Script EquipmentSpriteComponents
Components
Components
- characterEquipmentSpriteRow
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- defaultBodyRow constant int (default 1)
- defaultHeadRow constant int (default 1)
- itemArmorBodySpriteRow
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- row constant int (default 0)
- itemArmorHeadSpriteRow
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- row constant int (default 0)
- itemGrooveChainBodySpriteRow
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- maxGroove constant int (default 3)
- itemHolderGrooveChainSprite
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- frameXOffset constant int (default 1)
- maxGroove constant int (default 3)
- itemOverlaySpriteHUD
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- texture constant string (default "")
- width constant float (default 0)
- height constant float (default 0)
- offsetX constant float (default 0)
- offsetY constant float (default 0)
- active bool (default false)
- itemSpriteChangeOnCombo
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- frameXOffsets
constant table Maps combo count => frame offset. frameXOffsets[0] is optional, defaults to 0.
default:{ 0 }
- loop constant bool (default false)
- frameXOffsets
- itemSpriteChangeOnConditionalDamage
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- frameXOffset constant int (default 1)
- itemSpriteHUD
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- texture constant string (default "")
- width constant int (default 24)
- height constant int (default 24)
- offsetX constant float Those two fields don’t actually do anything, but they’re needed by Character.setDynamicSprite.To set a HUD-specific sprite offset, use itemSpriteOffsetHUD. (default 0)
- offsetY constant float (default 0)
- itemSpriteOffsetHUD
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- offsetX constant float (default 0)
- offsetY constant float (default 0)
- itemStackBodySpriteRow
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- maxQuantity constant int (default 0)
- itemStackSprite
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- maxQuantity constant int (default 3)
- spriteSheetReset
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- frameX constant int (default 1)
- weaponOverlaySpriteOnConditionalDamage
- weaponReloadableAmmoSprite
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- frameXOffsets
constant table Maps ammo count => frame offset. frameXOffsets[0] is optional, defaults to 0.
default:{ 0 }
- whileDropped constant bool (default true)
- frameXOffsets