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ADDING NEW ITEMS
Items can either be created from an existing Item Type (Primary Data Asset), or a new Item Type can be created. Primary Data Assets can be child classes of other Primary Data Assets to create a class hierarchy of items. Once created, you can add new variables needed by that item type, and add or override functions to define custom item rules and behaviour.
Once you’ve got your Item Type, you can create Data Assets from it to define your items that belong to that Item Type. In these Data Assets, you can fill out all of your item variables, and then use this Data Asset of your items in game, such as by adding them to a Loot Source.
Items have a lot of variables that can be filled out. Defaults can be set in the Primary Data Assets to save time when all or most items of a certain type need the same values. For example, all Materials are stackable, so in PDA_ID_Material, Item Is Stackable is set to true, so all Data Assets that inherit from PDA_ID_Material will be stackable by default. An individual item may still be changed to not stackable in that Data Asset if desired.
The default variables in PDA_ID_ItemBase are:
Variable | Description |
---|---|
Item Name | The item’s name as displayed in the UI |
Icon Set | Icons to be used in the UI. There are options for a full size icon and a smaller thumbnail. These icons can vary slightly depending on use case. (For example, the included weapon items have thumbnail icons that are cropped for the item slots in the inventory, and full icons used in the Item Details Popup) |
Flavor Text | An optional line of text that can be added to display extra information, such as lore bits. |
Allowed Rarities | The range of Rarities the item can have when generated. Items that cannot have different rarities should select only one rarity here. |
All Item Rarity Curve Table Rows | Curve Table rows that define the chance of each rarity rolling for the item based on its level. |
Default Item Tags | These tags define various behaviours for the item, such as whether the item may be crafted or sold, as well as default pickup behaviours like audio options and physics toggle. |
Item Stackable | Sets whether the item can contain multiple instances within a single slot. This should not be used for items with unique data per item instance, such as weapons. |
Fill Multiple Slots Allowed | Sets whether the item may take up multiple slots in the inventory, such as overflowing into a new slot when a stack is full, or if it is limited to only a single stack. |
Max Stack Size | The maximum quantity of an item that may be contained within a stack |
Level Type | Sets whether the item is Levelled or Unlevelled |
Item Weight | The mass or weight of an item. Currently unused, but is present for the addition of alternate inventory types in version 1.1. May be used as needed for your needs. |
Fixed Stats | Configurable static stats for the item. These are values that are not randomly rolled. More information on how Fixed Stats work below. |
Random Stats | Create a set of rules for randomly rolled stats. More information on how Rolled Stats work below |
Base Buy Value | The base currency value the item can be bought for. Choose a currency and a value. This value can be modified by various criteria, such as by Item Rarity. |
Base Sell Value Multiplier | The modifier to an item’s value when being sold by a player. |
Crafting Requirements | Choose any number of items to be consumed when crafting this item. Also includes a separate currency cost. Choose the item type and quantity required for each. |
Dismantle Rewards | Choose what items may be given to the player when an item is dismantled. Choose an item type and quantity. |
Pickup Class | Choose a pickup class to be used when spawning this item as a pickup. |
Item Delivery Method | Choose the default method to deliver the item on creation. Spawn in World as a pickup, or send Straight to Inventory to give it to the recipient immediately. This can be overridden by external item sources. |
Pickup Mesh Type | Select the mesh type for the pickup. |
Pickup Sound | The sound the pickup makes when picking it up and adding it to the inventory. |
Item Details Popup Class | The widget class that displays detailed item information in the UI. |
Use Text | The text to be displayed in the UI for the action to take when using the item. E.g. Equip, Read, etc. |