cuffed_item 
The status effect given by the cuffable_item. It basically binds an item to your arm, basically making it undroppable until the cuffs or item are removed, usually done by one of:
- clicking the status alert
- using the topic hyperlink
- strip menu for others
- alternatively, dismemberment or destroying the item
Vars | |
| cuffed | Reference to the item stuck into the player's hand |
|---|---|
| cuffed_to | Reference to the bodypart we're cuffed to |
| cuffs | Reference to the pair of handcuffs used to bind the item |
Procs | |
| block_item_cuff | Stops double cuff |
| block_storage_insert | Stops it from being stored anywhere |
| check_for_link | Check if we need to spawn the tether effect or not |
| cleanup_effect | What happens if one of the items is moved away from the mob |
| cuffed_reminder | Tell the player that the item is stuck to their hands someway. Also another way to trigger the try_remove_cuffs proc. |
| cuffed_to_removed | What happens if the limb we're cuffed to is removed? |
| init_leash | Inits the leash and beam effect to the given target, cleaning up old ones if necessary |
| new_cuffed_to_attached | Specifically if our cuffed limb is removed "specially", change it to the newly applied arm |
| on_displaced | What happens if one of the items is moved away from the mob |
| on_examine_more | Called when someone examines the owner twice, so they can know if someone has a cuffed item |
| on_item_update_appearance | Whenever the appearance of one of either cuffed or cuffs is updated, update the alert appearance |
| topic_handler | This mainly exists as a fallback in the rare case the alert icon is not reachable (too many alerts?). You should be somewhat able to examine items while blind so all good. |
| try_remove_cuffs | The main proc responsible for attempting to remove the hancfuss. |
| update_link | Updates our link and beam effect based on our state Returns TRUE if we are in a valid link state, FALSE otherwise |
Var Details
cuffed 
Reference to the item stuck into the player's hand
cuffed_to 
Reference to the bodypart we're cuffed to
cuffs 
Reference to the pair of handcuffs used to bind the item
Proc Details
block_item_cuff
Stops double cuff
block_storage_insert
Stops it from being stored anywhere
check_for_link
Check if we need to spawn the tether effect or not
cleanup_effect
What happens if one of the items is moved away from the mob
cuffed_reminder
Tell the player that the item is stuck to their hands someway. Also another way to trigger the try_remove_cuffs proc.
cuffed_to_removed
What happens if the limb we're cuffed to is removed?
init_leash
Inits the leash and beam effect to the given target, cleaning up old ones if necessary
new_cuffed_to_attached
Specifically if our cuffed limb is removed "specially", change it to the newly applied arm
on_displaced
What happens if one of the items is moved away from the mob
on_examine_more
Called when someone examines the owner twice, so they can know if someone has a cuffed item
on_item_update_appearance
Whenever the appearance of one of either cuffed or cuffs is updated, update the alert appearance
topic_handler
This mainly exists as a fallback in the rare case the alert icon is not reachable (too many alerts?). You should be somewhat able to examine items while blind so all good.
try_remove_cuffs
The main proc responsible for attempting to remove the hancfuss.
update_link
Updates our link and beam effect based on our state Returns TRUE if we are in a valid link state, FALSE otherwise