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items_units [2015/08/31 12:12] (current)
anarch16sync created
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 +====== Items ======
  
 +Items are units which can be held in a character'​s inventory.
 +----
 +
 +===== 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)|
 +|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.
 +
 +==== Triggerable Actions ====
 +> I'll let Matt describe [[Triggerable Actions]]
 +
 +----
 +===== Reference =====
 +[[http://​docs.runicgames.com/​wiki/​Items |Items - Runic Wiki]]
items_units.txt · Last modified: 2015/08/31 12:12 by anarch16sync