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items [2015/06/09 10:01]
phanjam [Items] Added recipe tut, also by therealfirestarter
items [2018/10/01 13:02] (current)
anarch16sync [Properties]
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 ====== Items ====== ====== Items ======
  
 +Items are units which can be held in a character'​s inventory.
 +
 +Retated links:
   * [[Weapons]]   * [[Weapons]]
   * [[Consumables]]   * [[Consumables]]
Line 8: Line 11:
   * [[Recipes]]   * [[Recipes]]
  
-====== ​In the Runic Games GUTS wiki ======+---- 
 + 
 +===== 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 [[Stat Lines| 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 [[Stat Lines| 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 Banks| 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| [[Particles| Particle]] file to play while the item is on the ground.| 
 +| FALL_SOUND| STRING| [[Sound Banks| 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 Banks| 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 [[Stat Lines| 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 [[Wardrobes| 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| [[Missiles| 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 [[Item Sets| 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 Banks| 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 Banks| 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 [[Unittypes| unittype]]| 
 +| USE_SOUND| STRING| The [[Sound Banks| 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 [[Stat Lines| 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 [[Unittypes|unittype]]. ​ You can set these classes by listing them like this: 
 +<​code>​ 
 +[REQ_CLASS] 
 + <​STRING>​UNITTYPE:​LEONARDO 
 +        <​STRING>​UNITTYPE:​RAPHAEL 
 +[/​REQ_CLASS] 
 +</​code>​ 
 + 
 +=== Affixes === 
 +: This is a data block which can contain any number of [[Affixes|affixes]] which to be given to the unit upon creation. 
 +: The format is like this: 
 +<​code>​ 
 +[AFFIXES] 
 +    <​STRING>​AFFIX:​GNARLY_AFFIX 
 +    <​STRING>​AFFIX:​TUBULAR_AFFIX 
 +[AFFIXES] 
 +</​code>​ 
 + 
 +=== Effects === 
 + 
 +=== Dynamic Stats === 
 +:Any initial [[Dynamic Stats|dynamic stats]] on the item. 
 +<​code>​ 
 +[STATS] 
 + [STAT] 
 + <​STRING>​STAT:​CHAMPSHIELD 
 + <​FLOAT>​VALUE:​5 
 + [/STAT] 
 + [STAT] 
 + <​STRING>​STAT:​HP 
 + <​FLOAT>​VALUE:​10 
 + [/STAT] 
 +[/STATS] 
 +</​code>​ 
 + 
 +=== Skills === 
 +The skills attached to the item 
 + 
 +=== Wardrobe === 
 +Specifies how the item looks when equipped (ARMOR). 
 + 
 +[[Wardrobes|Wardrobe]] unit data looks like this: 
 + 
 +<​code>​ 
 +[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] 
 +</​code>​ 
 + 
 +=== Texture Replace ​=== 
 +Allows you to replace a texture in a material by name.
  
-  * [[http://​docs.runicgames.com/​wiki/​Items|List of item properties]] +=== Triggerable Actions === 
-  * +[[Triggerable Actions]]
  
items.1433862109.txt.gz · Last modified: 2015/06/09 10:01 by phanjam