--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 --If true, then the item must define a table .UniqueFields, an array of strings that tell what fields are unique. 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. --Keep in mind these are called on the CLIENT, so if you want something to happen on the server, you have to send it with the net library! --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 = {} --Additional function you might want to use: --[[ makeGenericDroppable(ITEM) Allows the resource to be dropped in multiples of 1, half, all, or X Located in common_droppable.lua makeGenericPlantable(ITEM) Make sure you have a ITEM.GrowTime set to a number, and a ITEM.OnGrow = function(self, aor, owner) Located in common_plantable.lua ]] --Be sure to register when everything is said and done! GMS.RegisterResource(ITEM)