7 Days to Die Wiki
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*property name="DegradationBreaksAfter" value="false"
 
*property name="DegradationBreaksAfter" value="false"
 
If the item breaks after reaching 0 durability.
 
If the item breaks after reaching 0 durability.
  +
  +
=== Tools, Weapons ===
  +
*property name="Candrop" value="false"
  +
A property for "hand"-items. You can not throw these away.
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*property class="Action0"
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Means a left mouse click. "Action1" is a right mouse click.
  +
*property name="Auto_fire" value="true"
  +
If you can hold down the mouse to fire or not.<br /><br />
  +
These following lines define what exatly is done if you click the button (see Action0/Action1 above).
  +
*property name="Class" value="Melee"
  +
:Melee is an attack at meleerange.
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*property name="Class" value="Ranged"
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*property name="Class" value="Launcher"
  +
:Ranged and Launcher are both ranged attacks with ranged hitting the target instantly and launcher launching a projectile.
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:*property name="Magazine_size" value="NUMBER"
  +
:Magazine size.
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:*property name="Magazine_items" value="ITEMNAME"
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:Items to use as ammonition.
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:*property name="Reload_time" value="NUMBER"
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:Time in seconds needed to reload the weapon.
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:*property name="Bullet_icon" value="ICONNAME"
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:Bullet icon in the ui. But apparently it is not the real used icon, for example the bow uses the value "uzi" for this property.
  +
:*property name="Rays_per_shot" value="NUMBER"
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:How many rays are shot; to simulate for example a shotgun shot.
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:*property name="Rays_spread" value="NUMBER"
  +
:How widespread the rays are.
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*property name="Class" value="MakeFertile"
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:MakeFertile is currently only used by the hoe.
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:*property name="Fertileblock" value="fertileFarmland"
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:Only for the hoe, it makes the target dirt block a fertile block.
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:*property name="Adjacentblock" value="dirt"
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:Again, only for the hoe. Makes any adjacent block to the target block a dirt block.
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*property name="Class" value="Repair"
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:Repair repairs and upgrades the block under your crosshair.
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:*property name="Repair_amount" value="NUMBER"
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:If the class is "Repair", then here is defined how much the targeted block gets repaired with each tick.
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:*property name="Allowed_upgrade_items" value="MATERIAL"
  +
:If the class is "Repair", here is defined which material can be used to upgrade the block under your crosshair. If a material is need which is not allowed (see below),<br />you can not upgrade the block with your currently held item. The possible materials are (unless you define another block:
  +
::woodPlank, scrapIron, forgedIron, ingotSteel, concreteMix, cobblestones
  +
:*property name="Restricted_upgrade_items" value="MATERIAL"
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:Restricts the item from using these materials as upgrade items.
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*property name="Class" value="PlaceAsBlock"
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:PlaceAsBlock places the item as a block.
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:*property name="Blockname" value="ITEMNAME"
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:This is need if a block should be placed. This defines which block exactly is placed.

Revision as of 14:41, 16 July 2015

Introduction[ | ]

In the xml files are all of the items and entitys of the game defined. How much damage they do, what you can do with them, how they are named, their behavior etc. Editing these is pretty simple, every texteditor is capable of that (although Notepad++ is recommended as it is a freeware and very handy too use).
However, doing this in an uncorrect manner can result in erros, ctd or simple wrong use of items in the game. To prevent that and to give a little help to everyone trying to alter their gameplay to their wishes, this section provides some explanations to the attributes in the xml files.
It is recommended to copy the xml and edit the copies, not the originals, in case something goes wrong. Alternatively one can usually download the latest xmls here.

xmls related to items[ | ]

items.xml[ | ]

Here are the properties of every item in the game defined. Damage, material, critical-strike chance and so on.


General[ | ]

  • item id="NUMBER"

The id is to differentiate each item. There is room for many items (over 4000), but normally only items up to a specific ID are shown in the creative-menu. The others are still in game though.

  • name=”ITEMNAME”

The name of the item. If you create a custom item from scratch, this is the name that appears in game unless you also edit the localization.txt. It is not allowed to use space between two parts of a name.

  • property name="Group" value="GROUPNAME"

Groupname can either be one of the standard-groups or you can create a custom group in groups.xml and use that. The standard groups are:
Basic,Ammo/Weapon, Tools/Traps, Building, Resources, Forging/Molds, Decor, Medicine, Chemicals, Food/Cooking, Clothing, Miscellaneous, Special Items

  • property name="Meshfile" value="FILEPATH"

The look of an item in the game. The filepath is where the mesh is found inside the .dlls of the game. If you want your custom item to look like another item, just copy it from there.

  • property name="DropMeshfile" value="FILEPATH"

The look of an item dropped on the ground.

  • property name="HandMeshfile" value="FILEPATH"

The look of an item if held in hand. Needed if it normally would not be held in hand, such as crossbowbolts.

  • property name="Material" value="MATERIALNAME"

Some items get a damage mulitplier against certain materials. Is also used to determine what the item is dismantled into. Which materials are possible is defined in materials.xml.

  • property name="HoldType" value="NUMBER"

The way the item is held in hands, i.e. 36 is like a knife, 32 is like bolts. These are defined in misc.xml.

  • property name="Stacknumber" value="NUMBER"

How much of this item can stack in one field of your belt/backpack.

  • property name="SoundDestroy" value="NAMEOFSOUND"

In case the item is destroyed, which sound is played. There are other events like this:

Sound_start, Sound_repeat, Sound_end, SoundJammed, Sound_empty, Sound_reload, SoundIdle, Sound_warning, Sound_draw, Sound_cancel, Upgrade_action_sound, Repair_action_sound
  • property name="Weight" value="NUMBER"

Effecting how much you get as output if you smelt it in your forge or how much you can scrape it for.

  • property name="Degradation" value="NUMBER" param1="true"

If the item degrades with use.

  • property name="DegradationBreaksAfter" value="false"

If the item breaks after reaching 0 durability.

Tools, Weapons[ | ]

  • property name="Candrop" value="false"

A property for "hand"-items. You can not throw these away.

  • property class="Action0"

Means a left mouse click. "Action1" is a right mouse click.

  • property name="Auto_fire" value="true"

If you can hold down the mouse to fire or not.

These following lines define what exatly is done if you click the button (see Action0/Action1 above).

  • property name="Class" value="Melee"
Melee is an attack at meleerange.
  • property name="Class" value="Ranged"
  • property name="Class" value="Launcher"
Ranged and Launcher are both ranged attacks with ranged hitting the target instantly and launcher launching a projectile.
  • property name="Magazine_size" value="NUMBER"
Magazine size.
  • property name="Magazine_items" value="ITEMNAME"
Items to use as ammonition.
  • property name="Reload_time" value="NUMBER"
Time in seconds needed to reload the weapon.
  • property name="Bullet_icon" value="ICONNAME"
Bullet icon in the ui. But apparently it is not the real used icon, for example the bow uses the value "uzi" for this property.
  • property name="Rays_per_shot" value="NUMBER"
How many rays are shot; to simulate for example a shotgun shot.
  • property name="Rays_spread" value="NUMBER"
How widespread the rays are.
  • property name="Class" value="MakeFertile"
MakeFertile is currently only used by the hoe.
  • property name="Fertileblock" value="fertileFarmland"
Only for the hoe, it makes the target dirt block a fertile block.
  • property name="Adjacentblock" value="dirt"
Again, only for the hoe. Makes any adjacent block to the target block a dirt block.
  • property name="Class" value="Repair"
Repair repairs and upgrades the block under your crosshair.
  • property name="Repair_amount" value="NUMBER"
If the class is "Repair", then here is defined how much the targeted block gets repaired with each tick.
  • property name="Allowed_upgrade_items" value="MATERIAL"
If the class is "Repair", here is defined which material can be used to upgrade the block under your crosshair. If a material is need which is not allowed (see below),
you can not upgrade the block with your currently held item. The possible materials are (unless you define another block:
woodPlank, scrapIron, forgedIron, ingotSteel, concreteMix, cobblestones
  • property name="Restricted_upgrade_items" value="MATERIAL"
Restricts the item from using these materials as upgrade items.
  • property name="Class" value="PlaceAsBlock"
PlaceAsBlock places the item as a block.
  • property name="Blockname" value="ITEMNAME"
This is need if a block should be placed. This defines which block exactly is placed.