Script EquipmentSpriteComponents

Components

characterEquipmentSpriteRow
itemArmorBodySpriteRow
itemArmorHeadSpriteRow
itemGrooveChainBodySpriteRow
itemHolderGrooveChainSprite
itemOverlaySpriteHUD
itemSpriteChangeOnCombo
itemSpriteChangeOnConditionalDamage
itemSpriteHUD
itemSpriteOffsetHUD
itemStackBodySpriteRow
itemStackSprite
spriteSheetReset
weaponOverlaySpriteOnConditionalDamage
weaponReloadableAmmoSprite


Components

characterEquipmentSpriteRow
  • defaultBodyRow constant int (default 1)
  • defaultHeadRow constant int (default 1)
itemArmorBodySpriteRow
  • row constant int (default 0)
itemArmorHeadSpriteRow
  • row constant int (default 0)
itemGrooveChainBodySpriteRow
  • maxGroove constant int (default 3)
itemHolderGrooveChainSprite
  • frameXOffset constant int (default 1)
  • maxGroove constant int (default 3)
itemOverlaySpriteHUD
  • 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
  • frameXOffsets

    constant table Maps combo count => frame offset. frameXOffsets[0] is optional, defaults to 0.
    default:

    { 0 }
    
  • loop constant bool (default false)
itemSpriteChangeOnConditionalDamage
  • frameXOffset constant int (default 1)
itemSpriteHUD
  • 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
  • offsetX constant float (default 0)
  • offsetY constant float (default 0)
itemStackBodySpriteRow
  • maxQuantity constant int (default 0)
itemStackSprite
  • maxQuantity constant int (default 3)
spriteSheetReset
  • frameX constant int (default 1)
weaponOverlaySpriteOnConditionalDamage
weaponReloadableAmmoSprite
  • frameXOffsets

    constant table Maps ammo count => frame offset. frameXOffsets[0] is optional, defaults to 0.
    default:

    { 0 }
    
  • whileDropped constant bool (default true)
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