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items_units

Items

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


Properties


NAME TYPE DESCRIPTION
ALWAYS_IDENTIFIEDBOOLIf true, the items will always be identified
ARMOR_ELECTRICINTEGERThe percentage of the total armor which is electric elemental armor (only applicable to units of type ARMOR)
ARMOR_FIREINTEGERThe percentage of the total armor which is fire elemental armor (only applicable to units of type ARMOR)
ARMOR_ICEINTEGERThe percentage of the total armor which is ice elemental armor (only applicable to units of type ARMOR)
ARMOR_PHYSICALINTEGERThe percentage of the total armor which is physical armor (only applicable to units of type ARMOR)
ARMOR_POISONINTEGERThe percentage of the total armor which is poison elemental armor (only applicable to units of type ARMOR)
ARMORMAXINTEGERPercent 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.
ARMORMININTEGERPercent 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_SOUNDSTRINGSound Bank played when item is used in an attack (WEAPON only)
ATTACHEDLAYOUTSTRINGLayout to be attached to the item when equipped (WEAPON)
BASEFILESTRINGThe 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_CHANCEINTEGERThe percent chance a shield will block attacks (SHIELD unittypes only)
CREATEASSTRINGThe only valid properties for item units in this field are “EQUIPMENT” and “GOLD”
DAMAGE_ELECTRICINTEGERThe percentage of the total damage which is electric. (only applicable to units of type WEAPON)
DAMAGE_FIREINTEGERThe percentage of the total damage which is fire. (only applicable to units of type WEAPON)
DAMAGE_ICEINTEGERThe percentage of the total damage which is ice. (only applicable to units of type WEAPON)
DAMAGE_PHYSICALINTEGERThe percentage of the total damage which is physical. (only applicable to units of type WEAPON)
DAMAGE_POISONINTEGERThe percentage of the total damage which is poison. (only applicable to units of type WEAPON)
DEFENSE_REQUIREDINTEGERThe requisite amount of defense required to equip this item.
DESCRIPTIONTRANSLATEFlavor text for the item as it will show up in game
DEXTERITY_REQUIREDINTEGERThe requisite amount of dexterity required to equip this item.
DISPLAYNAMETRANSLATEThe item name as it will show up in game
DONT_USE_ON_FULLBOOLUsed to control whether or not a potion is usable when the stat that it restores is full (health potion→, mana potion→MP)
DONTCREATEBOOLIf true, this unit will not be created by the game (mostly used for base unit files). This property will not be inherited.
DROPONDEATHBOOL
DROPPARTICLESTRINGParticle file to play while the item is on the ground.
FALL_SOUNDSTRINGSound bank to play when the item is dropped
GAMBLER_ICONSTRINGIcon to show when the item is being sold by a gambler
ICONSTRINGIcon to show in the UI to represent the item
LAND_SOUNDSTRINGSound bank to play when this item hits the ground when dropped
LEVELINTEGERThe item's level. This is used when calculating stats based on graphs
LEVEL_REQUIREDINTEGERThe level required to equip an item
MAGIC_REQUIREDINTEGERThe requisite amount of magic required to equip this item.
MAXDAMAGEINTEGERPercent of the damage graph to use for the top end of the damage range roll
MAXLEVELINTEGERPercent of the spawn level graph to use for the top end of the dungeon level spawn range.
MAXSTACKSIZEINTEGERMaximum stack size for this item.
MAXVALUEFLOATPercent of the value graph to use for the top end of the value range roll
MERCHANTINFINITEBOOLIf true, merchants will have an infinite supply of this item. (scrolls, potions, etc.)
MESHFILESTRINGThe 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_SECONDARYSTRINGOnly used for weapons that need to mirror depending on which hand their in (claws)
MINDAMAGEINTEGERPercent of the damage graph to use for the low end of the damage range roll
MINLEVELINTEGERPercent of the spawn level graph to use for the low end of the dungeon level spawn range roll.
MINVALUEFLOATPercent of the damage graph to use for the low end of the value range roll
MISSILESTRINGMissile to fire when used.
NAMESTRINGThe internal name for the item. Not for in-game display
RANGEFLOATThe 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.
RARITYINTEGERThe 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_MODINTEGERExtra 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_MODINTEGERExtra 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_HARDCOREINTEGERRarity override for Hardcore mode.
RESOURCEDIRECTORYSTRINGThe directory where the mesh files and any texture overrides are to be found.
SCALEFLOATA scale override for the item. (WEAPON types only)
SECONDARY_DMG_PCTFLOATThe percent of the main target damage to be applied to secondary (“splash”) damage
SETSTRINGThe set to which this item belongs
SHADOWSBOOLController whether not the item casts shodows
SOCKETSINTEGERNumber of sockets on the item (this can be modified by random enchantments as well)
SPECIAL_AMR_MODINTEGERExtra knob for modifying armor by percent. Used for whatever 'special' purposes…uhm, I don't know. Ask Erich.
SPECIAL_DMG_MODINTEGERExtra knob for modifying damage by percent. Used for whatever 'special' purposes…uhm, I don't know. Ask Erich.
SPEEDINTEGERThe 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_MODINTEGERExtra 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_REQUIREDINTEGERThe requisite amount of strength required to equip this item.
STRIKE_SOUNDSTRINGThe sound bank to play when a target is hit with this item (WEAPON)
STRIKERANGEFLOATThe range at which an item (WEAPON) is able to hit a target
TAKE_SOUNDSTRINGThe sound bank to play when the item is picked up
TARGET_TYPESTRINGUsed for consumables, by default the value is “USER.” Can be set to “ITEM” for things like id scrolls
TEXTURE_OVERRIDESTRING
UNIDENTIFIED_NAMETRANSLATEName to display when the item is not identified.
UNIQUENAMEBOOLIf true, the game will leave the item's name alone (no additional prefixes/suffixes)
UNIT_GUIDSTRINGThe GUID for the item
UNITTYPESTRINGThe item's unittype
USE_SOUNDSTRINGThe sound bank to play when the item is used
USESSTRINGNumber of uses the item has (CONSUMABLE)
VALUEINTEGERThe percent of the item value graph at the items level. Works as a minimum if MAXVALUE is set
VERTICALTEXTOFFSETFLOATPosition offset for the item text when it's on the ground.
WARDROBEPRIORITYINTEGER
WEAPONARCFLOATThe 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

I'll let Matt describe Triggerable Actions

Reference

items_units.txt · Last modified: 2015/08/31 12:12 by anarch16sync