// 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;
}
}