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bool | persistenceOn = true |
| Indicate if this Item will take part in LodSave or not.
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CommonDefinitionData | def = new CommonDefinitionData() |
| common data
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UniqueID | prefabId = new UniqueID() |
| Unique id. All same Items will share the same ID as this is unique per Item definition/ prefab, not per placed Item.
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int | itemType = -1 |
| Type of this Item, as defined in Items System settings. Sword, Armour, etc.
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int | itemSubType = -1 |
| Sub-type of the Item ,as defined in settings. Axe, Sword, etc.
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GameObject | floorArt |
| The art shown while item is not held by a character (for example when item is laying on floor)
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GameObject | heldArt |
| The art used when the item is held by character.
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int | maxStack = 1 |
| how many of this item can be stacked in same slot in bag
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float | weight = 0f |
| weight of the item when weight based system is used
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int | hSlots = 1 |
| number of horizontal slots the item takes up when slots based system is used
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int | vSlots = 1 |
| number of vertical slots the item takes up when slots based system is used
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float | autoPickupDist = 0f |
| auto-pickup within this distance
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int | baseValue = 1 |
| base value (in currency)
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bool | isCurrency = false |
| if true then this item is currency. when the player pick it up it will add a certain amount of currency rather than going into the bag like a normal item.
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int | minCurrency = 1 |
| when picked up a random amount can be generated between min and max
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int | maxCurrency = 1 |
| when picked up a random amount can be generated between min and max
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bool | canEquip = false |
| can the item be equipped? For example, Sword
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bool | consumeOnUse = false |
| is the item consumed when used? For example, Potions.
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int | equipSlot = -1 |
| indicates to which slot this can be equipped by default
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bool | freezeRotWhenDrop = false |
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Items are things that characters can pick up and use