.. _doc_item_asset_melee: Melee Assets ============ Melees (or "melee weapons") are created from the ItemMeleeAsset class. They can be used as a source of damage. Melee weapons always show quality. This inherits the :ref:`WeaponAsset ` class. Item Asset Properties --------------------- **GUID** *32-digit hexadecimal*: Refer to :ref:`GUID ` documentation. **Type** *enum* (``Melee``) **Useable** *enum* (``Melee``) **Slot** :ref:`ESlotType ` (``None``, ``Primary``, ``Secondary``, ``Any``): Most melee weapons, including vanilla items, use ``Secondary``. This allows the weapon to be used from either the character's primary or secondary slot. **ID** *uint16*: Must be a unique identifier. Melee Asset Properties ---------------------- **Alert_Radius** *float*: The radius where zombies and animals should be alerted when attacking, measured in meters. Defaults to 8. **AttackAudioClip** :ref:`Master Bundle Pointer `: AudioClip to play when attacking. **ImpactAudioDef** :ref:`Master Bundle Pointer `: AudioClip or OneShotAudioDefinition to play upon impact. **Light** *flag*: Provides a toggleable flashlight, and allows for using :ref:`PlayerSpotLightConfig ` properties. **Repair** *flag*: Repairs barricades, structures, and vehicles. **Repeated** *flag*: The melee weapon's strong attack is disabled, and its weak attack will deal damage continuously. **Stamina** *byte*: Amount of stamina depleted with each attack. Defaults to 0. **Strength** *float*: Multiplier on the damage dealt by strong attacks. **Strong** *float*: Multiplier for the strong attack animation length, for when to apply damage. Defaults to 0.33. **Weak** *float*: Multiplier for the weak attack animation length, for when to apply damage. Defaults to 0.5. NPC Rewards ----------- For more information, refer to the :ref:`Rewards ` documentation. Rewards can be granted for weak and/or strong attacks. ``Weak_Attack_Quest_Rewards #`` with ``Weak_Attack_Quest_Reward_`` prefix or ``Strong_Attack_Quest_Rewards #`` with ``Strong_Attack_Quest_Reward_`` prefix.