-- __ _ _______ _ __ -- / / /\ | | |__ __| | | \ \ -- / / / \ | |_ __ ___ | | ___ ___| |__ \ \ -- < < / /\ \ | | '_ ` _ \| |/ _ \/ __| '_ \ > > -- \ \ / ____ \| | | | | | | | __/ (__| | | | / / -- \_\ /_/ \_\_|_| |_| |_|_|\___|\___|_| |_| /_/ Quantum.Item.Create( "test", { name = "Test Item", desc = "This is a test item!\nDoes not stack.", model = "models/props_phx/gears/bevel12.mdl", soulbound = true, rarity = Quantum.Rarity.Rare, equipslot = Quantum.EquipSlots.Chest, equipeffect = "test_chest" } ) Quantum.Item.Create( "test2", { name = "Scrap", desc = "A pile of scrap parts.", model = "models/props_phx/gears/bevel12.mdl", stack = 10, soulbound = false, rarity = Quantum.Rarity.Trash, consumeeffect = "eat_trash" } ) Quantum.Item.Create( "bomb", { name = "WW2 Bomb", desc = "Not a real item but okay.", model = "models/props_phx/ww2bomb.mdl", stack = 2, soulbound = false, rarity = Quantum.Rarity.Epic, equipslot = Quantum.EquipSlots.Chest } ) Quantum.Item.Create( "potatoe", { name = "Legendary Potatoe", desc = "The most legendary potatoe in existance. Don't eat it!", model = "models/props_phx/misc/potato.mdl", stack = 1, soulbound = false, rarity = Quantum.Rarity.Legendary, equipslot = Quantum.EquipSlots.Head, consumeeffect = "eat_potatoe", equipeffect = "equip_potatoe" } ) Quantum.Item.Create( "jetpack", { name = "Jetpack", desc = "A jet engine strapped onto your back? Sounds fun!", model = "models/sa_jetpack.mdl", stack = 1, soulbound = false, rarity = Quantum.Rarity.Legendary, equipslot = Quantum.EquipSlots.Weapon, equipgive = "weapon_gta_sa_jetpack" } ) ---- TOOLS ---- Quantum.Item.Create( "pickaxe", { name = "Pickaxe", desc = "This could be used for mining.", model = "models/weapons/w_mgs_pickaxe.mdl", stack = 1, soulbound = false, rarity = Quantum.Rarity.Common, equipslot = Quantum.EquipSlots.Weapon, equipgive = "tool_pickaxe" } ) ---- RESOURCES ---- Quantum.Item.Create( "rock", { name = "Stone", desc = "A stone which could be sold to someone who wants it.", model = "models/props_junk/rock001a.mdl", stack = 5, soulbound = false, rarity = Quantum.Rarity.Common, } )