Difference between revisions of "ITEMDEF"
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MrSugarCube (talk | contribs) (Created page with ''''''(WIP)''''' ==ITEMDEFs== An ITEMDEF block defines the basic properties of an item. ===Properties=== Here is a list of all item definition properties. {| border="1" cellsp...') |
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| − | + | __FORCETOC__ | |
| − | + | An ITEMDEF block defines the basic properties of an [[Items|item]]. | |
| − | An ITEMDEF block defines the basic properties of an item. | ||
| − | + | ==Properties== | |
Here is a list of all item definition properties. | Here is a list of all item definition properties. | ||
| Line 14: | Line 13: | ||
|- | |- | ||
| [[DISPID]] || RW || Gets or sets the ID to display as to clients. | | [[DISPID]] || RW || Gets or sets the ID to display as to clients. | ||
| + | |- | ||
| + | | [[DUPEITEM]] || RW || Gets or sets the defname of the item that this is a duplicate/rotation of (see [[DUPELIST]]). | ||
|- | |- | ||
| [[DUPELIST]] ''item_defname, item_defname, ...'' || RW || Gets or sets a comma-separated list of items that this item will cycle through when rotated. | | [[DUPELIST]] ''item_defname, item_defname, ...'' || RW || Gets or sets a comma-separated list of items that this item will cycle through when rotated. | ||
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| + | ==Multi Definitions== | ||
| + | For multi items (t_multi, t_multi_custom, t_ship), the ITEMDEF has additional properties. | ||
| + | |||
| + | ===Properties=== | ||
| + | Here is a list of all multi definition properties. | ||
| + | |||
| + | {| border="1" cellspacing="4" cellpadding="4" | ||
| + | | '''Name''' || '''Read/Write''' || '''Description''' | ||
| + | |- | ||
| + | | [[BASECOMPONENT]] || R || Gets how many static components the multi has in the multi.mul file. | ||
| + | |- | ||
| + | | [[BASECOMPONENT]]''.n.KEY'' || R || Accesses the multi's static components directly from the multi.mul file. (ID,DX,DY,DZ,D,VISIBLE) | ||
| + | |- | ||
| + | | [[MULTIREGION]] ''left, top, right, bottom'' || RW || Gets or sets the boundaries of the multi (t_multi, t_multi_custom, t_ship). | ||
| + | |- | ||
| + | | [[COMPONENT]] || R || Gets how many dynamic components have been defined for the multi. | ||
| + | |- | ||
| + | | [[COMPONENT]]''.n.KEY'' || R || Accesses the multi's dynamic components. (ID,DX,DY,DZ,D) | ||
| + | |- | ||
| + | | [[COMPONENT]] ''item_defname, dx, dy, dz'' || W || Defines a dynamic component to the multi that will be spawned along with it (e.g. doors and house sign) | ||
| + | |- | ||
| + | | [[REGIONFLAGS]] || RW || Gets or sets the flags that will be set on the multi's region. | ||
| + | |- | ||
| + | | [[SHIPSPEED]] ''tiles, period'' || RW || Gets or sets the speed that a ship will move at. (t_ship only) | ||
| + | |- | ||
| + | | [[TSPEECH]] || RW || Gets a list of attached [[SPEECH]] handlers, or adds a handler to the multi. | ||
| + | |} | ||
| + | |||
| + | |||
| + | |||
| + | ==Examples== | ||
| + | <spherescript>// | ||
| + | // Blue Gold | ||
| + | // | ||
| + | [ITEMDEF i_gold_blue] | ||
| + | ID=i_gold // inherits from i_gold | ||
| + | NAME=Blue Gold // named Blue Gold | ||
| + | TYPE=t_gold // is type t_gold | ||
| + | VALUE=10 // valued at gold | ||
| + | |||
| + | ON=@Create | ||
| + | COLOR = colors_blue | ||
| + | |||
| + | |||
| + | // | ||
| + | // Small Stone and Plaster House (from default script pack) | ||
| + | // | ||
| + | [ITEMDEF 04064] // item ID 0x4064 (in mul files) | ||
| + | DEFNAME=i_multi_house_stone_plaster_small | ||
| + | NAME=Small Stone and Plaster House | ||
| + | TYPE=t_multi | ||
| + | VALUE=43800 // valued at 43800 gold | ||
| + | MULTIREGION=-3,-3,3,4 // size of the region, relative to location of the item | ||
| + | COMPONENT=i_door_wood,0,3,7 // adds a door at 0,3,7 (relative to location of the item) | ||
| + | COMPONENT=i_sign_brass_2,2,4,5 // adds a brass sign at 2,4,5 (relative to location of the item)</spherescript> | ||
[[Category: Reference Compendium]] | [[Category: Reference Compendium]] | ||
Revision as of 17:26, 6 June 2009
An ITEMDEF block defines the basic properties of an item.
Properties
Here is a list of all item definition properties.
| Name | Read/Write | Description |
| DEFNAME | RW | Gets or sets defname of the item |
| DISPID | RW | Gets or sets the ID to display as to clients. |
| DUPEITEM | RW | Gets or sets the defname of the item that this is a duplicate/rotation of (see DUPELIST). |
| DUPELIST item_defname, item_defname, ... | RW | Gets or sets a comma-separated list of items that this item will cycle through when rotated. |
| DYE | RW | Gets or sets whether or not the item can be dyed using dye tubs (1 or 0). |
| FLIP | RW | Gets or sets whether or not the item automatically rotates when dropped. |
| ID | RW | Gets or sets the ID of the item to inherit property values from. |
| ISARMOR | R | Gets whether or not the item is considered to be armour. |
| ISWEAPON | R | Gets whether or not the item is considered to be a weapon. |
| SKILL | RW | Gets or sets the skill that is used with the weapon. |
| LAYER | RW | Gets or sets the layer that the item will occupy when equipped (1 or 0). |
| REPAIR | RW | Gets or sets whether or not the item can be repaired (1 or 0). |
| REPLICATE | RW | Gets or sets whether or not multiple instances of the item can be crafted at once. |
| RESDISPNID | RW | Gets or sets the item ID to display as to clients who don't have a high enough RESDISP to see the item. |
| RESMAKE | R | Returns the names of the resources needed to craft the item. |
| REQSTR | RW | Gets or sets the amount of strength needed to equip the item. |
| SKILLMAKE | RW | Gets or sets the list of skills needed to craft the item. |
| SKILLMAKE.n.KEY | R | Gets the name of the nth skill needed to craft the item. |
| SKILLMAKE.n.VAL | R | Gets the amount of the nth skill needed to craft the item. |
| SPEED | RW | Gets or sets the speed of the weapon. |
| TDATA1 | RW | Gets or sets the TDATA1 value of the item. |
| TDATA2 | RW | Gets or sets the TDATA2 value of the item. |
| TDATA3 | RW | Gets or sets the TDATA3 value of the item. |
| TDATA4 | RW | Gets or sets the TDATA4 value of the item. |
| TFLAGS | RW | Gets or sets the flags of the item from tiledata.mul. |
| TWOHANDS | RW | Gets or sets whether or not the item occupies both hands when equipped (layer_hand2) |
| TYPE | RW | Gets or sets the item's type. |
| VALUE | RW | Gets or sets the base value of the item. |
| WEIGHT | RW | Gets or sets the weight of the item. |
Multi Definitions
For multi items (t_multi, t_multi_custom, t_ship), the ITEMDEF has additional properties.
Properties
Here is a list of all multi definition properties.
| Name | Read/Write | Description |
| BASECOMPONENT | R | Gets how many static components the multi has in the multi.mul file. |
| BASECOMPONENT.n.KEY | R | Accesses the multi's static components directly from the multi.mul file. (ID,DX,DY,DZ,D,VISIBLE) |
| MULTIREGION left, top, right, bottom | RW | Gets or sets the boundaries of the multi (t_multi, t_multi_custom, t_ship). |
| COMPONENT | R | Gets how many dynamic components have been defined for the multi. |
| COMPONENT.n.KEY | R | Accesses the multi's dynamic components. (ID,DX,DY,DZ,D) |
| COMPONENT item_defname, dx, dy, dz | W | Defines a dynamic component to the multi that will be spawned along with it (e.g. doors and house sign) |
| REGIONFLAGS | RW | Gets or sets the flags that will be set on the multi's region. |
| SHIPSPEED tiles, period | RW | Gets or sets the speed that a ship will move at. (t_ship only) |
| TSPEECH | RW | Gets a list of attached SPEECH handlers, or adds a handler to the multi. |
Examples
//
// Blue Gold
//
[ITEMDEF i_gold_blue]
ID=i_gold // inherits from i_gold
NAME=Blue Gold // named Blue Gold
TYPE=t_gold // is type t_gold
VALUE=10 // valued at gold
ON=@Create
COLOR = colors_blue
//
// Small Stone and Plaster House (from default script pack)
//
[ITEMDEF 04064] // item ID 0x4064 (in mul files)
DEFNAME=i_multi_house_stone_plaster_small
NAME=Small Stone and Plaster House
TYPE=t_multi
VALUE=43800 // valued at 43800 gold
MULTIREGION=-3,-3,3,4 // size of the region, relative to location of the item
COMPONENT=i_door_wood,0,3,7 // adds a door at 0,3,7 (relative to location of the item)
COMPONENT=i_sign_brass_2,2,4,5 // adds a brass sign at 2,4,5 (relative to location of the item)