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WASTED Modding Documentation
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ModdingDocumentation
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Classes | |
| class | ChargeShot |
Public Types | |
| enum | ReloadStyle { Normal, EmptyOnly } |
Public Types inherited from BaseItem | |
| enum | ItemCategory { Auto = 0, Weapon, HeadArmor, TorsoArmor, LegArmor, Outfit, Accessory, Ammo, Consumable, Mod, Misc } |
Public Attributes | |
| bool | onlyFireInRange = false |
| Should enemies only fire this weapon when they're within the ideal range. | |
| AudioClip | lastBulletSound |
| If specified, this sound is played instead of the normal fire sound on the last round of a magazine. | |
| GameObject | muzzleFlash |
| A prefab of the visual effect used as a muzzle flash. | |
| bool | automatic |
| Whether the trigger can be held, or if it must be released between shots. | |
| float | ammoExpendRate = 0.0F |
| If specified to a non-zero number, the number of seconds of continued fire that will consume one round of ammo. | |
| int | enemyBurstCount = 1 |
| The minimum number of shots in a row an enemy AI will fire. | |
| int | enemyBurstCountMax = 1 |
| The maximum number of shots in a row an enemy AI will fire. | |
| List< ChargeShot > | chargeShots |
| For weapons that can be charged, a list of ChargeShots that represents each "step" of the weapons charge. | |
| float | maxEffectiveDistance |
| Enemies will try to advance if they are further than this distance with this weapon equipped. | |
| float | minEffectiveDistance |
| Enemies will try to back up if they are closer than this distance with this weapon equipped. | |
| int | currentAmmo = 1 |
| The default number of bullets in the weapon's magazine. | |
| int | magazineSize = 1 |
| The size of the weapon's magazine. | |
| AudioClip | emptyFireSound |
| The sound that is played when the weapon is dry-firing. | |
| GameObject | firstPersonWeaponAnimationPrefab |
| The weapon animation prefab. Should be set to one of the weapon rigs with GetWeaponRig. | |
| GameObject | firstPersonWeaponModelPrefab |
| The weapon's first person model. | |
| GameObject | weaponModelPrefab |
| The weapon's third person model. | |
| List< Texture > | replacementTextures |
| If specified, these textures replace the normal textures on the weapon's 3D model. | |
| string | characterAnimationSuffix = "Pistol" |
| A suffix applied to character animations while this weapon is equipped. | |
| BaseItem | ammo |
| The item that is consumed to reload the weapon. | |
| string | chargeAnimation = "Charge" |
| The name of the animation to play while the weapon is charging. | |
| bool | unaimAfterFire = false |
| Should the gun un-aim/un-zoom after firing (used in bolt action rifles) | |
| FireBase | primaryFireBase = null |
| The main FireBase. If unset, the first FireBase will be set. | |
| int | ammoConversionRate = 1 |
| How many ammo items are spent per round reloaded into a magazine. | |
| ReloadStyle | reloadStyle = ReloadStyle.Normal |
Public Attributes inherited from BaseEquipment | |
| string | contextTags = "" |
| Context tags that are added to the character when the item is equipped. | |
| EquipSlot | equipSlot |
| The slot in which the item is equipped. | |
| List< BuffAttribute > | attributeEffects |
| A list of modifications to attributes that are applied when the item is equipped. | |
| List< ConditionEffect > | conditionEffects |
| A list of Conditions that are applied to the character when the item is equipped. | |
Public Attributes inherited from BaseItem | |
| string | itemTags = "" |
| The tags that describe the item. These are used primarily to determine item spawn lists. | |
| string | itemName |
| The name of the item. | |
| string | itemDescription |
| A description of the item's properties. | |
| string | itemFlavorText |
| A short piece of text that describes the lore of the item. | |
| ItemCategory | category |
| The category the item falls under. | |
| int | price = 0 |
| The TP price of the item. | |
| bool | isUnique = false |
| Whether the item is unique. Unique items are reclaimed by the Ony Express. Should not be used with items that are part of spawn lists. | |
| bool | pooled = false |
| Is the item stackable. | |
| List< ItemUseRestriction > | usageRestrictions |
| A list of restrictions on the item's usage. | |
| bool | dontScaleWeightWithRoomDifficulty = false |
| A flag preventing the item's spawn weight from being modified by the room difficulty. | |
| float | defaultItemLevel = 0.0F |
| The default level of the item. Roughly speaking, the floor at which the item spawns. | |
| float | defaultItemWeight = 1.0F |
| How often the item spawns. Greater values means the item is more likely to spawn compared to other items. | |
| List< DungeonSpawnWeight > | dungeonSpawnWeights = new List<DungeonSpawnWeight>() |
| A list of spawn weight overrides that override the default values. | |
| int | minLootAmount = 1 |
| The minimum number of items to spawn every time this item is selected to spawn in a loot roll. | |
| int | maxLootAmount = 1 |
| The maximum number of items to spawn every time this item is selected to spawn in a loot roll. | |
| List< string > | requiredKeys = new List<string>() |
| A list of flags that must be present for the item to be considered in spawn lists. | |
| int | stackCapacity = -1 |
| The amount of items that can be put into one stack of the item. | |
| AudioClip | useSound |
| The sound that is played when the item is activated. | |
| AudioClip | moveSound |
| The sounjd that is played when the item is moved/looted. | |
| GameObject | itemModel |
| The item's 3D model when dropped/placed in the world. | |
Additional Inherited Members | |
Public Member Functions inherited from BaseItem | |
| void | Register () |
| Registers the BaseItem so that it is active and enabled during gameplay. | |