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Diffstat (limited to 'gamemode/itemsystem/items/aaaItemExample.lua')
| -rw-r--r-- | gamemode/itemsystem/items/aaaItemExample.lua | 36 |
1 files changed, 36 insertions, 0 deletions
diff --git a/gamemode/itemsystem/items/aaaItemExample.lua b/gamemode/itemsystem/items/aaaItemExample.lua new file mode 100644 index 0000000..ee67639 --- /dev/null +++ b/gamemode/itemsystem/items/aaaItemExample.lua @@ -0,0 +1,36 @@ +--This file is to help developers add new items to the game + +ITEM = {} + +--The name of this item +ITEM.Name = "An Example" + +--A description that shows up when hovering over the item in the inventory +ITEM.Description = "Why did I even write this? No one will ever read it!" + +--The icon that this item uses, relative to the gmsurvival/content/materials directory +ITEM.Icon = "test.png" + +--If this item has "unique data", for example batteries that run out of charge +ITEM.UniqueData = false + +--A table of strings to functions that show up when the player clicks the item in their inventory. +--The you may also use strings to tables of strings to functions (and so on) to make drop-down menus. +--Example: +--[[ +ITEM.Actions = { + "Click me!" = functions(player) print("I was clicked!") end + "Or me!" = functions(player) print("I was clicked by " .. player:Name()) end + "Drop down" = { + "This is an item in a drop down" = function(player) print("Drop1") end + "Drop downs can have more drop downs!" = { + "Drop2" = function(player) print("Drop2") end + "Drop3" = function(player) print("Drop3") end + } + } +} +]] +ITEM.Actions = {} + +--Be sure to register when everything is said and done! +GMS.RegisterResource(ITEM) |
