ItemData Reference: Difference between revisions

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(Created page with "This page shows all properties of IntrinsicData that can be manipulated from Lua. == ItemData.Name == The name of the data == ItemData.Sprite == How the item looks in the game. == ItemData.Icon == The icon displayed next to the item's name. == ItemData.Desc == The description of the item == ItemData.Released == Is it released and allowed to show up in the game? == ItemData.Comment == Comments visible to only developers == ItemData.SortCategory ==...")
 
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This page shows all properties of IntrinsicData that can be manipulated from Lua.
This page shows all properties of IntrinsicData that can be manipulated from Lua.


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[[Category:Quick Reference]]
[[Category:Data Class Documentation]]

Latest revision as of 20:17, 9 May 2024

This article is a stub. You can help PMDO Wiki by expanding it.


This page shows all properties of IntrinsicData that can be manipulated from Lua.

ItemData.Name

The name of the data


ItemData.Sprite

How the item looks in the game.


ItemData.Icon

The icon displayed next to the item's name.


ItemData.Desc

The description of the item


ItemData.Released

Is it released and allowed to show up in the game?


ItemData.Comment

Comments visible to only developers


ItemData.SortCategory

The number order of the item for sorting


ItemData.Price

How much the item sells for.


ItemData.Rarity

The rarity rating of the item.


ItemData.MaxStack

The maximum amount a single slot of this item can be stacked. 0 is unstackable.


ItemData.CannotDrop

Cannot be manually dropped, cannot be lost, cannot be stolen.


ItemData.BagEffect

Determines whether the item activates in bag or on equip.


ItemData.ItemStates

Special variables that this item contains. They are potentially checked against in a select number of battle events.


ItemData.GroundUseActions

List of ground actions that can be used with that item.


ItemData.UseAction

The hitbox of the attack that comes out when the item is used.


ItemData.Explosion

The splash effect that is triggered for each target of the UseAction hitbox.


ItemData.UseEvent

The effects of using the item.


ItemData.UsageType

Define whether this is a food, drink, etc for the proper sound/animation on use "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.


ItemData.ArcThrow

Defines whether this item flies in an arc or in a straight line.


ItemData.BreakOnThrow

Defines whether this item will disappear if thrown, even if it doesnt hit a target.


ItemData.ThrowAnim

Defines the custom graphics for the item when it is thrown. Set to an empty anim to use the item's own sprite.