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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../"><link rel="stylesheet" href="dmdoc.css"><title>/obj/item - Space Station 13</title></head><body><header><a href="index.html">Space Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a><a href="obj/item.html#var">Var Details</a> - <a href="obj/item.html#proc">Proc Details</a></header><main><h1>item <aside>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a></aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L4"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 4"></a></h1><table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Vars</h2></td></tr><tr><th><a href="obj/item.html#var/actions">actions</a></th><td>List of /datum/action's that this item has.</td></tr><tr><th><a href="obj/item.html#var/actions_types">actions_types</a></th><td>List of paths of action datums to give to the item on New().</td></tr><tr><th><a href="obj/item.html#var/allowed">allowed</a></th><td>For what suits can store. IE. secuirty vest holding stunbatons, disablers, cuffs.</td></tr><tr><th><a href="obj/item.html#var/armor_penetration_flat">armor_penetration_flat</a></th><td>Flat armour reduction, occurs after percentage armour penetration.</td></tr><tr><th><a href="obj/item.html#var/armor_penetration_percentage">armor_penetration_percentage</a></th><td>Percentage armour reduction, happens before flat armour reduction.</td></tr><tr><th><a href="obj/item.html#var/attached_bits">attached_bits</a></th><td>List of attached tool bits</td></tr><tr><th><a href="obj/item.html#var/attack_effect_override">attack_effect_override</a></th><td>Allows you to override the attack animation with an attack effect</td></tr><tr><th><a href="obj/item.html#var/attack_verb">attack_verb</a></th><td>Used in attackby() to say how something was attacked <code>&quot;[x] has been [z.attack_verb] by [y] with [z]&quot;</code></td></tr><tr><th><a href="obj/item.html#var/bit_efficiency_mod">bit_efficiency_mod</a></th><td>Efficiency modifier for tools that use energy or fuel</td></tr><tr><th><a href="obj/item.html#var/bit_failure_rate">bit_failure_rate</a></th><td>Failure rate of using this tool. Without a bit, defaults to 0 for no failure chance</td></tr><tr><th><a href="obj/item.html#var/bit_productivity_mod">bit_productivity_mod</a></th><td>Productivity modifier for tools</td></tr><tr><th><a href="obj/item.html#var/body_parts_covered">body_parts_covered</a></th><td>What bodyflags does this item cover? See setup.dm for appropriate bit flags</td></tr><tr><th><a href="obj/item.html#var/cold_protection">cold_protection</a></th><td>Flags which determine which body parts are protected from cold. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm</td></tr><tr><th><a href="obj/item.html#var/discrete">discrete</a></th><td>used in item_attack.dm to make an item not show an attack message to viewers</td></tr><tr><th><a href="obj/item.html#var/dog_fashion">dog_fashion</a></th><td>What can/cant be worn, and where is valid to be worn by ian/E-N(and corgies), most of the time changing the name and emotes of the pet.</td></tr><tr><th><a href="obj/item.html#var/drop_sound">drop_sound</a></th><td>Sound uses when dropping the item, or when its thrown.</td></tr><tr><th><a href="obj/item.html#var/dyeable">dyeable</a></th><td>If this item is put into a washing machine to be dyed, can objects of this type be dyed into a different color/icon?</td></tr><tr><th><a href="obj/item.html#var/dyeing_key">dyeing_key</a></th><td>The associated key to the dye registry GLOB list, used to transform/color this piece of clothing through dyeing</td></tr><tr><th><a href="obj/item.html#var/embed_chance">embed_chance</a></th><td>So items can have custom embedd values because customisation is king</td></tr><tr><th><a href="obj/item.html#var/embedded_fall_chance">embedded_fall_chance</a></th><td>The chances of the item falling out of the limb</td></tr><tr><th><a href="obj/item.html#var/embedded_fall_pain_multiplier">embedded_fall_pain_multiplier</a></th><td>The coefficient of multiplication for the damage this item does when falling out of a limb (this * w_class)</td></tr><tr><th><a href="obj/item.html#var/embedded_ignore_throwspeed_threshold">embedded_ignore_throwspeed_threshold</a></th><td>How fast something has to be going to embed</td></tr><tr><th><a href="obj/item.html#var/embedded_impact_pain_multiplier">embedded_impact_pain_multiplier</a></th><td>The coefficient of multiplication for the damage this item does when first embedded (this * w_class)</td></tr><tr><th><a href="obj/item.html#var/embedded_pain_chance">embedded_pain_chance</a></th><td>The cances of the item dealing damage to the limb</td></tr><tr><th><a href="obj/item.html#var/embedded_pain_multiplier">embedded_pain_multiplier</a></th><td>The coefficient of multiplication for the damage this item does while embedded (this * w_class)</td></tr><tr><th><a href="obj/item.html#var/embedded_unsafe_removal_pain_multiplier">embedded_unsafe_removal_pain_multiplier</a></th><td>The coefficient of multiplication for the damage removing this without surgery causes (this * w_class)</td></tr><tr><th><a href="obj/item.html#var/embedded_unsafe_removal_time">embedded_unsafe_removal_time</a></th><td>A time in ticks, multiplied by the w_class.</td></tr><tr><th><a href="obj/item.html#var/equip_sound">equip_sound</a></th><td>Sound used when equipping the item into a valid slot</td></tr><tr><th><a href="obj/item.html#var/flags_cover">flags_cover</a></th><td>For flags that define what areas an item cover</td></tr><tr><th><a href="obj/item.html#var/flags_inv">flags_inv</a></th><td>Since any item can now be a piece of clothing, this has to be put here so all items share it.
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.</td></tr><tr><th><a href="obj/item.html#var/gas_transfer_coefficient">gas_transfer_coefficient</a></th><td>For leaking gas from turf to mask and vice-versa.</td></tr><tr><th><a href="obj/item.html#var/heat_protection">heat_protection</a></th><td>Flags which determine which body parts are protected from heat. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm</td></tr><tr><th><a href="obj/item.html#var/hidden_uplink">hidden_uplink</a></th><td>All items can have an uplink hidden inside, just remember to add the triggers.</td></tr><tr><th><a href="obj/item.html#var/hit_reaction_chance">hit_reaction_chance</a></th><td>Used to give a reaction chance on hit that is not a block. If less than 0, will remove the block message, allowing overides.</td></tr><tr><th><a href="obj/item.html#var/hitsound">hitsound</a></th><td>Sound played when you hit something with the item</td></tr><tr><th><a href="obj/item.html#var/in_inventory">in_inventory</a></th><td>Is this item equipped into an inventory slot or hand of a mob?</td></tr><tr><th><a href="obj/item.html#var/in_storage">in_storage</a></th><td>Is this item inside a storage object?</td></tr><tr><th><a href="obj/item.html#var/inhand_icon_state">inhand_icon_state</a></th><td>Icon state for mob inhand overlays, if null the <code>icon_state</code> value will be used</td></tr><tr><th><a href="obj/item.html#var/inhand_x_dimension">inhand_x_dimension</a></th><td>Dimension X of the lefthand_file and righthand_file var
eg: 32x32 sprite, 64x64 sprite, etc.</td></tr><tr><th><a href="obj/item.html#var/inhand_y_dimension">inhand_y_dimension</a></th><td>Dimension Y of the lefthand_file and righthand_file var
eg: 32x32 sprite, 64x64 sprite, etc.</td></tr><tr><th><a href="obj/item.html#var/lefthand_file">lefthand_file</a></th><td>Icon file for left hand inhand overlays</td></tr><tr><th><a href="obj/item.html#var/materials">materials</a></th><td>What materials the item yields when broken down. Some methods will not recover everything (autolathes only recover metal and glass, for example).</td></tr><tr><th><a href="obj/item.html#var/max_bits">max_bits</a></th><td>Maximum number of bits</td></tr><tr><th><a href="obj/item.html#var/max_heat_protection_temperature">max_heat_protection_temperature</a></th><td>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</td></tr><tr><th><a href="obj/item.html#var/min_cold_protection_temperature">min_cold_protection_temperature</a></th><td>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</td></tr><tr><th><a href="obj/item.html#var/mob_throw_hit_sound">mob_throw_hit_sound</a></th><td>Used when yate into a mob</td></tr><tr><th><a href="obj/item.html#var/move_resist">move_resist</a></th><td>Set in the Initialise depending on the item size. Unless it's overriden by a specific item</td></tr><tr><th><a href="obj/item.html#var/needs_permit">needs_permit</a></th><td>Used by security bots to determine if this item is safe for public use.</td></tr><tr><th><a href="obj/item.html#var/outline_filter">outline_filter</a></th><td>Holder var for the item outline filter, null when no outline filter on the item.</td></tr><tr><th><a href="obj/item.html#var/pass_flags">pass_flags</a></th><td>Determines what it can pass over/through. IE. 'PASSTABLE' will allow it to pass over tables</td></tr><tr><th><a href="obj/item.html#var/permeability_coefficient">permeability_coefficient</a></th><td>for chemicals/diseases</td></tr><tr><th><a href="obj/item.html#var/pickup_sound">pickup_sound</a></th><td>Sound uses when picking the item up (into your hands)</td></tr><tr><th><a href="obj/item.html#var/prefered_slot_flags">prefered_slot_flags</a></th><td>If set, this determines which slots are considered when using quick equip</td></tr><tr><th><a href="obj/item.html#var/put_on_delay">put_on_delay</a></th><td>How long it takes to put an item onto somebody. IE. clothing</td></tr><tr><th><a href="obj/item.html#var/reach">reach</a></th><td>In tiles, how far this weapon can reach; 1 for adjacent, which is default</td></tr><tr><th><a href="obj/item.html#var/righthand_file">righthand_file</a></th><td>Icon file for right inhand overlays</td></tr><tr><th><a href="obj/item.html#var/siemens_coefficient">siemens_coefficient</a></th><td>for electrical admittance/conductance (electrocution checks and shit)</td></tr><tr><th><a href="obj/item.html#var/slot_flags">slot_flags</a></th><td>This is used to determine on which slots an item can fit.</td></tr><tr><th><a href="obj/item.html#var/slowdown">slowdown</a></th><td>How much clothing is slowing you down. Negative values speeds you up.</td></tr><tr><th><a href="obj/item.html#var/sprite_sheets">sprite_sheets</a></th><td>Species-specific sprites, concept stolen from Paradise//vg/.</td></tr><tr><th><a href="obj/item.html#var/sprite_sheets_inhand">sprite_sheets_inhand</a></th><td>Used to override inhand items. Use a single .dmi and suffix the icon states inside with _l and _r for each hand.</td></tr><tr><th><a href="obj/item.html#var/stealthy_audio">stealthy_audio</a></th><td>Whether or not we use stealthy audio levels for this item's attack sounds</td></tr><tr><th><a href="obj/item.html#var/strip_delay">strip_delay</a></th><td>How long it takes to remove an item off of somebody. IE. clothing</td></tr><tr><th><a href="obj/item.html#var/thrownby">thrownby</a></th><td>UID of a /mob</td></tr><tr><th><a href="obj/item.html#var/tool_behaviour">tool_behaviour</a></th><td>What kind of tool are we?</td></tr><tr><th><a href="obj/item.html#var/tool_enabled">tool_enabled</a></th><td>If we can turn on or off, are we currently active? Mostly for welders and this will normally be TRUE</td></tr><tr><th><a href="obj/item.html#var/tool_volume">tool_volume</a></th><td>How loud are we when we use our tool?</td></tr><tr><th><a href="obj/item.html#var/toolspeed">toolspeed</a></th><td>If this item is a tool, the speed multiplier. Smaller numbers are faster.</td></tr><tr><th><a href="obj/item.html#var/usesound">usesound</a></th><td>Played when the item is used, for example tools</td></tr><tr><th><a href="obj/item.html#var/w_class">w_class</a></th><td>Determines how big/small items are to fit in storage containers</td></tr><tr><th><a href="obj/item.html#var/worn_icon">worn_icon</a></th><td>Icon file for mob worn overlays. Can be ignored if sprite_sheets/sprite_sheets_inhand is set</td></tr><tr><th><a href="obj/item.html#var/worn_icon_state">worn_icon_state</a></th><td>Icon state for mob worn overlays, if null the <code>icon_state</code> value will be used</td></tr><tr><td colspan="2"><h2>Procs</h2></td></tr><tr><th><a href="obj/item.html#proc/activate_self">activate_self</a></th><td>Called when the item is in the active hand, and clicked; alternately, there
is an 'activate held object' verb or you can hit pagedown.</td></tr><tr><th><a href="obj/item.html#proc/add_bit">add_bit</a></th><td>Used to add a bit through a signal</td></tr><tr><th><a href="obj/item.html#proc/after_attack">after_attack</a></th><td>Last proc in the <a href="obj/item.html#proc/melee_attack_chain" title="/obj/item">/obj/item/proc/melee_attack_chain</a>.</td></tr><tr><th><a href="obj/item.html#proc/afterattack__legacy__attackchain">afterattack__legacy__attackchain</a></th><td>Last proc in the <a href="obj/item.html#proc/melee_attack_chain" title="/obj/item">/obj/item/proc/melee_attack_chain</a>.</td></tr><tr><th><a href="obj/item.html#proc/attack">attack</a></th><td>Called when we are used by <code>user</code> to attack the living <code>target</code>.</td></tr><tr><th><a href="obj/item.html#proc/attack_obj">attack_obj</a></th><td>The equivalent of the standard version of <a href="obj/item.html#proc/attack" title="/obj/item">/obj/item/proc/attack</a> but for non mob targets.</td></tr><tr><th><a href="obj/item.html#proc/attack_obj__legacy__attackchain">attack_obj__legacy__attackchain</a></th><td>Called when <code>user</code> attacks us with object <code>O</code>.</td></tr><tr><th><a href="obj/item.html#proc/attack_self__legacy__attackchain">attack_self__legacy__attackchain</a></th><td>Called when <code>user</code> has us in the active hand, and has clicked on us.</td></tr><tr><th><a href="obj/item.html#proc/can_enter_storage">can_enter_storage</a></th><td>Called to check if this item can be put into a storage item.</td></tr><tr><th><a href="obj/item.html#proc/change_speech_verb">change_speech_verb</a></th><td>Changes the speech verb when wearing this item if a value is returned</td></tr><tr><th><a href="obj/item.html#proc/cigarette_lighter_act">cigarette_lighter_act</a></th><td>Handles the bulk of cigarette lighting interactions. You must call <code>light()</code> to actually light the cigarette.</td></tr><tr><th><a href="obj/item.html#proc/customised_abstract_text">customised_abstract_text</a></th><td>This proc is used to add text for items with ABSTRACT flag after default examine text.</td></tr><tr><th><a href="obj/item.html#proc/cyborg_recharge">cyborg_recharge</a></th><td>Called on cyborg items that need special charging behavior. Override as needed for specific items.</td></tr><tr><th><a href="obj/item.html#proc/dropped">dropped</a></th><td>Called when a mob drops an item.</td></tr><tr><th><a href="obj/item.html#proc/dye_item">dye_item</a></th><td>Updates an item's appearance to mimic the appearance of another item in the dye_registry's dictionary
what types of items (beanie, jumpsuit, shoes, etc) src is dyed into depends on the dye_key unless an
overidden dye_key is specified. For example if our dye_key is DYE_REGISTRY_UNDER and we specify to dye to
DYE_RED, our item's appearance would then mimic /obj/item/clothing/under/color/red; see [code/_globalvars/lists/dye_registry.dm] for this dictionary</td></tr><tr><th><a href="obj/item.html#proc/get_job_name">get_job_name</a></th><td>Used in secHUD icon generation</td></tr><tr><th><a href="obj/item.html#proc/get_part_rating">get_part_rating</a></th><td>Returns a numeric value for sorting items used as parts in machines, so they can be replaced by the B/RPED</td></tr><tr><th><a href="obj/item.html#proc/interact_with_atom">interact_with_atom</a></th><td>Called when this item is being used to interact with an atom,
IE, a mob is clicking on an atom with this item.</td></tr><tr><th><a href="obj/item.html#proc/is_equipped">is_equipped</a></th><td>returns TRUE if the item is equipped by a mob, 0 otherwise.</td></tr><tr><th><a href="obj/item.html#proc/is_robot_module">is_robot_module</a></th><td>Checks whether this item is a module of the robot it is located in.</td></tr><tr><th><a href="obj/item.html#proc/melee_attack_chain">melee_attack_chain</a></th><td>This is the proc that handles the order of an item_attack.</td></tr><tr><th><a href="obj/item.html#proc/override_throw">override_throw</a></th><td>Return true if you don't want regular throw handling</td></tr><tr><th><a href="obj/item.html#proc/pre_attack">pre_attack</a></th><td>Called on ourselves before we hit something. Return TRUE to cancel the remainder of the attack chain.</td></tr><tr><th><a href="obj/item.html#proc/ranged_interact_with_atom">ranged_interact_with_atom</a></th><td>Called when this item is being used to interact with an atom from a distance,
IE, a mob is clicking on an atom with this item and is not adjacent.</td></tr><tr><th><a href="obj/item.html#proc/refill">refill</a></th><td>Generic refill proc. Transfers something (e.g. fuel, charge) from an atom to our tool. returns TRUE if it was successful, FALSE otherwise</td></tr><tr><th><a href="obj/item.html#proc/remove_bit">remove_bit</a></th><td>Used to remove a bit through a signal</td></tr><tr><th><a href="obj/item.html#proc/use">use</a></th><td>Generic use proc. Depending on the item, it uses up fuel, charges, sheets, etc. Returns TRUE on success, FALSE on failure.</td></tr><tr><th><a href="obj/item.html#proc/use_tool">use_tool</a></th><td>Called when a mob tries to use the item as a tool.
Handles most checks.</td></tr></table><h2 id="var">Var Details</h2><h3 id="var/actions"><aside class="declaration">var </aside>actions <aside> /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L89"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 89"></a></h3><p>List of /datum/action's that this item has.</p><h3 id="var/actions_types"><aside class="declaration">var </aside>actions_types <aside> /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L91"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 91"></a></h3><p>List of paths of action datums to give to the item on New().</p><h3 id="var/allowed"><aside class="declaration">var </aside>allowed <aside> /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L117"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 117"></a></h3><p>For what suits can store. IE. secuirty vest holding stunbatons, disablers, cuffs.</p><h3 id="var/armor_penetration_flat"><aside class="declaration">var </aside>armor_penetration_flat <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L113"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 113"></a></h3><p>Flat armour reduction, occurs after percentage armour penetration.</p><h3 id="var/armor_penetration_percentage"><aside class="declaration">var </aside>armor_penetration_percentage <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L115"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 115"></a></h3><p>Percentage armour reduction, happens before flat armour reduction.</p><h3 id="var/attached_bits"><aside class="declaration">var </aside>attached_bits <aside> /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L177"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 177"></a></h3><p>List of attached tool bits</p><h3 id="var/attack_effect_override"><aside class="declaration">var </aside>attack_effect_override <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L65"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 65"></a></h3><p>Allows you to override the attack animation with an attack effect</p><h3 id="var/attack_verb"><aside class="declaration">var </aside>attack_verb <aside> /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L67"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 67"></a></h3><p>Used in attackby() to say how something was attacked <code>&quot;[x] has been [z.attack_verb] by [y] with [z]&quot;</code></p><h3 id="var/bit_efficiency_mod"><aside class="declaration">var </aside>bit_efficiency_mod <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L183"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 183"></a></h3><p>Efficiency modifier for tools that use energy or fuel</p><h3 id="var/bit_failure_rate"><aside class="declaration">var </aside>bit_failure_rate <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L181"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 181"></a></h3><p>Failure rate of using this tool. Without a bit, defaults to 0 for no failure chance</p><h3 id="var/bit_productivity_mod"><aside class="declaration">var </aside>bit_productivity_mod <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L185"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 185"></a></h3><p>Productivity modifier for tools</p><h3 id="var/body_parts_covered"><aside class="declaration">var </aside>body_parts_covered <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L103"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 103"></a></h3><p>What bodyflags does this item cover? See setup.dm for appropriate bit flags</p><h3 id="var/cold_protection"><aside class="declaration">var </aside>cold_protection <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L83"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 83"></a></h3><p>Flags which determine which body parts are protected from cold. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm</p><h3 id="var/discrete"><aside class="declaration">var </aside>discrete <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L49"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 49"></a></h3><p>used in item_attack.dm to make an item not show an attack message to viewers</p><h3 id="var/dog_fashion"><aside class="declaration">var </aside>dog_fashion <aside> /<a href="datum.html">datum</a>/dog_fashion</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L135"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 135"></a></h3><p>What can/cant be worn, and where is valid to be worn by ian/E-N(and corgies), most of the time changing the name and emotes of the pet.</p><h3 id="var/drop_sound"><aside class="declaration">var </aside>drop_sound <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L61"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 61"></a></h3><p>Sound uses when dropping the item, or when its thrown.</p><h3 id="var/dyeable"><aside class="declaration">var </aside>dyeable <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L101"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 101"></a></h3><p>If this item is put into a washing machine to be dyed, can objects of this type be dyed into a different color/icon?</p><h3 id="var/dyeing_key"><aside class="declaration">var </aside>dyeing_key <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L99"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 99"></a></h3><p>The associated key to the dye registry GLOB list, used to transform/color this piece of clothing through dyeing</p><h3 id="var/embed_chance"><aside class="declaration">var </aside>embed_chance <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L141"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 141"></a></h3><p>So items can have custom embedd values because customisation is king</p><h3 id="var/embedded_fall_chance"><aside class="declaration">var </aside>embedded_fall_chance <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L143"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 143"></a></h3><p>The chances of the item falling out of the limb</p><h3 id="var/embedded_fall_pain_multiplier"><aside class="declaration">var </aside>embedded_fall_pain_multiplier <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L149"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 149"></a></h3><p>The coefficient of multiplication for the damage this item does when falling out of a limb (this * w_class)</p><h3 id="var/embedded_ignore_throwspeed_threshold"><aside class="declaration">var </aside>embedded_ignore_throwspeed_threshold <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L157"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 157"></a></h3><p>How fast something has to be going to embed</p><h3 id="var/embedded_impact_pain_multiplier"><aside class="declaration">var </aside>embedded_impact_pain_multiplier <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L151"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 151"></a></h3><p>The coefficient of multiplication for the damage this item does when first embedded (this * w_class)</p><h3 id="var/embedded_pain_chance"><aside class="declaration">var </aside>embedded_pain_chance <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L145"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 145"></a></h3><p>The cances of the item dealing damage to the limb</p><h3 id="var/embedded_pain_multiplier"><aside class="declaration">var </aside>embedded_pain_multiplier <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L147"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 147"></a></h3><p>The coefficient of multiplication for the damage this item does while embedded (this * w_class)</p><h3 id="var/embedded_unsafe_removal_pain_multiplier"><aside class="declaration">var </aside>embedded_unsafe_removal_pain_multiplier <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L153"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 153"></a></h3><p>The coefficient of multiplication for the damage removing this without surgery causes (this * w_class)</p><h3 id="var/embedded_unsafe_removal_time"><aside class="declaration">var </aside>embedded_unsafe_removal_time <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L155"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 155"></a></h3><p>A time in ticks, multiplied by the w_class.</p><h3 id="var/equip_sound"><aside class="declaration">var </aside>equip_sound <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L57"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 57"></a></h3><p>Sound used when equipping the item into a valid slot</p><h3 id="var/flags_cover"><aside class="declaration">var </aside>flags_cover <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L128"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 128"></a></h3><p>For flags that define what areas an item cover</p><h3 id="var/flags_inv"><aside class="declaration">var </aside>flags_inv <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L97"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 97"></a></h3><p>Since any item can now be a piece of clothing, this has to be put here so all items share it.
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.</p><h3 id="var/gas_transfer_coefficient"><aside class="declaration">var </aside>gas_transfer_coefficient <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L105"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 105"></a></h3><p>For leaking gas from turf to mask and vice-versa.</p><h3 id="var/heat_protection"><aside class="declaration">var </aside>heat_protection <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L81"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 81"></a></h3><p>Flags which determine which body parts are protected from heat. Use the HEAD, UPPER_TORSO, LOWER_TORSO, etc. flags. See setup.dm</p><h3 id="var/hidden_uplink"><aside class="declaration">var </aside>hidden_uplink <aside> /<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/uplink.html">uplink</a>/<a href="obj/item/uplink/hidden.html">hidden</a></aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L119"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 119"></a></h3><p>All items can have an uplink hidden inside, just remember to add the triggers.</p><h3 id="var/hit_reaction_chance"><aside class="declaration">var </aside>hit_reaction_chance <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L131"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 131"></a></h3><p>Used to give a reaction chance on hit that is not a block. If less than 0, will remove the block message, allowing overides.</p><h3 id="var/hitsound"><aside class="declaration">var </aside>hitsound <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L51"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 51"></a></h3><p>Sound played when you hit something with the item</p><h3 id="var/in_inventory"><aside class="declaration">var </aside>in_inventory <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L171"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 171"></a></h3><p>Is this item equipped into an inventory slot or hand of a mob?</p><h3 id="var/in_storage"><aside class="declaration">var </aside>in_storage <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L192"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 192"></a></h3><p>Is this item inside a storage object?</p><h3 id="var/inhand_icon_state"><aside class="declaration">var </aside>inhand_icon_state <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L36"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 36"></a></h3><p>Icon state for mob inhand overlays, if null the <code>icon_state</code> value will be used</p><h3 id="var/inhand_x_dimension"><aside class="declaration">var </aside>inhand_x_dimension <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L43"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 43"></a></h3><p>Dimension X of the lefthand_file and righthand_file var
eg: 32x32 sprite, 64x64 sprite, etc.</p><h3 id="var/inhand_y_dimension"><aside class="declaration">var </aside>inhand_y_dimension <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L46"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 46"></a></h3><p>Dimension Y of the lefthand_file and righthand_file var
eg: 32x32 sprite, 64x64 sprite, etc.</p><h3 id="var/lefthand_file"><aside class="declaration">var </aside>lefthand_file <aside> /<a href="icon.html">icon</a></aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L38"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 38"></a></h3><p>Icon file for left hand inhand overlays</p><h3 id="var/materials"><aside class="declaration">var </aside>materials <aside> /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L94"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 94"></a></h3><p>What materials the item yields when broken down. Some methods will not recover everything (autolathes only recover metal and glass, for example).</p><h3 id="var/max_bits"><aside class="declaration">var </aside>max_bits <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L179"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 179"></a></h3><p>Maximum number of bits</p><h3 id="var/max_heat_protection_temperature"><aside class="declaration">var </aside>max_heat_protection_temperature <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L85"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 85"></a></h3><p>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</p><h3 id="var/min_cold_protection_temperature"><aside class="declaration">var </aside>min_cold_protection_temperature <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L87"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 87"></a></h3><p>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</p><h3 id="var/mob_throw_hit_sound"><aside class="declaration">var </aside>mob_throw_hit_sound <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L55"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 55"></a></h3><p>Used when yate into a mob</p><h3 id="var/move_resist">move_resist <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L13"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 13"></a></h3><p>Set in the Initialise depending on the item size. Unless it's overriden by a specific item</p><h3 id="var/needs_permit"><aside class="declaration">var </aside>needs_permit <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L122"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 122"></a></h3><p>Used by security bots to determine if this item is safe for public use.</p><h3 id="var/outline_filter"><aside class="declaration">var </aside>outline_filter <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L196"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 196"></a></h3><p>Holder var for the item outline filter, null when no outline filter on the item.</p><h3 id="var/pass_flags">pass_flags <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L75"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 75"></a></h3><p>Determines what it can pass over/through. IE. 'PASSTABLE' will allow it to pass over tables</p><h3 id="var/permeability_coefficient"><aside class="declaration">var </aside>permeability_coefficient <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L107"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 107"></a></h3><p>for chemicals/diseases</p><h3 id="var/pickup_sound"><aside class="declaration">var </aside>pickup_sound <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L59"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 59"></a></h3><p>Sound uses when picking the item up (into your hands)</p><h3 id="var/prefered_slot_flags"><aside class="declaration">var </aside>prefered_slot_flags <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L73"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 73"></a></h3><p>If set, this determines which slots are considered when using quick equip</p><h3 id="var/put_on_delay"><aside class="declaration">var </aside>put_on_delay <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L126"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 126"></a></h3><p>How long it takes to put an item onto somebody. IE. clothing</p><h3 id="var/reach"><aside class="declaration">var </aside>reach <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L198"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 198"></a></h3><p>In tiles, how far this weapon can reach; 1 for adjacent, which is default</p><h3 id="var/righthand_file"><aside class="declaration">var </aside>righthand_file <aside> /<a href="icon.html">icon</a></aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L40"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 40"></a></h3><p>Icon file for right inhand overlays</p><h3 id="var/siemens_coefficient"><aside class="declaration">var </aside>siemens_coefficient <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L109"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 109"></a></h3><p>for electrical admittance/conductance (electrocution checks and shit)</p><h3 id="var/slot_flags"><aside class="declaration">var </aside>slot_flags <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L71"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 71"></a></h3><p>This is used to determine on which slots an item can fit.</p><h3 id="var/slowdown"><aside class="declaration">var </aside>slowdown <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L111"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 111"></a></h3><p>How much clothing is slowing you down. Negative values speeds you up.</p><h3 id="var/sprite_sheets"><aside class="declaration">var </aside>sprite_sheets <aside> /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L26"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 26"></a></h3><p>Species-specific sprites, concept stolen from Paradise//vg/.</p>
<p>ex:</p>
<pre><code>sprite_sheets = list(&quot;Tajaran&quot; = 'icons/cat/are/bad')
</code></pre>
<p>If index term exists, this sprite sheet will be used.</p>
<p>This should never have a &quot;Human&quot; inside - use <code>worn_icon</code> instead.</p><h3 id="var/sprite_sheets_inhand"><aside class="declaration">var </aside>sprite_sheets_inhand <aside> /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L28"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 28"></a></h3><p>Used to override inhand items. Use a single .dmi and suffix the icon states inside with _l and _r for each hand.</p><h3 id="var/stealthy_audio"><aside class="declaration">var </aside>stealthy_audio <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L63"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 63"></a></h3><p>Whether or not we use stealthy audio levels for this item's attack sounds</p><h3 id="var/strip_delay"><aside class="declaration">var </aside>strip_delay <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L124"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 124"></a></h3><p>How long it takes to remove an item off of somebody. IE. clothing</p><h3 id="var/thrownby"><aside class="declaration">var </aside>thrownby <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L138"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 138"></a></h3><p>UID of a /mob</p><h3 id="var/tool_behaviour"><aside class="declaration">var </aside>tool_behaviour <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L160"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 160"></a></h3><p>What kind of tool are we?</p><h3 id="var/tool_enabled"><aside class="declaration">var </aside>tool_enabled <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L162"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 162"></a></h3><p>If we can turn on or off, are we currently active? Mostly for welders and this will normally be TRUE</p><h3 id="var/tool_volume"><aside class="declaration">var </aside>tool_volume <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L164"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 164"></a></h3><p>How loud are we when we use our tool?</p><h3 id="var/toolspeed"><aside class="declaration">var </aside>toolspeed <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L166"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 166"></a></h3><p>If this item is a tool, the speed multiplier. Smaller numbers are faster.</p><h3 id="var/usesound"><aside class="declaration">var </aside>usesound <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L53"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 53"></a></h3><p>Played when the item is used, for example tools</p><h3 id="var/w_class"><aside class="declaration">var </aside>w_class <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L69"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 69"></a></h3><p>Determines how big/small items are to fit in storage containers</p><h3 id="var/worn_icon"><aside class="declaration">var </aside>worn_icon <aside> /<a href="icon.html">icon</a></aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L31"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 31"></a></h3><p>Icon file for mob worn overlays. Can be ignored if sprite_sheets/sprite_sheets_inhand is set</p><h3 id="var/worn_icon_state"><aside class="declaration">var </aside>worn_icon_state <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L33"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 33"></a></h3><p>Icon state for mob worn overlays, if null the <code>icon_state</code> value will be used</p><h2 id="proc">Proc Details</h2><h3 id="proc/activate_self"><aside class="declaration">proc </aside>activate_self<aside>(/<a href="mob.html">mob</a>/user) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/_onclick/item_attack.dm#L48"><img src="git.png" width="16" height="16" title="code/_onclick/item_attack.dm 48"></a></aside></h3><p>Called when the item is in the active hand, and clicked; alternately, there
is an 'activate held object' verb or you can hit pagedown.</p><h3 id="proc/add_bit"><aside class="declaration">proc </aside>add_bit<aside>(/<a href="atom.html">atom</a>/source, /<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/smithed_item.html">smithed_item</a>/<a href="obj/item/smithed_item/tool_bit.html">tool_bit</a>/bit, /<a href="mob.html">mob</a>/user) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L458"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 458"></a></aside></h3><p>Used to add a bit through a signal</p><h3 id="proc/after_attack"><aside class="declaration">proc </aside>after_attack<aside>(/<a href="atom.html">atom</a>/target, /<a href="mob.html">mob</a>/user, proximity_flag, click_parameters) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/_onclick/item_attack.dm#L283"><img src="git.png" width="16" height="16" title="code/_onclick/item_attack.dm 283"></a></aside></h3><p>Last proc in the <a href="obj/item.html#proc/melee_attack_chain" title="/obj/item">/obj/item/proc/melee_attack_chain</a>.</p>
<p>Arguments:</p>
<ul>
<li>atom/target - The thing that was hit</li>
<li>mob/user - The mob doing the hitting</li>
<li>proximity_flag - is 1 if this afterattack was called on something adjacent, in your square, or on your person.</li>
<li>click_parameters - is the params string from byond [/atom/proc/Click] code, see that documentation.</li>
</ul><h3 id="proc/afterattack__legacy__attackchain"><aside class="declaration">proc </aside>afterattack__legacy__attackchain<aside>(/<a href="atom.html">atom</a>/target, /<a href="mob.html">mob</a>/user, proximity_flag, params) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/_onclick/item_attack_legacy.dm#L98"><img src="git.png" width="16" height="16" title="code/_onclick/item_attack_legacy.dm 98"></a></aside></h3><p>Last proc in the <a href="obj/item.html#proc/melee_attack_chain" title="/obj/item">/obj/item/proc/melee_attack_chain</a>.</p>
<p>Sends <a href="code/__DEFINES/dcs/attack_chain_signals.html#define/COMSIG_AFTER_ATTACK" title="COMSIG_AFTER_ATTACK">COMSIG_AFTER_ATTACK</a> and <a href="code/__DEFINES/dcs/attack_chain_signals.html#define/COMSIG_AFTER_ATTACKED_BY" title="COMSIG_AFTER_ATTACKED_BY">COMSIG_AFTER_ATTACKED_BY</a>, handling no responses.
New uses of this proc are prohibited! attack() calls on mobs and objects handle sending these signals.</p>
<p>Arguments:</p>
<ul>
<li>atom/target - The thing that was hit</li>
<li>mob/user - The mob doing the hitting</li>
<li>proximity_flag - is 1 if this afterattack was called on something adjacent, in your square, or on your person.</li>
<li>click_parameters - is the params string from byond [/atom/proc/Click] code, see that documentation.</li>
</ul><h3 id="proc/attack"><aside class="declaration">proc </aside>attack<aside>(/<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/target, /<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/user, params) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/_onclick/item_attack.dm#L137"><img src="git.png" width="16" height="16" title="code/_onclick/item_attack.dm 137"></a></aside></h3><p>Called when we are used by <code>user</code> to attack the living <code>target</code>.</p>
<p>Returns <code>TRUE</code> if the rest of the attack chain should be cancelled. This may occur if the attack failed for some reason.
Returns <code>FALSE</code> if the attack was &quot;successful&quot; or &quot;handled&quot; in some way, and the rest of the attack chain should still fire.</p><h3 id="proc/attack_obj"><aside class="declaration">proc </aside>attack_obj<aside>(/<a href="obj.html">obj</a>/attacked_obj, /<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/user, params) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/_onclick/item_attack.dm#L201"><img src="git.png" width="16" height="16" title="code/_onclick/item_attack.dm 201"></a></aside></h3><p>The equivalent of the standard version of <a href="obj/item.html#proc/attack" title="/obj/item">/obj/item/proc/attack</a> but for non mob targets.</p><h3 id="proc/attack_obj__legacy__attackchain"><aside class="declaration">proc </aside>attack_obj__legacy__attackchain<aside>(/<a href="obj.html">obj</a>/O, /<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/user, params) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/_onclick/item_attack_legacy.dm#L57"><img src="git.png" width="16" height="16" title="code/_onclick/item_attack_legacy.dm 57"></a></aside></h3><p>Called when <code>user</code> attacks us with object <code>O</code>.</p>
<p>Handles <a href="code/__DEFINES/dcs/attack_chain_signals.html#define/COMSIG_ATTACK_OBJ" title="COMSIG_ATTACK_OBJ">COMSIG_ATTACK_OBJ</a> returning [COMPONENT_NO_ATTACK_OBJ].
Returns FALSE if the attack isn't valid.</p>
<p>New uses of this proc are prohibited! Use <a href="obj/item.html#proc/interact_with_atom" title="/obj/item">/obj/item/proc/interact_with_atom</a>
or <a href="atom.html#proc/base_item_interaction" title="/atom">/atom/proc/base_item_interaction</a> if this is not meant to be an attack, and
<a href="obj/item.html#proc/attack_obj" title="/obj/item">/obj/item/proc/attack_obj</a> if it is. If you are modifiying an existing
implementation of this proc, it is expected that you replace it with the proper
alternative!</p><h3 id="proc/attack_self__legacy__attackchain"><aside class="declaration">proc </aside>attack_self__legacy__attackchain<aside>(/<a href="mob.html">mob</a>/user) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/_onclick/item_attack_legacy.dm#L79"><img src="git.png" width="16" height="16" title="code/_onclick/item_attack_legacy.dm 79"></a></aside></h3><p>Called when <code>user</code> has us in the active hand, and has clicked on us.</p>
<p>Handles <a href="code/__DEFINES/dcs/attack_chain_signals.html#define/COMSIG_ACTIVATE_SELF" title="COMSIG_ACTIVATE_SELF">COMSIG_ACTIVATE_SELF</a> returning [COMPONENT_NO_INTERACT].
Returns TRUE if a listener has requested the attack chain be cancelled.</p>
<p>New uses of this proc are prohibited! Use <a href="obj/item.html#proc/activate_self" title="/obj/item">/obj/item/proc/activate_self</a>.
If you are modifiying an existing implementation of this proc, it is expected that you replace it with the proper alternative!</p><h3 id="proc/can_enter_storage"><aside class="declaration">proc </aside>can_enter_storage<aside>(/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/storage.html">storage</a>/S, /<a href="mob.html">mob</a>/user) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L545"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 545"></a></aside></h3><p>Called to check if this item can be put into a storage item.</p>
<p>Return <code>FALSE</code> if <code>src</code> can't be inserted, and <code>TRUE</code> if it can.
Arguments:</p>
<ul>
<li>S - The <a href="obj/item/storage.html" title="/obj/item/storage">/obj/item/storage</a> that <code>src</code> is being inserted into.</li>
<li>user - The mob trying to insert the item.</li>
</ul><h3 id="proc/change_speech_verb"><aside class="declaration">proc </aside>change_speech_verb<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L1072"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 1072"></a></aside></h3><p>Changes the speech verb when wearing this item if a value is returned</p><h3 id="proc/cigarette_lighter_act"><aside class="declaration">proc </aside>cigarette_lighter_act<aside>(/<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/user, /<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/target, /<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/direct_attackby_item) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L1049"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 1049"></a></aside></h3><p>Handles the bulk of cigarette lighting interactions. You must call <code>light()</code> to actually light the cigarette.</p>
<p>Returns: the target's cigarette (or the cigarette itself if attacked directly) if all checks are passed.
If the cigarette is already lit, or is a fancy smokable being lit by anything other than a zippo or match, will return <code>FALSE</code>.
Otherwise it will return <code>null</code>.
Arguments:</p>
<ul>
<li>user - The mob trying to light the cigarette.</li>
<li>target - The mob with the cigarette.</li>
<li>direct_attackby_item - Used if the cigarette item is clicked on directly with a lighter instead of a mob wearing a cigarette.</li>
</ul><h3 id="proc/customised_abstract_text"><aside class="declaration">proc </aside>customised_abstract_text<aside>(/<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/<a href="mob/living/carbon.html">carbon</a>/owner) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L220"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 220"></a></aside></h3><p>This proc is used to add text for items with ABSTRACT flag after default examine text.</p><h3 id="proc/cyborg_recharge"><aside class="declaration">proc </aside>cyborg_recharge<aside>(coeff, emagged) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L918"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 918"></a></aside></h3><p>Called on cyborg items that need special charging behavior. Override as needed for specific items.</p><h3 id="proc/dropped"><aside class="declaration">proc </aside>dropped<aside>(/<a href="mob.html">mob</a>/user, silent) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L505"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 505"></a></aside></h3><p>Called when a mob drops an item.</p><h3 id="proc/dye_item"><aside class="declaration">proc </aside>dye_item<aside>(dye_color, dye_key_override) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items/dyeing.dm#L13"><img src="git.png" width="16" height="16" title="code/game/objects/items/dyeing.dm 13"></a></aside></h3><p>Updates an item's appearance to mimic the appearance of another item in the dye_registry's dictionary
what types of items (beanie, jumpsuit, shoes, etc) src is dyed into depends on the dye_key unless an
overidden dye_key is specified. For example if our dye_key is DYE_REGISTRY_UNDER and we specify to dye to
DYE_RED, our item's appearance would then mimic /obj/item/clothing/under/color/red; see [code/_globalvars/lists/dye_registry.dm] for this dictionary</p>
<p>once everything is updated, the target type path that we dyed the item into is returned</p>
<p>Arguments:</p>
<ul>
<li>dye_color: the DYE_COLOR specifies which dye color we look up to copy apearances from in the dye_registry; cannot be null</li>
<li>dye_key_override: this overrides the items <code>dyeing_key</code> which allows you to force the proc to use a specific lookup key for the dye_registry; this can be null</li>
</ul><h3 id="proc/get_job_name"><aside class="declaration">proc </aside>get_job_name<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L924"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 924"></a></aside></h3><p>Used in secHUD icon generation</p><h3 id="proc/get_part_rating"><aside class="declaration">proc </aside>get_part_rating<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L882"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 882"></a></aside></h3><p>Returns a numeric value for sorting items used as parts in machines, so they can be replaced by the B/RPED</p><h3 id="proc/interact_with_atom"><aside class="declaration">proc </aside>interact_with_atom<aside>(/<a href="atom.html">atom</a>/target, /<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/user, /list/modifiers) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/atom/atom_tool_acts.dm#L112"><img src="git.png" width="16" height="16" title="code/game/atom/atom_tool_acts.dm 112"></a></aside></h3><p>Called when this item is being used to interact with an atom,
IE, a mob is clicking on an atom with this item.</p>
<p>Return an ITEM_INTERACT_ flag in the event the interaction was handled, to cancel further interaction code.
Return NONE to allow default interaction / tool handling.</p><h3 id="proc/is_equipped"><aside class="declaration">proc </aside>is_equipped<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L580"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 580"></a></aside></h3><p>returns TRUE if the item is equipped by a mob, 0 otherwise.</p><h3 id="proc/is_robot_module"><aside class="declaration">proc </aside>is_robot_module<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/living/silicon/robot/robot_modules.dm#L886"><img src="git.png" width="16" height="16" title="code/modules/mob/living/silicon/robot/robot_modules.dm 886"></a></aside></h3><p>Checks whether this item is a module of the robot it is located in.</p><h3 id="proc/melee_attack_chain"><aside class="declaration">proc </aside>melee_attack_chain<aside>(/<a href="mob.html">mob</a>/user, /<a href="atom.html">atom</a>/target, params, proximity_flag) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/_onclick/item_attack.dm#L13"><img src="git.png" width="16" height="16" title="code/_onclick/item_attack.dm 13"></a></aside></h3><p>This is the proc that handles the order of an item_attack.</p>
<p>The order of procs called is:</p>
<ul>
<li><a href="atom.html#proc/base_item_interaction" title="/atom">/atom/proc/base_item_interaction</a> on the target. If it returns ITEM_INTERACT_COMPLETE, the chain will be stopped.
If it returns ITEM_INTERACT_SKIP_TO_AFTER_ATTACK, all attack chain steps except after-attack will be skipped.</li>
<li><a href="obj/item.html#proc/pre_attack" title="/obj/item">/obj/item/proc/pre_attack</a> on <code>src</code>. If this returns FINISH_ATTACK, the chain will be stopped.</li>
<li><a href="atom.html#proc/attack_by" title="/atom">/atom/proc/attack_by</a> on the target. If it returns FINISH_ATTACK, the chain will be stopped.</li>
<li><a href="obj/item.html#proc/after_attack" title="/obj/item">/obj/item/proc/after_attack</a>. The return value does not matter.</li>
</ul>
<p>Currently the return value of this proc is not checked anywhere, and is only used when short-circuiting the rest of the item attack.</p><h3 id="proc/override_throw"><aside class="declaration">proc </aside>override_throw<aside>(/<a href="mob.html">mob</a>/user, /<a href="atom.html">atom</a>/target) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L789"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 789"></a></aside></h3><p>Return true if you don't want regular throw handling</p><h3 id="proc/pre_attack"><aside class="declaration">proc </aside>pre_attack<aside>(/<a href="atom.html">atom</a>/target, /<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/user, params) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/_onclick/item_attack.dm#L64"><img src="git.png" width="16" height="16" title="code/_onclick/item_attack.dm 64"></a></aside></h3><p>Called on ourselves before we hit something. Return TRUE to cancel the remainder of the attack chain.</p>
<p>Arguments:</p>
<ul>
<li>atom/target - The atom about to be hit</li>
<li>mob/living/user - The mob doing the htting</li>
<li>params - click params such as alt/shift etc</li>
</ul>
<p>See: <a href="obj/item.html#proc/melee_attack_chain" title="/obj/item">/obj/item/proc/melee_attack_chain</a></p><h3 id="proc/ranged_interact_with_atom"><aside class="declaration">proc </aside>ranged_interact_with_atom<aside>(/<a href="atom.html">atom</a>/target, /<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/user, /list/modifiers) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/atom/atom_tool_acts.dm#L169"><img src="git.png" width="16" height="16" title="code/game/atom/atom_tool_acts.dm 169"></a></aside></h3><p>Called when this item is being used to interact with an atom from a distance,
IE, a mob is clicking on an atom with this item and is not adjacent.</p>
<p>Does NOT include Telekinesis users, they are considered adjacent generally
(so long as this item is adjacent to the atom).</p>
<p>Return an ITEM_INTERACT_ flag in the event the interaction was handled, to cancel further interaction code.</p><h3 id="proc/refill"><aside class="declaration">proc </aside>refill<aside>(/<a href="mob.html">mob</a>/user, /<a href="atom.html">atom</a>/A, amount) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L498"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 498"></a></aside></h3><p>Generic refill proc. Transfers something (e.g. fuel, charge) from an atom to our tool. returns TRUE if it was successful, FALSE otherwise</p><h3 id="proc/remove_bit"><aside class="declaration">proc </aside>remove_bit<aside>(/<a href="atom.html">atom</a>/source, /<a href="mob.html">mob</a>/user) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L470"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 470"></a></aside></h3><p>Used to remove a bit through a signal</p><h3 id="proc/use"><aside class="declaration">proc </aside>use<aside>(used) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items.dm#L494"><img src="git.png" width="16" height="16" title="code/game/objects/items.dm 494"></a></aside></h3><p>Generic use proc. Depending on the item, it uses up fuel, charges, sheets, etc. Returns TRUE on success, FALSE on failure.</p><h3 id="proc/use_tool"><aside class="declaration">proc </aside>use_tool<aside>(/<a href="atom.html">atom</a>/target, /<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/user, delay, amount, volume, /<a href="datum.html">datum</a>/callback/extra_checks, do_after_once) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/objects/items/tools/tool_behaviour.dm#L5"><img src="git.png" width="16" height="16" title="code/game/objects/items/tools/tool_behaviour.dm 5"></a></aside></h3><p>Called when a mob tries to use the item as a tool.
Handles most checks.</p></main><footer>paradise.dme <a href="https://github.com/ParadiseSS13/Paradise/tree/8a8a00a2a9bec485351e5f219982b7315d3504fa">8a8a00a</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.11.0</a></footer></body></html>