// Decompiled with JetBrains decompiler // Type: StardewValley.GameData.Tools.ToolData // Assembly: StardewValley.GameData, Version=1.6.15.24356, Culture=neutral, PublicKeyToken=null // MVID: 28E6D511-A4C0-49C2-A420-94667378CFDF // Assembly location: /Users/daganroosenmaallen/Library/Application Support/Steam/steamapps/common/Stardew Valley/Contents/MacOS/StardewValley.GameData.dll // XML documentation location: /Users/daganroosenmaallen/Library/Application Support/Steam/steamapps/common/Stardew Valley/Contents/MacOS/StardewValley.GameData.xml using Microsoft.Xna.Framework.Content; using System.Collections.Generic; #nullable disable namespace StardewValley.GameData.Tools { /// The behavior and metadata for a tool that can be equipped by players. public class ToolData { /// The name for the C# class to construct within the StardewValley.Tools namespace. This must be a subclass of StardewValley.Tool. public string ClassName; /// The tool's internal name. public string Name; /// The number of attachment slots to set, or -1 to keep the default value. [ContentSerializer(Optional = true)] public int AttachmentSlots = -1; /// The sale price for the tool in shops. [ContentSerializer(Optional = true)] public int SalePrice = -1; /// A tokenizable string for the tool's display name. public string DisplayName; /// A tokenizable string for the tool's description. public string Description; /// The asset name for the texture containing the tool's sprite. public string Texture; /// The index within the for the animation sprites, where 0 is the top icon. public int SpriteIndex; /// The index within the for the item icon, or -1 to use the . [ContentSerializer(Optional = true)] public int MenuSpriteIndex = -1; /// The tool's initial upgrade level, or -1 to keep the default value. [ContentSerializer(Optional = true)] public int UpgradeLevel = -1; /// If set, the item ID for a tool which can be upgraded into this one using the default upgrade rules based on . This is prepended to . [ContentSerializer(Optional = true)] public string ConventionalUpgradeFrom; /// A list of items which the player can upgrade into this at Clint's shop. [ContentSerializer(Optional = true)] public List UpgradeFrom; /// Whether the player can lose this tool when they die. [ContentSerializer(Optional = true)] public bool CanBeLostOnDeath; /// The class properties to set when creating the tool. [ContentSerializer(Optional = true)] public Dictionary SetProperties; /// The modData values to set when the tool is created. [ContentSerializer(Optional = true)] public Dictionary ModData; /// Custom fields ignored by the base game, for use by mods. [ContentSerializer(Optional = true)] public Dictionary CustomFields; } }