Items

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Items

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

Name Type Description Read Only
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 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 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 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
Particle file to play while the item is on the ground.
FALL_SOUND
STRING
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 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 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 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
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 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 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 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 unittype
USE_SOUND
STRING
The 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 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 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

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