BEGIN item ITM_*

ATOM Type = clothing | focus | utility | trinket | note | weapon | gem | potion
type has to be set properly to choose the right set of properties below

ATOM Class = common | rare | unique
unique items can exist only if no more that one item of the type materializes in the game
class also influences price in shops

FLOAT Weight = 3 - 5
FLOAT SphereTerran = 20 - 30
FLOAT SphereLunar = 15 - 25
FLOAT SphereSolar = 25 - 35
FLOAT Craft = 30 - 40

basic stats, all are specified in ranges, and the game randomly picks a value in the range when the item is created
the lines above are examples, and not limits of a parameter

ATOMS Materials = iron
material; all types are listed in strings_core.hxm

ATOM STR_Name = ITM_*
ATOMS STR_Desc = DSCITM_*

strings: links to the name string object and the description string object (which contain the actual text)

REFERENCE Interaction = INT_*
interaction on this item

ATOMS EffectMacro_0 = p f wear modulate p + STerran MAGIC
FLOAT EffectPower_0 = 5.000000

scripted custom effect on this item (may be passive or interactive)
(explained somewhere else)

ATOMS ModNames =    HealthMax Willpower ConcentrationMax
FLOATS ModFactors = 90        -10       90

item influence on the player statistics
modifier equations that modify character stats when this item is equipped
(stats are explained in "Game Mechanics - RPG standards.rtf")


; if item type is clothing
ATOM BodyPart = boots | shield | head | upper | gloves
FLOAT ACPiercing = 6 - 9
FLOAT ACBashing = 6 - 9
body slot on which this item of type "clothing" is equipped
(examples of) piercing and bashing damages are ranges, from which a value is randomly chosen


; if item type is focus
FLOAT RangeAmplifier = 10 - 40
FLOAT PowerAmplifier = 10 - 40
FLOAT FocusAmplifier = 10 - 40
(examples of) ranges, from which a value is randomly chosen


; if item type is utility
ATOM UtilityType = key | quest | offensive | defensive | building
FLOAT RechargingDuration = 150
(example)


; if item type is trinket
ATOM TrinketType = necklace | ring | bracelet | earring
ATOM Sphere = solar
ATOM Bonus = resistance | affinity | focus
FLOAT Power = 1 - 3
(example)


; if item type is note
ATOM NoteType = scroll | book



; if item type is weapon
ATOM WeaponType = sword thsword axe thaxe hammer staff hand
ATOM WeaponRange = melee
ATOM CastRange = melee | long | far
FLOAT Balance = 1.1 - 1.3
FLOAT Grip = 1.1 - 1.4
FLOAT DamagePiercing = 7 - 10
FLOAT DamageBashing = 12 - 16
(example)
the th- prefix in type refers to two-handed weapons
where ranges are used, a value is randomly chosen from the range
the CastRange parameter determines the range, in which this item, if equipped, will boost spells


; if item type is harvesting gem (which you can equip on the Sharpness of Scythe)
FLOAT Purity = 45
FLOAT Brilliance = 65
important statistics of harvesting gems
purity influences the trapped monster's heal rate, and brilliance ifluences how large a monster you can trap into this crystal


; if item type is potion (change class to cumulative)
ATOM Class = cumulative
ATOMS EffectMacro_0 = u f wear modulate i + Health MAGIC
FLOAT EffectPower_0 = 100.000000
ATOM EffectLevel = normal
INTEGER IsFull = 1
ATOM PotionSize = small | medium | large
(example)
quite self-explanatory; the Effect parameters determine the effect of the potion on the player's statistics

END



PROGRAMMING NOTES:

- bla.