Adding ItemsThe XML files that define an item are:
ItemData.xml
ItemTypeData.xml
ItemTypeClassData.xml
ItemCombatData.xml
ItemSwingTimeData.xml
ItemSwingData.xml
ItemModelData.xml
ItemSoundData.xml
SkillData.xml
BlueprintData.xml
- Changing existing items is exactly the same as adding a new item, except that you specify the name of an existing item in the xml file(s), and any data that you omit will be taken from the items current data.
- All files are optional. If a file is not supplied, or individual fields in a file are omitted, then default values are used.
- If you want the item to be craftable, you must supply BlueprintData.xml.
- If you want to define the skill level requirements for the item, you must supply SkillData.xml.
For the purposes of explaining the data files, we've taken the entries used by the Steel Sword. Over time we will provide a description of each field in each file and what values they can specify.
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ItemData.xmlDefines general properties for Blocks and Items.
Sample File:
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Simple Example: Name and Description change
<?xml version="1.0"?>
<ArrayOfModItemDataXML xmlns:xsi="
http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="
http://www.w3.org/2001/XMLSchema">
<ModItemDataXML>
<ItemID>WoodSword</ItemID>
<Name>Club Of Pain</Name>
<Desc>Hand out maximum pain to your enemies.</Desc>
</ModItemDataXML>
<ModItemDataXML>
<ItemID>SteelSword</ItemID>
<Name>The Vanquisher</Name>
<Desc>Vanquish enemies at will.</Desc>
</ModItemDataXML>
</ArrayOfModItemDataXML>
Full Example:
<?xml version="1.0"?>
<ArrayOfModItemDataXML xmlns:xsi="
http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="
http://www.w3.org/2001/XMLSchema">
<ModItemDataXML>
<ItemID>SteelSword</ItemID>
<Name>Steel Sword</Name>
<Desc>This sword will last 2 - 3 times longer than an iron sword.</Desc>
<IsValid>true</IsValid>
<IsEnabled>true</IsEnabled>
<LockedDD>true</LockedDD>
<LockedCR>false</LockedCR>
<LockedSU>false</LockedSU>
<MinCSPrice>633</MinCSPrice>
<StackSize>100</StackSize>
<Durability>1200</Durability>
<StrikeDamage>20</StrikeDamage>
<StrikeReach>3.6</StrikeReach>
<HealPower>0</HealPower>
<BurnTime>0</BurnTime>
<SmeltTime>0</SmeltTime>
<ParticleLight>0</ParticleLight>
<CanDropIfLocked>false</CanDropIfLocked>
<Plural>S</Plural>
</ModItemDataXML>
</ArrayOfModItemDataXML>
Field Documentation:
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ItemTypeData.xmlDefines types and categories for Blocks and Items.
Sample File:
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<?xml version="1.0"?>
<ArrayOfModItemTypeDataXML xmlns:xsi="
http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="
http://www.w3.org/2001/XMLSchema">
<ModItemTypeDataXML>
<ItemID>SteelSword</ItemID>
<Use>Item</Use>
<Type>Weapon</Type>
<SubType>None</SubType>
<ClassID>Steel</ClassID>
<Inv>Weapon</Inv>
<CombatID>None</CombatID>
<Model>Weapon</Model>
<Swing>Weapon</Swing>
<Equip>RightHand</Equip>
</ModItemTypeDataXML>
</ArrayOfModItemTypeDataXML>
Field Documentation:
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ItemID: The item identifier.
Use: Valid values - Block or Item.
Type: Valid values - Block, Item, Tool, Weapon, Armor, Power, Food, Decor, Jewelry.
SubType: Sub types can be combined by separating multiple values with spaces. Valid values - Bow, Arrow, Shield, Edible, TillTool, HarvestTool, Grenade, GrenadeLauncher, Key, Door, RangedWeapon, BlockCanBeOpened, Leaves, Gun, RapidSwing, Potion.
ClassIDs: Valid values - None, CantMine, Hand, Wood, Bronze, Iron, Steel, GreenstoneGold, Platinum, Diamond, Ruby, Titanium, SledgeHammer.
Inv: Specifies which shop tab the item will be listed. Valid values for Blocks - Natural, Stone, Ore, Flora, Utility, Building, Color. Valid values for Items - Tool, Weapon, Armor, Food, Jewelry, Key, Other.
CombatID: TBA
Model: Valid values - Block, IconBlock, BigIconBlock, Item, MediumItem, MediumItemFront, ItemTLBR, Tool, Hatchet, Weapon, WeaponTLBR, WeaponTRBL, BigWeapon, SteelScimitar, SteelClaymore, Bow, Arrow, Armor, Shield, Key, Jewelry, Door, Torch, GunHand, GunRifle, Clipboard, Staff.
Swing: Valid values - Block, Item, IconBlock, Ramp, Weapon, WeaponTRBL, Spear, Bow, Shield, Eating, Arrow, SwitchArrow, GunHand, GunRifle, Key, Staff.
Equip: Valid values - Head, Neck, Body, Legs, Feet, LeftSide, RightSide, LeftHand, RightHand.
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ItemTypeClassData.xmlSample File:
Field Documentation:
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ItemCombatData.xmlDefines Combat bonus buffs for Combat Items.
Sample File:
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<?xml version="1.0"?>
<ArrayOfModItemCombatDataXML xmlns:xsi="
http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="
http://www.w3.org/2001/XMLSchema">
<ModItemCombatDataXML>
<CombatID>SteelSword</CombatID>
<Health>0</Health>
<Attack>40</Attack>
<Strength>30</Strength>
<Defence>30</Defence>
<Ranged>0</Ranged>
<Looting>0</Looting>
</ModItemCombatDataXML>
</ArrayOfModItemCombatDataXML>
Field Documentation:
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ItemSwingTimeData.xmlDefines timing data for the item swing.
Sample File:
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<?xml version="1.0"?>
<ArrayOfModItemSwingTimeDataXML xmlns:xsi="
http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="
http://www.w3.org/2001/XMLSchema">
<ModItemSwingTimeDataXML>
<ItemID>SteelSword</ItemID>
<Time>0.42</Time>
<Pause>0</Pause>
<ExtendedPause>0</ExtendedPause>
<RetractTime>-1</RetractTime>
<RetractSmooth>false</RetractSmooth>
</ModItemSwingTimeDataXML>
<ModItemSwingTimeDataXML>
<ItemID>Pizza</ItemID>
<Time>1.2</Time>
<Pause>0.1</Pause>
<ExtendedPause>0.85</ExtendedPause>
<RetractTime>-1</RetractTime>
<RetractSmooth>false</RetractSmooth>
</ModItemSwingTimeDataXML>
</ArrayOfModItemSwingTimeDataXML>
Field Documentation:
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ItemSwingData.xmlDefines animation data for the item swing.
Sample File:
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<?xml version="1.0"?>
<ArrayOfModItemSwingDataXML xmlns:xsi="
http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="
http://www.w3.org/2001/XMLSchema">
<ModItemSwingDataXML>
<SwingType>Weapon</SwingType>
<IsSwingable>true</IsSwingable>
<SwingTime>0</SwingTime>
<RestPosition>
<X>0.23462156</X>
<Y>-0.165112343</Y>
<Z>-0.4669441</Z>
</RestPosition>
<RestRotation>
<X>0.13984846</X>
<Y>0.41943686</Y>
<Z>0</Z>
</RestRotation>
<ExtendedPosition>
<X>0.2004708</X>
<Y>0.25</Y>
<Z>-0.45</Z>
</ExtendedPosition>
<ExtendedPositionFPV>
<X>0.2004708</X>
<Y>-0.08133192</Y>
<Z>-0.45</Z>
</ExtendedPositionFPV>
<ExtendedRotation>
<X>0.02</X>
<Y>-0.2</Y>
<Z>0.2</Z>
</ExtendedRotation>
<ExtendedRotationFPV>
<X>-0.0619444</X>
<Y>-0.4385138</Y>
<Z>0.7777606</Z>
</ExtendedRotationFPV>
<CircularY>0.38</CircularY>
<CircularZ>0.41</CircularZ>
<CircularYFPV>0.11</CircularYFPV>
</ModItemSwingDataXML>
<ModItemSwingDataXML>
<SwingType>Eating</SwingType>
<IsSwingable>true</IsSwingable>
<SwingTime>0</SwingTime>
<RestPosition>
<X>0.25</X>
<Y>-0.17</Y>
<Z>-0.45</Z>
</RestPosition>
<RestRotation>
<X>0.2</X>
<Y>0.4</Y>
<Z>0</Z>
</RestRotation>
<ExtendedPosition>
<X>0.04</X>
<Y>0.17</Y>
<Z>-0.63</Z>
</ExtendedPosition>
<ExtendedPositionFPV>
<X>0.04</X>
<Y>-0.17</Y>
<Z>-0.55</Z>
</ExtendedPositionFPV>
<ExtendedRotation>
<X>0.95</X>
<Y>0</Y>
<Z>0.2</Z>
</ExtendedRotation>
<ExtendedRotationFPV>
<X>1.4</X>
<Y>0</Y>
<Z>0.3</Z>
</ExtendedRotationFPV>
<CircularY>0</CircularY>
<CircularZ>0</CircularZ>
<CircularYFPV>0</CircularYFPV>
</ModItemSwingDataXML>
</ArrayOfModItemSwingDataXML>
Field Documentation:
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ItemModelData.xmlDefines model orientation data for the item.
Sample File:
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<?xml version="1.0"?>
<ArrayOfModItemModelDataXML xmlns:xsi="
http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="
http://www.w3.org/2001/XMLSchema">
<ModItemModelDataXML>
<ItemModelType>Weapon</ItemModelType>
<Scale>2.2</Scale>
<HandOffset>
<X>0</X>
<Y>0.03331069</Y>
<Z>-0.04895301</Z>
</HandOffset>
<HandYPR>
<X>0</X>
<Y>-1.35</Y>
<Z>0</Z>
</HandYPR>
<HUDScale>1</HUDScale>
<HUDOffset>
<X>0</X>
<Y>-0.06391386</Y>
<Z>-0.0002981975</Z>
</HUDOffset>
</ModItemModelDataXML>
</ArrayOfModItemModelDataXML>
Field Documentation:
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ItemSoundData.xmlDefines sounds / audio used by the item.
Sample File:
Field Documentation:
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SkillData.xmlDefines Skill properties for Blocks and Items.
Sample File:
Field Documentation:
Spoiler for Hidden Content:
ItemID: The item identifier.
MineReq: The mining skill level required to mine the block.
UseReq: The [UseSkill] level required to use the item.
UseSkill: All XP associated with using the item will be applied to this skill. Valid values - Health, Strength, Attack, Defence, Ranged, Mining, Digging, Chopping, Building, Crafting, Smelting, Smithing, Farming, Cooking, Looting.
CraftReq: The [CraftSkill] level required to craft the item.
CraftSkill: All XP associated with crafting the item will be applied to this skill. Valid values - Health, Strength, Attack, Defence, Ranged, Mining, Digging, Chopping, Building, Crafting, Smelting, Smithing, Farming, Cooking, Looting.
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BlueprintData.xmlDefines how Blocks and Items are crafted.
Sample File:
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<?xml version="1.0"?>
<ArrayOfModBlueprintDataXML xmlns:xsi="
http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="
http://www.w3.org/2001/XMLSchema">
<ModBlueprintDataXML>
<ItemID>SteelSword</ItemID>
<CraftType>Crafting</CraftType>
<IsDefault>false</IsDefault>
<Depth>
<X>0.274452627</X>
<Y>0.4744526</Y>
</Depth>
<Result>
<ItemID>SteelSword</ItemID>
<Count>1</Count>
</Result>
<Material11>
<ItemID>None</ItemID>
<Durability>0</Durability>
<Count>0</Count>
</Material11>
<Material12>
<ItemID>Stick</ItemID>
<Durability>0</Durability>
<Count>1</Count>
</Material12>
<Material13>
<ItemID>None</ItemID>
<Durability>0</Durability>
<Count>0</Count>
</Material13>
<Material21>
<ItemID>None</ItemID>
<Durability>0</Durability>
<Count>0</Count>
</Material21>
<Material22>
<ItemID>SteelIngot</ItemID>
<Durability>0</Durability>
<Count>1</Count>
</Material22>
<Material23>
<ItemID>None</ItemID>
<Durability>0</Durability>
<Count>0</Count>
</Material23>
<Material31>
<ItemID>None</ItemID>
<Durability>0</Durability>
<Count>0</Count>
</Material31>
<Material32>
<ItemID>SteelIngot</ItemID>
<Durability>0</Durability>
<Count>1</Count>
</Material32>
<Material33>
<ItemID>None</ItemID>
<Durability>0</Durability>
<Count>0</Count>
</Material33>
</ModBlueprintDataXML>
</ArrayOfModBlueprintDataXML>
Field Documentation:
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ItemTextures16.xml and ItemTextures32.xmlThese two files list the items whose textures are in the PNG files.
The items defined in ItemTextures16.xml will be loaded from TPI_16.PNG and placed into SD texture packs (when they are loaded).
The items defined in ItemTextures32.xml will be loaded from TPI_32.PNG and placed into HD texture packs (when they are loaded).
These files are not necessary if you are not supplying PNG files.
You can optionally supply textures for SD packs, HD packs, or both.
You can supply textures for different items for SD and HD packs, they don't have to match.
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