-
Notifications
You must be signed in to change notification settings - Fork 11
Equipment Pools
Equipment pools are the entries that appear at an object constructor panel during TNH.
Some notes about Equipment Pools:
- If both the
PrimaryGroup
andBackupGroup
are empty for a pool, that pool will not spawn. - The rarity of this pool appearing is determined by the
Rarity
of thePrimaryGroup
Below are the properties of Equipment Pools:
Type
Type: PoolEntryType
This determines where a pool will show up in the item spawner. Firearms show up on the left-most side, Equipment in the middle, and Consumables on the right
Options:
- Firearm
- Equipment
- Consumable
IconName
Type: String
This is the name of the icon that will appear at an object constructor for this pool. This can either be a default icon, or a custom icon
Names of default icons can be found in the
TNH_Tweaker/IconIDs.txt
file. Simply copy one of the default icon names into this fieldCustom icons must be .pngs placed in the same folder as the
character.json
file. To use these, put the full name of the image (including .png) into this field
TokenCost
Type: Int
This value represents how much the pool will cost with spawn-locking enabled
TokenCostLimited
Type: Int
This value represents how much the pool will cost on limited ammo mode
MinLevelAppears
Type: Int
This determines at what level during a TNH run the pool will start appearing in an object constructor. A value of 0 will make the pool spawn before the first hold
MaxLevelAppears
Type: Int
This determines the highest level that this pool will appear at during TNH. If set to the same value as
MinLevelAppears
, the pool will only appear at that level
SpawnsInSmallCase
Type: Bool
If set to true, the contents of this pool will spawn in a small gun case. Since only one gun case can be purchased at an object constructor at once, this effectively makes this pool a "one-time purchase"
Note: Currently, gun cases can only be set to spawn one item inside them. This means options such as
ForceSpawnAllSubPools
will not work properly
SpawnsInLargeCase
Type: Bool
If set to true, the contents of this pool will spawn in a large gun case. Since only one gun case can be purchased at an object constructor at once, this effectively makes this pool a "one-time purchase"
Note: Currently, gun cases can only spawn one set item inside them. This means options such as
ForceSpawnAllSubPools
will not work properly
PrimaryGroup
Type: EquipmentGroup
The main equipment group of the pool that items will spawn from. If this pools is empty or locked by a quest, items will instead be spawned from the backup group
BackupGroup
Type: EquipmentGroup
The backup equipment group contains items that will only spawn if the primary group is empty or locked by a quest