Difference between revisions of "ITEMDEF"

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| [[BASEID]] || R || Gets the defname of the item if set, otherwise the ID.
 
| [[BASEID]] || R || Gets the defname of the item if set, otherwise the ID.
 
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| [[BONUSSTR]] | [[BONUSDEX]] | [[BONUSINT]] | [[BONUSHITS]] | [[BONUSSTAM]] | [[BONUSMANA]] (X branch only) || RW || Increases (or decreases) the applicable Stat. Positive or negative integer.
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| [[BONUSSTR]] | [[BONUSDEX]] | [[BONUSINT]] | [[BONUSHITS]] | [[BONUSSTAM]] | [[BONUSMANA]] | [[BONUSSKILLx]] | [[BONUSSKILLxAMT]] (X branch only) || RW || Increases (or decreases) the applicable Stat. Positive or negative integer.
Effect: these bonus are implemented inside the ei_equipitem TYPEDEF and does not rely on other TYPEDEFs or EVENTs.
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For BonusSkill, x is a sequential number(1-4) and must assign a skill. Ex:bonusskill1=bowcraft and BonusSkillxAMT is the amount
 
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| [[CAN]] || RW || Gets or sets attributes for the item. See can_i_flags in sphere_defs.scp.
 
| [[CAN]] || RW || Gets or sets attributes for the item. See can_i_flags in sphere_defs.scp.
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'''†''' Some ITEMDEF properties can be overridden using tags.  For example, TAG.OVERRIDE.SHIPSPEED.PERIOD and TAG.OVERRIDE.SHIPSPEED.TILES can be set on individual ships in-game to affect their speed.
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'''†''' Some ITEMDEF properties can be overridden by using [[Override_TAGs]].  For example, TAG.OVERRIDE.SHIPSPEED.PERIOD and TAG.OVERRIDE.SHIPSPEED.TILES can be set on individual ships in-game to affect their speed.
  
 
==Examples==
 
==Examples==

Latest revision as of 14:56, 16 January 2023

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An ITEMDEF block defines the basic properties of an item.

Properties

Here is a list of all item definition properties.


Name Read/Write Description
AMMOANIM RW Overrides TDATA4 for bow/crossbow type weapons.
AMMOANIMHUE RW Sets the color of the effect when firing bow/crossbow type weapons.
AMMOANIMRENDER RW Sets the render mode of the effect when firing bow/crossbow type weapons.
AMMOCONT RW Sets the container UID or ID where to search for ammos for bow/crossbow type weapons.
AMMOTYPE RW Overrides TDATA3 for bow/crossbow type weapons.
ARMOR min,max RW Gets or sets the base protection that the armour will give.
ARMOR.LO R Gets the minimum base protection the armour will give.
ARMOR.HI R Gets the maximum base protection the armour will give.
BASEID R Gets the defname of the item if set, otherwise the ID.
BONUSSTR | BONUSDEX | BONUSINT | BONUSHITS | BONUSSTAM | BONUSMANA | BONUSSKILLx | BONUSSKILLxAMT (X branch only) RW Increases (or decreases) the applicable Stat. Positive or negative integer.

For BonusSkill, x is a sequential number(1-4) and must assign a skill. Ex:bonusskill1=bowcraft and BonusSkillxAMT is the amount

CAN RW Gets or sets attributes for the item. See can_i_flags in sphere_defs.scp.
DAM min,max RW Gets or sets the base damage that the weapon will deal.
DAM.LO R Gets the minimum base damage the weapon will deal.
DAM.HI R Gets the maximum base damage the weapon will deal.
DEFNAME RW Gets or sets defname of the item
DISPID RW Gets or sets the ID to display as to clients.
DUPEITEM RW Gets or sets the defname of the item that this is a duplicate/rotation of (see DUPELIST).
DUPELIST item_defname, item_defname, ... RW Gets or sets a comma-separated list of items that this item will cycle through when rotated.
DYE RW Gets or sets whether or not the item can be dyed using dye tubs (1 or 0).
FLIP RW Gets or sets whether or not the item automatically rotates when dropped.
HEIGHT RW Gets or sets the height of the item.
ID RW Gets or sets the ID of the item to inherit property values from.
INSTANCES R Returns the number of this item that exist in the world.
ISARMOR R Gets whether or not the item is considered to be armour.
ISWEAPON R Gets whether or not the item is considered to be a weapon.
LAYER RW Gets or sets the layer that the item will occupy when equipped (1 or 0).
NAME RW Gets or sets the name of the item.
RANGE min, max RW Gets or sets the range of the weapon.
RANGEH R Gets the maximum range of the weapon.
RANGEL R Gets the minimum range of the weapon.
REPAIR RW Gets or sets whether or not the item can be repaired (1 or 0).
REPLICATE RW Gets or sets whether or not multiple instances of the item can be crafted at once.
RESDISPDNHUE RW Gets or sets the colour to display as to clients who don't have a high enough RESDISP to see the item.
RESDISPDNID RW Gets or sets the item ID to display as to clients who don't have a high enough RESDISP to see the item.
RESLEVEL RW Gets the minimum RESDISP required for a client to see the item.
RESMAKE R Returns the names of the resources needed to craft the item.
RESOURCES RW Gets or sets the resources that are needed to craft the item.
RESOURCES.COUNT R Gets the number of different resources that are needed to craft the item.
RESOURCES.n.KEY R Gets the BASEID of the nth resource needed to craft the item. (zero-based)
RESOURCES.n.VAL R Gets the amount of the nth resource needed to craft the item. (zero-based)
REQSTR RW Gets or sets the amount of strength needed to equip the item.
SKILL RW Gets or sets the skill that is used with the weapon.
SKILLMAKE RW Gets or sets the list of skills needed to craft the item.
SKILLMAKE.n.KEY R Gets the name of the nth skill needed to craft the item.
SKILLMAKE.n.VAL R Gets the amount of the nth skill needed to craft the item.
SPEED RW Gets or sets the speed of the weapon.
TAG.name RW Gets or sets the value of a TAG.
TDATA1 RW Gets or sets the TDATA1 value of the item.
TDATA2 RW Gets or sets the TDATA2 value of the item.
TDATA3 RW Gets or sets the TDATA3 value of the item.
TDATA4 RW Gets or sets the TDATA4 value of the item.
TEVENTS RW Gets a list of events attached the item, or adds an event to the item.
TFLAGS R Gets or sets the flags of the item from tiledata.mul.
TWOHANDS RW Gets or sets whether or not the item occupies both hands when equipped (layer_hand2)
TYPE RW Gets or sets the item's type.
VALUE RW Gets or sets the base value of the item.
WEIGHT RW Gets or sets the weight of the item.
WEIGHTREDUCTION RW Gets or sets the percent of weight reduction of the item.

Multi Definitions

For multi items (t_multi, t_multi_custom, t_ship), the ITEMDEF has additional properties.

Properties

Here is a list of all multi definition properties.

Name Read/Write Override† Description
BASECOMPONENT R  ?? Gets how many static components the multi has in the multi.mul file.
BASECOMPONENT.n.KEY R  ?? Accesses the multi's static components directly from the multi.mul file. (ID,DX,DY,DZ,D,VISIBLE)
COMPONENT R  ?? Gets how many dynamic components have been defined for the multi.
COMPONENT.n.KEY R  ?? Accesses the multi's dynamic components. (ID,DX,DY,DZ,D)
COMPONENT item_defname, dx, dy, dz W  ?? Defines a dynamic component to the multi that will be spawned along with it (e.g. doors and house sign)
MULTIREGION left, top, right, bottom RW  ?? Gets or sets the boundaries of the multi (t_multi, t_multi_custom, t_ship).
REGIONFLAGS RW  ?? Gets or sets the flags that will be set on the multi's region.
SHIPSPEED period,tiles RW  ?? Gets or sets the speed (tenths) and tiles that a ship will move at. (t_ship only)
SHIPSPEED.TILES RW Y Gets or sets the tiles that a ship will move at each movement. (t_ship only)
SHIPSPEED.PERIOD RW Y Gets or sets the speed (tenths per each movement) that a ship will move at. (t_ship only)
TSPEECH RW  ?? Gets a list of attached SPEECH handlers, or adds a handler to the multi.

Some ITEMDEF properties can be overridden by using Override_TAGs. For example, TAG.OVERRIDE.SHIPSPEED.PERIOD and TAG.OVERRIDE.SHIPSPEED.TILES can be set on individual ships in-game to affect their speed.

Examples

//
// Blue Gold
//
[ITEMDEF i_gold_blue]
ID=i_gold      // inherits from i_gold
NAME=Blue Gold // named Blue Gold
TYPE=t_gold    // is type t_gold
VALUE=10       // valued at gold

ON=@Create
    COLOR = colors_blue
    
    
    //
    // Small Stone and Plaster House (from default script pack)
    //
[ITEMDEF 04064]                           // item ID 0x4064 (in mul files)
DEFNAME=i_multi_house_stone_plaster_small
NAME=Small Stone and Plaster House
TYPE=t_multi
VALUE=43800                               // valued at 43800 gold
MULTIREGION=-3,-3,3,4                     // size of the region, relative to location of the item
COMPONENT=i_door_wood,0,3,7               // adds a door at 0,3,7 (relative to location of the item)
COMPONENT=i_sign_brass_2,2,4,5            // adds a brass sign at 2,4,5 (relative to location of the item)