Documentation: ItemComponent
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Name | Type | Initial Value | Example Range | Description |
---|---|---|---|---|
Members | ||||
item_name | std::string | the name of the item | ||
is_stackable | bool | false | does this item stack on other items the same 'item_name' in the inventory? | |
is_consumable | bool | false | if 1, using this item will reduce 'uses_remaining'. When it reaches zero the item is destroyed | |
stats_count_as_item_pick_up | bool | true | does this count as an item that was picked up in the stats | |
auto_pickup | bool | false | if 1, item will be automatically picked up, no pickup hint is shown | |
permanently_attached | bool | false | if 1, this item can't be removed from a container once it is put inside one | |
uses_remaining | int | -1 | how many times can this item be used? -1 = unlimited, will be reset to gun_actions.lua max_uses by inventorygui_system, -2 = unlimited unlimited | |
is_identified | bool | true | is it known what this item does? | |
is_frozen | bool | false | if 1, this item can't be modified or moved from a wand | |
collect_nondefault_actions | bool | false | does player keep this item when respawning? | |
remove_on_death | bool | false | is this entity destroyed when it's in an inventory and the inventory owner dies? | |
remove_on_death_if_empty | bool | false | is this entity destroyed when it's in an inventory, empty and the inventory owner dies? | |
remove_default_child_actions_on_death | bool | false | if true, the default AbilityComponent.child_actions in this items will be removed when it dies | |
play_hover_animation | bool | false | if 1, the item will play a hovering animation | |
play_spinning_animation | bool | true | if 1, the item will play a spinning animation, if player_hover_animation is 0 | |
is_equipable_forced | bool | false | if 1, the default logic for determining if an item can be equiped in inventory is overridden and this can be always equipped | |
play_pick_sound | bool | true | if 1, plays a default sound when picked | |
drinkable | bool | true | if 0 you cannot drink this, default is 1, because that's how it was implemented and backwards compatibility | |
max_child_items | int | 0 | number of items this can hold inside itself. TODO: get rid of all uses of 'ability->gun_config.deck_capacity' and replace them with this! | |
ui_sprite | std::string | sprite displayed for the item in various UIs. If not empty overrides sprites declared by Ability and ItemAction | ||
ui_description | std::string | item description displayed in various UIs | ||
enable_orb_hacks | bool | false | ||
is_all_spells_book | bool | false | ||
always_use_item_name_in_ui | bool | false | ||
custom_pickup_string | std::string | if set, this is used for the 'Press $0 to pick $1' message | ||
ui_display_description_on_pick_up_hint | bool | false | ||
next_frame_pickable | int | 0 | ||
npc_next_frame_pickable | int | 0 | NPC have their own next_frame_pickable, because this is used to make NPCs not pick up gold, which also meant player couldn't pick up that gold | |
is_pickable | bool | true | can this be picked up and placed on someone's inventory | |
is_hittable_always | bool | false | to override the weirdness that is is_pickable, which affects if this is hittable or not. If true, will always be hittable regardless of is_pickable | |
item_pickup_radius | float | 14.1 | how many pixels away can this item be picked up from | |
camera_max_distance | float | 50 | how far can we move the camera from the player when this item is equipped | |
camera_smooth_speed_multiplier | float | 1 | how quickly does the camera follow player? | |
has_been_picked_by_player | bool | false | ||
mFramePickedUp | int | 0 | ||
Custom data types | ||||
spawn_pos | vec2 | (0, 0) | the position where this item spawned | |
preferred_inventory | INVENTORY_KIND::Enum | QUICK | Which inventory do we go to when we're picked up, if it's not full. | |
inventory_slot | ivec2 | (0, 0) | our preferred slot (x,y) in the inventory | |
Privates | ||||
mItemUid | int | 0 | ||
mIsIdentified | bool | true |