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AssetDefinitionProperties

Base properties of extended items derived from their respective Asset definition.

Those are the properties the main game code enforces.

Hierarchy

Index

Properties

optionalAllowActivePose

AllowActivePose?: AssetPoseName[]

A list of poses

optionalAllowActivity

AllowActivity?: ActivityName[]

A list of allowed activities

optionalAllowActivityOn

AllowActivityOn?: AssetGroupName[]

A list of groups allowed activities

optionalAttribute

Attribute?: AssetAttribute[]

???

See more at Asset.Attribute

optionalBlock

The groups that this item blocks

See more at Asset.Block

optionalDefaultColor

DefaultColor?: ItemColor

The default color of the item. Used by extended items that need one of their layers to have a different per-type default color FIXME: That should be hoisted in the extended config, since it's set by the definition and Item.Color should be the actual colors used

See more at Asset.DefaultColor

optionalDifficulty

Difficulty?: number

The difficulty of the item

See more at Asset.Difficulty

optionalEffect

Effect?: EffectName[]

Effects that are applied by this item

See more at Asset.Effect

optionalFetish

Fetish?: FetishName[]

A list of fetishes affected by the item

See more at Asset.Fetish

optionalHeightModifier

HeightModifier?: number

How much the character should be moved up

optionalHide

Items groups that should be hidden by this item

See more at Asset.Hide

optionalHideItem

HideItem?: string[]

Items that should be hidden by this item

See more at Asset.HideItem

optionalHideItemExclude

HideItemExclude?: string[]

Items that should not be hidden by this item

optionalOpacity

Opacity?: number | number[]

The asset's draw opacity

See more at Asset.Opacity

optionalOverrideHeight

OverrideHeight?: AssetOverrideHeight

Override the height of the item

optionalOverridePriority

OverridePriority?: AssetLayerOverridePriority

The drawing priority of the item

See more at Asset.OverridePriority

optionalRemoveTimer

RemoveTimer?: number

The timer for after how long until a lock should be removed.

See more at Asset.RemoveTimer

optionalSelfUnlock

SelfUnlock?: boolean

Whether an item can be unlocked by the player even if they're restrained

See more at Asset.SelfUnlock

optionalSetPose

SetPose?: AssetPoseName[]

A list of poses that should forcefully be set

See more at Asset.SetPose

optionalTint

A list of custom tints

See more at Asset.Tint