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Equipment Pools

Devyn Myers edited this page Apr 5, 2021 · 3 revisions

Equipment pools are the entries that appear at an object constructor panel during TNH.

Some notes about Equipment Pools:

  • If both the PrimaryGroup and BackupGroup are empty for a pool, that pool will not spawn.
  • The rarity of this pool appearing is determined by the Rarity of the PrimaryGroup

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 field

Custom 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

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