Actionsο
Context actions appear when a player right-clicks an item from their inventory menu. Some items may have set a of automatically-generated context actions, but additional context actions can be added to any item. The system currently supports adding additional blueprint actions.
Depending on an itemβs configuration, the game may automatically add context actions for various actions.
Game Data Fileο
Propertiesο
Property Name |
Type |
Default Value |
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See description |
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EActionType Enumerationο
Named Value |
Description |
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|
Action is linked a crafting blueprint. |
Property Descriptionsο
Action_#_Blueprint_#_Index uint8 0
ο
Index of the blueprint that action should perform.
Action_#_Blueprint_#_Link flagο
Action should redirect to the associated blueprint listing in the crafting menu, rather than immediately craft the item.
Action_#_Blueprints uint8 0
ο
Total number of blueprint indices.
Action_#_Key stringο
Translation key that should be used instead of a custom button name and tooltip. Valid translation keys and their localization can be found in the PlayerDashboardInventory.dat
localization file.
Valid keys include: Attachments
, Craft_Bandage
, Craft_Dressing
, Craft_Rag
, Craft_Seed
, Dequip
, Drop
, Equip
, Pickup
, Refill
, Repair
, Salvage
, Store
, and Take
.
This property cannot be used in combination with Action_#_Text
or Action_#_Tooltip
. If set, the value of this property will always override any custom button name or tooltip that has been set.
Action_#_Source uint16ο
ID of the item to source actions from. Default source is the current item.
Action_#_Text stringο
Context button name. This property is usually used in combination with Action_#_Tooltip
.
Action_#_Tooltip stringο
Context button tooltip. This property is usually used in combination with Action_#_Text
.
Action_#_Type EActionTypeο
Type of action to perform. Currently, only the Blueprint
action type exists.
Actions int 0
ο
Total number of context actions.
Default Actionsο
Depending on the blueprints an item has, some blueprint actions may be automatically added to the item as well. These actions will be linked to the blueprint they were automatically generated from.
When a blueprint only has one supply, with a supply ID of the item itself, an action using the
Salvage
localization key is generated.When a blueprint uses the
Repair
type, an action using theRepair
localization key is generated.When a blueprint uses the
Refill
type, an action using theRefill
localization key is generated.