Economy
Inventory
Field Name | Function |
---|---|
Base Slots | This field defines how many inventory slots a player has by default |
Weapon > Weapon Animator Override
Press the green "Add Animator Override" button to add a new weapon override.
Weapon Animator Overrides are animator overrides that will be used when X weapon is equipped.
For example, you want the character to move differently when he is wielding a two handed greataxe. You would then add a new Weapon Animator Override and set its "Weapon Type" to great axe and give it 2 new animators for rest and combat. Now whenever the player equips a great axe these animators will be active.
Once the weapon is unequipped or the player swaps to a weapon without an override, the character goes back to the animators that are defined under Character > Races > Genders
Learn more about Animator Controller Overrides here: https://docs.unity3d.com/Manual/AnimatorOverrideController.html
Field Name | Function |
---|---|
Weapon Type 1 | The weapon type that will engage this weapon animator override. |
Require Second Weapon? | If on, this weapon animator override will require a second weapon to be equipped. For example, Sword + Shield or Dagger + Dagger etc. |
Weapon Type 2 | The weapon type for the second weapon that will be needed to engage this weapon animator override. Field opens if "Require Second Weapon" is enabled. |
Rest Animator Override | The new rest animator to use while this weapon animator override its conditions are met. |
Combat Animator Override | The new combat animator to use while this weapon animator override its conditions are met. |
Loot
Field Name | Function |
---|---|
Loot Bag Prefab | The default loot prefab that will be spawned. |