item

Soft Override:

True

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"
}

Hierarchy

This block can be a child of the following blocks:

This block can have the following child blocks:

ID

This block can have an ID.

Optional:

False

Can have spaces:

False

ItemType 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.

base:container

base:drainable

base:food

base:literature

base:radio

base:weapon

base:weaponpart

Parameters

AcceptItemFunction
Type:

callback

No description provided.

AcceptMediaType
Type:

integer

Default:

-1

No description provided.

ActivatedItem
Type:

Unknown

No description provided.

AimingMod
Type:

Unknown

No description provided.

AimingPerkCritModifier
Type:

integer

See parameter CriticalChance.

AimingPerkHitChanceModifier
Type:

float

See parameter HitChance.

AimingPerkMinAngleModifier
Type:

float

See parameter MinAngle.

AimingPerkRangeModifier
Type:

float

See parameter MaxRange.

Aimingtime
Type:

integer

Aimingtime is a stat which is directly applied to a HandWeapon while AimingTimeModifier is applied to weapon parts. The attachments directly add 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)

See also:

AimingTimeModifier
Type:

integer

See parameter AimingTime.

See also:

AimReleaseSound
Type:

Unknown

No description provided.

AlarmSound
Type:

Unknown

No description provided.

Alcoholic
Type:

Unknown

No description provided.

AlcoholPower
Type:

Unknown

No description provided.

AlwaysKnockdown
Type:

Unknown

No description provided.

AlwaysWelcomeGift
Type:

boolean

Is useless:

True

No description provided.

AmmoBox
Type:

block (block: item, with module)

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.

See also:

AmmoType
Type:

string

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.

Here is a list of some of the ammo types available in the vanilla game:

  • base:bullets_3030

  • base:bullets_308

  • base:bullets_357

  • base:bullets_38

  • base:bullets_44

  • base:bullets_45

  • base:bullets_556

  • base:bullets_9mm

  • base:cap_gun_cap

  • base:shotgun_shells

See also:

AngleFalloff
Type:

Unknown

No description provided.

AnimalFeedType
Type:

Unknown

No description provided.

AttachmentReplacement
Type:

Unknown

No description provided.

AttachmentsProvided
Type:

Unknown

No description provided.

AttachmentType
Type:

Unknown

No description provided.

BadCold
Type:

boolean

BadInMicrowave
Type:

boolean

No description provided.

BandagePower
Type:

Unknown

No description provided.

BaseSpeed
Type:

float

Default:

1.0

No description provided.

BaseVolumeRange
Type:

Unknown

No description provided.

BiteDefense
Type:

Unknown

No description provided.

BloodLocation
Type:

array (array of string, separator: ‘;’)

Allowed values:

Apron | Bag | Foot_L | Foot_R | ForeArm_L | ForeArm_R | FullHelmet | Groin | Hand_L | Hand_R | Hands | Head | Jacket | JumperNoSleeves | Jumper | LongJacket | LowerArms | LowerBody | LowerLeg_L | LowerLeg_R | LowerLegs | Neck | ShirtLongSleeves | ShirtNoSleeves | Shirt | Shoes | ShortsShort | Trousers | UpperArm_L | UpperArm_R | UpperArms | UpperBody | UpperLeg_L | UpperLeg_R | UpperLegs

No description provided.

BodyLocation
Type:

Unknown

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

When negative, the item being consumed will reduce the player’s boredom, with 100 the maximum amount of boredom of a player.

See also:

brakeForce
Type:

Unknown

No description provided.

BreakSound
Type:

block (block: sound)

No description provided.

BringToBearSound
Type:

block (block: sound)

No description provided.

BulletDefense
Type:

Unknown

No description provided.

BulletHitArmourSound
Type:

Unknown

No description provided.

Calories
Type:

float

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

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:

Unknown

No description provided.

CanBarricade
Type:

Unknown

No description provided.

CanBeEquipped
Type:

Unknown

Needs to reference a valid BodyLocation value which will serve as the equipment location.

CanBePlaced
Type:

Unknown

No description provided.

CanBeRemote
Type:

Unknown

No description provided.

CanBeReused
Type:

Unknown

No description provided.

CanBeWrite
Type:

Unknown

No description provided.

CanDetach
Type:

callback

See parameter CanAttach.

CanHaveHoles
Type:

boolean

Default:

True

Used to define whenever this item can get holes in it.

CannedFood
Type:

boolean

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:

Unknown

No description provided.

CanStoreWater
Type:

Unknown

No description provided.

CantAttackWithLowestEndurance
Type:

Unknown

No description provided.

cantBeConsolided
Type:

boolean

See parameter ConsolidateOption.

CantBeFrozen
Type:

Unknown

No description provided.

CantEat
Type:

Unknown

No description provided.

Capacity
Type:

integer

Default:

-1

Maximum:

50

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

See parameter Calories.

Categories
Type:

Unknown

No description provided.

ChanceToFall
Type:

Unknown

No description provided.

ChanceToSpawnDamaged
Type:

Unknown

No description provided.

ClickSound
Type:

block (block: sound)

Default:

Stormy9mmClick

No description provided.

ClipSize
Type:

integer

Is useless:

True

No description provided.

ClipSizeModifier
Type:

integer

Is useless:

True

No description provided.

CloseKillMove
Type:

Unknown

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 provided.

ClothingExtraSubmenu
Type:

Unknown

See parameter ClothingItem.

ClothingItem
Type:

Unknown

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:

Unknown

See parameter ClothingItem.

ClothingItemExtraOption
Type:

Unknown

See parameter ClothingItem.

ColorBlue
Type:

integer

Default:

255

No description provided.

ColorGreen
Type:

integer

Default:

255

No description provided.

ColorRed
Type:

integer

Default:

255

No description provided.

CombatSpeedModifier
Type:

float

Default:

1.0

No description provided.

ConditionAffectsCapacity
Type:

Unknown

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:

Unknown

No description provided.

ConditionLowerStandard
Type:

Unknown

No description provided.

ConditionMax
Type:

integer

Default:

10

See parameter ConditionLowerChanceOneIn.

ConsolidateOption
Type:

Unknown

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:

Unknown

No description provided.

Cosmetic
Type:

Unknown

No description provided.

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

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 CriticalChance value.

CriticalChance += AimingPerkCritModifier * Aiming level

Sight bonus / penalty

Weapon parameter

In the formula, sightWindowBonus refers to the bonus from MinSightRange and MaxSightRange. sightlessBonus on the other hand is a simpler parameter which uses a distance falloff when there is not active sight. The best path is used for the better result. The aim delay penalty depends on Aimingtime

CriticalChance += max(sightlessBonus - sightlessAimDelayPenalty, sightWindowBonus - sightWindowAimDelayPenalty)

Moodles penalty

Player condition

Being panicked, stressed, tired, drunk or lacking endurance will all negatively impact the CriticalChance.

CriticalChance -= moodlesPenalty

Weather penalty

Environment

Wind, rain, fog, low-light will all negatively impact the CriticalChance.

CriticalChance -= weatherPenalty

Movement penalty

Player condition

The shooter speed and the distance will negatively impact the CriticalChance.

CriticalChance -= movementPenalty

Marksman trait

Player condition

This condition can never be reached as the Marksman trait no longer exists.

CriticalChance += 10

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.

See also:

CustomContextMenu
Type:

translation

No description provided.

CustomEatSound
Type:

block (block: sound)

Can be empty:

True

Custom sound to play when eating or drinking this item. Set to an empty string to disable any sound from playing.

CyclicRateMultiplier
Type:

float

Default:

1.0

Minimum:

0.0

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:

Unknown

No description provided.

DamageMakeHole
Type:

Unknown

No description provided.

DamageModifier
Type:

float

See parameter MaxDamage.

DangerousUncooked
Type:

boolean

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

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

See parameter DaysFresh.

DigitalPadlock
Type:

boolean

Looks unused by the game.

DigType
Type:

Unknown

No description provided.

DisappearOnUse
Type:

boolean

Default:

True

No description provided.

DiscomfortModifier
Type:

Unknown

No description provided.

DisplayCategory
Type:

translation

Used to define the category being displayed in the inventory menu. The value needs to be a key which is used to refer to the translation in the IG_UI translation file. The translation key will be IGUI_ItemCat_{value} where {value} is the value of this parameter.

For example, if you want to display the category as “Weapons”, the translation key will be IGUI_ItemCat_Weapons.

DisplayName
Type:

Unknown

Deprecated:

{‘description’: ‘Naming an item should be done with a translation entry. See the [wiki](https://pzwiki.net/wiki/DisplayName) page for more information.’, ‘version’: ‘42.13.0’}

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.

DoorDamage
Type:

integer

Default:

1

Minimum:

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 provided.

DoubleClickRecipe
Type:

block (block: craftRecipe, with module)

No description provided.

DropSound
Type:

block (block: sound)

No description provided.

Eattime
Type:

Unknown

No description provided.

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:

  • Pot and PotForged are 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.

  • popcan forces drinking timed action) maxTime to a flat 160.

  • Candrink will 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.

  • Plate can also use a fork or spoon.

  • 2handbowl will use only spoons in the player inventory.

There also exists more generic ones:

  • 2hand

  • plate (different than Plate)

  • EatSmall

  • EatBox

You can use any custom value which will be passed to the FoodType condition.

EjectAmmoSound
Type:

block (block: sound)

No description provided.

EjectAmmoStartSound
Type:

block (block: sound)

No description provided.

EjectAmmoStopSound
Type:

block (block: sound)

No description provided.

enduranceChange
Type:

float

No description provided.

EnduranceMod
Type:

float

Default:

1.0

See parameter UseEndurance.

engineLoudness
Type:

Unknown

No description provided.

EquippedNoSprint
Type:

Unknown

No description provided.

EquipSound
Type:

block (block: sound)

No description provided.

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:

Unknown

See parameter EvolvedRecipe.

ExplosionDuration
Type:

integer

See parameter ExplosionRange.

ExplosionPower
Type:

integer

See parameter ExplosionRange.

ExplosionRange
Type:

integer

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 parameter ExplosionRange.

ExplosionTimer
Type:

Unknown

No description provided.

extraDamage
Type:

float

See parameter ExplosionRange.

FabricType
Type:

Unknown

No description provided.

fatigueChange
Type:

Unknown

No description provided.

FillFromDispenserSound
Type:

Unknown

No description provided.

FillFromLakeSound
Type:

Unknown

No description provided.

FillFromTapSound
Type:

Unknown

No description provided.

FillFromToiletSound
Type:

Unknown

No description provided.

FireFuelRatio
Type:

Unknown

Is useless:

True

No description provided.

FireMode
Type:

string

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:

  • Single

  • Auto

Other values are not supported by the game and will be considered as Single.

FireModePossibilities
Type:

array (array of string, separator: ‘/’)

See parameter FireMode.

FireRange
Type:

Unknown

See parameter ExplosionRange.

FireStartingChance
Type:

integer

See parameter ExplosionRange.

FireStartingEnergy
Type:

integer

No description provided.

FishingLure
Type:

Unknown

No description provided.

fluReduction
Type:

integer

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:

Unknown

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:

Unknown

No description provided.

HaveChamber
Type:

boolean

Default:

True

Whether the weapon has a chamber that can hold a round in addition to its magazine.

HeadCondition
Type:

Unknown

No description provided.

HeadConditionLowerChanceMultiplier
Type:

float

Default:

1.0

No description provided.

HeadConditionMax
Type:

Unknown

No description provided.

HearingModifier
Type:

float

Default:

1.0

No description provided.

HerbalistType
Type:

Unknown

No description provided.

Hidden
Type:

Unknown

No description provided.

HitAngleMod
Type:

Unknown

No description provided.

HitChance
Type:

integer

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.

HitChance += AimingPerkHitChanceModifier * Aiming level

Sight bonus / penalty

Weapon parameter

In the formula, sightWindowBonus refers to the bonus from MinSightRange and MaxSightRange. sightlessBonus on the other hand is a simpler parameter which uses a distance falloff when there is not active sight. The best path is used for the better result.

HitChance += max(sightlessBonus - sightlessAimDelayPenalty, sightWindowBonus - sightWindowAimDelayPenalty)

Moodles penalty

Player condition

Being panicked, stressed, tired, drunk or lacking endurance will all negatively impact the HitChance.

HitChance -= moodlesPenalty

Weather penalty

Environment

Wind, rain, fog, low-light will all negatively impact the HitChance.

HitChance -= weatherPenalty

Movement penalty

Player condition

The shooter speed and the distance will negatively impact the HitChance.

HitChance -= movementPenalty

Arm pain penalty

Player condition

The character’s level of pain will impact its aiming.

HitChance -= armPainPenalty

Headgear vision penalty

Player condition

Headgear will impact aiming, if the relevant sandbox option is enabled.

HitChance -= headgearVisionPenalty

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

See parameter HitChance.

HitFloorSound
Type:

block (block: sound)

Default:

BatOnFloor

No description provided.

HitSound
Type:

block (block: sound)

Default:

BaseballBatHit

No description provided.

HungerChange
Type:

float

When negative, the item being consumed will reduce the player’s hunger, with 100 the maximum amount of hunger of a player.

See also:

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 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.

Icons can be specified for rotten, cooked and burned food (ItemType = base:food,) by adding the following suffix to the icon files:

  • Rotten or Spoiled for food that has rotten, meaning has passed the DaysTotallyRotten value.

  • Cooked for food that has been cooked, meaning has passed the MinutesToCook value.

  • Overdone or Burnt for 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:

Unknown

No description provided.

IconFluidMask
Type:

Unknown

No description provided.

IconsForTexture
Type:

array (array of string, separator: ‘;’)

See parameter Icon.

See also:

IdleAnim
Type:

string

Default:

Idle

No description provided.

ImpactSound
Type:

block (block: sound)

Default:

BaseballBatHit

No description provided.

InsertAllBulletsReload
Type:

Unknown

No description provided.

InsertAmmoSound
Type:

block (block: sound)

No description provided.

InsertAmmoStartSound
Type:

block (block: sound)

No description provided.

InsertAmmoStopSound
Type:

block (block: sound)

No description provided.

Insulation
Type:

Unknown

No description provided.

InverseCoughProbability
Type:

Unknown

No description provided.

InverseCoughProbabilitySmoker
Type:

Unknown

No description provided.

IsAimedFirearm
Type:

boolean

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

No description provided.

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 provided.

IsHighTier
Type:

Unknown

No description provided.

IsPortable
Type:

Unknown

No description provided.

IsTelevision
Type:

Unknown

No description provided.

IsWaterSource
Type:

Unknown

No description provided.

ItemAfterCleaning
Type:

Unknown

No description provided.

ItemType
Type:

string

Required:

True

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

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.

ItemWhenDry
Type:

block (block: item, with module)

See parameter Wet.

JamGunChance
Type:

float

Default:

1.0

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:

Unknown

No description provided.

KnockBackOnNoDeath
Type:

boolean

Default:

True

No description provided.

KnockdownMod
Type:

float

Deprecated:

{‘description’: ‘This parameter is not used by the base game.’}

Default:

1.0

No description provided.

LearnedRecipes
Type:

array (array of block, separator: ‘;’)

List of craftRecipe this item will teach the player when read.

LightDistance
Type:

integer

See parameter LightStrength.

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

See parameter Calories.

LowLightBonus
Type:

float

Is useless:

True

No description provided.

LvlSkillTrained
Type:

integer

Default:

-1

See parameter SkillTrained.

magazine_subject
Type:

array (array of string, separator: ‘;’)

You can find a list of subjects in the MagazineSubject.

MagazineType
Type:

block (block: item, with module)

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.

See also:

MakeUpType
Type:

Unknown

No description provided.

ManuallyRemoveSpentRounds
Type:

Unknown

No description provided.

Map
Type:

Unknown

No description provided.

MaxAmmo
Type:

integer

See parameter MagazineType.

See also:

MaxCapacity
Type:

integer

Default:

-1

No description provided.

MaxChannel
Type:

integer

Default:

108000

No description provided.

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

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:

Unknown

No description provided.

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

See parameter MaxRange.

MaxSightRange
Type:

float

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:

Unknown

No description provided.

MediaCategory
Type:

Unknown

No description provided.

Medical
Type:

Unknown

No description provided.

MetalValue
Type:

Unknown

No description provided.

MicRange
Type:

Unknown

No description provided.

MinAngle
Type:

float

Default:

1.0

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 provided.

MinDamage
Type:

float

See parameter MaxDamage.

MinimumSwingtime
Type:

Unknown

No description provided.

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

See parameter MaxSightRange.

MinutesToBurn
Type:

float

Default:

120.0

See parameter IsCookable.

MinutesToCook
Type:

float

Default:

60.0

See parameter IsCookable.

ModelWeaponPart
Type:

array (array of string, separator: ‘ ‘)

No description provided.

MountOn
Type:

array (array of string, separator: ‘;’)

No description provided.

MultipleHitConditionAffected
Type:

boolean

Deprecated:

{‘description’: ‘This parameter is not used by the base game.’}

No description provided.

MuzzleFlashModelKey
Type:

block (block: model)

No description provided.

NeckProtectionModifier
Type:

float

Default:

1.0

No description provided.

needtobeclosedoncereload
Type:

Unknown

No description provided.

NoiseDuration
Type:

Unknown

No description provided.

NoiseRange
Type:

Unknown

No description provided.

NoTransmit
Type:

Unknown

No description provided.

NPCSoundBoost
Type:

float

Default:

1.0

No description provided.

NumberOfPages
Type:

integer

Default:

-1

See parameter SkillTrained.

NumLevelsTrained
Type:

integer

Default:

1

See parameter SkillTrained.

OnAttach
Type:

callback

See parameter CanAttach.

OnBreak
Type:

callback

Triggered when the item condition drops below 0.

OnCooked
Type:

callback

No description provided.

OnCreate
Type:

callback

Triggered when the item is instantiated.

OnDetach
Type:

callback

See parameter CanAttach.

OnEat
Type:

Unknown

No description provided.

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:

Unknown

No description provided.

OpenSound
Type:

block (block: sound)

No description provided.

OriginX
Type:

integer

Seems to indicate the coordinates this item is associate to, mostly used for keys.

OriginY
Type:

integer

See parameter OriginX.

originZ
Type:

integer

See parameter OriginX.

OtherHandRequire
Type:

Unknown

No description provided.

OtherHandUse
Type:

Unknown

No description provided.

Packaged
Type:

boolean

Setting this to true will add readable content on the food item, which will display the nutrional information of the food item.

Padlock
Type:

Unknown

No description provided.

PageToWrite
Type:

Unknown

No description provided.

painReduction
Type:

integer

See parameter fluReduction.

PartType
Type:

string

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
Type:

block (block: item, with module)

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

See parameter MaxHitcount.

PlacedSprite
Type:

Unknown

No description provided.

PlaceMultipleSound
Type:

Unknown

No description provided.

PlaceOneSound
Type:

block (block: sound)

No description provided.

Poison
Type:

boolean

Is useless:

True

Default:

False

See parameter PoisonPower.

PoisonDetectionLevel
Type:

integer

See parameter PoisonPower.

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:

  • Bucket will cause the item to play the sound Base.PourLiquidOnGroundMetal with the tag base:hasmetal when pouring liquid.

  • Pot will also play Base.PourLiquidOnGroundMetal but without the need for the tag.

  • Other values will play Base.PourLiquidOnGround when pouring liquid.

primaryAnimMask
Type:

Unknown

No description provided.

Projectilecount
Type:

integer

Default:

1

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

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

No description provided.

ProjectileWeightCenter
Type:

float

Default:

1.0

No description provided.

ProtectFromRainWhenEquipped
Type:

Unknown

No description provided.

Proteins
Type:

float

See parameter Calories.

PushBackMod
Type:

float

Default:

1.0

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 provided.

RackAfterShoot
Type:

Unknown

No description provided.

RackSound
Type:

Unknown

No description provided.

RainFactor
Type:

Unknown

No description provided.

Ranged
Type:

boolean

See parameter IsAimedFirearm.

RangeFalloff
Type:

boolean

No description provided.

ReadType
Type:

Unknown

No description provided.

RecoilDelay
Type:

Unknown

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.

See also:

RecoilDelayModifier
Type:

Unknown

See parameter RecoilDelay.

See also:

ReduceInfectionPower
Type:

Unknown

No description provided.

Reloadtime
Type:

Unknown

No description provided.

ReloadTimeModifier
Type:

integer

No description provided.

RemoteController
Type:

Unknown

No description provided.

RemoteRange
Type:

Unknown

No description provided.

RemoveNegativeEffectOnCooked
Type:

boolean

See parameter IsCookable.

RemoveOnBroken
Type:

boolean

Default:

True

No description provided.

RemoveUnhappinessWhenCooked
Type:

Unknown

No description provided.

ReplaceInPrimaryHand
Type:

Unknown

No description provided.

ReplaceInSecondHand
Type:

Unknown

No description provided.

ReplaceOnCooked
Type:

array (array of string, separator: ‘;’)

A list of items that will replace the cooked item by adding them to the player’s inventory.

ReplaceOnDeplete
Type:

block (block: item, with module)

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
Type:

block (block: item, with module)

No description provided.

ReplaceOnRotten
Type:

block (block: item, with module)

No description provided.

ReplaceOnUse
Type:

block (block: item, with module)

No description provided.

ReplaceOnUseOn
Type:

array (array of string, separator: ‘-‘)

Unclear what this does exactly.

RequireInHandOrInventory
Type:

Unknown

No description provided.

RequiresEquippedBothHands
Type:

boolean

No description provided.

Researchablerecipes
Type:

array (array of block, separator: ‘;’)

No description provided.

RunAnim
Type:

string

Default:

Run

No description provided.

RunSpeedModifier
Type:

float

Default:

1.0

No description provided.

ScaleWorldIcon
Type:

float

Default:

1.0

No description provided.

ScratchDefense
Type:

Unknown

No description provided.

secondaryAnimMask
Type:

Unknown

No description provided.

SensorRange
Type:

Unknown

No description provided.

Sharpness
Type:

Unknown

No description provided.

ShellFallSound
Type:

block (block: sound)

No description provided.

ShoutMultiplier
Type:

float

Default:

1.0

No description provided.

ShoutType
Type:

Unknown

No description provided.

SkillTrained
Type:

string

Default:

(empty)

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:

Unknown

No description provided.

SoundGain
Type:

float

Default:

1.0

No description provided.

SoundMap
Type:

object (object: string->>block, kv: ‘ ‘, pairs: ‘;’)

No description provided.

SoundParameter
Type:

Unknown

No description provided.

SoundRadius
Type:

Unknown

No description provided.

SoundVolume
Type:

Unknown

No description provided.

SpawnWith
Type:

Unknown

No description provided.

Spice
Type:

boolean

Marks this item as a spice, which can be used in the evolved recipes system.

SplatBloodOnNoDeath
Type:

Unknown

No description provided.

SplatNumber
Type:

integer

Default:

2

No description provided.

SplatSize
Type:

float

Default:

1.0

No description provided.

StaticModel
Type:

block (block: model, with module)

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 a bucket can have a handle that is up when held in hands, but down when placed in the world.

See also:

StaticModelsByIndex
Type:

array (array of string, separator: ‘;’)

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,

See also:

StompPower
Type:

float

Default:

1.0

No description provided.

StopPower
Type:

float

Default:

5.0

See parameter CriticalChance.

StressChange
Type:

float

When positive, the item being consumed will decrease the player’s stress, with 100 the maximum amount of stress of a player.

See also:

SubCategory
Type:

string

Default:

(empty)

No description provided.

SurvivalGear
Type:

Unknown

No description provided.

suspensionCompression
Type:

Unknown

No description provided.

suspensionDamping
Type:

Unknown

No description provided.

SwingAmountBeforeImpact
Type:

Unknown

No description provided.

SwingAnim
Type:

string

Default:

Rifle

No description provided.

SwingSound
Type:

block (block: sound)

Default:

BaseballBatSwing

No description provided.

Swingtime
Type:

float

Default:

1.0

No description provided.

Tags
Type:

array (array of string, separator: ‘;’)

A list of tags to assign to the item. Tags are used by the game to easily identify properties of the items from the Lua or Java. This can notably be used in craftRecipes.

For example:

Tags = base:egg;base:hasmetal,

You can find a list of all tags on the PZ API Doc. The pzwiki also provides a list of every items (per full type) associated to tags here.

To create a custom tag, you have to first create its definition in your mod’s registries. In the registries.lua file, define the following by renaming the various elements to fit your mod name, id etc:

YourModRegistry = {}
YourModRegistry.YOUR_TAG_NAME = ItemTag.register("yourmodid:yourtagname")

You can then use that tag yourmodid:yourtagname in your item definition. And you can use the stored ItemTag reference YourModRegistry.YOUR_TAG_NAME in your Lua code.

ThirstChange
Type:

float

When positive, the item being consumed will decrease the player’s thirst, with 100 the maximum amount of thirst of a player.

See also:

ticksPerEquipUse
Type:

integer

Default:

30

No description provided.

ToHitModifier
Type:

float

Deprecated:

{‘description’: ‘This parameter is not used by the base game.’}

Default:

1.0

No description provided.

Tooltip
Type:

translation

Defines the tooltip of the item. The value needs to be a translation key preferably in the Tooltip.json translation file. If the translation key doesn’t exist, the value will be used as the tooltip instead.

TorchCone
Type:

Unknown

No description provided.

TorchDot
Type:

float

Default:

0.96

No description provided.

TransmitRange
Type:

Unknown

No description provided.

Trap
Type:

boolean

Default:

False

No description provided.

TreeDamage
Type:

Unknown

No description provided.

triggerExplosionTimer
Type:

Unknown

No description provided.

TwoHandWeapon
Type:

boolean

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:

Unknown

No description provided.

Type
Type:

Unknown

Deprecated:

{‘replacedBy’: ‘ItemType’, ‘version’: ‘42.13.0’}

Used to set the class of the item, which will influence parameters available.

UnequipSound
Type:

block (block: sound)

No description provided.

UnhappyChange
Type:

float

When positive, the item being consumed will decrease the player’s unhappiness, with 100 the maximum amount of unhappiness of a player.

See also:

UseDelta
Type:

float

Default:

0.03125

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.

Additionally, a modder can determine how long a battery will last (as In-Game Hours) for a battery-powered device by using the following formula: # of Hours = 1 / (useDelta * 6)

When used for Clothing items, the UseDelta is used to indicate the amount of durability lost for oxygen tanks for items with the ItemTag base:scba or gas mask filters for items with the ItemTags base:gasmask, base:respirator or base:improvisedgasmask.

Some vanilla food items are 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

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

No description provided.

UsesBattery
Type:

Unknown

No description provided.

UseSelf
Type:

Unknown

No description provided.

UseWhileEquipped
Type:

boolean

Default:

True

No description provided.

UseWhileUnequipped
Type:

Unknown

No description provided.

UseWorldItem
Type:

Unknown

No description provided.

VehiclePartModel
Type:

Unknown

No description provided.

VehicleType
Type:

Unknown

No description provided.

VisionModifier
Type:

float

Default:

1.0

No description provided.

VisualAid
Type:

boolean

Default:

False

Sets an item as a visual aid, such as glasses where short sighted characters will see blurry without them.

While this parameter can be set for any items, pratically only worn items (clothing) will have an effect.

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:

Unknown

No description provided.

WeaponLength
Type:

float

Default:

0.4

No description provided.

WeaponReloadType
Type:

string

Default:

handgun

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:

  • handgun

  • shotgun

  • boltactionnomag

  • boltaction

  • revolver

  • doublebarrelshotgun

  • doublebarrelshotgunsawn

A custom WeaponReloadType cannot be defined due to them being hardcoded in the game’s Java via an enum. You can read more about it here.

See also:

WeaponSprite
Type:

block (block: model, with module)

Defines the model of the weapon. If StaticModel is not provided, the static model will be WeaponSprite. You can also define variants of a weapon model by using StaticModelsByIndex.

See also:

WeaponSpritesByIndex
Type:

Unknown

No description provided.

WeaponWeight
Type:

float

Default:

1.0

No description provided.

Weight
Type:

float

Default:

1.0

Minimum:

0.0

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:

Unknown

See parameter Weight.

WeightModifier
Type:

float

No description provided.

WeightReduction
Type:

integer

Minimum:

0

Maximum:

100

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:

Unknown

See parameter Weight.

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 parameter Wet.

wheelFriction
Type:

Unknown

No description provided.

WindResistance
Type:

Unknown

See parameter WaterResistance.

WithDrainable
Type:

Unknown

No description provided.

WithoutDrainable
Type:

Unknown

No description provided.

WorldObjectSprite
Type:

Unknown

No description provided.

WorldRender
Type:

Unknown

No description provided.

WorldStaticModel
Type:

block (block: model, with module)

See parameter StaticModel.

WorldStaticModelsByIndex
Type:

array (array of string, separator: ‘;’)

See parameter StaticModelsByIndex.