N/Aīlueprint_#_Skill : NONE, CRAFT, COOK, REPAIR. N/Aīlueprint_#_Origin : WORLD, ADMIN, CRAFT, NATURE. N/Aīlueprint_#_Supplies : Count of provided supplies.īlueprint_#_Supply_#_Amount : Must be at least 1.īlueprint_#_Output_#_Origin : WORLD, ADMIN, CRAFT, NATURE. N/AĬan_Use_Underwater : Applicable to equipable items, and defaults to false for primary weapons.īlueprints : Count of blueprints provided.īlueprint_#_Type : TOOL, APPAREL, SUPPLY, GEAR, AMMO, BARRICADE, STRUCTURE, UTILITIES, FURNITURE, REPAIR. Slot : NONE, PRIMARY, SECONDARY, TERTIARY, ANY. Guns assets use the base default for bows, Sounds/Inventory/SmallGunAttachment.asset (if the size_x and size_y is less than or equal to 1x1), or Sounds/Inventory/LargeGunAttachment.asset. Calibre assets use Sounds/Inventory/SmallGunAttachment.asset Clothing assets use Sounds/Inventory/LightCloth.asset (if the size_x and size_y is less than or equal to 1x1), Sounds/Inventory/LightClothEquipment.asset (if it is a rarity of common or uncommon), or Sounds/Inventory/MediumClothEquipment.asset (all others). Barricades use Sounds/Inventory/Seeds.asset (if the name contains "Seed"), Sounds/Inventory/SmallMetal.asset (if the name contains Metal), Sounds/Inventory/LightMetalEquipment.asset (if the size is less than or equal to 1x1), Sounds/Inventory/MediumMetalEquipment.asset (if the size is less than or equal to 2x2), or Sounds/Inventory/HeavyMetalEquipment.asset (for everything else not covered). If not specified, uses Sounds/Inventory/LightGrab.asset (for items less than 2x2) or Sounds/Inventory/RoughGrab.asset from the core masterbundle.īackpacks use Sounds/Inventory/LightMetalEquipment.asset (less than or equal to 3x3 base size), Sounds/Inventory/MediumMetalEquipment.asset (less than or equal to 6圆 base size), or Sounds/Inventory/HeavyMetalEquipment.asset (all others). Which value to use for equippable items can be found below for each item category.Ĭan_Player_Equip : False if the item is not a useable.Įquipable_Movement_Speed_Multiplier : N/A If unspecified it will default to None, meaning that the item cannot be equipped. Useable : Defines which class to use for the item when equipped. Set to 90 by default.īackward : Specified if this item should be visually held in the opposite hand. Quality_Max : The maximum quality to generate. Quality_Min : The minimum quality to generate. Size2_Z : Econ icon orthographic camera size.Īmount : Maximum capacity of a container.Ĭount_Min : The minimum amount to generate in the container. Size_Y : The height of the item in the inventory. Rarity : COMMON, UNCOMMON, RARE, EPIC, LEGENDARY, MYTHICAL. The type is used for the item's context type as viewed in the context menu. Type : HAT, PANTS, SHIRT, MASK, BACKPACK, VEST, GLASSES, GUN, SIGHT, TACTICAL, GRIP, BARREL, MAGAZINE, FOOD, WATER, MEDICAL, MELEE, FUEL, TOOL, BARRICADE, STORAGE, BEACON, FARM, TRAP, STRUCTURE, SUPPLY, THROWABLE, GROWER, OPTIC, REFILL, FISHER, CLOUD, MAP, KEY, BOX, ARREST_START, ARREST_END, TANK, GENERATOR, DETONATOR, CHARGE, LIBRARY, FILTER, SENTRY, VEHICLE_REPAIR_TOOL, TIRE, COMPASS, OIL_PUMP. Any of its properties can be applied to all other items. The basic Item class that all other item types inherit from. Properties are formatted as Property_Key \: description Item ¶
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