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 Screen | What premade XML GUI will be used for this item if it is set to work as a container. |
| Icon | Icon used by the item as it appears in the character's inventory. |
| Model Part 1 | 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 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 3 | Number 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 Cost | Additional 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 Item | Used 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 Description | Description of the item while it's not identified. |
| Localized Description (when identified) | Description of the item after it has been identified. |
| Localized Name | Name of the item. |
| Resource Name | Recommended 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 Resref | Recommended to set it the same as Tag for unification purposes. |
| Behavior | |
|---|---|