PickingTime |
float |
0 |
How long it takes to pick up the item (in seconds). |
PickingMsg |
string |
”” |
What to display on the progress bar when this item is being picked. |
IsActiveConditionalComparison |
PropertyConditional.Comparison |
And |
|
CanBePicked |
bool |
false |
Can the item be picked up (or interacted with, if the pick action does something else than picking up the item). |
DrawHudWhenEquipped |
bool |
false |
Should the interface of the item (if it has one) be drawn when the item is equipped. |
CanBeSelected |
bool |
false |
Can the item be selected by interacting with it. |
CanBeCombined |
bool |
false |
Can the item be combined with other items of the same type. |
RemoveOnCombined |
bool |
false |
Should the item be removed if combining it with an other item causes the condition of this item to drop to 0. |
CharacterUsable |
bool |
false |
Can the “Use” action of the item be triggered by characters or just other items/StatusEffects. |
AllowInGameEditing |
bool |
true |
Can the properties of the component be edited in-game (only applicable if the component has in-game editable properties). |
DeleteOnUse |
bool |
false |
Should the item be deleted when it’s used. |
Msg |
string |
”” |
A text displayed next to the item when it’s highlighted (generally instructs how to interact with the item, e.g. “[Mouse1] Pick up”). |
CombatPriority |
float |
0 |
How useful the item is in combat? Used by AI to decide which item it should use as a weapon. For the sake of clarity, use a value between 0 and 100 (not enforced). Note that there’s also a generic BotPriority for all item prefabs. |
ManuallySelectedSound |
int |
0 |
|
AllowUIOverlap |
bool |
false |
|
LinkUIToComponent |
string |
”” |
|
HudPriority |
int |
0 |
|
HudLayer |
int |
0 |
|