Material Template (Asset): Difference between revisions
Created page with "Physical materials that can be applied to different types of equipment. These are always tied to an Asset Template. {| class="wikitable" |+ !Field !Type !Default !Description |- | | | | |- | | | | |- | | | | |} '''export''' '''function''' help(){ let out = <nowiki>''</nowiki>; out += '<nowiki><h3>Material Template:</h3></nowiki>'+ '<nowiki><p></p></nowiki>'; out += '<nowiki><h3>Fields</h3></nowiki>'; o..." |
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!Description | !Description | ||
|- | |- | ||
|Label | |||
|String | |||
| | | | ||
|A unique label for your material. '''Do not alter after setting up your material!''' | |||
|- | |||
|Name | |||
|String | |||
| | | | ||
|A unique name for your material | |||
|- | |||
|Base color name | |||
|String | |||
|White | |||
|Name of the color. | |||
|- | |||
|Base color | |||
|Color | |||
|White | |||
|The color itself. | |||
|- | |||
|Tintable | |||
|Boolean | |||
|True | |||
|Whether this material can be dyed. | |||
|- | |||
|Weight | |||
|Integer | |||
|400 | |||
|Weight in grams assuming the item the material is tied to is about the size of a shirt. | |||
|- | |||
|Level | |||
|Integer | |||
|1 | |||
|Min level for the material to show up in drops. | |||
|- | |||
|Stat Bonus | |||
|Integer | |||
|0 | |||
|Lets you add some extra stats to the random asset generator. Not currently used in the main game. | |||
|- | |||
|Hit Sound | |||
|String | |||
| | | | ||
| | |Alternate hit sounds for the item. Can be a URL to an OGG file or a CSV of OGG files. Leave it empty to use the item tags to auto pick a sound for you. | ||
|- | |- | ||
| | |Stats | ||
| | |Int | ||
| | |0 | ||
| | |Lets you tweak stats for the base item. You can use negative values. Try to keep the total sum to 0, or up to +4 for high level items. | ||
|- | |- | ||
|Tags | |||
|[[Tag]] | |||
| | | | ||
| | |Tags to add to the player while wearing an item with this material. Starting with as_ | ||
|} | |} | ||
Revision as of 22:01, 19 February 2025
Physical materials that can be applied to different types of equipment. These are always tied to an Asset Template.
Field | Type | Default | Description |
---|---|---|---|
Label | String | A unique label for your material. Do not alter after setting up your material! | |
Name | String | A unique name for your material | |
Base color name | String | White | Name of the color. |
Base color | Color | White | The color itself. |
Tintable | Boolean | True | Whether this material can be dyed. |
Weight | Integer | 400 | Weight in grams assuming the item the material is tied to is about the size of a shirt. |
Level | Integer | 1 | Min level for the material to show up in drops. |
Stat Bonus | Integer | 0 | Lets you add some extra stats to the random asset generator. Not currently used in the main game. |
Hit Sound | String | Alternate hit sounds for the item. Can be a URL to an OGG file or a CSV of OGG files. Leave it empty to use the item tags to auto pick a sound for you. | |
Stats | Int | 0 | Lets you tweak stats for the base item. You can use negative values. Try to keep the total sum to 0, or up to +4 for high level items. |
Tags | Tag | Tags to add to the player while wearing an item with this material. Starting with as_ |
export function help(){
let out = '';
out += '<h3>Material Template:</h3>'+
'<p></p>';
out += '<h3>Fields</h3>';
out += '<table>';
out +=
'<tr>'+
'<td>Label</td>'+
'<td>A unique label to access the asset by. WARNING: DO NOT CHANGE AFTER SETTING IT, OR RISK BROKEN LINKS!</td>'+
'</tr>'+
'<tr>'+
'<td>Name</td>'+
'<td>Name of the material. Will be prepended to the asset name.</td>'+
'</tr>'+
'<tr>'+
'<td>Base color name</td>'+
'<td>Name the color of the item.</td>'+
'</tr>'+
'<tr>'+
'<td>Base color</td>'+
'<td>Select a the color.</td>'+
'</tr>'+
'<tr>'+
'<td>Tintable</td>'+
'<td>Check if the material can be dyed at a blacksmith.</td>'+
'</tr>'+
'<tr>'+
'<td>Weight</td>'+
'<td>Assume the material was attached to an item the size of a shirt. How much would it weigh in grams? For metal I suggest 5000-7000.</td>'+
'</tr>'+
'<tr>'+
'<td>Level</td>'+
'<td>Minimum player level for this material to show up in world.</td>'+
'</tr>'+
'<tr>'+
'<td>Stat bonus</td>'+
'<td>Can be used to add bonus enchants. Leave at 0 for most materials.</td>'+
'</tr>'+
'<tr>'+
'<td>Hit sound</td>'+
'<td>Leave empty. This is auto generated.</td>'+
'</tr>'+
'<tr>'+
'<td>SV/BON</td>'+
'<td>Avoidance/Proficiency adjust. I suggest keeping it small, and using negatives. Such as Steel granting 3 sv physical but -2 sv arcane.</td>'+
'</tr>'+
'<tr>'+
'<td>Tags</td>'+
'<td>Add material tags starting with "as_", such as as_steel, as_metal, as_hard etc.</td>'+
'</tr>'
;
out += '</table>';
return out;
};