Game Development Reference
In-Depth Information
n Value: The value (cost) of the item.
n Mass: How heavy the item is.
Item can be stacked: Some items can be stacked on top of each
other and take less space within a player
n
s inventory. Think of an
inventory slot as a small cube area within a bag. Smaller items are more
likely to be stackable, such as bolts for a weapon or food items such as
berries.
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Item can be damaged: Check this box if you want the item to show
damage.
n
Item is exclusive to this race: Is this item used only by a selected race?
This allows you to limit the object to a particular race. This is useful if
you have an item that has been used by a race for centuries and is part
of their culture.
n
Item is exclusive to this class: You might have multiple classes within a
race, such as healer, warrior, and mage. If so, you might want to limit
items between classes. For example, a healer might not be able to use the
heavy weapon of a warrior.
n
Item usage script: Is there a script associated with a particular item?
You could create a glow effect if the player is wearing a particular ring,
for example.
n
Startup function: If the item usage script has been selected, when will
the script be run? By default, this is during the main function.
n
Appearance
The Appearance section of the Items tab defines the look of the item you are
creating/editing within the game. Here you can specify the thumbnail image that
will be used in the game
s inventory system. The Items tab displays a collection
of 3D objects, such as a shield. This shield must also have a thumbnail
representation for when it has been placed in the player
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s backpack/inventory.
You can also edit the gubbin set. The gubbin set is a set of predefined templates
that you can configure for an item
'
s position, for example in the left or right
hand, or on the back of the character.
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