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items

Table of Contents

Items

Items are units which can be held in a character's inventory.

Retated links:


Properties

NAME TYPE DESCRIPTION
ALWAYS_IDENTIFIED BOOL If true, the items will always be identified
ARMOR_ELECTRIC INTEGER The percentage of the total armor which is electric elemental armor (only applicable to units of type ARMOR)
ARMOR_FIRE INTEGER The percentage of the total armor which is fire elemental armor (only applicable to units of type ARMOR)
ARMOR_ICE INTEGER The percentage of the total armor which is ice elemental armor (only applicable to units of type ARMOR)
ARMOR_PHYSICAL INTEGER The percentage of the total armor which is physical armor (only applicable to units of type ARMOR)
ARMOR_POISON INTEGER The percentage of the total armor which is poison elemental armor (only applicable to units of type ARMOR)
ARMORMAX INTEGER Percent of the armor graph at the items level. if 0 or unspecified or less than ARMORMIN, ARMORMIN will be used, otherwise, armor is rolled between ARMORMIN and ARMORMAX.
ARMORMIN INTEGER Percent of the armor graph at the items level. if ARMORMAX is 0 or unspecified or less than ARMORMIN, ARMORMIN will be used, otherwise, armor is rolled between ARMORMIN and ARMORMAX.
ATTACK_SOUND STRING Sound Bank played when item is used in an attack (WEAPON only)
ATTACHEDLAYOUT STRING Layout to be attached to the item when equipped (WEAPON)
BASEFILE STRING The relative path to the unit file from which this unit will inherit properties. Any property not specified in this unit data file will fall back to this base file's property.
BLOCK_CHANCE INTEGER The percent chance a shield will block attacks (SHIELD unittypes only)
CREATEAS STRING The only valid properties for item units in this field are “EQUIPMENT” and “GOLD”
DAMAGE_ELECTRIC INTEGER The percentage of the total damage which is electric. (only applicable to units of type WEAPON)
DAMAGE_FIRE INTEGER The percentage of the total damage which is fire. (only applicable to units of type WEAPON)
DAMAGE_ICE INTEGER The percentage of the total damage which is ice. (only applicable to units of type WEAPON)
DAMAGE_PHYSICAL INTEGER The percentage of the total damage which is physical. (only applicable to units of type WEAPON)
DAMAGE_POISON INTEGER The percentage of the total damage which is poison. (only applicable to units of type WEAPON)
DEFENSE_REQUIRED INTEGER The requisite amount of defense required to equip this item.
DESCRIPTION TRANSLATE Flavor text for the item as it will show up in game
DEXTERITY_REQUIRED INTEGER The requisite amount of dexterity required to equip this item.
DISPLAYNAME TRANSLATE The item name as it will show up in game
DONT_USE_ON_FULL BOOL Used to control whether or not a potion is usable when the stat that it restores is full (health potion→, mana potion→MP)
DONTCREATE BOOL If true, this unit will not be created by the game (mostly used for base unit files). This property will not be inherited.
DROPONDEATH BOOL
DROPPARTICLE STRING Particle file to play while the item is on the ground.
FALL_SOUND STRING Sound bank to play when the item is dropped
GAMBLER_ICON STRING Icon to show when the item is being sold by a gambler
ICON STRING Icon to show in the UI to represent the item
LAND_SOUND STRING Sound bank to play when this item hits the ground when dropped
LEVEL INTEGER The item's level. This is used when calculating stats based on graphs
LEVEL_REQUIRED INTEGER The level required to equip an item
MAGIC_REQUIRED INTEGER The requisite amount of magic required to equip this item.
MAXDAMAGE INTEGER Percent of the damage graph to use for the top end of the damage range roll
MAXLEVEL INTEGER Percent of the spawn level graph to use for the top end of the dungeon level spawn range.
MAXSTACKSIZE INTEGER Maximum stack size for this item.
MAXVALUE FLOAT Percent of the value graph to use for the top end of the value range roll
MERCHANTINFINITE BOOL If true, merchants will have an infinite supply of this item. (scrolls, potions, etc.)
MESHFILE STRING The visual mesh for this item. if this is a weapon, this will be the mesh when equipped and when on the ground. Otherwise, this is only the mesh displayed when the items is on the ground (Armor is more complicated and requires wardrobe data) This should just be the file name without path or extention. the path is assumed to be the value specified in RESOURCEDIRECTORY
MESHFILE_SECONDARY STRING Only used for weapons that need to mirror depending on which hand their in (claws)
MINDAMAGE INTEGER Percent of the damage graph to use for the low end of the damage range roll
MINLEVEL INTEGER Percent of the spawn level graph to use for the low end of the dungeon level spawn range roll.
MINVALUE FLOAT Percent of the damage graph to use for the low end of the value range roll
MISSILE STRING Missile to fire when used.
NAME STRING The internal name for the item. Not for in-game display
RANGE FLOAT The attack range of the item (WEAPON types only). a character can perform an attack at this range, target might not be in STRIKE_RANGE though.
RARITY INTEGER The rarity of this item when rolled in a spawn class. The name is a little misleading. The higher the number the more common the item will be.
RARITY_AMR_MOD INTEGER Extra knob for modifying armor by percent. Doesn't actually correlate to rarity in code. The property was named that for Erich's organizational purposes (I believe)
RARITY_DMG_MOD INTEGER Extra knob for modifying damage by percent. Doesn't actually correlate to rarity in code. The property was named that for Erich's organizational purposes (I believe).
RARITY_HARDCORE INTEGER Rarity override for Hardcore mode.
RESOURCEDIRECTORY STRING The directory where the mesh files and any texture overrides are to be found.
SCALE FLOAT A scale override for the item. (WEAPON types only)
SECONDARY_DMG_PCT FLOAT The percent of the main target damage to be applied to secondary (“splash”) damage
SET STRING The set to which this item belongs
SHADOWS BOOL Controller whether not the item casts shodows
SOCKETS INTEGER Number of sockets on the item (this can be modified by random enchantments as well)
SPECIAL_AMR_MOD INTEGER Extra knob for modifying armor by percent. Used for whatever 'special' purposes…uhm, I don't know. Ask Erich.
SPECIAL_DMG_MOD INTEGER Extra knob for modifying damage by percent. Used for whatever 'special' purposes…uhm, I don't know. Ask Erich.
SPEED INTEGER The speed of attack The higher the number, the slower the attack speed. The speed descriptions break down like this: Slowest:130+ Slow:129 - 110 Average: 109 - 90 Fast:89 - 80 Fastest: < 80
SPEED_DMG_MOD INTEGER Extra knob for modifying damage by percent. Doesn't actually correlate to speed in code. The property was named that for Erich's organizational purposes (I believe).
STRENGTH_REQUIRED INTEGER The requisite amount of strength required to equip this item.
STRIKE_SOUND STRING The sound bank to play when a target is hit with this item (WEAPON)
STRIKERANGE FLOAT The range at which an item (WEAPON) is able to hit a target
TAKE_SOUND STRING The sound bank to play when the item is picked up
TARGET_TYPE STRING Used for consumables, by default the value is “USER.” Can be set to “ITEM” for things like id scrolls
TEXTURE_OVERRIDE STRING
UNIDENTIFIED_NAME TRANSLATE Name to display when the item is not identified.
UNIQUENAME BOOL If true, the game will leave the item's name alone (no additional prefixes/suffixes)
UNIT_GUID STRING The GUID for the item
UNITTYPE STRING The item's unittype
USE_SOUND STRING The sound bank to play when the item is used
USES STRING Number of uses the item has (CONSUMABLE). Only works if the MAXSTACKSIZE is set to 1.
VALUE INTEGER The percent of the item value graph at the items level. Works as a minimum if MAXVALUE is set
VERTICALTEXTOFFSET FLOAT Position offset for the item text when it's on the ground.
WARDROBEPRIORITY INTEGER
WEAPONARC FLOAT The arc (in degrees) of secondary damage this weapon does.

Other Data

Required Classes

Equipment can be set to only be usable by certain classes based on class unittype. You can set these classes by listing them like this:

[REQ_CLASS]
	<STRING>UNITTYPE:LEONARDO
        <STRING>UNITTYPE:RAPHAEL
[/REQ_CLASS]

Affixes

: This is a data block which can contain any number of affixes which to be given to the unit upon creation. : The format is like this:

[AFFIXES]
    <STRING>AFFIX:GNARLY_AFFIX
    <STRING>AFFIX:TUBULAR_AFFIX
[AFFIXES]

Effects

Dynamic Stats

:Any initial dynamic stats on the item.

[STATS]
	[STAT]
		<STRING>STAT:CHAMPSHIELD
		<FLOAT>VALUE:5
	[/STAT]
	[STAT]
		<STRING>STAT:HP
		<FLOAT>VALUE:10
	[/STAT]
[/STATS]

Skills

The skills attached to the item

Wardrobe

Specifies how the item looks when equipped (ARMOR).

Wardrobe unit data looks like this:

[WARDROBE]
	<STRING>RACE:HUMAN
	<STRING>GENDER:MALE
	<STRING>MESH:media/wardrobe/_lvls1_10/berserker_01/hum_berserker_01.mesh
	<STRING>TEXTURE:media/wardrobe/_lvls1_10/berserker_01/hu_ber_01_pant.png
	<STRING>SET:PANTSSTANDARD
[/WARDROBE]
[WARDROBE]
	<STRING>RACE:HUMAN
	<STRING>GENDER:FEMALE
	<STRING>MESH:media/wardrobe/_lvls1_10/berserker_01/huf_berserker_01.mesh
	<STRING>TEXTURE:media/wardrobe/_lvls1_10/berserker_01/hu_ber_01_pant.png
	<STRING>SET:PANTSSTANDARD
[/WARDROBE]

Texture Replace

Allows you to replace a texture in a material by name.

Triggerable Actions

items.txt · Last modified: 2018/10/01 13:02 by anarch16sync