Items (Modding)

This page we will talk about all items present in lista\_items and put a list of all available properties.

Adding new items are always put on this file for the time being.

## Documentation

File gml\_Script\_lista\_item refers all items (including loot, weapon, armor, key, etc), here is a non-exhaustive list of properties you may encounter per item type and a list of general attributes common to all items :

* item\_categoria[a]:
	+ (0 << 0): Weapon
	+ (1 << 0): Ammo
	+ (2 << 0): Medication
	+ (3 << 0): Food & Drink
	+ (4 << 0): Miscellaneous
	+ (5 << 0): Backpack
	+ (6 << 0): Armor
	+ (7 << 0): Weapon Repair
	+ (8 << 0): Armor Repair
	+ (9 << 0): Injector
	+ (10 << 0): Reputation (Unimplemented)
	+ (11 << 0): Storage Module (Single Slot)
	+ (12 << 0): Skill Book
	+ (13 << 0): Respec Book
	+ (14 << 0): Upgrade Kit (Unimplemented)
	+ (15 << 0): Module
	+ (16 << 0): Key
	+ (17 << 0): Attachment
	+ (18 << 0): Headgear

* item\_stack\_max[a]: Maximum Stack Size
* item\_value[a]: Base value in Roubles
* item\_weight[a]: Weight in kg
* item\_scrap[a]:
	+ (0 << 0): None
	+ (1 << 0): Scrap Metal
	+ (2 << 0): Scrap Food
	+ (3 << 0): Scrap Medicine
	+ (4 << 0): Scrap Ammo
	+ (5 << 0): Scrap Weapons

### Weapon

* arma\_fire\_mode[a]:
	+ (0 << 0): Full-auto
	+ (1 << 0): Semi-auto
	+ (2 << 0): Bolt-action
* arma\_caliber[a]: Caliber used (See ammo section)
* arma\_type[a]:
	+ (0 << 0): Shotgun
	+ (1 << 0): Pistol
	+ (2 << 0): SMG
	+ (3 << 0): Assault Rifle
	+ (4 << 0): Sniper Rifle
	+ (5 << 0): DMR
* arma\_quanti\_bullet[a]: 1 (Effect Unknown)
* arma\_recoil[a]: Recoil
* arma\_precisione[a]: Accuracy
* arma\_magazine[a]: Default Magazine Size
* arma\_damage[a]: Damage
* arma\_ergo[a]: Ergonomics
* arma\_rate\_of\_fire[a]: Frames between shots
* arma\_ammo[a]: Item Id for default ammo
* arma\_obj\_bullet[a]: 96 (Effect Unknown)
* arma\_bullet\_speed[a]: (No in-game difference; All are 10)
	+ bullet\_speed\_pistol
	+ bullet\_speed\_rifle
	+ bullet\_speed\_shotgun
	+ bullet\_speed\_sniper
* arma\_reload\_type[a]:
	+ (0 << 0): Multi-chambered (Shotgun)
	+ (1 << 0): Internal Magazine
	+ (2 << 0): Removable Magazine
* arma\_reload\_time[a]: Frames to reload
* arma\_scope[a]: Comes with scope?
* arma\_laser[a]: Comes with laser?
* crea\_standard\_mod (Weapon Id, Attachment Slot (See attachment section), Slot Moddable by Default (0 or 1), Default Attachment, Slot necessary to function, X offset in pixels, Y offset in pixels)

### Ammo

* ammo\_shell[a]: 0 to 9? (Effect Unknown, possibly old version of caliber)
* ammo\_caliber[a]:
	+ (0 << 0): 9x18
	+ (1 << 0): 9x19
	+ (2 << 0): 5.7x28
	+ (3 << 0): .45
	+ (4 << 0): 7.62x25
	+ (5 << 0): .357
	+ (6 << 0): 7.62x51
	+ (7 << 0): 7.62x54R
	+ (8 << 0): 5.45x39
	+ (9 << 0): 9x39
	+ (10 << 0): 7.62x39
	+ (11 << 0): 5.56x45
	+ (12 << 0): 12x70

* ammo\_damage[a]: Damage
* ammo\_acc[a]: Accuracy
* ammo\_recoil[a]: Recoil
* ammo\_pen[a]: Penetration
* ammo\_dur[a]: Durability burn per round fired
* ammo\_number[a]: Number of projectiles

### Medication

* med\_can\_move[a]: Movement allowed while using (0 or 1)
* med\_speed\_multiplier[a]: Move speed effect
* med\_duration[a]: Frames to use
* med\_hp[a]: Health
* med\_bleed[a]: Bleed
* med\_radiation[a]: Radiation
* med\_wound[a]: Wounds

### Foods & Drinks

* consumable\_energy[a]: Hunger
* consumable\_thirst[a]: Thirst
* consumable\_fatigue[a]: Energy
* consumable\_radiation[a]: Radiation

### Backpacks

* backpack\_weight[a]: Addition weight in kg
* backpack\_movement\_speed[a]: Percentage Movement Speed Boost
* backpack\_ergonomic[a]: Percentage Ergonomics Boost

### Armor

* armor\_firearm[a]: 0.00 to 1.00 (Effect Unknown)
* armor\_pierce[a]: Melee Resistance
* armor\_dur\_damage[a]: Fragility
* armor\_radiation[a]: Radiation Resistance
* armor\_anomaly[a]: Anomaly Resistance
* armor\_class[a]: Armor Class
* armor\_s\_idle[a]: Idle Sprite
* armor\_s\_run[a]: Movement Sprite
* armor\_s\_dead[a]: Corpse Sprite

### Repair Kits

		- repair\_weapon\_low\_min = 0
		- repair\_weapon\_low\_max = 60
		- repair\_weapon\_low\_gain = 35
		- repair\_armor\_low\_min = 0
		- repair\_armor\_low\_max = 60
		- repair\_armor\_low\_gain = 30
	+ Tube repair kits:
		- repair\_weapon\_high\_min = 60
		- repair\_weapon\_high\_max = 100
		- repair\_weapon\_high\_gain = 12
		- repair\_armor\_high\_min = 60
		- repair\_armor\_high\_max = 100
		- repair\_armor\_high\_gain = 15

* repair\_caliber[a][0 to N]: Caliber compatibility (See ammo section; Only for Weapon kits)
* repair\_condition\_min[a]: Minimum durability
* repair\_condition\_max[a]: Maximum durability
* repair\_condition\_gain[a]: Durability restored

### Injectors

* inj\_duration[a]: Frames of effect
* inj\_max\_hp[a]: Max health boost
* inj\_hp\_regen[a]: Health regenerated per frame
* inj\_bleed\_rec[a]: Bleed removed per frame
* inj\_bleed\_immune[a]: Bleed Immunity (0 or 1)
* inj\_stamina\_max[a]: Max stamina boost
* inj\_stamina\_regen[a]: Stamina regen per frame
* inj\_max\_weigth[a]: Max weight boost
* inj\_rad\_regen[a]: Radiation removed per frame
* inj\_rad\_def[a]: Radiation resistance boost
* inj\_hunger[a]: Hunger cost on use
* inj\_hunger\_regen[a]: Hunger regenerated per frame
* inj\_thirst[a]: Thirst cost on use
* inj\_thirst\_regen[a]: Thirst regenerated per frame

### Attachments

* mod\_type[a]:
	+ (0 << 0): Stock
	+ (1 << 0): Handguard
	+ (2 << 0): Grip
	+ (3 << 0): Barrel
	+ (4 << 0): Magazine
	+ (5 << 0): Brake
	+ (6 << 0): Laser
	+ (7 << 0): Foregrip
	+ (8 << 0): Scope
	+ (9 << 0): Suppressor
	+ (10 << 0): Torch
* mod\_position[a][0 to N]: Possible Attachment Slots
	+ (0 << 0): Stock
	+ (1 << 0): Grip
	+ (2 << 0): Handguard
	+ (3 << 0): Barrel
	+ (4 << 0): Magazine
	+ (5 << 0): Muzzle
	+ (6 << 0): Scope
	+ (7 << 0): Attachment 0
	+ (8 << 0): Attachment 1
	+ (9 << 0): Attachment 2
	+ (10 << 0): Attachment 3
* mod\_value[a]: Monetary Value? (Exact Effect Unknown)
* mod\_recoil[a]: Recoil (Negative is good)
* mod\_ergo[a]: Ergonomics (Positive is good)
* mod\_acc[a]: Accuracy (Negative is good)
* mod\_damage[a]: Damage (Positive is good)
* mod\_reload\_speed[a]: Reload Speed (Negative is good)
* mod\_weapon\_all[a]: Universal Compatibility (0 or 1)
* mod\_weapon\_id[a][0 to N]: Compatible Weapon Ids

More details for following attachments :

#### Barrel

* mod\_barrel\_length[a]: Barrel length in pixels (Calculated by sprite size but can be set manually)

#### Handguard

* mod\_handguard\_length[a]: Handguard length in pixels (Calculated by sprite size but can be set manually)
* mod\_handguard\_slot[a][0 to 3]: Handguard Attachment slot enabled (0 or 1)
* mod\_handguard\_x[a][0 to 3]: Handguard Attachment slot x offset in pixels
* mod\_handguard\_y[a][0 to 3]: Handguard Attachment slot y offset in pixels

#### Torch

* mod\_torch\_png[a]: Torch sprite
* mod\_torch\_scale[a]: Scaling
* mod\_torch\_alpha\_togliere[a]: Alpha under total darkness? (0 to 1)
* mod\_torch\_alpha\_mettere[a]: Alpha under light? (0 to 1)
* mod\_torch\_col[a]: Torch color (#RRGGBB)

#### Laser

* mod\_laser\_color[a]: Laser color (#RRGGBB)

#### Scope

* mod\_scope\_damage[a]: 0 (No known effect)
* mod\_scope\_optic[a]: Blacks out screen when ADS (0 or 1)
* mod\_scope\_image[a]: ADS sprite

### Headgear

* headset\_type[a]:
	+ (0 << 0): Lamp
	+ (1 << 0): Night Vision

More details per type :

#### Lamp

* headset\_light\_id[a]:
	+ (17 << 0): Unidirectional
	+ (18 << 0): Omnidirectional

#### Night Vision

* headset\_brightness[a]: Brightness (0 to 1)
* headset\_contrast[a]: Contrast (-1? to 0?)
* headset\_gamma[a]: Gamma (1? to ??)
* headset\_grain[a]: Grain Intensity (0 to 1)
* headset\_red[a]: Red channel filter (0 to 1)
* headset\_green[a]: Green channel filter (0 to 1)
* headset\_blue[a]: Blue channel filter (0 to 1)

### Crafting Recipes

* global.craft\_name[i]: Name of the recipe
* global.craft\_req\_skill\_id[i]: Skill id
	+ (0 << 0): Fitness
	+ (1 << 0): Jogger
	+ (2 << 0): Mule
	+ (3 << 0): Sprinter
	+ (4 << 0): Style
	+ (5 << 0): Loot Goblin
	+ (6 << 0): Stealth
	+ (7 << 0): Scout
	+ (8 << 0): Shooting
	+ (9 << 0): Operator
	+ (10 << 0): Fast Hands
	+ (11 << 0): Sniper
	+ (12 << 0): Charisma
	+ (13 << 0): Charm
	+ (14 << 0): Storage
	+ (15 << 0): Workaholic
	+ (16 << 0): Medicine
	+ (17 << 0): Field Medic
	+ (18 << 0): Pharmacist
	+ (19 << 0): Gunsmith
	+ (20 << 0): Cooking
	+ (21 << 0): Chef
	+ (22 << 0): Nutritionist
	+ (23 << 0): Modder
	+ (24 << 0): Gear Lover
* global.craft\_req\_skill\_lvl[i]: Minimum skill level required for the selected craft\_req\_skill\_id
* global.craft\_req\_module\_id[i]: Module required for the crafting recipe
	+ (0 << 0): Infirmary
	+ (1 << 0): Storage
	+ (2 << 0): Bedroom
	+ (3 << 0): Radio Station
	+ (4 << 0): Kitchen
	+ (5 << 0): Recycling
	+ (6 << 0): Gym
	+ (7 << 0): Shooting Range
	+ (8 << 0): Forge
	+ (9 << 0): Scavenger
	+ (10 << 0): Garden
	+ (11 << 0): Ammo Producer
	+ (12 << 0): Workshop
* global.craft\_req\_module\_lvl[i]: Minimum module level (up to 2)
* global.craft\_cost[i] = 0
* global.craft\_type[i]: Crafting Category
	+ (0 << 0): Medication
	+ (1 << 0): Ammunition
	+ (2 << 0): Food
	+ (3 << 0): Repair Kit
	+ (6 << 0): Modules Tier 1
	+ (7 << 0): Modules Tier 2
	+ (8 << 0): Extra
* global.craft\_req[i][X]: Xth Ingredient used for recipe
* global.craft\_req\_n[i][X]: Xth Ingredient amount needed
* global.craft\_get[i]: Item id given by completing the recipe
* global.craft\_get\_n[i]: Item amount given by completing the recipe