- ABAPI
- CanOpenBackpack(player)
- GetActiveBackpackStatusEffects()
- GetBackpack(itemData)
- GetEquippedBackpack(player)
- GetRegisterdStatusEffects()
- IsBackpack(itemData)
- IsBackpackEquipped(player)
- IsLoaded()
- IsThisBackpackEquipped(player,itemData)
- OpenBackpack(player,gui)
- RegisterBackpack(definition)
- RegisterEffect(effectDefinition)
- Backpack
- BackpackBiomes
- BackpackDefinition
- #ctor()
- #ctor(backPackGo)
- #ctor(assetBundle,prefabName)
- AssetBundle
- BackPackGo
- BackpackBiome
- BackpackSizeByQuality
- CarryBonus
- ConfigSection
- CraftingTable
- DropsFrom
- EffectsToApply
- EnableFreezing
- ItemName
- ItemSetStatusEffect
- MaxRequiredStationLevel
- PrefabName
- RecipeIngredients
- SpeedMod
- StationLevel
- UpgradeIngredients
- WeightMultiplier
- DropTarget
- EffectDefinition
- RecipeIngredient
AdventureBackpacks.API
Adventure Backpacks API. Be sure to include the AdventureBackpacksAPI.dll as a dependency to your project.
Determines if the player is capable of currently opening the equipped backpack.
true or false
Name | Type | Description |
---|---|---|
player | Player | Player, usually Player.m_localPlayer |
Retrieves the current Active Backpack StatusEffects running in the local players game.
HashSet of Status Effects.
This method has no parameters.
Returns Backpack object of the provided itemData. Operates similarly to a TryGet but with a nullable type.
Nullable Backpack Object. Check HasValue.
Name | Type | Description |
---|---|---|
itemData | ItemDrop.ItemData | ItemDrop.ItemData object |
Returns a Backpack object if the provided Player is currently wearing a backpack.
Nullable Backpack Object
Name | Type | Description |
---|---|---|
player | Player | Player, usually Player.m_localPlayer |
Retrieves all Status Effects Registered with Adventure Backpacks
HashSet of Status Effects.
This method has no parameters.
When provided with an ItemData object, will detect whether the Item is an Adventure Backpack or not.
true or false
Name | Type | Description |
---|---|---|
itemData | ItemDrop.ItemData | This is the ItemDrop.ItemData object of the item. |
Determines if the Player provided is currently wearing a backpack.
true or false
Name | Type | Description |
---|---|---|
player | Player | Player, usually Player.m_localPlayer |
Notifies if the ABAPI is active or not.
true of false
This method has no parameters.
Determines if the player provided is wearing the item provided and that it's a backpack.
true or false. If item provided is not a backpack, will return false.
Name | Type | Description |
---|---|---|
player | Player | Player, usually Player.m_localPlayer |
itemData | ItemDrop.ItemData | Any ItemData |
Method to activate the backpack on the local player's GUI and open it. Use in conjunction with CanOpenBackpack()
Name | Type | Description |
---|---|---|
player | Player | Player, usually Player.m_localPlayer |
gui | InventoryGui | The instance of InventoryGui |
Use this method in the Awake() of your mod to register a new Backpack that can be utilized on Adventure Backpacks.
Name | Type | Description |
---|---|---|
definition | AdventureBackpacks.API.ABAPI.BackpackDefinition | Create a new BackpackDefinition that contains the overall parameters that are needed to register the new backpack. |
Use this method in the Awake() of your mod to register a Status Effect that can be utilized on Adventure Backpacks
Name | Type | Description |
---|---|---|
effectDefinition | AdventureBackpacks.API.ABAPI.EffectDefinition | Create a new EffectDefinition that contains the overall parameters that are needed to register the new effect. |
AdventureBackpacks.API.ABAPI
Instanced Backpack Information
Definition of the Backpack item
Inventory object of the configured backpack
ItemData representative of the Backpack
Backpack Name
AdventureBackpacks.API
This is a Flags enum for determining Backpack Biomes. This is not representative of Heightmap.Biomes. This is instead a way of creating sets of Effects. Default Adventure Backpacks will utilize Biome names. Custom External Effects can pick and choose between the Custom Effect flags as well.
Ashland Backpack Effects
Black Forest Backpack Effects
DeepNorth Backpack Effects
Custom Biome for use with External Effects
Custom Biome for use with External Effects
Custom Biome for use with External Effects
Custom Biome for use with External Effects
Custom Biome for use with External Effects
Meadows Backpack Effects
Mistlands Backpack Effects
Mountains Backpack Effects
None, no backpack effects are applied.
Plains Backpack Effects
Swamp Backpack Effects
AdventureBackpacks.API.ABAPI
Backpack Definition Settings Use this object to create backpack definitions for adding Backpacks to Adventure Backpacks. You can use either the GameObject directly, or provide your AssetBundle object and the PrefabName.
Default Constructor
This constructor has no parameters.
Use this constructor when adding a backpack using the GameObject The item should have ItemDrop.ItemData on the item, and it should be an item that is utilizing the Shoulder slot. Equipped Detection won't detect if not in the shoulder slot. TODO: Make this more flexible for additional slots through AzuEPI
Name | Type | Description |
---|---|---|
backPackGo | UnityEngine.GameObject | GameObject of |
Use this constructor when adding a backpack using the AssetBundle and Prefab Name The item should have ItemDrop.ItemData on the item, and it should be an item that is utilizing the Shoulder slot. Equipped Detection won't detect if not in the shoulder slot. TODO: Make this more flexible for additional slots through AzuEPI
Name | Type | Description |
---|---|---|
assetBundle | UnityEngine.AssetBundle | Provide the Asset Bundle that contains the backpack prefab |
prefabName | System.String | Prefab name of the backpack |
Asset Bundle containing the Backpack (Not required if GameObject is provided)
Backpack GameObject (Not required if AssetBundle and Prefab Name are provided)
Provides the configured biomes settings applied to the backpack. This is flag enum. (e.g. "BackpackBiomes.Meadows" or "BackpackBiomes.Meadows | BackpackBiomes.BlackForest" to select multiple biomes.
Dictionary of Vector2's that contain the x and y sizing of the backpack at each Quality level' Dictionary key is the Item's Quality level. Dictionary value is the Vector2 object.
Provides the additional carry weight bonus applied to backpacks. For registering a new backpack, this is the default value.
Custom Configuration Section Name in Adventure Backpacks. If left empty, will use default section name. (e.g. Backpack: {$backpack_itemname} )
Name of Crafting Table that the Backpack can be crafted at. If left empty, will disable crafting at any table. Can also include custom table names. (e.g. piece_workbench, forge, piece_stonecutter)
List of Ingredients for Upgrading.
Dictionary of StatusEffect's to apply to the backpack when equipped. Dictionary Key is the BackpackBiome that needs to be applied to the Backpack for Effect to be activated. Dictionary Value is a Key Value Pair of a Status Effect to apply: Key of the KVP is the actual Status Effect Value of the KVP is the default int Quality level that of the backpack before the effect is applied. (examples of the quality level: 1 - 4) Use GetRegisteredStatusEffects() to determine which status effect Adventure Backpacks is aware of. Use RegisterEffect() first to register new status effects.
Provides whether the wearer of the backpack will freeze or not.
Item Name of the Backpack. Use the $_name localize token. (e.g. $vapok_mod_rugged_backpack)
When backpack is equipped, set what the Set Effect Status Effect Should. If left empty, none will be equipped. Note: Be sure this is one of the effects included in EffectsToApply.
Max Crafting Station Level to upgrade, and repair. (e.g. 1, 2, etc.)
Prefab Name of the Backpack Asset (Not required if GameObject is provided)
List of Recipe Ingredients.
Provides the Speed Modification that is applied on the backpack. For registering a new backpack, this is the default value.
Minimum Level of Crafting Table Station before Bag can be crafted (e.g. 1, 2, etc.)
List of Ingredients for Upgrading.
Provides the configured weight multiplier that reduces the weight of the items in the backpack. For registering a new backpack, this is the default value.
AdventureBackpacks.API.ABAPI
Configuration of Drop Target
Drop Target Constructor
Name | Type | Description |
---|---|---|
creature | System.String | Prefab name of Creature |
chance | System.Single | Chance to Drop Float |
min | System.Int32 | Minimum amount to drop. |
max | System.Nullable{System.Int32} | Max amount to drop. |
Configured Drop Chance
Prefab name of creature
Maximum number of items that can drop.
Min number of items that can drop.
AdventureBackpacks.API.ABAPI
Create anew EffectDefinition in order to register status effects.
Create anew EffectDefinition in order to register status effects.
Name | Type | Description |
---|---|---|
name | System.String | |
localizedName | System.String | |
effectName | System.String | |
description | System.String | |
statusEffect | StatusEffect |
Description of the Status Effect. Shows up in Configuration.
This is the registered Effect name (e.g. SetEffect_NecromancyArmor or SE_Demister)
This is the Localized Translated Effect Name. This is used in places like the Configuration and in the HUD/GUI (e.g. "Water Resistance").
This is the Effect Name. (e.g. "$some_effect_name").
This is your actual Status Effect from your own asset bundle or from another source. As long as it's of the type SE_Stats, you can use it.
AdventureBackpacks.API.ABAPI
Defines a Recipe Ingredient
Create Ingredient Object
Name | Type | Description |
---|---|---|
itemPrefabName | System.String | Item Prefab Name |
quantity | System.Int32 | Amount of item to consume. |
Prefab Name of Item to include as a recipe ingredient
Amount of Item required.