Items
From Runic Games Wiki
Contents |
Items
Items are units which can be held in a character's inventory.
Name | Type | Description | Read Only |
---|---|---|---|
ALWAYS_IDENTIFIED | |
If true, the items will always be identified | |
ARMOR_ELECTRIC | |
The percentage of the total armor which is electric elemental armor (only applicable to units of type ARMOR) | |
ARMOR_FIRE | |
The percentage of the total armor which is fire elemental armor (only applicable to units of type ARMOR) | |
ARMOR_ICE | |
The percentage of the total armor which is ice elemental armor (only applicable to units of type ARMOR) | |
ARMOR_PHYSICAL | |
The percentage of the total armor which is physical armor (only applicable to units of type ARMOR) | |
ARMOR_POISON | |
The percentage of the total armor which is poison elemental armor (only applicable to units of type ARMOR) | |
ARMORMAX | |
Percent 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. | |
ARMORMIN | |
Percent 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_SOUND | |
Sound Bank played when item is used in an attack (WEAPON only) | |
ATTACHEDLAYOUT | |
Layout to be attached to the item when equipped (WEAPON) | |
BASEFILE | |
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 | |
The percent chance a shield will block attacks (SHIELD unittypes only) | |
CREATEAS | |
The only valid properties for item units in this field are "EQUIPMENT" and "GOLD" | |
DAMAGE_ELECTRIC | |
The percentage of the total damage which is electric. (only applicable to units of type WEAPON) | |
DAMAGE_FIRE | |
The percentage of the total damage which is fire. (only applicable to units of type WEAPON) | |
DAMAGE_ICE | |
The percentage of the total damage which is ice. (only applicable to units of type WEAPON) | |
DAMAGE_PHYSICAL | |
The percentage of the total damage which is physical. (only applicable to units of type WEAPON) | |
DAMAGE_POISON | |
The percentage of the total damage which is poison. (only applicable to units of type WEAPON) | |
DEFENSE_REQUIRED | |
The requisite amount of defense required to equip this item. | |
DESCRIPTION | |
Flavor text for the item as it will show up in game | |
DEXTERITY_REQUIRED | |
The requisite amount of dexterity required to equip this item. | |
DISPLAYNAME | |
The item name as it will show up in game | |
DONT_USE_ON_FULL | |
Used to control whether or not a potion is usable when the stat that it restores is full (health potion->, mana potion->MP) | |
DONTCREATE | |
If true, this unit will not be created by the game (mostly used for base unit files). This property will not be inherited. | |
DROPONDEATH | |
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DROPPARTICLE | |
Particle file to play while the item is on the ground. | |
FALL_SOUND | |
Sound bank to play when the item is dropped | |
GAMBLER_ICON | |
Icon to show when the item is being sold by a gambler | |
ICON | |
Icon to show in the UI to represent the item | |
LAND_SOUND | |
Sound bank to play when this item hits the ground when dropped | |
LEVEL | |
The item's level. This is used when calculating stats based on graphs | |
LEVEL_REQUIRED | |
The level required to equip an item | |
MAGIC_REQUIRED | |
The requisite amount of magic required to equip this item. | |
MAXDAMAGE | |
Percent of the damage graph to use for the top end of the damage range roll | |
MAXLEVEL | |
Percent of the spawn level graph to use for the top end of the dungeon level spawn range. | |
MAXSTACKSIZE | |
Maximum stack size for this item. | |
MAXVALUE | |
Percent of the value graph to use for the top end of the value range roll | |
MERCHANTINFINITE | |
If true, merchants will have an infinite supply of this item. (scrolls, potions, etc.) | |
MESHFILE | |
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 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 | |
Only used for weapons that need to mirror depending on which hand their in (claws) | |
MINDAMAGE | |
Percent of the damage graph to use for the low end of the damage range roll | |
MINLEVEL | |
Percent of the spawn level graph to use for the low end of the dungeon level spawn range roll. | |
MINVALUE | |
Percent of the damage graph to use for the low end of the value range roll | |
MISSILE | |
Missile to fire when used. | |
NAME | |
The internal name for the item. Not for in-game display | |
RANGE | |
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 | |
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 | |
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 | |
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 | |
Rarity override for Hardcore mode. | |
RESOURCEDIRECTORY | |
The directory where the mesh files and any texture overrides are to be found. | |
SCALE | |
A scale override for the item. (WEAPON types only) | |
SECONDARY_DMG_PCT | |
The percent of the main target damage to be applied to secondary ("splash") damage | |
SET | |
The set to which this item belongs | |
SHADOWS | |
Controller whether not the item casts shodows | |
SOCKETS | |
Number of sockets on the item (this can be modified by random enchantments as well) | |
SPECIAL_AMR_MOD | |
Extra knob for modifying armor by percent. Used for whatever 'special' purposes...uhm, I don't know. Ask Erich. | |
SPECIAL_DMG_MOD | |
Extra knob for modifying damage by percent. Used for whatever 'special' purposes...uhm, I don't know. Ask Erich. | |
SPEED | |
The speed of attack The higher the number, the slower the attack speed.
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SPEED_DMG_MOD | |
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 | |
The requisite amount of strength required to equip this item. | |
STRIKE_SOUND | |
The sound bank to play when a target is hit with this item (WEAPON) | |
STRIKERANGE | |
The range at which an item (WEAPON) is able to hit a target | |
TAKE_SOUND | |
The sound bank to play when the item is picked up | |
TARGET_TYPE | |
Used for consumables, by default the value is "USER." Can be set to "ITEM" for things like id scrolls | |
TEXTURE_OVERRIDE | |
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UNIDENTIFIED_NAME | |
Name to display when the item is not identified. | |
UNIQUENAME | |
If true, the game will leave the item's name alone (no additional prefixes/suffixes) | |
UNIT_GUID | |
The GUID for the item | |
UNITTYPE | |
The item's unittype | |
USE_SOUND | |
The sound bank to play when the item is used | |
USES | |
Number of uses the item has (CONSUMABLE) | |
VALUE | |
The percent of the item value graph at the items level. Works as a minimum if MAXVALUE is set | |
VERTICALTEXTOFFSET | |
Position offset for the item text when it's on the ground. | |
WARDROBEPRIORITY | |
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WEAPONARC | |
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 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