ItemData Reference
This page shows all properties of IntrinsicData that can be manipulated from Lua.
ItemData.Name
public string Name;
The item's name. More often than not, you'll want to call GetIconName() instead.
ItemData:ToString()
public override string ToString();
Returns the item's localized name.
ItemData:GetColoredName()
public string GetColoredName();
Returns the name of the item along with the appropriate color text code for moves.
ItemData:GetIconName()
public string GetIconName();
Returns the name of the item along with the appropriately prepended icon and color text code for moves.
ItemData.Sprite
public string Sprite;
The name of the image file used for this item's dungeon sprite.
ItemData.Icon
This section is a stub. You can help PMDO Wiki by expanding it.
public int Icon;
The icon shown next to this item's name in menus, etc.
ItemData.Desc
public LocalText Desc;
The item's description text when viewed in the menu. The default (English) description of a move can be called with ability.Desc.DefaultName.
ItemData.Released
public bool Released;
Internal flag to show whether an ability is completed and allowed to show up in the game. true
if the move is completed, false
otherwise. Items that are not released show up with an *asterisk next to their names when viewed in the Dev Mode editors.
ItemData.Comment
public string Comment;
An internal piece of text only visible using the Dev Mode editors, or by calling this property. Usually used to take notes on the ability if necessary.
ItemData.SortCategory
public int SortCategory;
The numerical order of the item for sorting when pressing the sort button in menus.
ItemData.Price
public int Price;
How much the item sells for. Can't be negative. Also used to calculate score in Roguelocke mode.
ItemData.Rarity
This section is a stub. You can help PMDO Wiki by expanding it.
public int Rarity;
The rarity rating of the item.
ItemData.MaxStack
public int MaxStack;
The maximum amount a single slot of this item can be stacked. 0 is unstackable.
ItemData.CannotDrop
public bool CannotDrop;
If set to true, the item cannot be manually dropped, cannot be lost, and cannot be stolen. The item can still be put in storage.
ItemData.BagEffect
public bool BagEffect;
Determines whether the item activates in bag or on equip.
ItemData.ItemStates
public StateCollection<ItemState> ItemStates;
Special variables that this item contains. They are potentially checked against in a select number of battle events.
ItemData.GroundUseActions
public List<GroundItemEvent> GroundUseActions;
List of ground actions that can be used with that item.
ItemData.UseAction
public CombatAction UseAction;
The hitbox of the attack that comes out when the item is used.
ItemData.Explosion
public ExplosionData Explosion;
The splash effect that is triggered for each target of the UseAction hitbox.
ItemData.UseEvent
public BattleData UseEvent;
The effects of using the item.
ItemData.UsageType
public UseType UsageType;
Define whether this is a food, drink, etc for the proper sound/animation on use, and for what action text is shown in the item menu.
"None" and "ammo" will prevent use, but UseEffect can still be triggered by throwing it.
This means that throw effect is the same as use effect.
Some other effects care about UseType. For example the move Belch triggers on Eat use actions.
ItemData.UseType
public enum UseType;
Possible values for ItemData.UsageType above:
- UseType.None
- UseType.Use
- UseType.UseOther
- UseType.Throw
- UseType.Eat
- UseType.Drink
- UseType.Learn (TMs)
- UseType.Box
- UseType.Treasure (exclusive items)
ItemData.ArcThrow
public bool ArcThrow;
Defines whether this item flies in an arc or in a straight line.
ItemData.BreakOnThrow
public bool BreakOnThrow;
Defines whether this item will disappear if thrown, even if it doesnt hit a target.
ItemData.ThrowAnim
public Content.AnimData ThrowAnim;
Defines the custom graphics for the item when it is thrown. Set to an empty anim to use the item's own sprite.