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(A cheap rip off-off the Spell Modding Tutorial By Hazmat, injected with some of El_Heffe's know-how and ... Style!)

This tutorial is part of the “A Blank Mod” project which can be downloaded in it’s entirety here:

A Blank Mod zipfile

Page Index

1.0 Active/Useable Items

1.1 General Tag Explanation

1.2 Effect Tag Explanation

1.3 Example Item - Healing Charm

1.4 Template

2.0 Passive/Equipable Items (and Gems)

2.1 General Tag Explanation

2.2 Effect Tag Explanation

2.3 Example Items

2.3.1 Weapon - Pick

2.3.2 Armor - Leather Vest

2.3.3 Gem - Cracked Zircon

2.4 Templates

2.4.1 Template - Weapon

2.4.2 Template - Armor/Jewelry

2.4.3 Template - Gem

3.0 F.A.Q.

4.0 Extras

4.1 Effect ‘Type Name’ Tables

Table 4.1.1: ‘Derived’ Stats ( hp, mana, stamina )

Table 4.1.2: Ability Stats ( strength, dexterity, vitality, magic )

Table 4.1.3: Miscellaneous Effects ( ie. openportal )

Table 4.1.4: Defensive Effects ( ie. armorbonus )

Table 4.1.5: Offensive Effects ( ie. adddamagetype )

4.2 Effect Archive - Active Effects

4.3 Effect Archive - Passive Effects

1.0: Active/Useable Items

1.1 General Tag Explanation

The tags that are between [item] and [effect] are the “general tags”. They define certain general things about the item. The tags [effect] and [/effect] surround what is called “the effect block”. The tags inside the effect block define what happens when the item is used. Sometimes the same tag will appear in both places, but do different things.The last line of code for any item is always [/item], if you leave this off the item won’t work.

1.1.1: The Type tag.

<TYPE>

Can be your choice of BOOK, PETFOOD, POTION, SCROLL, or SPELL (Note: the item type SPELL lets the character learn spells, not cast them).

1.1.2: The Name tag.

<NAME>:

Name is simple. All there is to it is a little imagination.

1.1.3: The Rarity tag.

<RARITY>:

A number from 1 to 1000. Rarity 1 makes the item very comon (even among monsters), 1000 means the item will never be found.

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1.1.4: The Fishing Rarity tag.

<FISHING_RARITY>:

It is only used only on fish, gems and other items that can be found while fishing. the numbers are 1 - 1000 and work just like regular rarity.

*This line is optional.*

1.1.5: The Min & Max Depth tags.

<MINIMUM_DEPTH>:
<MAXIMUM_DEPTH>:

Define the range of levels in the dungeon where the item might randomly appear.

*This line is optional.*

1.1.6: The Model tag.

<MODEL>:

Put the file path to a 3-D model here, ends with .mdl (this is what the item looks like on the ground).

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1.1.7: The Collideable & Takeable tags.

<COLLIDEABLE>:
<TAKEABLE>:

These tags are always either 1 or 0 and always the oposite of each other. Make sure <takeable> is 1 or the character won't be able to pick up the item.

1.1.8: The Icon tag.

<ICON>:

This is what the item looks like in the character's or pet's inventory. The tag goes like this:

<ICON>:(icon destination):(alpha icon destination)

You can easily reuse a default icon by just copying this line from another item, or you can read the icon tutorial ( in the ITEMS folder or on The Icon Ramble tutorial page ) to learn how to make your own icons.

If you make your own then here is where you put your icon’s file path (ends with .png), then a colon ( like this ‘:’ ) then you put the file path to its silhouette/alpha (also ends with .png). Don’t forget the colon between the file paths.

1.1.9: The Value tag.

<VALUE>:

This is the cost of the item in stores when it has full uses left. Sell back is 1/8th as much.

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1.1.10: The Shadow tag.

<SHADOW>:

It is either 0, to prevent the model from casting a shadow, or this line can be left off and the item will have a normal shadow. If the model for the item is small you will probably want <shadow>:0

*This line is optional.*

1.1.11: The Sound tags.

<DROP_SOUND>:SOUNDS/ITEMS/fall.wav
<TAKE_SOUND>:SOUNDS/ITEMS/charmget.wav
<LAND_SOUND>:SOUNDS/ITEMS/charmdrop.wav
<USE_SOUND>:SOUNDS/SPELLS/heal.wav

Don't forget the drop, take, land and use sounds! You can mix and match sound code from other items to get the sounds you like.

1.1.12: The Useable tag.

<USEABLE>:

This has to be 1 if the item is going to be usable.

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1.1.13: The Uses tag.

<USES>:

This is the number of times the item can be used before being used up.

1.1.14: The Sfx tag.

<SFX>:

It defines the “special effects” that happen when the item is used. It can be very tricky to tinker with, so I recomend that you either use the default, or copy and paste a working <sfx> off of another item or spell, or just leave this line of code off altogether.

*This line is optional.*

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1.2: The EFFECT Tag Explanation

The tags [effect] and [/effect] surround what is called “the effect block”. The tags inside the effect block define what happens when the item is used. See the Effect Archive at the end of the tutorial for a list of default effect blocks that you can cut and paste into items, or read the individual tag descriptions below. (Note: You can add multiple effect blocks to the same item to get multiple effects).

1.2.1: The Activation tag.

<ACTIVATION>:

Can be either USAGE or PASSIVE. Since this is an active/usable item, not a passive/equipable item, the <activation> tag must have USAGE with it.

1.2.2: The Type tag.

<TYPE>:

This is the heart of the effect block. It defines what actually happens when the item is used.

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1.2.3: The Duration tag.

<DURATION>:

Defines how long the effect lasts in seconds. If <activation> is set to USAGE then you can use <duration>:instant to get the entire effect all at once instead of spreading it out.

1.2.4: The Value tag.

<VALUE>:

Defines how strong the effect is, bigger numbers are stronger. Negative nubmers and decimals can be used if you need them.

1.2.5: The Sfx tag.

<SFX>:

It defines the "special effects" that happen when the item is used. It can be very tricky to tinker with, so I recomend that you either use the default, or copy and paste a working <SFX> off of another item or spell, or just leave this line of code off altogether.

*This line is optional.*

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1.3: An Example: Healing Charm

Here you'll find a Cut-and-Paste template and tag descriptions that you can use to make your own Active/Useable items.

Difficulty: **

1.3.1 Example Item - Healing Charm

[ITEM]
<TYPE>:POTION
<NAME>:Healing Charm
<RARITY>:200
<MINIMUM_DEPTH>:10
<MODEL>:ITEMS/charm.mdl
<COLLIDEABLE>:0
<ICON>:ICONS/healcharm.png:ICONS/healcharma.png
<VALUE>:2000
<SHADOW>:0
<TAKEABLE>:1
<DROP_SOUND>:SOUNDS/ITEMS/fall.wav
<TAKE_SOUND>:SOUNDS/ITEMS/charmget.wav
<LAND_SOUND>:SOUNDS/ITEMS/charmdrop.wav
<USE_SOUND>:SOUNDS/SPELLS/heal.wav
<USEABLE>:1
<USES>:8
<SFX>:FOLLOWTARGET:-1:0:0:0:SPELLS/EFFECTS/HEAL/heal.ams
<MERCHANT_MINIMUM>:8

[EFFECT]
<ACTIVATION>:USAGE
<TYPE>:HPRECHARGE
<DURATION>:INSTANT
<VALUE>:100
[/EFFECT]
[/ITEM]

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1.4: An Item Template

1.4.1: Template

[ITEM]
<TYPE>:*BOOK, PETFOOD, POTION, SCROLL, or SPELL*
<NAME>:
<RARITY>:
<MINIMUM_DEPTH>:
<MAXIMUM_DEPTH>:
<MODEL>:*put the file path to a 3-D model here, ends with .mdl*
<COLLIDEABLE>:0
<ICON>:*put the file path to the icon here*:*put the file path to the alpha here, both end with .png*
<VALUE>:
<SHADOW>:0
<TAKEABLE>:1
<DROP_SOUND>:SOUNDS/ITEMS/fall.wav
<TAKE_SOUND>:SOUNDS/ITEMS/charmget.wav
<LAND_SOUND>:SOUNDS/ITEMS/charmdrop.wav
<USE_SOUND>:SOUNDS/SPELLS/heal.wav
<USEABLE>:1
<USES>:
<SFX>:FOLLOWTARGET:-1:0:0:0:SPELLS/EFFECTS/HEAL/heal.ams
<MERCHANT_MINIMUM>:
<MERCHANT_MAXIMUM>:

[EFFECT]
<ACTIVATION>:USAGE
<TYPE>:HPRECHARGE
<DURATION>:
<VALUE>:
[/EFFECT]
[/ITEM]

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