> For the complete documentation index, see [llms.txt](https://docs.fullscreen.no/info/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.fullscreen.no/info/game-creator-2-assets/inventory-extended/dismantle-item-asset.md).

# Dismantle Item Asset

## Dismantle Item Asset

### Creating Dismantle Items

To create a new Dismantle Item asset:\
Right-click inside your Project folder →\
**Create > Game Creator > Inventory Extended > Dismantle Item**

Each Dismantle Item asset is linked to a single Item.

* Only **one Dismantle Item asset per Item** is allowed
* Each asset can contain **multiple Dismantle States**

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### What is Dismantling?

Dismantling allows you to break an item down into materials or other items.

The results can vary depending on the item's **runtime properties**, such as durability, quality, or any custom value.

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### Duration

Each Dismantle Item includes a **Duration** field.

* Defines how long it takes to dismantle the item
* Can be used with queue systems or progress-based UIs

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### How Dismantle States Work

Dismantle States determine what outputs are returned.

* States are evaluated **from top to bottom**
* The **first State that matches its conditions** is used
* Once matched, no further states are checked

#### Example

* If *Durability > 25* → Return more materials
* If *Durability ≤ 3* → Return fewer materials

This allows better items to yield better results.

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### Dismantle State Configuration

Each Dismantle State contains:

* **Conditions**\
  Determines when this state is used
* **Output Items List**\
  Defines what items are returned when dismantling

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### Output Items

Each state can contain multiple output items.

You can configure each output by clicking the **settings button** on the item entry.

#### Available Settings

* **Amount**\
  Fixed or random amount (e.g., 1, or 1–3)
* **Chance (0–100)**\
  Defines drop probability
  * 100 = always drops
  * 50 = 50% chance
* **Amount Range (UI)**\
  Used for displaying ranges in the dismantle UI
* **Chance (UI)**\
  Used for displaying drop chances in the UI
* **Properties**\
  Applied to the created item when generated
  * Example: Set Property ID Quality to 10

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### Conditions

Conditions are typically based on Runtime Item Properties, such as:

* Durability
* Quality
* Custom values

Example:

* *If Runtime Item Property (Durability) > 25 → High yield state*

This allows dismantling results to dynamically scale with the item.

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### On Dismantle

Each Dismantle Item includes an **On Dismantle** event.

* Runs **every time** an item is dismantled
* Can be used for:
  * Playing effects or sounds
  * Granting experience
  * Triggering additional logic

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### Recommended Usage

* Use Dismantle States to scale rewards based on item condition
* Avoid hardcoding outputs, use conditions for flexibility
* Combine with Item States and Properties for deeper systems
