Introduction

Items are in-game objects that can be placed in inventory, put on the ground, traded between characters, sold/bought, and in some cases equipped.

Properties

Appearance
Appearance (Special Effect)Visual effect on the item.
Container UI ScreenWhat premade XML GUI will be used for this item if it is set to work as a container.
IconIcon used by the item as it appears in the character's inventory.
Model Part 1Number indicating which variation of a particular part of the item's in-game appearance (for instance, the hilt of a sword) to use.

Model Part 2

Number indicating which variation of a particular part of the item's in-game appearance (for instance, the hilt of a sword) to use.
Model Part 3Number indicating which variation of a particular part of the item's in-game appearance (for instance, the hilt of a sword) to use.

Tint

Used to set the colors of an item. Not all items have all 3 colors available on them.


Armor

Belt


Boots
Chest
Cloak
Gloves
HasBelt
HasBoots
HasCloak
HasGloves
HasHelm
Helm


Basics
Additional CostAdditional markup added to the item's total cost after it's calculated by the game. Natively it can only be set in Toolset when editing an item.
Base Cost

Base cost of the item as set in the relevant 2da file. Cannot be changed in Toolset.

Base ItemUsed to define a base type of an item as per baseitems.2da file.
Classification

Under what category this item will be placed. Nested levels are split by the "|" symbol.

Example: Crafting|Essences|Tier 1

Comment
Identified?Controls whether this item is identified by default or should be identified by the character first.
Localized DescriptionDescription of the item while it's not identified.
Localized Description (when identified)Description of the item after it has been identified.
Localized NameName of the item.
Resource NameRecommended to set it the same as Tag for unification purposes.
Tag

The tag must be unique for the item as it is generally used for spawning and other purposes in the scripts.

Example: craft_essence_water_1

Template ResrefRecommended to set it the same as Tag for unification purposes.


Behavior


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