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SS13 for experienced programmers
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=== Atom === These variables are shared by all areas, mobs, objs and turfs. contents //List of contents. Closets store their contents in this var as do all storage items. All the items on a turf are in the turf's contents var. density //If density is at 0, you can walk over the object, if it's set to 1, you can't. desc //Description. When you right-click and examine an object, this will show under the name. dir //Object direction. Sprites have a direction variable which can have 8 'legal' states. [[Understanding SS13 code#Direction (dir) var|More info]] gender //not used icon //The dmi file where the sprite is saved. Must be written in single quotations (Example: 'items.dmi') icon_state //The name of the sprite in the dmi file. If it's not a valid name or is left blank, the sprite without a name in the dmi file will be used. If such a sprite doesn't exist it will default to being blank. invisibility //Invisibility is used to determine what you can and what you can't see. Check the code or wait for someone who knows how exactly this works to write it here. infra_luminosity //Only mecha use this underlays //List of images (see image() proc) which are underlayed under the current sprite overlays //List of images (see image() proc) which are overlayed over the current sprite loc //Contains a reference to the turf file where the object currently is. layer //A numerical variable which determins how objects are layered. Tables with a layer of 2.8 are always under most items which have a layer of 3.0. Layers go up to 20, which is reserved for HUD items. luminosity //How much the item will glow. Note that the picking up and dropping of luminous items needs to be specially handled. See flashlight code for an example. mouse_over_pointer //not used mouse_drag_pointer //(almost) not used mouse_drop_pointer //not used mouse_drop_zone //not used mouse_opacity //Used in a few places. Check the description in the reference page name //The name of the object which is displayed when you right click the object and in the bottom left of the screen when you hover your mouse over it. opacity //Whether you can see through/past it (glass, floor) when set to 0 or whether you can't (walls, mecha) when set to 1. pixel_x //How many pixels in the x direction should the sprite be offset from the starting set. See the APC's New() proc for an example and how fire alarms are defined on the map. pixel_x = -5 will move it 5 pixels to the left and pixel_x = 5 will move it 5 pixels to the right pixel_y //Same as pixel_y but in the y direction. Positive values move it to the north, negative to the south. pixel_z //Used in isometric maps, so it's not used in SS13 suffix //Rarely used. See the reference page for more information text //How to represent the object on text clients. Not used. type //The type of the object vars //See [[#Datum|Datum]] above verbs //The verbs you can use with the item. Verbs are the options in the right click menu. x //X position, read only. Set the loc variable to move it or use the inbulit functions. y //Y position, read only. z //Z position (Which z-level it's on), read only.
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