Property | Type | Description | |
---|---|---|---|
ItemDesc | string | ||
PickAvail | bool | ||
PickableDesc | string | ||
PickupLink | string | ||
TalkAvail | bool | ||
UseAvail | bool | ||
UseObjectOnDesc | string | ||
UseableDesc | string |
Method | Description | |
---|---|---|
Activate ( ) : bool |
For when this object is activated by code. Eg buttons
|
|
ActivateByObject ( GameObject ObjectUsed ) : bool |
Activation of this object by another. EG key on door
|
|
AliasItemId ( ) : int |
Another item Id this object could potentially have. Eg coin/gold coin. By default it's normal item_id is returned
|
|
ApplyAttack ( int damage ) : bool |
Object is attacked or damaged in some way.
|
|
ApplyAttack ( int damage, GameObject source ) : bool |
Applies the attack from a known source
|
|
BecomeObjectInHand ( ) : void |
This object becomes the object in hand in order to be use
|
|
ChangeType ( int newID, int itemType ) : bool |
Changes the type of the object. Eg when destroyed and it needs to become debris.
|
|
ContextMenuDesc ( int item_id ) : string | ||
ContextMenuUseObjectOn_Inv ( ) : string | ||
ContextMenuUseObjectOn_World ( ) : string | ||
ContextMenuUsedDesc ( ) : string | ||
ContextMenuUsedPickup ( ) : string | ||
CopyObject_base ( GameObject target ) : void |
Copies the object base.
|
|
Eat ( ) : bool |
Player tries to eat this object.
|
|
EquipEvent ( int slotNo ) : bool |
PLayer puts the object on in an inventory slot.
|
|
ExamineVerb ( ) : string | ||
FailMessage ( ) : bool |
Failure message to display when this object is used on a another object that has no use for it. Eg a key on a sign.
|
|
GetContextMenuText ( int item_id, bool isUseable, bool isPickable, bool ObjectInHand ) : string |
Gets the context menu text.
|
|
GetImpactPoint ( ) : Vector3 | ||
GetWeight ( ) : float |
Return the weight of the object stack
|
|
LookAt ( ) : bool |
Outputs the look description of the object
|
|
MergeEvent ( ) : void |
Code to call when merging two objects. To support cases where merging an object means the object becomes something different. Eg coin into stack of coins
|
|
PickupEvent ( ) : bool |
For special events when an object is picked up. Eg silver seed or pickup traps
|
|
PickupVerb ( ) : string | ||
PutItemAwayEvent ( int slotNo ) : bool |
Event when Item is put into inventory
|
|
Split ( ) : void |
Code to call when spliting an item and the split changes the item fundamentally.
|
|
TalkTo ( ) : bool |
Player talks to the object.
|
|
UnEquipEvent ( int slotNo ) : bool |
Player takes an object out of an inventory slot.
|
|
UseObjectOnVerb_Inv ( ) : string | ||
UseObjectOnVerb_World ( ) : string | ||
UseVerb ( ) : string | ||
getEquipString ( ) : string |
Gets the sprite name that is displayed when the object is equipped in inventory
|
|
getIdentificationLevels ( int EffectID ) : int |
Gets the identification Skill levels required for identifying the enchantment..
|
|
objInt ( ) : ObjectInteraction, |
Gets the object interaction that this object base works with
|
|
use ( ) : bool |
The object is used by the player.
|
Method | Description | |
---|---|---|
Start ( ) : void |
public ActivateByObject ( GameObject ObjectUsed ) : bool | ||
ObjectUsed | GameObject | Object used. |
return | bool |
public ApplyAttack ( int damage, GameObject source ) : bool | ||
damage | int | Damage. |
source | GameObject | Source. |
return | bool |
public ChangeType ( int newID, int itemType ) : bool | ||
newID | int | New ID. |
itemType | int | Item type. |
return | bool |
public ContextMenuDesc ( int item_id ) : string | ||
item_id | int | |
return | string |
public ContextMenuUseObjectOn_Inv ( ) : string | ||
return | string |
public ContextMenuUseObjectOn_World ( ) : string | ||
return | string |
public CopyObject_base ( GameObject target ) : void | ||
target | GameObject | Target. |
return | void |
public GetContextMenuText ( int item_id, bool isUseable, bool isPickable, bool ObjectInHand ) : string | ||
item_id | int | |
isUseable | bool | |
isPickable | bool | |
ObjectInHand | bool | |
return | string |
public PutItemAwayEvent ( int slotNo ) : bool | ||
slotNo | int | Slot no. |
return | bool |
public UnEquipEvent ( int slotNo ) : bool | ||
slotNo | int | Slot no. |
return | bool |
public getIdentificationLevels ( int EffectID ) : int | ||
EffectID | int | Effect ID to test |
return | int |