Editing Modding:Coding An Item
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<attribute id="MapKey" type="FixedString" value="0000000000000000000000000002" /> '''This links up to the armor.txt to form the armor.''' | <attribute id="MapKey" type="FixedString" value="0000000000000000000000000002" /> '''This links up to the armor.txt to form the armor.''' | ||
<attribute id="Name" type="LSString" value="MY_COOL_NEW_CIRCLET" /> '''This links up to the armor.txt to form the armor.''' | <attribute id="Name" type="LSString" value="MY_COOL_NEW_CIRCLET" /> '''This links up to the armor.txt to form the armor.''' | ||
<attribute id="ParentTemplateId" type="FixedString" value="4d2e0931-3a01-4759-834b-8ae36749daab" /> '''This tells the game roughly what kind of item it is, such as in this case a helm. You should use the right kind for your item to avoid inherited problems. For example a shield will not know it is a shield without this ParentTemplate | <attribute id="ParentTemplateId" type="FixedString" value="4d2e0931-3a01-4759-834b-8ae36749daab" /> '''This tells the game roughly what kind of item it is, such as in this case a helm. You should use the right kind for your item to avoid inherited problems. For example a shield will not know it is a shield without this ParentTemplate.''' | ||
<attribute id="PhysicsTemplate" type="FixedString" value="327039da-0827-811f-24e8-fc57e86c7ba2" /> '''I believe similar to the above, this needs to be roughly the same type as the armour you are adding.''' | <attribute id="PhysicsTemplate" type="FixedString" value="327039da-0827-811f-24e8-fc57e86c7ba2" /> '''I believe similar to the above, this needs to be roughly the same type as the armour you are adding.''' | ||
<attribute id="Type" type="FixedString" value="item" /> | <attribute id="Type" type="FixedString" value="item" /> | ||
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If you plan to put a lot of items in your mod, it is recommended to create a bag item containing them and put that in the Tutorial Chest, to avoid clutter. | If you plan to put a lot of items in your mod, it is recommended to create a bag item containing them and put that in the Tutorial Chest, to avoid clutter. | ||
If something goes wrong, it is recommended to overwrite a custom mesh from someone else's | If something goes wrong, it is recommended to overwrite a custom mesh from someone else's mod, or add it to the back of an existing mod. When you know the fault is not with your mesh, you check your materials, and so you can fix things one step at a time. | ||
[[Category:Modding guides]] | [[Category:Modding guides]] | ||
[[Category:Armor modding]] | [[Category:Armor modding]]{{Modding navbox}} | ||