Table of Contents

Class ItemBehaviour

Namespace
GrindFest
Assembly
GrindFest.dll
[DisallowMultipleComponent]
[RequireComponent(typeof(InteractiveBehaviour))]
[RequireComponent(typeof(AddressableReference))]
[DefaultExecutionOrder(-1)]
public class ItemBehaviour : MonoBehaviour
Inheritance
object
ItemBehaviour

Fields

AddressableReference
Affixes
Amount
AnimationSetOverride
Armor
Axe
BaseGoldValue
BaseWeight
BonusDexterity
BonusExperience
BonusHealth
BonusIntelligence
BonusMana
BonusResistances
BonusStrength
Burnable
CanBePickedUp
Comment
Consumable
Container

The container this item is stored IN (e.g. the hero's inventory, a chest, a bag). Set by AddItem(ItemBehaviour, Vector3) / RemoveItem(ItemBehaviour).

Durability
Equipable
FlavorText
Gold
Handle
Id
InteractiveBehaviour
Inventory
IsCursed
IsIdentified
IsNew
ItemQualityProbabilities
ItemType
Labels
Level
LiquidContainer
NextId
OwnContainer

This item's own inventory container, if this item IS a container (e.g. a bag or chest). Not the same as Container — that tracks where this item is stored.

Prefab
PreviousInventory
QualityLevel
Quiver
Reagent
Rigidbody
Rune
Seed
Shield
SkillBook
SocketFiller
Socketable
SpellBook
SpellScroll
Usable
Weapon
rank

Properties

ColorHex

Hex color string for this item's rarity (e.g. "#4D80E6"). Handy for UI mods.

GoldValue
InContainer
IsCarried
IsEquipped

Returns true if this item is currently equipped on a character.

IsHeavy
IsWeapon

Returns true if this item is a weapon (has WeaponBehaviour component).

Name
Weight

Methods

Awake()
CanInteract(HeroController)
DropAround(Vector3, float)
GenerateName(bool)
GetColor()
GetLevelQualityMultiplier(int)
GetQualityMultiplier(int)
GetRoll(int)
OnDrag(HeroController)
PlaceAround(Vector3)
Randomize(float, ItemRank, int)
RefreshNameplate()
ReleaseNameplate()
SetName(string)
SetRank(ItemRank)

Events

OnNameGenerated
PickedUpOnCursor

Operators

implicit operator ItemBehaviour(ItemBehaviour)
implicit operator ItemBehaviour(ItemBehaviour)
implicit operator ItemBehaviour(int)