(5,20)) if(slime) slime.SStun = 0 slime.Victim = null slime.anchored = 0 spawn(0) if(slime && user) step_away(slime, user) slime.canmove = 0 if(prob(25 + power*4)) sleep(2) if(slime && user) step_away(slime, user) slime.canmove = 1 var/showname = "." if(user) showname = " by [user]." if(!(user in viewers(M, null))) showname = "." for(var/mob/O in viewers(messagesource, null)) if(src.attack_verb.len) O.show_message("\red [M] has been [pick(src.attack_verb)] with [src][showname] ", 1) else O.show_message("\red [M] has been attacked with [src][showname] ", 1) if(!showname && user) if(user.client) user << "\red You attack [M] with [src]. " if(istype(M, /mob/living/carbon/human)) M:attacked_by(src, user, def_zone) else switch(src.damtype) if("brute") if(istype(src, /mob/living/carbon/slime)) M.adjustBrainLoss(power) else M.take_organ_damage(power) if (prob(33)) // Added blood for whacking non-humans too var/turf/location = M.loc if (istype(location, /turf/simulated)) location.add_blood_floor(M) if("fire") if (!(COLD_RESISTANCE in M.mutations)) M.take_organ_damage(0, power) M << "Aargh it burns!" M.updatehealth() src.add_fingerprint(user) return 1 /obj/item/proc/attack_self() return /obj/item/proc/afterattack() return /obj/item/proc/talk_into(mob/M as mob, text) return /obj/item/proc/moved(mob/user as mob, old_loc as turf) return /obj/item/proc/dropped(mob/user as mob) ..() // called just as an item is picked up (loc is not yet changed) /obj/item/proc/pickup(mob/user) return // called when this item is removed from a storage item, which is passed on as S. The loc variable is already set to the new destination before this is called. /obj/item/proc/on_exit_storage(obj/item/weapon/storage/S as obj) return // called when this item is added into a storage item, which is passed on as S. The loc variable is already set to the storage item. /obj/item/proc/on_enter_storage(obj/item/weapon/storage/S as obj) return // called when "found" in pockets and storage items. Returns 1 if the search should end. /obj/item/proc/on_found(mob/finder as mob) return // called after an item is placed in an equipment slot // user is mob that equipped it // slot uses the slot_X defines found in setup.dm // for items that can be placed in multiple slots // note this isn't called during the initial dressing of a player /obj/item/proc/equipped(var/mob/user, var/slot) return //the mob M is attempting to equip this item into the slot passed through as 'slot'. Return 1 if it can do this and 0 if it can't. //If you are making custom procs but would like to retain partial or complete functionality of this one, include a 'return ..()' to where you want this to happen. //Set disable_warning to 1 if you wish it to not give you outputs. /obj/item/proc/mob_can_equip(M as mob, slot, disable_warning = 0) if(!slot) return 0 if(!M) return 0 if(ishuman(M)) //START HUMAN var/mob/living/carbon/human/H = M if(istype(src, /obj/item/clothing/under) || istype(src, /obj/item/clothing/suit)) if(FAT in H.mutations) if(!(flags & ONESIZEFITSALL)) if(!disable_warning) H << "\red You're too fat to wear the [name]." return 0 switch(slot) if(slot_l_hand) if(H.l_hand) return 0 return 1 if(slot_r_hand) if(H.r_hand) return 0 return 1 if(slot_wear_mask) if(H.wear_mask) return 0 if( !(slot_flags & SLOT_MASK) ) return 0 return 1 if(slot_back) if(H.back) return 0 if( !(slot_flags & SLOT_BACK) ) return 0 return 1 if(slot_wear_suit) if(H.wear_suit) return 0 if( !(slot_flags & SLOT_OCLOTHING) ) return 0 return 1 if(slot_gloves) if(H.gloves) return 0 if( !(slot_flags & SLOT_GLOVES) ) return 0 return 1 if(slot_shoes) if(H.shoes) return 0 if( !(slot_flags & SLOT_FEET) ) return 0 return 1 if(slot_belt) if(H.belt) return 0 if(!H.w_uniform) if(!disable_warning) H << "\red You need a jumpsuit before you can attach this [name]." return 0 if( !(slot_flags & SLOT_BELT) ) return return 1 if(slot_glasses) if(H.glasses) return 0 if( !(slot_flags & SLOT_EYES) ) return 0 return 1 if(slot_head) if(H.head) return 0 if( !(slot_flags & SLOT_HEAD) ) return 0 return 1 if(slot_ears) if(H.ears) return 0 if( !(slot_flags & SLOT_EARS) ) return 0 return 1 if(slot_w_uniform) if(H.w_uniform) return 0 if( !(slot_flags & SLOT_ICLOTHING) ) return 0 return 1 if(slot_wear_id) if(H.wear_id) return 0 if(!H.w_uniform) if(!disable_warning) H << "\red You need a jumpsuit before you can attach this [name]." return 0 if( !(slot_flags & SLOT_ID) ) return 0 return 1 if(slot_l_store) if(H.l_store) return 0 if(!H.w_uniform) if(!disable_warning) H << "\red You need a jumpsuit before you can attach this [name]." return 0 if(slot_flags & SLOT_DENYPOCKET) return if( w_class <= 2 || (slot_flags & SLOT_POCKET) ) return 1 if(slot_r_store) if(H.r_store) return 0 if(!H.w_uniform) if(!disable_warning) H << "\red You need a jumpsuit before you can attach this [name]." return 0 if(slot_flags & SLOT_DENYPOCKET) return 0 if( w_class <= 2 || (slot_flags & SLOT_POCKET) ) return 1 return 0 if(slot_s_store) if(H.s_store) return 0 if(!H.wear_suit) if(!disable_warning) H << "\red You need a suit before you can attach this [name]." return 0 if(!H.wear_suit.allowed) if(!disable_warning) usr << "You somehow have a suit with no defined allowed items for suit storage, stop that." return 0 if(src.w_class > 3) if(!disable_warning) usr << "The [name] is too big to attach." return 0 if( istype(src, /obj/item/device/pda) || istype(src, /obj/item/weapon/pen) || is_type_in_list(src, H.wear_suit.allowed) ) return 1 return 0 if(slot_handcuffed) if(H.handcuffed) return 0 if(!istype(src, /obj/item/weapon/handcuffs)) return 0 return 1 if(slot_legcuffed) if(H.legcuffed) return 0 if(!istype(src, /obj/item/weapon/legcuffs)) return 0 return 1 if(slot_in_backpack) if (H.back && istype(H.back, /obj/item/weapon/storage/backpack)) var/obj/item/weapon/storage/backpack/B = H.back if(B.contents.len < B.storage_slots && w_class <= B.max_w_class) return 1 return 0 return 0 //Unsupported slot //END HUMAN else if(ismonkey(M)) //START MONKEY var/mob/living/carbon/monkey/MO = M switch(slot) if(slot_l_hand) if(MO.l_hand) return 0 return 1 if(slot_r_hand) if(MO.r_hand) return 0 return 1 if(slot_wear_mask) if(MO.wear_mask) return 0 if( !(slot_flags & SLOT_MASK) ) return 0 return 1 if(slot_back) if(MO.back) return 0 if( !(slot_flags & SLOT_BACK) ) return 0 return 1 return 0 //Unsupported slot //END MONKEY /obj/item/verb/verb_pickup() set src in oview(1) set category = "Object" set name = "Pick up" if(!usr.canmove || usr.stat || usr.restrained() || !in_range(src, usr)) return if(ishuman(usr)) if(usr.get_active_hand() == null) src.Click() // Let me know if this has any problems -Giacom /* if(usr.get_active_hand() == null) src.attack_hand(usr) else usr << "\red You already have something in your hand." */ else usr << "\red This mob type can't use this verb." //This proc is executed when someone clicks the on-screen UI button. To make the UI button show, set the 'icon_action_button' to the icon_state of the image of the button in screen1_action.dmi //The default action is attack_self(). //Checks before we get to here are: mob is alive, mob is not restrained, paralyzed, asleep, resting, laying, item is on the mob. /obj/item/proc/ui_action_click() if( src in usr ) attack_self(usr) /obj/item/proc/IsShield() return 0 /obj/item/proc/eyestab(mob/living/carbon/M as mob, mob/living/carbon/user as mob) var/mob/living/carbon/human/H = M if(istype(H) && ( \ (H.head && H.head.flags & HEADCOVERSEYES) || \ (H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || \ (H.glasses && H.glasses.flags & GLASSESCOVERSEYES) \ )) // you can't stab someone in the eyes wearing a mask! user << "\red You're going to need to remove that mask/helmet/glasses first." return var/mob/living/carbon/monkey/Mo = M if(istype(Mo) && ( \ (Mo.wear_mask && Mo.wear_mask.flags & MASKCOVERSEYES) \ )) // you can't stab someone in the eyes wearing a mask! user << "\red You're going to need to remove that mask/helmet/glasses first." return if(istype(M, /mob/living/carbon/alien) || istype(M, /mob/living/carbon/slime))//Aliens don't have eyes./N slimes also don't have eyes! user << "\red You cannot locate any eyes on this creature!" return user.attack_log += "\[[time_stamp()]\] Attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])" M.attack_log += "\[[time_stamp()]\] Attacked by [user.name] ([user.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])" log_attack(" [user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])") src.add_fingerprint(user) //if((CLUMSY in user.mutations) && prob(50)) // M = user /* M << "\red You stab yourself in the eye." M.sdisabilities |= BLIND M.weakened += 4 M.adjustBruteLoss(10) */ if(M != user) for(var/mob/O in (viewers(M) - user - M)) O.show_message("\red [M] has been stabbed in the eye with [src] by [user].", 1) M << "\red [user] stabs you in the eye with [src]!" user << "\red You stab [M] in the eye with [src]!" else user.visible_message( \ "\red [user] has stabbed themself with [src]!", \ "\red You stab yourself in the eyes with [src]!" \ ) if(istype(M, /mob/living/carbon/human)) var/datum/organ/external/affecting = M:get_organ("head") if(affecting.take_damage(7)) M:UpdateDamageIcon() else M.take_organ_damage(7) M.eye_blurry += rand(3,4) M.eye_stat += rand(2,4) if (M.eye_stat >= 10) M.eye_blurry += 15+(0.1*M.eye_blurry) M.disabilities |= NEARSIGHTED if(M.stat != 2) M << "\red Your eyes start to bleed profusely!" if(prob(50)) if(M.stat != 2) M << "\red You drop what you're holding and clutch at your eyes!" M.drop_item() M.eye_blurry += 10 M.Paralyse(1) M.Weaken(4) if (prob(M.eye_stat - 10 + 1)) if(M.stat != 2) M << "\red You go blind!" M.sdisabilities |= BLIND return /obj/item/clean_blood() . = ..() if(blood_overlay) overlays.Remove(blood_overlay) if(istype(src, /obj/item/clothing/gloves)) var/obj/item/clothing/gloves/G = src G.transfer_blood = 0