Modding guide/Items

In this page, there is a description of each element of the sub-JSON item for the item.

Click Element Type, select Item\_Data, and click Add new elemental.

## Basic category

### Set base data

2. Move the detailed JSON item forward/backward.
3. Copy the corresponding detailed JSON item.
4. Delete the corresponding detailed JSON item.
5. This is the icon image of the item.
6. This is the ID of the item.
7. Whether the item is pre-knowledge or not.
8. The name of the item.
9. Selection by language of the item name.
10. This is the description of the item.
11. This is the selection of the item description by language.

#### Set common data

2. The weight (mass) of the item.
3. This is the price (value) of the item.
4. Set the tag of the item.
5. Set the type of storage container for the item.
6. Set the whether the item can be merged.
7. Set the number of items that appear at once when the item is created (item 6 must be checked before it can be specified.). This applies to crafting, and spawning the item in an itemgroup. This does not apply to receiving the item trough foraging or spawning trough the debug menu.
8. Set whether the item is a tool or not. Sets the tool level of the item (item 8 must be checked before it can be specified).

### Set activating data

	* Manual: Operate manually.
	* Manual\_but\_require\_charge: A charging gauge is required when operating manually.
	* When\_exhausted\_charge: It works when the charge runs out.
	* Manual\_or\_when\_exhausted\_charge: Check both manual and charging when running out.
2. Sets the operating effect of the item (can only be setted if (1) is not None).

### Carrying effect

2. Selection window for retention effects. Detailed adjustment numerical items vary depending on the type of effect.

### Set throw data

2. Set the type of throw damage for the item.
3. Set the amount of damage thrown by the item.
4. Set the throw accuracy of the item.
5. Set the maximum throw distance of the item.
6. Set the projection speed of the item.
7. Set what will happen when the projection of the item hits.
8. Set whether to use GFX when throwing the item (here in after, item 9 to 11 can be specified only when this item is checked).
9. Specify the action clip to show when throwing the item. Enter the specified action clip id to call the animation when throwing.
10. Specify the GFX to be seen when the item is hit.
11. Specify the SFX that will be heard when the item is hit.
12. Specify the SFX to be heard when throwing the item.

## Item Type: Weapon

This is a form used to create Weapon items.

### Set Action Set

2. Add the action set of the weapon item.
3. This is the action assignment of the main hand of the weapon item. Support up to six.
4. The action assignment of the sub hand of the weapon item. Support up to six.

### Set Weapon Data

2. Specifies the melee damage of the weapon item.
3. Specifies the speed of melee attack on the weapon item.
4. Specifies the melee attack range of the weapon item.
5. Specify the interaction icon of the weapon item. The left is the main, and the right is the sub.
6. Set the staggering figure of the weapon item.
7. Set the falling figure of the weapon item.
8. Set the knockback figure of the weapon item.
9. Set the equip type for the weapon item.
	* Main\_first: Equipment is provided with primary hand priority.
	* Main\_only: Equipment can only be installed in the main hand.
	* Sub\_first: Equipment is equipped with auxiliary hands first.
	* Sub\_only: Equipment can only be installed in auxiliary hands.
	* Dual\_only: Use both-handed slots for equipment.
	* Any: Slots doesn't matter.
10. Set the type of defense of the weapon item.
11. Specify the effect of the weapon item when it comes to equipment.
12. Specifies whether the weapon item is a long-range weapon. The Ranged Weapon Data at the bottom can only be specified by checking this option.
13. Specifies the weapon type of the weapon item.
14. Specifies the type of modified part of the weapon item.

### Ranged Weapon Data

2. Designate the long-range weapon item as a single-shot load.
3. Specify the type of ammunition for the long-range weapon item.
4. Specify the type of long-distance damage to the long-distance weapon item.
5. Specify the launch mechanism of the long-range weapon item.
6. Specifies the type of attack of the long-range weapon item.
7. Specifies the skill that affects the aiming speed and initial value of the corresponding long-range weapon item.
8. Specifies the long-range attack power of the long-range weapon item.
9. Specifies the attack speed of the long-range weapon item.
10. Specifies the maximum range of the long-range weapon item.
11. Specifies the initial dispersion of the long-range weapon item.
12. Specifies the precision dispersion of the long-range weapon item.
13. Specifies the recoil of the long-range weapon item.
14. Specifies the target speed of the long-range weapon item.
15. Specifies the precise aiming speed of the long-range weapon item.
16. Specifies the projectile speed of the long-range weapon item.
17. Decide whether to fire a single-shot on the long-range weapon item.
18. Decide whether to auto-fire on the long-range weapon items.
19. Decide whether to burst-fire on the long-range weapon item.
20. Determine the number of shots from single burst-fire for the long-range weapon item (item 19 must be checked to specify it).
21. Specify the noise radius of the long-range weapon item.
22. Determine whether the long-range weapon item can produce ambient noise.
23. Determine whether the long-range weapon item increases regional tension (item 24~25 can only be specified when this item is checked).
24. Determine the total amount of threatening of the long-range weapon item.
25. Determine the critical point of the threat of the long-range weapon item.
26. Determine the injury type of hitting the long-range weapon item.
27. Determine the status effect of hitting the long-range weapon item.
28. Decide whether to use the bulletbox for the long-range weapon item.

### Set Sprite

2. This is the part slot size of the weapon item.
3. Select the position of the weapon item.
4. Pass the position of the weapon item.
5. Add the sprite of the weapon item (item 8~18 can only be specified when this item is checked).
6. Remove the sprite of the weapon item.
7. Determine the default angle for the weapon item.
8. Select the sprite of the weapon item.
9. Pass the sprite of the weapon item.
10. Specify the sprite layer of the weapon item.
11. Specify the sprite of the weapon item.
12. Specifies the sprite name of the weapon item.
13. Specify the priority of the weapon item's sprite layer priority.
14. Determine whether the weapon item is synchronized with the sprite color preset.
15. Specify the sprite coordinates of the weapon item.
16. Specify the sprite angle of the weapon item.
17. Decide whether to use the sprite frame animation for the weapon item.
18. Remove the sprite of the weapon item (the function is the same as item 6).

### Set GFX data

2. Specifies the action clip name of the weapon item.
3. Specifies the GFX ID of the weapon item.
4. Specifies the GFX distance of the weapon item.
5. Specifies the GFX scale of the weapon item.
6. Specify the impact GFX effect on the weapon item.
7. Specifies the strike SFX effect of the weapon item.
8. Add GFX of the weapon item.
9. Copy the GFX of the weapon item.
10. Remove the GFX of the weapon item.
11. Specifies a new action type call name for the weapon item.
12. Add a new action type for the weapon item (item 1~10 can be specified only when this item is checked).

## Item Type: Ammunition

This is a form used to create Ammunition items.

### Ammo data 1

2. Select the damage type of the bullet item.
3. Select the firing method of the bullet item.
4. Specify the long-distance damage of the bullet item.
5. Specifies the maximum range variable for the bullet item.
6. Specifies the long-distance dispersion of the bullet item.
7. Specifies the rebound of the bullet item.
8. Specifies the projection speed of the bullet item.
9. Specify the noise radius of the bullet item.
10. Determine whether the bullet item is noisy around it.
11. Determine whether the bullet item increases regional tension (items 12 to 13 can be specified only when the item is checked).
12. Determine the total amount of threatening of the bullet item.
13. Determine the critical point of the threat of the bullet item.
14. Determine the status effect of hitting the bullet item.
15. Decide whether to use the bulletbox for the bullet item.

### Ammo data 2

2. Specify the shooting effect of the bullet item.
3. Determines whether to repeat projection GFX when shooting the bullet item.
4. Decide whether to cut the bullet item short or not.
5. Specify the launch SFX of the bullet item.
6. Specify SFX when the bullet item is hit.
7. Specify GFX when the bullet item is hit.

### Hit side effect property - Spread shot

2. Specifies the number of projectors when the additional effect of the bullet item occurs.
3. Specifies the projection angle when the additional effect of the bullet item occurs.
4. Determine whether the projection spreads randomly when the additional effect of the bullet item occurs.
5. Remove the current additional effect of the bullet item.
6. Add a new additional effect of the bullet item.

### Hit side effect property - Circular spread shot

2. Specifies the number of projectors when the additional effect of the bullet item occurs.
3. Determine whether the projection spreads randomly when the additional effect of the bullet item occurs.
4. Remove the current additional effect of the bullet item.
5. Add a new additional effect of the bullet item.

### Hit side effect property - Explosion

2. Specify the type of damage when the bullet item has an additional effect.
3. Specifies the total amount of damage in the event of an additional effect of the bullet item.
4. Specify the radius when the bullet item has an additional effect.
5. Remove the current additional effects of the bullet item.
6. Add a new additional effect of the bullet item.

## Item Type: Armor

This is a form used to create Wearable items.

### Armor data

2. Specifies the area covered by the clothing item.
3. Specifies the encumbrance of the clothing item.
4. Specify the clothing type for the clothing item.
5. Specify the encumbrance when overlapping the same type of clothing for the clothing item.
6. Determine whether the clothing item cannot be worn overlapped.
7. Specify the sprite layer priority of the clothing item.
8. Specifies damage attenuation (DT) of the clothing item that reduces the main attribute damage by a fixed value.
9. Specifies damage resistance (DR) of the clothing item that reduces the main attribute damage by that ratio.
10. Specify the effectiveness of the clothing item.

### Armor sprite data

2. Pivot guide toggle window of the clothing item.
3. Select the position of the clothing item.
4. Set the default color preset ID for the clothing item.
5. Add the sprite of the clothing item (items 6~14 can be specified only when this item is checked).
6. Select the sprite of the clothing item.
7. Pass the sprite of the clothing item.
8. Specify the sprite of the clothing item.
9. Specify the sprite layer of the clothing item.
10. Specifies the sprite name of the clothing item.
11. Specify the sprite layer priority of the clothing item.
12. Decide whether to synchronize the sprite color preset of the clothing item.
13. Specify the sprite coordinates of the clothing item.
14. Remove the sprite of the clothing item.
15. Apply the sprite current setting of the clothing item to other postures.
16. The sprite current setting of the clothing item is applied to other genders as well.

## Item Type: Equipment\_mod

This is a form used to create Mod Equipment items.

2. Specify a detailed category of the mod equipment item.
3. Specifies the number of slots occupied by the corresponding mod equipment item.
4. Specify the type of mod equipment item.
5. Update additional data entry items according to the type of mod equipment item (items to be specified vary depending on item 4).
6. Specify the effect of the mod equipment item.
7. Select the sprite position of the mod equipment item.
8. Pass the sprite position of the mod equipment item.
9. Specify the sprite of the mod equipment item.
10. Preview of the sprite of the mod equipment item.

## Item Type: Food

This is a form used to create Food items.

2. Specify the fun of using the consumable item.
3. Specify the percentage of fun that decreases when the consumable item is repeatedly used.
4. Specify an interaction icon when using the consumable item.
5. Name the interaction when using the consumable item.
6. When using the consumable item, the interaction name is selected by language.
7. Specify the time it takes to use the consumable item.
8. When using the consumable item, determine the presence of by-products (item 9 can be specified only when this item is checked).
9. When using the consumable item, specify the number and items of by-products.
10. When using the consumable item, determine whether to use the unique GFX (item 11~13 can be specified only when this item is checked).
11. Specify the action clip to show when using the consumable item. Enter the specified action clip id to call the animation when using.
12. Specify the GFX to be seen when using the consumable item.
13. Specify SFX to be heard when using the consumable item.
14. Determine whether the consumable item is liquid or not (item 15 can only be specified when this item is checked).
15. Specify the liquid item for the consumable item.
16. Specify the effectiveness of the consumable item.
	* Add\_effect: Add the effect.
	* Add\_effect\_randomly: Randomly add the effect.
	* Remove\_other\_effect: Remove the effect.
	* Apply\_mutation: Apply the mutation.
	* Add\_race\_value: Add the corresponding race value.
	* Mod\_condition: Change the corresponding condition gauge.
	* Learn\_recipe: Learn the recipe.
	* Learn\_blueprint: Learn the blueprint.
	* Learn\_train: Learn the training.
17. Add the effect of using the consumable item.
18. Add the flavor (Preferred factor) of the consumable item.

## Item Type: Component

This is a form used to create Component items.

2. Specify the liquid item of the material item.

## Item Type: Book

This is a form used to create Book items.

### Book data

2. Specify the fun after reading the book item for the first time.
3. Specify the fun after reading the book item already.
4. When using the corresponding library item, determine whether to use the unique GFX (item 4~7 can be specified only when the item is checked).
5. Specify the action clip to show when using the corresponding book item. Enter the specified action clip id to call the animation when using.
6. Specify the GFX to be seen when using the book item.
7. Specify SFX to be heard when using the corresponding library item.

### Set reading effect

2. Delete the currently read effect of the book item.
3. Specify the effect of reading the corresponding book item.
	* Learn\_recipe: Learn the recipe.
	* Learn\_blueprint: Learn the design.
	* Learn\_train: Learn the training.
4. Add the currently read effect of the book item (item 1~2 can only be specified by pressing the item).