Items and weapons

A new item starts from one of the game's and changes what you say. A weapon can wear a model of your own.

A new item

  1. Mod ▸ Items ▸ New item…. Pick the item it starts from - a Potion for a consumable, a Knife for a weapon, a Leather Shield for a shield. Everything you do not change stays the base's.
    The Items list on the Mod side, with the inspector showing a definition
    The mod's items. The list says what each looks like; the inspector edits it.
  2. Name and caption - what the menus show. Buy / Sell for the shops.
  3. Record - the game's own fields for that kind of item: attack, hit rate, the jobs that may equip it, elements, status effects. Flags and kinds are pickers; the base's values are greyed in until you set your own; the ↺ goes back to the base's.
  4. Put it somewhere: a Chest behaviour's Item picker lists it at once; so does a timeline's give item clip and C#'s Game.Party.AddItem.
The item inspector: identity, shop, look, record fields
An item definition, top to bottom.

A weapon with its own model

On the OpenFF target a weapon or shield can be drawn from a glTF instead of the game's model - the Look card.

  1. Model it. In Blender, the hand's frame: grip at the origin, blade along +Z, guard across Y; a sword is about 7 units long. A shield: face in the XY plane, boss toward -Z, tilted about 35° toward +Y, centred near (0, 0.3, -0.4), radius about 1.6 (the game's shields' size). Export as .glb.
  2. Import it. The Look card's Pick… ▸ Import a model…, or drop the file into the project's assets\ folder.
  3. Pick it in the Look card. That is all the client needs: in battle the glTF is posed from the hand exactly where the game's model would be, faded and hidden as the game does.
  4. A clip loops an animation of the file while it is held - the Rune Blade's ring of light is a Glow clip.
The Look card on a shield: glTF, scale, rotation, offset, clip
The Look card: the file, its scale, rotation and offset, a clip, and the buttons.

Fit it to the hand

A file made in another frame does not need re-exporting: turn and move it here.

  1. On a character… in the Look card opens the model viewer with the weapon in a party member's hand, the battle motions playing.
    The model viewer with the rune blade in the hero's hand
    The blade in the idle stance. The transport under it plays the swings; scrub the frames.
  2. fit - scale, rotation about X/Y/Z, offset - move the model live. Arrow keys nudge a field; Shift for ten steps. Every change saves to the definition; reset clears it.
  3. Pick another character or hand from the two menus; untick on a character to see the model on its own. The game's own weapons (w021…) take the toggle too, to compare.

For a Steam mod

The Steam game reads only its own formats, so the glTF has to become a w### model: Write as a w### model in the Look card converts it (geometry, textures, the fit baked in) and sets the record's Model to it. Textures become 256-colour; skins and animations are not carried.

Files: defs/items/<id>.json. The reference lists every field. Monsters and formations work the same way from Mod ▸ Monsters and Formations.
Next: cutscenes.