Items Tutorial and Reference
Page Index
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)
2.4.2 Template - Armor/Jewelry
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
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.
2.1.2: The Name tag.
2.1.3: The Rarity tag.
2.1.4: The Fishing Rarity tag.
2.1.5: The Identified tag.
2.1.6: The Min & Max Depth tags.
2.1.7: The Model tag.
2.1.8: The Animated Model tag.
2.1.9: The Collideable & Takeable tags.
2.1.10: The Icon tag.
2.1.11: The Value tag.
2.1.12: The Shadow tag.
2.1.13: The Armor tag.
2.1.14: The Damage tag.
2.1.15: The Attack Radius tag.
2.1.16: The Strike Radius tag.
2.1.17: The Speed tag.
2.1.18: The Sound tags.
2.1.19: The Merchant Min & Max tags.
2.1.20: The Requires tag.
2.1.21: The Light tag.
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.
2.2.2: The Type tag.
2.2.3: The Duration tag.
2.2.4: The Value tag.
2.3 Example Items
2.3.1 Weapon - Pick
<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
<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
<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]
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
<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
<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
<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]