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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

2.0 Passive/Equipable Items (and Gems)

Here you'll find Cut-and-Paste templates and tag descriptions that you can use to make your own Passive/Equipable Items and Gems. There is alot of variety in this item category. There are alot more tags and many of them are optional or only apply to certain item types, therefore it can be hard for beginners to keep things strait. That is why the difficulty is rated higher.

Difficulty: ***

2.1 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.

2.1.1: 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).

2.1.2: The Name tag.

<NAME>:

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

2.1.3: 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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2.1.4: 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.*

2.1.5: The Identified tag.

<IDENTIFIED>

It determines whether an item needs to be identified before it can be used. A value of 1 can be used immediately, a value of 0 requires identification before using.

*This line is optional.*

2.1.6: 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.*

2.1.7: 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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2.1.8: The Animated Model tag.

<ANIMATED_MODEL>

This is only used on shirt, boots, and gloves. put the file path to an animated 3-D model here, ends with .sms

2.1.9: 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.

2.1.10: 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.

2.1.11: 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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2.1.12: 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.*

2.1.13: The Armor tag.

<ARMOR>

This is two numbers separated by a colon (‘:’) that define the defense potential of a piece of armor. armor is not used on weapons or gems.

2.1.14: The Damage tag.

<DAMAGE>

This is two numbers separated by a colon (‘:’) that define the damage potential of a weapon. damage is not used on armor or gems.

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2.1.15: The Attack Radius tag.

<ATTACK_RADIUS>

Define a weapon’s range. Attack radius is the distance at which an attack can be attempted. Strike Radius must be smaller than attack radius and is the range at which an attack has a chance to hit.

2.1.16: The Strike Radius tag.

<STRIKE_RADIUS>

Define a weapon’s range. Attack radius is the distance at which an attack can be attempted. Strike Radius must be smaller than attack radius and is the range at which an attack has a chance to hit.

2.1.17: The Speed tag.

<SPEED>

Determines how fast a weapon can attack. the choices are slowest, slow, normal, fast or FASTEST.

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2.1.18: 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.

2.1.19: The Merchant Min & Max tags.

<MERCHANT_MINIMUM>
<MERCHANT_MAXIMUM>

Determine when an item might randomly appear in a shop based on the character’s current dungeon level.

*This line is optional.*

2.1.20: The Requires tag.

<REQUIRES>

This is followed by an attribute like strength or renown or bowskill, then a colon (‘:’), then a number defining how much of that attribute is required.

*This line is optional.*

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2.1.21: The Light tag.

<LIGHT>

It is normally only for gems but can be added to any item to make it glow while on the ground. The first segment is for the path to the light texture (ends in .png), then there is a colon (‘:’), then a number that indicates the sike of the pool of light that will surround the item, then another colon (‘:’), then either pulse or flicker depending on what kind of an effect you want.

*This line is optional.*

2.3 Effect Tag Explanation

The tags [effect] and [/effect] surround what is called “the effect block”. The effect block on Passive/Equipable Items (and Gems) defines any enchantments on the item. 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.)

2.2.1: The Activation tag.

<ACTIVATION>

This can be either usage or passive. Since this is a passive/equipaple item, and not an active/usable item, the activation tag must have a value of passive with it.

2.2.2: The Type tag.

<TYPE>

This is the heart of the effect block. It defines what the enchantment actually is.

2.2.3: The Duration tag.

<DURATION>

This defines how long the effect lasts.When activation is passive then duration should be always. Don’t use numbers with this tag on passive/equipable items.

2.2.4: The Value tag.

<VALUE>

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

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2.3 Example Items

2.3.1 Weapon - Pick

[ITEM]
<TYPE>:AXE
<NAME>:Pick
<RARITY>:400
<MINIMUM_DEPTH>:5
<MAXIMUM_DEPTH>:12
<MODEL>:ITEMS/axe10.mdl
<COLLIDEABLE>:0
<ICON>:ICONS/axe10.png:icons/axe10a.png:96:144
<VALUE>:720
<TAKEABLE>:1
<DAMAGE>:5:11
<ATTACK_RADIUS>:6
<STRIKE_RADIUS>:8
<SPEED>:NORMAL
<TAKE_SOUND>:SOUNDS/ITEMS/swordget.wav
<DROP_SOUND>:SOUNDS/ITEMS/fall.wav
<LAND_SOUND>:SOUNDS/ITEMS/sworddrop.wav
<STRIKE_SOUND>:SOUNDS/BATTLE/metalflesh1.wav
<STRIKE_SOUND>:SOUNDS/BATTLE/metalflesh2.wav
<STRIKE_SOUND>:SOUNDS/BATTLE/metalflesh3.wav
<ATTACK_SOUND>:SOUNDS/BATTLE/swordswing.wav
<MERCHANT_MINIMUM>:3
<MERCHANT_MAXIMUM>:8
<REQUIRES>:STRENGTH:28
[/ITEM]

2.3.2 Armor - Leather Vest

[ITEM]
<TYPE>:SHIRT
<NAME>:Leather Vest
<RARITY>:400
<MINIMUM_DEPTH>:1
<MAXIMUM_DEPTH>:20
<MODEL>:ITEMS/leathershirt.mdl
<ANIMATED_MODEL>:PLAYER/leatherarmor1.sms
<COLLIDEABLE>:0
<ICON>:ICONS/leathervest.png:ICONS/leathervesta.png:96:96
<VALUE>:423
<TAKEABLE>:1
<ARMOR>:8:11
<DROP_SOUND>:SOUNDS/ITEMS/fall.wav
<TAKE_SOUND>:SOUNDS/ITEMS/leatherget3.wav
<LAND_SOUND>:SOUNDS/ITEMS/leatherdrop3.wav
<MERCHANT_MINIMUM>:0
<MERCHANT_MAXIMUM>:10
<REQUIRES>:STRENGTH:24
[/ITEM]

2.3.3 Gem - Cracked Zircon

[ITEM]
<TYPE>:GEM
<NAME>:Cracked Zircon
<RARITY>:900
<FISHING_RARITY>:950
<IDENTIFIED>:1
<MINIMUM_DEPTH>:1
<MODEL>:ITEMS/purplegem.mdl
<COLLIDEABLE>:0
<SHADOW>:0
<ICON>:ICONS/zircon.png:ICONS/zircona.png
<VALUE>:2500
<TAKEABLE>:1
<DROP_SOUND>:SOUNDS/ITEMS/fall.wav
<TAKE_SOUND>:SOUNDS/ITEMS/ring.wav
<LAND_SOUND>:SOUNDS/ITEMS/ring.wav
<LIGHT>:IMAGES/purplelight.png:3:PULSE

[EFFECT]
<ACTIVATION>:PASSIVE
<TYPE>:PERCENTMAGICALDROP
<DURATION>:INSTANT
<VALUE>:5
[/EFFECT]
[/ITEM]

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2.4 Templates

There are 3 templates in this section the first is for weapons, then armor/jewelry, and lastly gems.

Lines starting with the “pound” sign: ( # ) are informational only. They are totally ignored by the game program, and can be safely removed or ignored when copying the text.

2.4.1 Template - Weapon

[ITEM]
<TYPE>:sword, club, hammer, axe, spear, staff, polearm, bow, or crossbow
<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>:**
<TAKEABLE>:1
<DAMAGE>:min dmg:max dmg
<ATTACK_RADIUS>:**
<STRIKE_RADIUS>:**
<SPEED>:slowest, slow, normal, fast or fastest
<TAKE_SOUND>:SOUNDS/ITEMS/swordget.wav
<DROP_SOUND>:SOUNDS/ITEMS/fall.wav
<LAND_SOUND>:SOUNDS/ITEMS/sworddrop.wav
<STRIKE_SOUND>:SOUNDS/BATTLE/metalflesh1.wav
<STRIKE_SOUND>:SOUNDS/BATTLE/metalflesh2.wav
<STRIKE_SOUND>:SOUNDS/BATTLE/metalflesh3.wav
<ATTACK_SOUND>:SOUNDS/BATTLE/swordswing.wav
<MERCHANT_MINIMUM>:**
<MERCHANT_MAXIMUM>:**
<REQUIRES>:attribute or skill:number
[/ITEM]

2.4.2 Template - Armor/Jewelry

[ITEM]
<TYPE>:shirt, boots, helmet, necklace, shield, gloves, ring or belt
<NAME>:**
<RARITY>:**
<MINIMUM_DEPTH>:**
<MAXIMUM_DEPTH>:**
<MODEL>:put the file path to a 3-D model here
#Ends with .mdl

<ANIMATED_MODEL>:put the file path to an animated 3-D model here
#Ends with .sms : only shirts, boots and gloves use these.

<COLLIDEABLE>:0
<ICON>:put the file path to the icon here:put the file path to the alpha here
#Both end with .png

<VALUE>:**
<TAKEABLE>:1
<ARMOR>:min defense:max defense
<DROP_SOUND>:SOUNDS/ITEMS/fall.wav
<TAKE_SOUND>:SOUNDS/ITEMS/leatherget3.wav
<LAND_SOUND>:SOUNDS/ITEMS/leatherdrop3.wav
<MERCHANT_MINIMUM>:**
<MERCHANT_MAXIMUM>:**
<REQUIRES>:attribute or skill:number
[/ITEM]

2.4.3 Template - Gem

[ITEM]
<TYPE>:GEM
<NAME>:**
<RARITY>:**
<FISHING_RARITY>:**
<IDENTIFIED>:**
<MINIMUM_DEPTH>:**
<MODEL>:put the file path to a 3-D model here
#Ends with .mdl

<COLLIDEABLE>:0
<SHADOW>:0
<ICON>:put the file path to the icon here:put the file path to the alpha here
#Both end with .png

<VALUE>:**
<TAKEABLE>:1
<DROP_SOUND>:SOUNDS/ITEMS/fall.wav
<TAKE_SOUND>:SOUNDS/ITEMS/ring.wav
<LAND_SOUND>:SOUNDS/ITEMS/ring.wav
<LIGHT>:images/purplelight.png:3:pulse
#Look in the main game’s IMAGES folder for different colored lights.

[EFFECT]
<ACTIVATION>:PASSIVE
<TYPE>:**
<DURATION>:INSTANT
<VALUE>:
[/EFFECT]
[/ITEM]