Item Field and Other Misc Info
- Added descriptions submitted by Tactless and dcfedor
- Bolded the field names to make it easier to read
Hey modding forum!
I'm really interested in making a comprehensive guide to modding the game. I have already created a post that has lists
of many things modders will use; it's a sort of quick reference list. Post
Special thanks to: Tactless and dcfedor, they really helped in completing this list!
So, now I'm trying to solidify my knowledge of how everything works. I started by looking at each piece of the "itemtypes". Here's what I know:
id -A unique id
nGroupID -Id of the group in which this item is included
nSubgroupID -Id of this item within the group
strName -Mostly irrelevant to players. Used for organization.
strDesc -Name displayed ingame
strDescAlt -if nCondID is met, this description overrides strDesc
nCondID -which conditions are needed for strDescAlt and fMonetaryValueAlt to override strDesc and fMonetaryValue
vImageList -Image displayed ingame
vSpriteList -The display of items on your map sprite
vImageUsage -Check out Tactless' comment for full description and usage
fWeight -Weight of the item ingame, in kg
fMonetaryValue -How much it sells for in game at %100 condition
fMonetaryValueAlt -if nCondID is met, this value overrides fMonetaryValue
fDurability -Maximum durability the item spawns at, 1 being %100
fDegradePerHour -how much it degrades per hour, 1 being %100
fEquipDegradePerHour -How much it degrades per hour while equipped 1 being %100
fDegradePerUse -How much the item degrades when used 1 being %100
vDegradeTreasureIDs -The two treasure IDs this item will degrade into when it breaks. The first ID is if the item degrades from time, the second ID is if the item degrades from usage.
aEquipConditions -Conditions you get while it is equipped eg.(20=1, 21=1)
aPossessConditions -I'm guessing this is which conditions you get while it's in your inventory
aUseConditions -conditions you get when it's used
aCapacities -How much space it has to store items (10x10 = 100 slots)
vEquipSlots -Where you can equip this item eg.(20=0,21=0,22=0) The "=0" is optional and denotes which image from vImageList (0-based index) should be used when the item is in each slot.
vUseSlots -which windows and areas the item can be used in, 211 = use function enabled
bSocketLocked -seems mainly for GUI stuff, fixes the item in place. Used for grids. The Strangler's hood is a special example, and there is a special way to remove it.
vProperties -item properties
aContentIDs -which containertypes its container grid can hold
nTreasureID -What items this item contains (doesn't matter if you have no aCapacities I assume)
nComponentID -A treasure ID to describe the default ingredients this item wthe game needs to know what items were used to make it so it can degrade properly. overridden for items that the player crafted.
bMirrored -Should this item use a mirrored image instead of default image? (E.g. left vs. right boots)
nSlotDepth -How "deep" this item is worn on a slot. E.g. the torso can have clothes on 4 separate layers, #s 0-3. 0 is T-shirts, 1 is jackets, 2 is armor/fur, 3 is sashes. Different slots have different available depths.
strChargeProfiles -A comma-separated list of charge profile IDs this item executes when activated.
aAttackModes -I'm guessing this will give you the attack modes you specify when equipped
nStackLimit -How many items can be stacked on top of each other
aSwitchIDs -A list of other items this can turn into, via the context menu. Laptops can open/close, flashlights can turn on/off, etc.
aSounds -Which two sounds should be used for picking up or putting down this item. Due to licensing restrictions, the sounds are embedded in the game, and not moddable. So for now, you're limited to existing sounds as defined in other items.
I'll also be looking for help with the other data types soon probably, once I get itemtypes completely understood
Any help on understanding these things better is appreciated!
Edit: dcfedor changed title to make it clearer what was in thread for anyone searching. Also, un-stickying this and instead adding a link to it in the sticky entitled "NEO Scavenger Modding Documentation."