item#
The item block is used to create items in the game, from weapons to food and clothing. The parameters available in this block mostly depend on the type of item you are creating, set with ItemType.
To get started, create a simple item structure by setting that parameter up correctly, then add more parameters as you need. For example, for a normal item:
module yourModule
{
item yourID
{
ItemType = base:normal,
...
}
}
To add a name to display for your item, you need to add the item full type, that is its module.id, inside the ItemName translation file. Taking the example from above, your translation file would be:
{
"yourModule.yourID": "Your Item Name"
}
This block can be soft overridden in scripts.
Hierarchy#
Valid Parent Blocks:
Possible Child Blocks:
ID Properties#
This block should have an ID.
ItemType Specific Parameters#
Specific parameters are only available for certain ItemType. The following lists for each ItemType will show what parameter is only saved for that specific ItemType script class (sub classes to Item), which means using them for other classes doesn’t make any sense as they will simply not be loaded in by the game.
ItemType: base:drainable
Parameters:
ItemType: base:food
Parameters:
ItemType: base:literature
Parameters:
ItemType: base:normal
Parameters:
ItemType: base:radio
Parameters:
ItemType: base:weapon
Parameters:
ItemType: base:weaponpart
Parameters:
Parameters#
AcceptItemFunction#
- Type:
callback
No description
AcceptMediaType#
- Type:
integer
- Default:
-1
No description
ActivatedItem#
- Type:
Any
No description
AimingMod#
- Type:
Any
No description
AimingPerkCritModifier#
- Type:
integer
See CriticalChance for more details.
AimingPerkHitChanceModifier#
- Type:
float
See HitChance for more details.
AimingPerkMinAngleModifier#
- Type:
float
- Needs:
ItemType=base:weapon
See MinAngle for more details.
AimingPerkRangeModifier#
- Type:
float
- Needs:
ItemType=base:weapon
See MaxRange for more details.
Aimingtime#
- Type:
integer
- Needs:
ItemType=base:weapon
Aimingtime is a stat which is directly applied to a HandWeapon while AimingTimeModifier is applied to weapon parts. The attachments directly add or subtract their AimingTimeModifier to the aiming delay.
It controls the aim-settling delay, the aiming delay counter that must tick down to 0 before the weapon is “settled”. Lower values means faster target reacquisition after each shots. The primary “how snappy does this gun feel” lever for semi-automatic guns. It tick down the aiming via the following formula:
rate = 0.625 x gameSpeed x (1 + 0.05 x AimingLevel + (Marksman ? 0.1 : 0))
The marksman trait being no longer accessible in the recent versions of the game, the condition involving it will never be reached.
Note: This formula might not be fully accurate as time deltas don’t appear in the formula.
While aimingDelay > 0, both hit chance and critical chance take an aim-delay penalty proportional to the remaining delay. The countdown only starts after recoilDelay has recovered, so high RecoilDelay directly delays when AimingTime begins ticking.
On each shots or equip, the aiming delay will be increased or reduced, being impacted by aiming while in a vehicle, being reduced by the trait Dextrous or increased by All Thumbs. The following formula is used:
aimingDelay = AimingTime
* (Dextrous ? 0.8 : AllThumbs ? 1.2 : 1.0)
* (in vehicle ? 1.5 : 1.0)
AimingTimeModifier#
- Type:
integer
- Needs:
ItemType=base:weaponpart
See Aimingtime for more details.
AimReleaseSound#
- Type:
Any
No description
AlarmSound#
- Type:
Any
No description
Alcoholic#
- Type:
Any
No description
AlcoholPower#
- Type:
Any
No description
AlwaysKnockdown#
- Type:
Any
No description
AlwaysWelcomeGift#
- Type:
boolean
- Attributes:
Useless
No description
AmmoBox#
No description
AmmoType#
- Type:
string
- Needs:
ItemType=base:weapon,base:normal
AmmoType indicates what ammo is consumed when shooting, but it also determines tracer and hit-reaction sound lookups. The value needs to reference the registries entry of the ammo you want to use. The vanilla ammunition types which are available by default are:
base:bullets_3030base:bullets_308base:bullets_357base:bullets_38base:bullets_44base:bullets_45base:bullets_556base:bullets_9mmbase:cap_gun_capbase:shotgun_shells
AmmoBox is used to indicate the type of ammo box associated to the weapon. This is mostly used to spawn this type of ammo box alongside the gun.
MagazineType is used to set the magazine item the gun uses. If not provided, then the gun doesn’t use a magazine item and loads rounds individually. MaxAmmo is used to set the capacity of either the magazine item or the gun.
WeaponReloadType is used to select the reload workflow of the gun. Notably affects rack-after-shot, insertion style and animations. The provided value references the variable condition WeaponReloadType in AnimNodes. The game has the following values available by default:
handgunshotgunboltactionnomagboltactionrevolverdoublebarrelshotgundoublebarrelshotgunsawn
A custom WeaponReloadType can be used if the relevant animations and condition logic are properly set up in a custom AnimNode.
AngleFalloff#
- Type:
Any
No description
AnimalFeedType#
- Type:
Any
No description
AttachmentReplacement#
- Type:
Any
No description
AttachmentsProvided#
- Type:
Any
No description
AttachmentType#
- Type:
Any
No description
BadCold#
- Type:
boolean
- Needs:
ItemType=base:food
BadInMicrowave#
- Type:
boolean
- Needs:
ItemType=base:food
No description
BandagePower#
- Type:
Any
No description
BaseSpeed#
- Type:
float
- Default:
1.0
No description
BaseVolumeRange#
- Type:
Any
No description
BiteDefense#
- Type:
Any
No description
BloodLocation#
- Type:
array (array of string, separator: ‘;’)
No description
Allowed values:
Apron
ShirtNoSleeves
JumperNoSleeves
Shirt
ShirtLongSleeves
Jumper
Jacket
LongJacket
ShortsShort
Trousers
Shoes
FullHelmet
Bag
Hands
Head
Neck
Groin
UpperBody
LowerBody
LowerLegs
UpperLegs
LowerArms
UpperArms
Hand_L
Hand_R
ForeArm_L
ForeArm_R
UpperArm_L
UpperArm_R
UpperLeg_L
UpperLeg_R
LowerLeg_L
LowerLeg_R
Foot_L
Foot_R
BodyLocation#
- Type:
Any
Used to define which location on the human character this clothing item can be worn. Needs to be a valid BodyLocation value. You can also create new ones via registries.
book_subject#
- Type:
array (array of string, separator: ‘;’)
Add a subject to the litterature item. The value needs to be an array of BookSubject values.
book_subject is for books while magazine_subject is for magazines.
This is notably used to pick a random book or magazine when spawning a book.
BoredomChange#
- Type:
integer
See HungerChange for more details.
brakeForce#
- Type:
Any
No description
BreakSound#
- Type:
block (block: sound)
No description
BringToBearSound#
- Type:
block (block: sound)
No description
BulletDefense#
- Type:
Any
No description
BulletHitArmourSound#
- Type:
Any
No description
Calories#
- Type:
float
- Needs:
ItemType=base:food
The following stats are directly linked to the player’s nutrition, which are hidden stats that will impact the player’s weight gains and more (positive values will increase the stat when eaten):
CanAttach#
- Type:
callback
- Needs:
ItemType=base:weaponpart
CanAttach and CanDetach are used to define whenever a WeaponPart can be respectively attached or detached to and from a HandWeapon.
OnAttach and OnDetach are used to define a callback function which will be called when the weapon part is attached or detached from the weapon.
CanBandage#
- Type:
Any
No description
CanBarricade#
- Type:
Any
No description
CanBeEquipped#
- Type:
Any
- Needs:
ItemType=base:container,base:radio
Needs to reference a valid BodyLocation value which will serve as the equipment location.
CanBePlaced#
- Type:
Any
No description
CanBeRemote#
- Type:
Any
No description
CanBeReused#
- Type:
Any
No description
CanBeWrite#
- Type:
Any
No description
CanDetach#
- Type:
callback
- Needs:
ItemType=base:weaponpart
See CanAttach for more details.
CanHaveHoles#
- Type:
boolean
- Default:
True
Used to define whenever this item can get holes in it.
CannedFood#
- Type:
boolean
- Needs:
ItemType=base:food
CannedFood will mark the item as a canned food which will impact how it is spawned in the world. It will also impact the type of item where instead of being “Food” it will be “CannedFood”.
CanStack#
- Type:
Any
No description
CanStoreWater#
- Type:
Any
No description
CantAttackWithLowestEndurance#
- Type:
Any
No description
cantBeConsolided#
- Type:
boolean
- Needs:
ItemType=base:drainable
See ConsolidateOption for more details.
CantBeFrozen#
- Type:
Any
No description
CantEat#
- Type:
Any
No description
Capacity#
- Type:
integer
- Range:
Max: 50
- Default:
-1- Needs:
ItemType=base:container
Sets the capacity of the container. This value is limited to a maximum of 50 minus its own weight. The weight of the bag will follow the formula equippedWeight = weight * EquippedOrWornEncumbranceMultiplier + contentWeight * (1.0 - weightReduction / 100).
Carbohydrates#
- Type:
float
- Needs:
ItemType=base:food
See Calories for more details.
Categories#
- Type:
Any
No description
ChanceToFall#
- Type:
Any
No description
ChanceToSpawnDamaged#
- Type:
Any
No description
ClickSound#
- Type:
block (block: sound)
- Default:
Stormy9mmClick- Needs:
ItemType=base:weapon
No description
ClipSize#
- Type:
integer
- Attributes:
Useless
- Needs:
ItemType=base:weapon
No description
ClipSizeModifier#
- Type:
integer
- Attributes:
Useless
- Needs:
ItemType=base:weaponpart
No description
CloseKillMove#
- Type:
Any
Used to whenever this weapon can be used to do a close kill move, like knives to assassinate in the back.
CloseSound#
- Type:
block (block: sound)
No description
ClothingItem#
- Type:
Any
ClothingItem references the clothing defined inside the clothing.xml file. ClothingExtraSubmenu will define the name of the context menu option to equip the clothing item.
ClothingItemExtra and ClothingItemExtraOption are used to define additional clothing equip options, they reference another item script block.
ClothingItemExtra#
- Type:
Any
- Needs:
ClothingItemExtraOption
See ClothingItem for more details.
ClothingItemExtraOption#
- Type:
Any
- Needs:
ClothingItemExtra
See ClothingItem for more details.
ColorBlue#
- Type:
integer
- Default:
255
No description
ColorGreen#
- Type:
integer
- Default:
255
No description
ColorRed#
- Type:
integer
- Default:
255
No description
CombatSpeedModifier#
- Type:
float
- Default:
1.0
No description
ConditionAffectsCapacity#
- Type:
Any
Set whenever condition of the item can impact the capacity value of the container.
ConditionLowerChanceOneIn#
- Type:
integer
- Default:
10
ConditionLowerChanceOneIn impacts the durability of the item, reducing the value
used to calculate the chance by doing chance = 1/ConditionLowerChanceOneIn,
which means increasing this parameter value will reduce the chance to damage the
item.
ConditionMax sets the total durability pool, starting condition and repair ceiling. Make these two parameters high for robust military rifles, and low for a cheap civilian gun.
ConditionLowerOffroad#
- Type:
Any
No description
ConditionLowerStandard#
- Type:
Any
No description
ConditionMax#
- Type:
integer
- Default:
10
See ConditionLowerChanceOneIn for more details.
ConsolidateOption#
- Type:
Any
- Needs:
ItemType=base:drainable;cantBeConsolided=False
By setting cantBeConsolided to false and providing a ConsolidateOption value, the item can be marked to merge its uses with other items of the same type in the inventory. This requires the item to be Drainable type.
The ConsolidateOption value needs to be a translation key which will be passed through getText) to retrieve the translation value. The vanilla drainables (duct tape, wires, matches…) use the translation key ContextMenu_Merge which outputs a text ‘Add to’.
CookingSound#
- Type:
block (block: sound)
Custom sound to play when cooking this item.
CorpseSicknessDefense#
- Type:
Any
No description
Cosmetic#
- Type:
Any
No description
Count#
- Type:
integer
- Default:
1
The parameter is unused in the game scripts, unclear what it is used for.
CritDmgMultiplier#
- Type:
float
- Default:
2.0
Multiplier applied to the damage of a hit if it is a critical hit, applied inside IsoGameCharacter.Hit()). Two types of crits can trigger:
A normal crit:
damage *= max(2.0, CritDmgMultiplier)Aim-at-floor stomp (melee only):
damage *= max(5.0, CritDmgMultiplier)
The default value of the HandWeapon class is 2.0. Values of 3.0 to 5.0 visibly spike crit damage while values above 5.0 also start boosting stomps.
CriticalChance#
- Type:
float
- Default:
20.0- Needs:
ItemType=base:weapon
CriticalChance sets the base critical hit chance of the weapon. The final CriticalChance value after all applied bonuses and penalties have been applied is compared on a 0-100 roll.
Below is a table listing the different elements which can influence the critical hit chance of a weapon:
Element |
Type |
Description |
Formula |
|---|---|---|---|
AimingPerkCritModifier and aiming skill of the character |
Weapon parameter |
The aiming level of the character impacts the player’s critical hit chance by adding the following to the |
|
Sight bonus / penalty |
Weapon parameter |
In the formula, |
|
Moodles penalty |
Player condition |
Being panicked, stressed, tired, drunk or lacking endurance will all negatively impact the |
|
Weather penalty |
Environment |
Wind, rain, fog, low-light will all negatively impact the |
|
Movement penalty |
Player condition |
The shooter speed and the distance will negatively impact the |
|
Player condition |
This condition can never be reached as the Marksman trait no longer exists. |
|
For PvP targets, the entire formula is bypassed and StopPower is used instead. StopPower is never used against non-player targets.
CriticalChance = StopPower * ( 1 + Aiming level / 15)
CriticalChance sets the floor for unskilled players while AimingPerkCritModifier rewards more or less the character ability to aim. High modified and low base chance means the weapon is a skill-gated crit machine, making the weapon a sort of “experts” weapon.
CustomEatSound#
- Type:
block (block: sound)
- Attributes:
Can be empty
Custom sound to play when eating or drinking this item. Set to an empty string to disable any sound from playing.
CyclicRateMultiplier#
- Type:
float
- Range:
Min: 0.0
- Default:
1.0- Needs:
ItemType=base:weapon;IsAimedFirearm=True
Only in Auto fire mode. Drives the full-auto animation cycle rate via the autoShootSpeed animation variable.
A higher value means more shots per second. In Single mode this field is ignored and shot speed comes from RecoilDelay and Aimingtime instead.
Increase for SMG feel and decrease for heavy LMG feel.
DamageCategory#
- Type:
Any
No description
DamageMakeHole#
- Type:
Any
No description
DamageModifier#
- Type:
float
- Needs:
ItemType=base:weaponpart
See MaxDamage for more details.
DangerousUncooked#
- Type:
boolean
- Needs:
ItemType=base:food
If true, the item will cause food poisoning when eaten raw. Used for example for raw meat. The iron gut trait will stop you from getting sick from eating a raw food with the tag Egg. The severity of the food poisoning is not impacted by traits or other criteria, only by the quantity of food you eat.
DaysFresh#
- Type:
integer
- Default:
1000000000- Needs:
ItemType=base:food
DaysFresh sets how many days this food item will stay fresh with default sandbox settings. DaysTotallyRotten sets how many days this food item will take to rot.
Icon provides the ability to set a different icon for the rotten and stale version of the food.
DaysTotallyRotten#
- Type:
integer
- Default:
1000000000- Needs:
ItemType=base:food
See DaysFresh for more details.
DigitalPadlock#
- Type:
boolean
Looks unused by the game.
DigType#
- Type:
Any
No description
DisappearOnUse#
- Type:
boolean
- Default:
True
No description
DiscomfortModifier#
- Type:
Any
No description
DisplayCategory#
- Type:
Any
No description
DisplayName#
- Type:
Any
Sets the name of the item which will be displayed in-game. It’s recommended to use a translation entry for this parameter to allow localization of the item name.
Warning
Deprecated (since version 42.13.0)
Naming an item should be done with a translation entry. See the wiki page for more information.
DoorDamage#
- Type:
integer
- Range:
Min: 1
- Default:
1
Damage dealt to doors, windows, barricades and some vehicle/object hits. The damage to doors cannot go lower than 1, even in the formulas it is clamped to a minimum of 1. The formula used to retrieve the damage to doors is:
damage = max(1, DoorDamage * sharpness multiplier)
More parameters will impact the door damage based on where it is used.
DoorHitSound#
- Type:
string
- Default:
BaseballBatHit
No description
DoubleClickRecipe#
- Type:
block (block: craftRecipe, with module)
No description
DropSound#
- Type:
block (block: sound)
No description
Eattime#
- Type:
Any
No description
EatType#
- Type:
string
Used mostly on the Lua side and in AnimNodes as a condition to mark what animation to use when eating this item. Based on the type of item, this is directly applied to the FoodType animation condition.
Here’s a small summary of some special conditions:
PotandPotForgedare applied directly, and will force the item to be held in the right hand and removing other items from the left hand, meant for a pot held with two hands.popcanforces drinking timed action)maxTimeto a flat160.Candrinkwill make the player uses an item with the spoon or fork tag in their inventory. A “scraping” sound will also be played when using an utensil and 70% of the eating action is passed.Platecan also use a fork or spoon.2handbowlwill use only spoons in the player inventory.
There also exists more generic ones:
2handplate(different thanPlate)EatSmallEatBox
You can use any custom value which will be passed to the FoodType condition.
EjectAmmoSound#
- Type:
block (block: sound)
No description
EjectAmmoStartSound#
- Type:
block (block: sound)
No description
EjectAmmoStopSound#
- Type:
block (block: sound)
No description
enduranceChange#
- Type:
float
No description
EnduranceMod#
- Type:
float
- Default:
1.0- Needs:
ItemType=base:weapon
See UseEndurance for more details.
engineLoudness#
- Type:
Any
No description
EquippedNoSprint#
- Type:
Any
No description
EquipSound#
- Type:
block (block: sound)
No description
EvolvedRecipe#
- Type:
object (object: block->>string, kv: ‘:’, pairs: ‘;’)
EvolvedRecipe is used to list the evolved recipes this item can be used in as an ingredient. The syntax needs to be as follows:
EvolvedRecipe = recipeName1:quantity1;recipeName2:quantity2;recipeName3:quantity3,
A custom flag cooked can also be added for specific recipes, for example:
EvolvedRecipe = recipeName1:quantity1|cooked;recipeName2:quantity2;recipeName3:quantity3,
Here the recipeName1 will require the item to be cooked first before being used in the recipe.
A simpler syntax is also technically supported where the quantity can be omitted:
EvolvedRecipe = recipeName1;recipeName2:quantity2;recipeName3,
EvolvedRecipeName can be used to set the name of the item that will be displayed in the result item. That parameter gets ignored if the game language is not english, and due to a bug it won’t even use the translation of the item so it will use the fullType.
EvolvedRecipeName#
- Type:
Any
See EvolvedRecipe for more details.
ExplosionDuration#
- Type:
integer
- Needs:
ItemType=base:weapon
See ExplosionRange for more details.
ExplosionPower#
- Type:
integer
- Needs:
ItemType=base:weapon
See ExplosionRange for more details.
ExplosionRange#
- Type:
integer
- Needs:
ItemType=base:weapon
FireStartingChance out of 100 is a chance of the explosion to set on fire tiles and burn characters in the ExplosionRange. A value above 100 means the explosion will always set on fire tiles and burn characters, while a value of 0 means it will never set on fire tiles nor burn characters. Each tiles in the explosion range will run the FireStartingChance check independently, so a value of 50 means that on average half of the tiles in the explosion range will be set on fire.
If ExplosionPower is set above 0, the explosion will burn tiles and set fire to them based on the provided fireStartingChance.
extraDamage is used to add a net bonus damage dealt by the trap.
The damage the trap deals is calculated as follows:
damage = random(explosionPower/20, explosionPower/20 * 2) + extraDamage
SmokeRange sets the range of the smoke effect. Squares in this range also can be set on fire individually based on FireStartingChance.
FireRange will set every tiles in the provided range on fire.
FireStartingEnergy is an extra check added on top of all of these whenever a fire is attempted to be started. Will set the energy of the fire which impacts how strong is is. A value of 0 means no fire is started. Vegetation tiles provide a net bonus of 50 in energy to the fire being created. The created fire will have a life expectency between 300 and 600 (unclear on the units).
ExplosionSound can be used to set the sound played when the explosion happens, while ExplosionDuration can be used to set the duration of the explosion effect, which is especially useful for smoke bombs.
ExplosionSound#
- Type:
block (block: sound)
See ExplosionRange for more details.
ExplosionTimer#
- Type:
Any
No description
extraDamage#
- Type:
float
- Needs:
ItemType=base:weapon
See ExplosionRange for more details.
FabricType#
- Type:
Any
No description
fatigueChange#
- Type:
Any
No description
FillFromDispenserSound#
- Type:
Any
No description
FillFromLakeSound#
- Type:
Any
No description
FillFromTapSound#
- Type:
Any
No description
FillFromToiletSound#
- Type:
Any
No description
FireFuelRatio#
- Type:
Any
- Attributes:
Useless
No description
FireMode#
- Type:
string
- Needs:
ItemType=base:weapon
FireModePossibilities lists the available fire modes of the weapon, and the player can automatically switch between them with the relevant keybind. FireMode sets the default fire mode of the weapon, which is the one it will spawn with.
The vanilla fire modes are:
SingleAuto
Other values are not supported by the game and will be considered as Single.
FireModePossibilities#
- Type:
array (array of string, separator: ‘/’)
- Needs:
ItemType=base:weapon;FireMode
See FireMode for more details.
FireRange#
- Type:
Any
- Needs:
ItemType=base:weapon
See ExplosionRange for more details.
FireStartingChance#
- Type:
integer
- Needs:
ItemType=base:weapon
See ExplosionRange for more details.
FireStartingEnergy#
- Type:
integer
- Needs:
ItemType=base:weapon
No description
FishingLure#
- Type:
Any
No description
fluReduction#
- Type:
integer
- Needs:
ItemType=base:food
When eating this food item, the player cold or pain will be reduced by the percentage of the food being eaten times respectively the values of fluReduction and painReduction.
FoodSicknessChange#
- Type:
integer
Set the base food sickness change.
The amount of food sickness you get varies based on this parameter and other factors:
burnt food will divide by 3 the amount of food sickness you get
stale food will divide by 1.3
rotten food will divide by 2.2
cooked food will multiply by 1.3
raw food provides this base value
FoodType#
- Type:
string
Sets the food type of the item. A translation entry needs to be made for custom types which has the key ContextMenu_FoodType_<type>.
To be a valid food item to feed to animals, the item needs to be of type Fruits or Vegetables.
GoodHot#
- Type:
Any
GoodHot reduces by a flat 2 the happiness change when eating this food hot. On the other hand, BadCold increases by a flat 2 the unhappiness change when eating this food cold.
GunType#
- Type:
Any
No description
HaveChamber#
- Type:
boolean
- Default:
True
Whether the weapon has a chamber that can hold a round in addition to its magazine.
HeadCondition#
- Type:
Any
No description
HeadConditionLowerChanceMultiplier#
- Type:
float
- Default:
1.0
No description
HeadConditionMax#
- Type:
Any
No description
HearingModifier#
- Type:
float
- Default:
1.0
No description
HerbalistType#
- Type:
Any
No description
HitAngleMod#
- Type:
Any
No description
HitChance#
- Type:
integer
- Needs:
ItemType=base:weapon
HitChance is a stat which is directly applied to a HandWeapon while HitChanceModified is applied to weapon parts.
The initial hitchance is determined by the following configuration:
HitChance = min(HitChance, CombatConfigKey.MAXIMUM_START_TO_HIT_CHANCE)
MAXIMUM_START_TO_HIT_CHANCE is a configuration of the combat system of Project Zomboid. In this case, the default value is 95.0, which means the initial HitChance cannot be above 95.0.
Below is a table listing the different elements which can influence the hit chance of a weapon:
Element |
Type |
Description |
Formula |
|---|---|---|---|
AimingPerkHitChanceModifier and aiming skill of the character |
Weapon parameter |
The aiming level of the character impacts the player’s hit chance. |
|
Sight bonus / penalty |
Weapon parameter |
In the formula, |
|
Moodles penalty |
Player condition |
Being panicked, stressed, tired, drunk or lacking endurance will all negatively impact the |
|
Weather penalty |
Environment |
Wind, rain, fog, low-light will all negatively impact the |
|
Movement penalty |
Player condition |
The shooter speed and the distance will negatively impact the |
|
Arm pain penalty |
Player condition |
The character’s level of pain will impact its aiming. |
|
Headgear vision penalty |
Player condition |
Headgear will impact aiming, if the relevant sandbox option is enabled. |
|
The final obtained value of HitChance is clamped against the MINIMUM_TO_HIT_CHANCE and MAXIMUM_TO_HIT_CHANCE, both respectively equal to 5.0 and 100.0 by default.
At point-blank range, all combined penalties are scaled toward zero, so close shots are always more forgiving. The HitChance parameter will set the floor for all players while AimingPerkHitChanceModifier will increase accuracy with the level of aiming of the player. Low base and high modifier makes the gun terrible while unskilled but excellent with investment in aiming.
HitChanceModifier#
- Type:
integer
- Needs:
ItemType=base:weaponpart
See HitChance for more details.
HitFloorSound#
- Type:
block (block: sound)
- Default:
BatOnFloor- Needs:
ItemType=base:weapon
No description
HitSound#
- Type:
block (block: sound)
- Default:
BaseballBatHit- Needs:
ItemType=base:weapon
No description
HungerChange#
- Type:
float
Different stats are available for food items which will impact the player’s hunger, thirst, boredom etc.
HungerChange when negative will reduce the hunger of the player, with
100the maximum amount of hunger of a playerThirstChange when negative will reduce the thirst of the player, with
100the maximum amount of thirst of a playerUnhappyChange when positive will decrease the player’s unhappiness, with
100the maximum amount of unhappiness of a playerStressChange when negative will reduce the stress of the player, with
100the maximum amount of stress of a playerBoredomChange when negative will reduce the boredom of the player, with
100the maximum amount of boredom of a player
Icon#
- Type:
string
- Default:
None
Used to specify the icon of the item, usually used in the inventory and crafting menus to easily recognize the item. The icon file needs to be located inside the media/textures/ folder and the file name must start with Item_, and be of the extension .png.
📁 media
📁 textures
📄 Item_iconName.png
When referencing the icon in the item script, you should not include the Item_ prefix and the .png extension. For example, to reference the icon file above in the item script:
Icon = iconName,
Subfolders#
Subfolders are not directly supported, but you can use some tricks to have them working. Here’s a simple example:
Icon = subFolder/iconName,
Means your folder structure should be:
📁 media
📁 textures
📁 Item_subFolder
📄 iconName.png
Notice how the Item_ prefix is not on the file but on the folder in this case.
Food icons#
Icons can be specified for rotten, cooked and burned food (ItemType = base:food,) by adding the following suffix to the icon files:
RottenorSpoiledfor food that has rotten, meaning has passed the DaysTotallyRotten value.Cookedfor food that has been cooked, meaning has passed the MinutesToCook value.OverdoneorBurntfor food that has been cooked to the point of burning, meaning has passed the MinutesToBurn value.
For example, take a food item with the icon file defined as such:
Icon = iconName,
To add variants based on food condition, you would have the following file structure:
📁 media
📁 textures
📄 Item_iconName.png
📄 Item_iconNameCooked.png
📄 Item_iconNameRotten.png
📄 Item_iconNameBurnt.png
IconsForTexture can be used alongside WorldStaticModelsByIndex and StaticModelsByIndex to have variant icons for different models, and all for the same item definition. See those parameters definitions for more information.
IconColorMask#
- Type:
Any
No description
IconFluidMask#
- Type:
Any
No description
IconsForTexture#
- Type:
array (array of string, separator: ‘;’)
See Icon for more details.
IdleAnim#
- Type:
string
- Default:
Idle
No description
ImpactSound#
- Type:
block (block: sound)
- Default:
BaseballBatHit- Needs:
ItemType=base:weapon
No description
InsertAllBulletsReload#
- Type:
Any
No description
InsertAmmoSound#
- Type:
block (block: sound)
No description
InsertAmmoStartSound#
- Type:
block (block: sound)
No description
InsertAmmoStopSound#
- Type:
block (block: sound)
No description
Insulation#
- Type:
Any
No description
InverseCoughProbability#
- Type:
Any
No description
InverseCoughProbabilitySmoker#
- Type:
Any
No description
IsAimedFirearm#
- Type:
boolean
- Needs:
ItemType=base:weapon;MaxAmmo
IsAimedFirearm enables the entire aimed-firearm subsystem: ballistics controller, reticle, muzzle flash, firearm-specific condition handling and ballistics-base target detection. Without it the weapon falls back to melee sweep logic.
Set to true for any normal gun. Distinct from Ranged which marks the item as a ranged weapon for the animations conditions.
IsAimedHandWeapon#
- Type:
boolean
- Needs:
ItemType=base:weapon
No description
IsCookable#
- Type:
boolean
IsCookable marks as the item as cookable.
MinutesToCook controls how many in-game minutes it takes for the food to be fully cooked.
MinutesToBurn controls how many in-game minutes it takes for the food to burn. This value must be higher than MinutesToCook or your item will be instantly burnt before being fully cooked.
RemoveNegativeEffectOnCooked will remove any negative changes in thirst, unhappiness and boredom when the food is cooked.
BadInMicrowave will set the unhappiness and boredom changes to 5.0 when cooked in a microwave.
IsDung#
- Type:
boolean
No description
IsHighTier#
- Type:
Any
No description
IsPortable#
- Type:
Any
No description
IsTelevision#
- Type:
Any
No description
IsWaterSource#
- Type:
Any
No description
ItemAfterCleaning#
- Type:
Any
No description
ItemType#
- Type:
string (required)
Defines the class of the item which will impact which parameters the item can take and its properties as well as how it is used by the player. Clothing for instance will handle differently their texture and model in comparison to the other type of items, containers can hold items and weapons can be used by the player to attack and deal damage. You cannot use a custom class of item and only the ones accepted by the game.
Allowed values:
base:alarmclock
base:alarmclockclothing
base:animal
base:clothing
base:container
base:drainable
base:food
base:key
base:literature
base:map
base:moveable
base:normal
base:radio
base:weapon
base:weaponpart
ItemWhenDry#
See Wet for more details.
JamGunChance#
- Type:
float
- Default:
1.0- Needs:
ItemType=base:weapon
Base probability of a jam on each trigger pull. Final jam roml also scales with the sandbox jam multiplier, current gun condition (lower condition = higher jam chance), and low Aiming/Strength.
JamGunChance = 1 is already low. Setting it to 0 basically disables jams from this weapon. Higher values makes the gun unreliable and punishes neglecting the gun or unskilled use.
KeepOnDeplete#
- Type:
Any
No description
KnockBackOnNoDeath#
- Type:
Any
No description
KnockdownMod#
- Type:
float
- Default:
1.0
No description
LearnedRecipes#
- Type:
array (array of block, separator: ‘;’)
- Needs:
ItemType=base:literature
List of craftRecipe this item will teach the player when read.
LightDistance#
- Type:
integer
See LightStrength for more details.
LightStrength#
- Type:
float
LightDistance is used to determine the radius of the light emitted by the item. It is compared to the Manhattan distance of the item to the square. The higher the value, the higher is the radius of the light.
LightStrength will boost the light emitted.
new_light_level = current_light_level + 3 * LightStrength * (1 - clamp(dist / LightDistance, 0.0, 1.0))
The new_light_level is limited to a maximum of 2.5.
Lipids#
- Type:
float
- Needs:
ItemType=base:food
See Calories for more details.
LowLightBonus#
- Type:
float
- Attributes:
Useless
No description
LvlSkillTrained#
- Type:
integer
- Default:
-1- Needs:
ItemType=base:literature
See SkillTrained for more details.
magazine_subject#
- Type:
array (array of string, separator: ‘;’)
You can find a list of subjects in the MagazineSubject.
MagazineType#
See AmmoType for more details.
MakeUpType#
- Type:
Any
No description
ManuallyRemoveSpentRounds#
- Type:
Any
No description
Map#
- Type:
Any
No description
MaxAmmo#
- Type:
integer
No description
MaxCapacity#
- Type:
integer
- Default:
-1
No description
MaxChannel#
- Type:
integer
- Default:
108000
No description
MaxDamage#
- Type:
float
- Default:
1.5
Rolls the hit damage of the weapon between MinDamage and MaxDamage.
WeaponParts can modify the damage of the weapon with the DamageModifier parameter. When equipped, a WeaponPart will increase the minimum and maximum damage of the weapon by the provided value. You are not limited to positive values, you can also add damage debuffs to the weapon by providing negative values.
MaxHitcount#
- Type:
integer
- Default:
1000- Needs:
ItemType=base:weapon
MaxHitcount sets the maximum number of targets the weapon can hit with one attack. For ranged weapons, it will determine how many targets a single shot can hit. For melee weapons, a single swing can hit multiple targets if the relevant sandbox option allows it (Weapon Multi-Hit).
When PiercingBullets is true, a shot continues past the first target and registers on collinear targets behind it. Each subsequent pierced target receives reduced damage (damage / PIERCING_BULLET_DAMAGE_REDUCTION). Targets must be within approximatively 1 degree of each other in angle to qualify.
Keep MaxHitcount to 1 for a standard rifle, and set it to 2 with PiercingBullets to have AP rounds behavior (M16A2 for example).
MaxItemSize#
- Type:
Any
No description
MaxRange#
- Type:
float
- Default:
1.0
MaxRange is a stat which is directly applied to a HandWeapon while MaxRangeModifier is applied to weapon parts.
The MaxRange of a weapon is used to determine the maximum distance the weapon can shoot. Targets beyond effectiveMaxRange calculated with the formula below simply can’t be reached, the parameter is a hard cutoff, not a penalty in damage or anything like that.
effectiveMaxRange = MaxRange + AimingPerkRangeModifier x (AimingLevel / 2.0)
All rifles from the base game have a AimingPerkRangeModifier of 0, so aiming level has no effect on the range of guns. Set it above 0 to give skilled players extra reach.
MaxRangeModifier#
- Type:
float
- Needs:
ItemType=base:weaponpart
See MaxRange for more details.
MaxSightRange#
- Type:
float
- Needs:
ItemType=base:weapon,base:weaponpart
MinSightRange and MaxSightRange define the optimal sight window, to be more specific, the distance band where hits and critical hits bonuses peak.
The aiming skill and eagle eyed will impact these values:
effectiveMin = MinSightRange x (1 - AimingLevel / 30)
effectiveMax = MaxSightRange x (1 + AimingLevel / 30) x (EagleEyed ? 1.2 : 1.0)
At aiming 10, the minimum shrinks by 33% and the max grows by 33%, which widens the window significantly. When the trait Short Sighted is present and the character doesn’t wear glasses, the effectiveMax equals effectiveMin, making the entire bonus window disappear.
Inside the the effectiveMin and effectiveMax window, the bonus follows a Gaussian with the bonus peaking at the midpoint. Aim-delay penalty is also reduced inside the window.
Below effectiveMin, a small linear penalty is applied as the gun is not suited for point-blank. Above effectiveMax, a growing quadratic penalty is applied, the bonus degrades rapidly past the edge.
A CQC gun should have a low MaxSightRange while a marksman riffle should have a high MinSightRange with a wide window.
MechanicsItem#
- Type:
Any
No description
MediaCategory#
- Type:
Any
No description
Medical#
- Type:
Any
No description
MetalValue#
- Type:
Any
No description
MicRange#
- Type:
Any
No description
MinAngle#
- Type:
float
- Default:
1.0- Needs:
ItemType=base:weapon
For IsAimedFirearm set to true, the ballistics controller handles target detection and does not use MinAngle in the ranged hit-chance formula. These serve one narrow purpose: the isMeleeTargetTooCloseToShoot() check, detecting if a target is so close it should trigger a melee strike instead of a shot.
MinAngle is a dot-product threshold (-1 to 1). Values near 1.0 mean the target must be almost directly in front to trigger the melee-swap check, while lower values widen the angle.
AimingPerkMinAngleModifier is parsed and stored and impacts the minimum angle with the following formula:
effectiveMinAngle = MinAngle - AimingPerkMinAngleModifier * Aiming level
MinChannel#
- Type:
integer
- Default:
88000
No description
MinDamage#
- Type:
float
See MaxDamage for more details.
MinimumSwingtime#
- Type:
Any
No description
MinRange#
- Type:
float
Hard minimum attack distance. If the target is closer than MinRange, the ballistics controller does not register the shot and the game may force a melee swap. This is a binary threshold, not a penalty band. Separate from MinSightRange.
Long rifles should be hard to use in tight spaces. 0.2 to 0.35 is a small gap but 0.61 is noticeably limiting indoors.
MinSightRange#
- Type:
float
- Needs:
ItemType=base:weapon,base:weaponpart
See MaxSightRange for more details.
MinutesToBurn#
- Type:
float
- Default:
120.0- Needs:
IsCookable=True
See IsCookable for more details.
MinutesToCook#
- Type:
float
- Default:
60.0- Needs:
IsCookable=True
See IsCookable for more details.
ModelWeaponPart#
- Type:
array (array of string, separator: ‘ ‘)
- Attributes:
Can be duplicated
No description
MountOn#
- Type:
array (array of string, separator: ‘;’)
- Needs:
ItemType=base:weaponpart
No description
MultipleHitConditionAffected#
- Type:
boolean
- Default:
True
No description
MuzzleFlashModelKey#
- Type:
block (block: model)
No description
NeckProtectionModifier#
- Type:
float
- Default:
1.0
No description
needtobeclosedoncereload#
- Type:
Any
No description
NoiseDuration#
- Type:
Any
No description
NoiseRange#
- Type:
Any
No description
NoTransmit#
- Type:
Any
No description
NPCSoundBoost#
- Type:
float
- Default:
1.0
No description
NumberOfPages#
- Type:
integer
- Default:
-1
See SkillTrained for more details.
NumLevelsTrained#
- Type:
integer
- Default:
1
See SkillTrained for more details.
OnAttach#
- Type:
callback
- Needs:
ItemType=base:weaponpart
See CanAttach for more details.
OnBreak#
- Type:
callback
Triggered when the item condition drops below 0.
OnCooked#
- Type:
callback
- Needs:
ItemType=base:drainable,base:food
No description
OnCreate#
- Type:
callback
Triggered when the item is instantiated.
OnDetach#
- Type:
callback
- Needs:
ItemType=base:weaponpart
See CanAttach for more details.
OnEat#
- Type:
Any
No description
OnlyAcceptCategory#
- Type:
string
Makes sure only items with the specified ItemCategory corresponding to the provided value of this parameter can be inserted into the container.
OpeningRecipe#
- Type:
Any
No description
OpenSound#
- Type:
block (block: sound)
No description
OriginX#
- Type:
integer
Seems to indicate the coordinates this item is associate to, mostly used for keys.
OriginY#
- Type:
integer
See OriginX for more details.
originZ#
- Type:
integer
See OriginX for more details.
OtherHandRequire#
- Type:
Any
No description
OtherHandUse#
- Type:
Any
No description
Packaged#
- Type:
boolean
- Needs:
ItemType=base:food
Setting this to true will add readable content on the food item, which will display the nutrional information of the food item.
Padlock#
- Type:
Any
No description
PageToWrite#
- Type:
Any
No description
painReduction#
- Type:
integer
- Needs:
ItemType=base:food
See fluReduction for more details.
PartType#
- Type:
string
- Needs:
ItemType=base:weaponpart
Marks the WeaponPart as a specific type of part. For proper tooltip of your weapon part, you need to either use one of the existing parts or use a custom part type but provide a translation entry inside Tooltip.json as Tooltip_weapon_ followed by that part type value. For example, if you set PartType = customPart, you need to provide a translation entry as Tooltip_weapon_customPart with the name of your part.
Here are the available part types in the base game:
RecoilPad
Clip
Canon
Scope
Sling
Stock
There are also some indirect part types. If the item has the TorchCone parameter, that part will be valid as a torch attachment. If it has the tag base:optics, it will be valid as an optics attachment.
Technically, there are other Tooltip_weapon_ combination than the ones listed above, but they are not used as part types, but due to them sharing the same translation entry format, they can technically be used as a part type. It means these should not be used as part types, as you’d have to overwrite their translation entries which could brake the translation of the base game:
Condition
HandleCondition
HeadCondition
Sharpness
Repaired
Damage
Unusable_at_max_exertion
Ammo
AmmoCount
Range
Type
CanBeMountOn
Jammed
NoRoundChambered
SpentRoundChambered
SpentRounds
ContainsClip
NoClip
NoMaintenanceXp
PhysicsObject#
Provides another item (or itself) as a throwable object. When used, the item will be thrown instead of used as an actual in hands weapon.
PiercingBullets#
- Type:
boolean
- Needs:
ItemType=base:weapon;IsAimedFirearm=True;MaxHitcount
See MaxHitcount for more details.
PlacedSprite#
- Type:
Any
No description
PlaceMultipleSound#
- Type:
Any
No description
PlaceOneSound#
- Type:
block (block: sound)
No description
Poison#
- Type:
boolean
- Default:
False- Attributes:
Useless
- Needs:
ItemType=base:food
See PoisonPower for more details.
PoisonDetectionLevel#
- Type:
integer
See PoisonPower for more details.
PoisonPower#
- Type:
integer
PoisonPower defines the strength of the poison, where a positive value will make the food poisonous.
PoisonDetectionLevel doesn’t seem to be useful, where a positive value will make it pass all the checks anyway, so increasing that value doesn’t do anything.]
You can also mark an item to be shown as poisonous to the player by adding the ItemTag base:showpoison.
The parameters Poison and UseForPoison look unused.
PourType#
- Type:
string
Sets an identifier for the pouring type. This will set the PourType condition of AnimNode to the provided value when doing different actions:
pouring, dumping, adding liquid etc
fertilizing
curing a plant
Specific values have different effects:
Bucketwill cause the item to play the soundBase.PourLiquidOnGroundMetalwith the tagbase:hasmetalwhen pouring liquid.Potwill also playBase.PourLiquidOnGroundMetalbut without the need for the tag.Other values will play
Base.PourLiquidOnGroundwhen pouring liquid.
primaryAnimMask#
- Type:
Any
No description
Projectilecount#
- Type:
integer
- Default:
1- Needs:
ItemType=base:weapon;IsAimedFirearm=True;RangeFalloff=True
Only active when the weapon is ranged and has RangeFalloff set to true. In that mode, the ballistics controller generates multiple spread projectiles. The field is never read when RangeFalloff is false.
Inert for standard rifles. Required only for shotgun-style spread.
ProjectileSpread#
- Type:
float
- Needs:
ItemType=base:weapon
Projectile spread seems to be mostly a visual effect and doesn’t affect the actual hit chance of the weapon. The spread will be calculated following a formula close to the following:
spread = ProjectileSpread * 10 degrees +/- 2 degrees
With the spread value being the total cone angle of the projectiles.
ProjectileSpreadModifier#
- Type:
float
- Needs:
ItemType=base:weaponpart
No description
ProjectileWeightCenter#
- Type:
float
- Default:
1.0
No description
ProtectFromRainWhenEquipped#
- Type:
Any
No description
Proteins#
- Type:
float
- Needs:
ItemType=base:food
See Calories for more details.
PushBackMod#
- Type:
float
- Default:
1.0- Needs:
ItemType=base:weapon
Scales the magnitude of the hit-reaction push applied to the target character. A higher value will increase the time the target is staggered. It will also impact the spread of blood.
Higher gives a more weighty, impactful feel.
PutInSound#
- Type:
block (block: sound)
No description
RackAfterShoot#
- Type:
Any
No description
RackSound#
- Type:
Any
No description
RainFactor#
- Type:
Any
No description
Ranged#
- Type:
boolean
- Needs:
ItemType=base:weapon
See IsAimedFirearm for more details.
RangeFalloff#
- Type:
boolean
- Needs:
ItemType=base:weapon
No description
ReadType#
- Type:
Any
No description
RecoilDelay#
- Type:
Any
- Needs:
ItemType=base:weapon
RecoilDelay is a stat which is directly applied to a HandWeapon while AimingTimeModifier is applied to weapon parts. Weapon attachments will add or subtract from RecoilDelay directly.
Controls how long post-shot recovery takes before aim settling can begin. High values means the gun has a huge kick and forces a pause. Lower values is a flat, fast and snappy gun. Strength and aiming will both reduce the recoil delay. Holding the gun one-handed will negatively impact the recoil handling. The following formula is used:
effectiveDelay = RecoilDelay
* (1 - AimingLevel / 40)
* (1 - (StrengthLevel * 2 - 10) / 40)
* (one-handed penalty: * 1.3 if primary hand only, secondary empty)
Aim countdown starts when the recoil delay counter is less than effectiveDelay * AimingLevel / 30. Higher aiming also lets aim recovery start earlier in the recoil window.
RecoilDelayModifier#
- Type:
Any
- Needs:
ItemType=base:weaponpart
See RecoilDelay for more details.
ReduceInfectionPower#
- Type:
Any
No description
Reloadtime#
- Type:
Any
No description
ReloadTimeModifier#
- Type:
integer
- Needs:
ItemType=base:weaponpart
No description
RemoteController#
- Type:
Any
No description
RemoteRange#
- Type:
Any
No description
RemoveNegativeEffectOnCooked#
- Type:
boolean
- Needs:
ItemType=base:food
See IsCookable for more details.
RemoveOnBroken#
- Type:
boolean
- Default:
True
No description
RemoveUnhappinessWhenCooked#
- Type:
Any
No description
ReplaceInPrimaryHand#
- Type:
Any
No description
ReplaceInSecondHand#
- Type:
Any
No description
ReplaceOnCooked#
- Type:
array (array of string, separator: ‘;’)
- Needs:
ItemType=base:drainable,base:food
A list of items that will replace the cooked item by adding them to the player’s inventory.
ReplaceOnDeplete#
When providing a ReplaceOnDeplete, the moment the item is depleted (e.g. a drainable item has no uses left anymore), it will be replaced by the item defined in this parameter. If this is empty, the item will be deleted without any replacement. This can notably be used to replace towels with a wet towel.
ReplaceOnExtinguish on the other hand is used for light sources items to swap between the lit and unlit version of the item when it is fully drained.
ReplaceOnRotten is used for food items to swap to a different rotten version of items when they are fully rotten. This is actually not used to make an item rotten, which is natively handled by the game when providing DaysFresh and DaysTotallyRotten but instead when the item isn’t necessary bad to eat after the days rotten duration, like ice cream becoming melted for example.
ReplaceOnUse is used whenever an item is used, to replace it with another item. Used for containers containing food items to provide the container back after the food is eaten, or for dirty items getting cleaned.
ReplaceOnExtinguish#
No description
ReplaceOnRotten#
No description
ReplaceOnUse#
No description
ReplaceOnUseOn#
- Type:
array (array of string, separator: ‘-‘)
Unclear what this does exactly.
RequireInHandOrInventory#
- Type:
Any
No description
RequiresEquippedBothHands#
- Type:
boolean
No description
Researchablerecipes#
- Type:
array (array of string, separator: ‘;’)
No description
RunAnim#
- Type:
string
- Default:
Run
No description
RunSpeedModifier#
- Type:
float
- Default:
1.0
No description
ScaleWorldIcon#
- Type:
float
- Default:
1.0
No description
ScratchDefense#
- Type:
Any
No description
secondaryAnimMask#
- Type:
Any
No description
SensorRange#
- Type:
Any
No description
ShellFallSound#
- Type:
block (block: sound)
- Needs:
ItemType=base:weapon
No description
ShoutMultiplier#
- Type:
float
- Default:
1.0
No description
ShoutType#
- Type:
Any
No description
SkillTrained#
- Type:
string
SkillTrained is used to determine which skill the player will start training when reading this literature.
LvlSkillTrained indicates at what level this literature can be used to start training the skill. NumLevelsTrained marks how many level can be trained thanks to this literature.
SmokeRange#
- Type:
Any
No description
SoundGain#
- Type:
float
- Default:
1.0
No description
SoundMap#
- Type:
object (object: string->>block, kv: ‘ ‘, pairs: ‘;’)
- Attributes:
Can be duplicated
No description
SoundParameter#
- Type:
Any
No description
SoundRadius#
- Type:
Any
No description
SoundVolume#
- Type:
Any
No description
SpawnWith#
- Type:
Any
No description
Spice#
- Type:
boolean
- Needs:
ItemType=base:food,base:drainable
Marks this item as a spice, which can be used in the evolved recipes system.
SplatBloodOnNoDeath#
- Type:
Any
No description
SplatNumber#
- Type:
integer
- Default:
2
No description
SplatSize#
- Type:
float
- Default:
1.0
No description
StaticModel#
StaticModel is used to define the model of the item being held in hands. On the other hand, WorldStaticModel is used to define the model of the item being placed in the world. The two models can be different, for example an item can have a handle that is up when held in hands, but down when placed in the world.
Alternatively, StaticModelsByIndex and WorldStaticModelsByIndex can be used to define multiple models for the same item definition, which is useful for variants of the same item (e.g. a weapon with different skins). You can use IconsForTexture alongside those to define different icons for each variant. Here’s an example usage with three variants of the same item:
StaticModelsByIndex = AK47;AK47_Desert;AK47_Woodland,
WorldStaticModelsByIndex = AK47;AK47_Desert;AK47_Woodland,
IconsForTexture = AK47;AK47_Desert;AK47_Woodland,
StaticModelsByIndex#
- Type:
array (array of string, separator: ‘;’)
See StaticModel for more details.
StompPower#
- Type:
float
- Default:
1.0
No description
StopPower#
- Type:
float
- Default:
5.0- Needs:
ItemType=base:weapon
See CriticalChance for more details.
StressChange#
- Type:
Any
No description
SubCategory#
- Type:
string
No description
SurvivalGear#
- Type:
Any
No description
suspensionCompression#
- Type:
Any
No description
suspensionDamping#
- Type:
Any
No description
SwingAmountBeforeImpact#
- Type:
Any
No description
SwingAnim#
- Type:
string
- Default:
Rifle
No description
SwingSound#
- Type:
block (block: sound)
- Default:
BaseballBatSwing- Needs:
ItemType=base:weapon
No description
Swingtime#
- Type:
float
- Default:
1.0
No description
ThirstChange#
- Type:
float
No description
ticksPerEquipUse#
- Type:
integer
- Default:
30
No description
ToHitModifier#
- Type:
float
- Default:
1.0
No description
Tooltip#
- Type:
Any
No description
TorchCone#
- Type:
Any
No description
TorchDot#
- Type:
float
- Default:
0.96
No description
TransmitRange#
- Type:
Any
No description
Trap#
- Type:
boolean
- Default:
False
No description
TreeDamage#
- Type:
Any
No description
triggerExplosionTimer#
- Type:
Any
No description
TwoHandWeapon#
- Type:
boolean
- Needs:
ItemType=base:weapon
TwoHandWeapon marks the weapon as a two-handed weapon. RecoilDelay gets a x1.3 penalty when the weapon is held one-handed instead of two handed. RequiresEquippedBothHands enforces the equip restriction in the context menu.
TwoWay#
- Type:
Any
No description
Type#
- Type:
Any
Used to set the class of the item, which will influence parameters available.
UnequipSound#
- Type:
block (block: sound)
No description
UnhappyChange#
- Type:
Any
No description
UseDelta#
- Type:
float
- Default:
0.03125- Needs:
ItemType=base:drainable,base:weapon,base:radio
Used to set the number of uses) for the item where its durability has a value of 1 when full and 0 when empty. For example, a base:drainable item with a UseDelta of 0.03125 (the default value) will have 32 uses ($1/0.03125$) before it is depleted.
When used for Clothing items, the UseDelta is used to indicate the amount of durability lost for oxygen tanks for items with the ItemTags base:scba or gas mask filters for items with the ItemTags base:gasmask, base:respirator or base:improvisedgasmask.
Some food items seem to be using that parameter but it doesn’t seem to be used for those anywhere. There’s uses for it in the Java for Drainable, Weapon and Radio items, but it doesn’t seem to be limited to those.
UseEndurance#
- Type:
boolean
- Default:
True- Needs:
ItemType=base:weapon
If true, the weapon will consume stamina on use based on the weapon weight, EnduranceMod, fatigue modifiers and traits.
For guns, it is preferable to keep this as False.
UseForPoison#
- Type:
integer
- Default:
0- Needs:
ItemType=base:food
No description
UsesBattery#
- Type:
Any
No description
UseSelf#
- Type:
Any
No description
UseWhileEquipped#
- Type:
boolean
- Default:
True
No description
UseWhileUnequipped#
- Type:
Any
No description
UseWorldItem#
- Type:
Any
No description
VehiclePartModel#
- Type:
Any
No description
VehicleType#
- Type:
Any
No description
VisionModifier#
- Type:
float
- Default:
1.0
No description
VisualAid#
- Type:
Any
No description
WaterResistance#
- Type:
float
WaterResistance is used to define how much the clothing item will resist water. The higher the value, the more resistant the clothing item will be to water. A value of 1.0 means the clothing item is fully waterproof, while a value of 0.0 means it is not waterproof at all.
This is the exact same process for WindResistance but for wind instead of water.
WeaponHitArmourSound#
- Type:
Any
No description
WeaponLength#
- Type:
float
- Default:
0.4
No description
WeaponReloadType#
- Type:
string
- Default:
handgun- Needs:
ItemType=base:weapon;IsAimedFirearm=True
See AmmoType for more details.
WeaponSprite#
- Type:
Any
No description
WeaponSpritesByIndex#
- Type:
Any
No description
WeaponWeight#
- Type:
float
- Default:
1.0
No description
Weight#
- Type:
float
- Range:
Min: 0.0
- Default:
1.0
Weight sets the weight of the item, or more commonly refered to as a encumbrance. Weapon parts will impact the weight of the weapon when attached. Will also impact stamina drain when UseEndurance is true. You need to make sure to add a translation#Display_name) to the item or the weight will not work in-game.
WeightEmpty is used to set the weight of a drainable when it is empty.
WeightWet is used to set the weight of a clothing item when it is wet. The weight of the clothing item will be interpolated between Weight and WeightWet based on the wetness) of the clothing item.
WeightEmpty#
- Type:
Any
See Weight for more details.
WeightModifier#
- Type:
float
- Needs:
ItemType=base:weaponpart
No description
WeightReduction#
- Type:
integer
- Range:
Min: 0, Max: 100
- Needs:
ItemType=base:container
Percentage of the total contained weight in the bag that will be reduced. If the bag’s content weights 10 and the reduction is 65, the bag content will only weight
WeightWet#
- Type:
Any
See Weight for more details.
Wet#
- Type:
boolean
Wet marks the item as being wet. This is notably used for towels alongside the WetCooldown which indicates how long the item will stay wet before drying out.
When the item is dry, it is another item marked with the parameter ItemWhenDry.
WetCooldown#
- Type:
float
- Default:
-1.0
See Wet for more details.
wheelFriction#
- Type:
Any
No description
WindResistance#
- Type:
Any
See WaterResistance for more details.
WithDrainable#
- Type:
Any
No description
WithoutDrainable#
- Type:
Any
No description
WorldObjectSprite#
- Type:
Any
No description
WorldRender#
- Type:
Any
No description
WorldStaticModel#
See StaticModel for more details.
WorldStaticModelsByIndex#
- Type:
array (array of string, separator: ‘;’)
See StaticModel for more details.