• Api Documentation

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    • CreatorKitCode
      • BaseElementalEffect
      • CharacterData
      • Container
      • ElementalEffect
      • EquipmentItem
      • EquipmentItem.EquipmentSlot
      • EquipmentItem.EquippedEffect
      • EquipmentSystem
      • Helpers
      • HighlightableObject
      • InteractableObject
      • InventorySystem
      • InventorySystem.InventoryEntry
      • Item
      • Loot
      • LootSpawner
      • LootSpawner.LootEntry
      • LootSpawner.SpawnEvent
      • SFXManager
      • SFXManager.PlayData
      • SFXManager.Use
      • SpawnPoint
      • StatSystem
      • StatSystem.DamageType
      • StatSystem.StatModifier
      • StatSystem.StatModifier.Mode
      • StatSystem.Stats
      • StatSystem.TimedStatModifier
      • UsableItem
      • UsableItem.UsageEffect
      • VFXDatabase
      • VFXDatabase.VFXDBEntry
      • VFXManager
      • VFXManager.VFXInstance
      • Weapon
      • Weapon.AttackData
      • Weapon.Stat
      • Weapon.WeaponAttackEffect
    • CreatorKitCodeInternal
      • AmbiencePlayer
      • AnimationControllerDispatcher
      • AnimationControllerDispatcher.IAttackFrameReceiver
      • AnimationControllerDispatcher.IFootstepFrameReceiver
      • AttackState
      • BreakableObject
      • CameraController
      • CharacterAudio
      • CharacterControl
      • DamageUI
      • DamageUI.ActiveText
      • EffectIconUI
      • EquipmentUI
      • InventoryCharacterRender
      • InventoryUI
      • InventoryUI.DragData
      • ItemEntryUI
      • ItemTooltip
      • LootUI
      • RandomBGMPlayer
      • RandomLoopOffset
      • ResourceManager
      • SceneLinkedSMB<TMonoBehaviour>
      • SimpleEnemyController
      • SimpleEnemyController.State
      • TrainingDummy
      • UIAlphaRaycast
      • UISystem

    Class EquipmentItem

    Special Item than can be equipped. They can have a minimum stats value needed to equip them, and you can add EquippedEffect which will be executed when the object is equipped and unequipped, allowing to code special behaviour when the player equipped those object, like raising stats.

    Inheritance
    System.Object
    UnityEngine.Object
    UnityEngine.ScriptableObject
    Item
    EquipmentItem
    Weapon
    Inherited Members
    Item.ItemName
    Item.ItemSprite
    Item.Description
    Item.WorldObjectPrefab
    Namespace: CreatorKitCode
    Assembly: Assembly-CSharp.dll
    Syntax
    [CreateAssetMenu(fileName = "EquipmentItem", menuName = "Beginner Code/Equipment Item", order = -999)]
    public class EquipmentItem : Item

    Fields

    EquippedEffects

    Declaration
    public List<EquipmentItem.EquippedEffect> EquippedEffects
    Field Value
    Type Description
    System.Collections.Generic.List<EquipmentItem.EquippedEffect>

    MinimumAgility

    Declaration
    public int MinimumAgility
    Field Value
    Type Description
    System.Int32

    MinimumDefense

    Declaration
    public int MinimumDefense
    Field Value
    Type Description
    System.Int32

    MinimumStrength

    Declaration
    [Header("Minimum Stats")]
    public int MinimumStrength
    Field Value
    Type Description
    System.Int32

    Slot

    Declaration
    public EquipmentItem.EquipmentSlot Slot
    Field Value
    Type Description
    EquipmentItem.EquipmentSlot

    Methods

    EquippedBy(CharacterData)

    Declaration
    public void EquippedBy(CharacterData user)
    Parameters
    Type Name Description
    CharacterData user

    GetDescription()

    Declaration
    public override string GetDescription()
    Returns
    Type Description
    System.String
    Overrides
    Item.GetDescription()

    UnequippedBy(CharacterData)

    Declaration
    public void UnequippedBy(CharacterData user)
    Parameters
    Type Name Description
    CharacterData user

    UsedBy(CharacterData)

    Declaration
    public override bool UsedBy(CharacterData user)
    Parameters
    Type Name Description
    CharacterData user
    Returns
    Type Description
    System.Boolean
    Overrides
    Item.UsedBy(CharacterData)
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