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Custom Items Variables

amione edited this page Oct 24, 2024 · 2 revisions

If you discover any information regarding the untested variables, please leave a comment here.

Tested Variables

  • iconType: string - Changes the item's icon to another one (requires item ID).
  • fireMode: string - Modifies the fire mode of a weapon (options include semi, burst, fullauto/auto, single).
  • hasAmmo: bool - Indicates whether the item requires ammunition.
  • canBeReloaded: bool - Specifies if the item can be reloaded.
  • ammoReloadType: string - Defines the reload type (either magazine or clip; magazine provides a full reload, while clip uses one item to replenish one bullet).
  • hasDurability: bool - States whether the item has durability.
  • maxDurability: int - Sets the maximum durability of the item.
  • ignoreDurabilityInValue: bool - Indicates if the item's durability is ignored when selling.
  • repairable: bool - Specifies if the item can be repaired.
  • flamethrowerdrag: float - Applies only to flamethrowers.
  • flamethrowercontactDamage: int - Applies only to flamethrowers.
  • damage: int - Indicates the damage output of the item.
  • clipSize: int - Defines the maximum ammo capacity for the weapon.
  • value: int - Represents the item's selling price.
  • maxAmount: int - Sets the maximum stackable amount.
  • stackable: bool - Indicates whether the item can be stacked in inventory.
  • ExpValue: int - Amount of experience gained when the item is used.
  • IsExpItem: bool - Indicates if the item can be used for cooking.
  • ammoType: string - Specifies the type of ammo used (requires item ID).
  • aimDontSlow: bool - untested - Likely allows normal aiming and movement.
  • aimFOV: float - untested - Possibly changes the field of view when aiming.
  • fireRate: int - untested - Likely adjusts the firing rate of the weapon.

Untested Variables

  • activateSound: data
  • addsHotbarSlot: bool
  • addsInventorySlot: bool
  • addSlotAmount: int
  • addsPoisonImmunity: bool
  • aimFinishedFrame: int
  • aimReturnSound: data
  • aimSound: data
  • aniLibrary: data
  • armorValue: int
  • attack2Sound: data
  • attackDoesNotInterrupt: bool
  • attackSound: data
  • attackSoundRange: float
  • barricadeDamageDurabilityDrain: int
  • burstAmount: int
  • canAttackFrame: int
  • canBeAimed: bool
  • canBePlaced: bool
  • canCutInHalf: bool
  • canResumeAim: bool
  • damageDurabilityDrain: int
  • deactivateSound: data
  • destroySound: data
  • dontRemoveOnUse: bool
  • dropOnReleaseAim: bool
  • durabilityDrain: float
  • durabilityRegeneration: float
  • emptyClipSound: data
  • examinable: bool
  • getSound: data
  • givesLife: bool
  • givesSkillSlot: bool
  • hideSound: data
  • isAmmo: bool
  • isArmor: bool
  • isFirearm: bool
  • isFlashlight: bool
  • isImportantItem: bool
  • isMap: bool
  • isMelee: bool
  • isNaturalLight: bool
  • isRepairKit: bool
  • isThrowable: bool
  • isWorkbenchUpgrade: bool
  • maxAim: float
  • minAim: float
  • needsToBeOnHotbar: bool
  • nightVision: bool
  • noMuzzleFlash: bool
  • notUseableWhenAiming: bool
  • onBrokenText: data
  • placeOnUse: bool
  • projectileAmount: int
  • protectsFromShadows: bool
  • recoilAmount: float
  • recoverableAfterThrown: bool
  • regeneratesWhenInactive: bool
  • reloadSound: data
  • specialBarricadeDamage: int
  • specialBarricadeDamageDurabilityDrain: int
  • specialDamage: int
  • specialDamageDurabilityDrain: int
  • spillsLiquid: bool
  • stacksDurability: bool
  • staminaAttackDrain: float
  • staminaSpecialAttackDrain: float
  • takesDamageOnPlayerHit: bool
  • zoom: float