ITEMDEF
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Revision as of 17:26, 6 June 2009 by MrSugarCube (talk | contribs)
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)