Tutorial : How to create a custom piece of Armor
Mmk, here we're going to start a new tutorial! Yay. If you're one of those noobs who've wanted to make custom items but juuuust can't figure it out, I'm gonna give you the know-how right now. First off, make sure you know the basics of modding. This includes being able to use the artmanager tool, having your records all prepared for import, and knowing how to use a computer/understand what to click. If you don't get something, chances are you should have read another tutorial prior to this one. This is a simple tutorial, so it should be quite easy. Check Poinas' custom masteries and the wiki if you need basic assistance.
Now that we've established that, lets begin. First, you're gonna want to open the AM(artmanager). Load up your mod, or create a new one. Go to the database tab, create a new directory and title it whatever. I like to know what I'm doing, so I will name it items. Next, we choose what to import. I'm going to choose the Tracker's Hood, just cause. So, right click on the right blank space from within your directory, and click IMPORT. You're inside the import menu now, should be obvious. From here, locate the folder “Records/Items/EquipmentHelm” and from here scroll till you find the tracker's armor. Open it and poof! The helmet is here!
Now, you're probably gonna want to rename it so you can have it customized without clashing (though it probably won't unless you put it in the direct location of the original item, which is records/items/equipmenthelm) So, I'm going to rename mine to US_L_AsylumsArmor.
Ok, now we can open it. If the database doesn't open for you, you forget to install the templates. This tutorial doesn't cover that, so go figure that out. There are several threads explaining how to do this, go find 'em. Once you open it, it should look like this
Something to keep in mind: there are different types of variables for each variable, and they're all pretty basic.
We have String, which takes a line of text, any text.
file_X, which will open a menu and allow you to choose a X within your mod or records.(there are tex, dbr, msh, and probably others that you will see. Eg, file_dbr.)
Real, which asks for any real number, decimals included.
int, which takes numbers as well, but without the decimals.(short for integer)
Bool, which is a value 1 or 0 where 1 is true, and 0 is false.(short for boolean)
Also, variable signifies one digit, where array means you can have multiple values. Normally, this is useful for having multiple skill levels of a spell, or different stats on different difficulties.
Now, let me explain what each tab does.
Header will give you the class template of the database, and a small description of the item. You can give it an actor name here as well, though it has no significance if I remember correctly. I'm going to go ahead and modify the “FileDescription” row value to say “Asylum's Hood”, because it is!
Next up we have the Armor Parameters, which I'm not sure what it does, but it holds values for various meshes and textures for different races and genders. I'm assuming this is for if you want an armor to have a different look depending on who wears it. Useful if you can mod the mesh, so you can get it to fit on different classes.
Armor Sound, another seemingly useless category, holds files for block and impactsounds. Armor doesn't have any values for this, but if you had a sound in either of those, your armor would trigger a sound every time you were hit. I don't know if you can block with a helmet.
Item Parameters, this is where you can input the tags for your item. I'm changing itemNameTag to tagAMHood001. This is my own method, most people will suggest using the original names, but this works for me and helps me make quick easy changes. A= Asylum M = Mod. Basic! The quality and style tags are used for common items, such as the GALANTIUM spear or the COPPER spear. The bitmap is for the image you see when the item is in your inventory. Set name is just that, it'll show you what set the item is from and it's other set items. To change the requirements needed for your item, you need to go into Item Parameters, then search for the record listed in itemCostName. Open that record in AM, and modify it to your needs. You have equations here, so play with them a bit. It requires a bit of thinking.. Hideprefix/suffix does just that, useful for MI gear or legendary/epic gear. ItemText displays the item as a certain type, if it's legendary the item will be of legendary status, and be unsocketable as well as purple. If it's common, it's socketable and white. DropSound determines the sound effect made when the item is dropped, and the rest I won't bother with.
Next, Item Requirements. I hope I don't have to go too indepth with this one... You can choose what requirements an item has, strength, intelligence, dexterity, or level. This is based on modifiers I believe.
Actor Variables, this is getting to the fun part. Under mesh, you can choose a different mesh for the item, basetexture gives your item it's colors and appearance, bumptexture will give the item some depth to those colors and seem to be more “3D”. You also have scale, which determines the size of the item, minimapentity, which will allow you to choose an icon from your records for the item to show up on your minimap, whether or not the item is a quest item or not, and the rest of the values aren't too important.
Racial Bonus, this allows you to choose a race among those which are in the game already, so you can't choose “awesome people”. Undead, Device, etc are the only ones accepted. For this, you can enter high numbers to give your item a resistance/additional damage to that race, or negative numbers for a weakness to that race. FUN.
Skill Augment, these are great. Let me start at the bottom, ItemSkillName will grant the user a skill, any skill provided it's in the game or you have one made. All you need to do is select the box next to itemskillname, and choose a skill. I'm going to go ahead and add the coredweller summon as an added skill. Beneath this value, you can choose the skill level you want the item to start at. I'm going to choose 8. Above these, you have AugmentAllLevel, which will incease ALL skills by the desired amount. Above that, AugmentMastery1 and 2. Similar to how you put a skill in the box for itemskillname, here you will put a mastery skill. Choose a number, and only that mastery will increase by that value. Lastly, or rather, firstly, we have the AugmentSkillName1 and 2. Once again, similar to the other values, you simply input a skill and a value. However this one only increases that desired skill, rather than an entire mastery, or grant a completely new skill.
And then we have the PetBonus. Here you need to search for an affix which you can create yourself, or dig one up. Lets go ahead and find one, search in records/xpack/items/lootmagicalaffixes/suffix/default and choose any of the petbonus ones you see. It will add the effect of bonus health and armor to all your pets. (I believe the ingame affix is enslavement or something FYI)
Ok! We're all done going over that dull stuff. Now that REAL fun begins. Here is where you make your really neat changes to the damage/effects of weapons and resistances/armor of armors.
Let me go over some basic information, and then I'll define each variable.
First, Offensive Parameters is important for weapons. It allows you to change the damage type of a weapon(which I will show how to do later in this tutorial), You can also add bonus damage to the item, duration effects like bleeding, or other things like freeze chances. You can add these to armor as well, though I've never tried so I don't exactly know how it works.(besides the %increases.)
Second you have Retaliation Parameters, which work in the same manner that Offensive do, but only trigger once you've been struck by an attack.
Defensive Parameters, these are where you add resistances, block chances, and reflect chances.
Character Parameters, which allow your item to grant attributes(STR, INT, DEX), regen, health, energy, speed(any type, cast/total/run/attack), as well as an energy reserve(for wearing the armor, yes) and a requirement reduction.
Skill Parameters allows you to include variables to reduce the cost/cooldown of your skills, or boost your projectile speed.
Definitions:
Offensive Parameters:
- Offensive Absolute:
- Offensive Global:Adds a chance to inflict whatever damage is below it in the list
- ItemBaseDamage:The base damage of your item.
- OffensivePhysical:Adds physical damage to the item, or a modifier to physical damage, or a chance for the modifier/damage.
- OffensivePierceRatio: Adds a ratio for physical to pierce conversions. Generally, spears and bows have around 30% conversion.
- OffensivePierce: See above, switch physical with this type.
- OffensiveCold: See above, switch pierce with this type.
- OffensiveFire:See above, switch element with this type.
- OffensivePoison: See above, switch element with this type.
- OffensiveLightning: See above, switch element with this type.
- OffensiveLife: See above, switch element with this type.
- OffensivePercentCurrentLife: Adds a percent health reduction min/max value as well as a chance for that effect.
- OffensiveManaBurn: Adds an amount of mana burn, damage per burn, ratio of mana to damage, and a chance for the effect.
- OffensiveDisruption:Adds a min/max value(time) to disruption, as well as a chance.
- OffensiveLifeLeech: On the Absolute section, this is attack damage converted to health; Min/Max valuies, and chance.
- OffensiveElemental: See above, switch element with this type.
- TotalDamageModifier: Amplifies ALL damage dealt by the wearer by a set percent. Also has an option for chance.
Offensive Duration: (NOTE: the min/max here is per second! So 10 min and 20 max would deal that much EVERY tic, so for 5 seconds, you'd have from 50 to 100 damage DoT.)
- OffensiveSlowPhysical: Adds a min/max amount of “Wound” damage, a duration for that, a chance to trigger it, a modifier for the damage, a chance for that modifier, or a duration modifier(which uses that same chance for the modifier).
- OffensiveSlowBleeding:Adds a min/max amount of “Bleeding” damage, a duration for that, a chance to trigger it, a modifier for the damage, a chance for that modifier, or a duration modifier(which uses that same chance for the modifier).
- OffensiveSlowCold:Adds a min/max amount of “Frostburn” damage, a duration for that, a chance to trigger it, a modifier for the damage, a chance for that modifier, or a duration modifier(which uses that same chance for the modifier).
- OffensiveSlowFire:Adds a min/max amount of “Burn” damage, a duration for that, a chance to trigger it, a modifier for the damage, a chance for that modifier, or a duration modifier(which uses that same chance for the modifier).
- OffensiveSlowPoison:Adds a min/max amount of “Poison” damage, a duration for that, a chance to trigger it, a modifier for the damage, a chance for that modifier, or a duration modifier(which uses that same chance for the modifier).
- OffensiveSlowLightning:Adds a min/max amount of “Electric Burn” damage, a duration for that, a chance to trigger it, a modifier for the damage, a chance for that modifier, or a duration modifier(which uses that same chance for the modifier).
- OffensiveSlowLife:Adds a min/max amount of “Vitality Decay” damage, a duration for that, a chance to trigger it, a modifier for the damage, a chance for that modifier, or a duration modifier(which uses that same chance for the modifier).
- OffensiveSlowTotalSpeed:Adds a min/max amount of reduced TOTAL speed, a duration for that, and a chance to trigger that.
- OffensiveSlowAttackSpeed:Adds a min/max amount of reduced attack speed, a duration for that, and a chance to trigger that.
- OffensiveSlowRunSpeed:Adds a min/max amount of reduced run speed, a duration for that, and a chance to trigger that.
- OffensiveSlowLifeLeech:Adds a min/max amount of “Life Leech” damage , a duration for that, a chance to trigger it, a modifier for the damage, a chance for that modifier, or a duration modifier(which uses that same chance for the modifier).
- OffensiveSlowManaLeech:Adds a min/max amount of “Mana Leech” damage , a duration for that, a chance to trigger it, a modifier for the damage, a chance for that modifier, or a duration modifier(which uses that same chance for the modifier).
- OffensiveSlowOffensiveAbililty:Adds a min/max amount of Offense Ability negation, a duration for that, a chance to trigger it, a modifier for the damage, a chance for that modifier, or a duration modifier(which uses that same chance for the modifier).(flat values, reduces damage)
- OffensiveSlowDefensiveAbility:Adds a min/max amount of Defense Ability negation, a duration for that, a chance to trigger it, a modifier for the damage, a chance for that modifier, or a duration modifier(which uses that same chance for the modifier).
- OffensiveSlowOffensiveReduction: Adds a min/max amount of Offensive Reduction, a duration for that, a chance to trigger it, a modifier for the damage, a chance for that modifier, or a duration modifier(which uses that same chance for the modifier).(IIRC, these reductions are similar to how hamstring/shield smash work)
- OffensiveSlowDefensiveReduction:Adds a min/max amount of Defensive Reduction , a duration for that, a chance to trigger it, a modifier for the damage, a chance for that modifier, or a duration modifier(which uses that same chance for the modifier).(IIRC, these reductions are similar to how hamstring/shield smash work)
- Total Damage Reduction(Absolute/Percent): Reduces the damage dealt by the target by a min/max value and for a duration. Also, a chance to trigger the effect.
- Total Resistance Reduction(Absolute/Percent):
- Offensive(Projectile)Fumble: Add a fumble chance, duration for the fumble, and a chance to trigger the fumble.
Offensive Influence
- Convert: Adds a min/max value(time) for the effect to take place and a chance for the effect to occur.
- Taunt:Adds a min/max value(time) for the effect to take place and a chance for the effect to occur. (Draws aggro, like the MonsterLure and Coredweller.)
- Fear:Adds a min/max value(time) for the effect to take place and a chance for the effect to occur.
- Confusion:Adds a min/max value(time) for the effect to take place and a chance for the effect to occur.
- Trap:Adds a min/max value(time) for the effect to take place and a chance for the effect to occur.(similar to the net)
- Freeze:Adds a min/max value(time) for the effect to take place and a chance for the effect to occur.
- Petrify:Adds a min/max value(time) for the effect to take place and a chance for the effect to occur.
- Stun:Adds a min/max value(time) for the effect to take place a chance for the effect to occur, as well as a modifier for the duration, and chance for that modifier.
- Sleep:Adds a min/max value(time) for the effect to take place a chance for the effect to occur, as well as a modifier for the duration, and chance for that modifier.
Retaliation, once again, is identical to Offensive, so I'm skipping that part until someone asks for help.
Defensive Parameters:
- Defensive Absolute: Resistances to all those effects listed under Offensive Absolute, but in additon...
- Defensive Protection: This determines the amount of armor points an armor piece grants. You also have a chance effect for that armor, a protection modifier which would increase the players armor by a percent, not the absorption of it, and a chance for that modifier.
- Defensive Absorption: Increases the armor absorption of the character, a modifier for the armor absorption(increase would be 66% + 3% = 69%, modifier is 66%+(3%*66%) = 67.97%) as well as chances for the absorption.
- Defensive Special: Resistances to Bleeding, Life Leech, and Mana Leech.
- Defensive Misc
- Block: Increases a players block chance, or you can add a chance to increase the block chance.
- Reflect: Adds reflection damage to the wearer, and a chance for the reflect.
- Defensive Influence: Resistances to all those effects listed under Offensive Influence.
Character Parameters:
- Character Base Attributes: Here you can insert the tag for the base attack speed of the item. But it must be the tag, not a number. For example, a fast weapon would have the tag CharacterAttackSpeedFast, then in game the weapon will say Attack Speed : Fast. The other value is for the actual value of the attack speed. VeryFast attack speed reads as .50, Fast is ???? (can't find a weapon with it), Average is .30, Slow is 0.15, and Very Slow is 0.1.
- Character Bonus Attributes: These grant you additional attribute points to your base amount. Health, Strength, Intelligence, Mana, Dexterity. You also have here modifiers to these values, which increase those stats by a percent. And lastly, increased experience which adds a percent to how much XP is earned.
- Character Speed: Here you increase all the values for which your character moves. Run Speed, Attack, Cast, and then some modifiers which will multiply the wearers speed by a percent rather than adding a percent.
- Character Regeneration: Obvious, increases your health/mana regen by a flat value, or the modifier increases it by a percentage.
- Character Ability: Changes your Offensive/Defensive ability values, adds modifiers to your OA/DA values, change the shield recovery time, changes the characters energy absorption(spells that hit add energy, not sure what a negative value does here....), change melee dodge and projectile dodge(deflect).
- Character Reserve: Give your item a flat reserve amount! Reduce the current reserves! Or modify the reserves by percents.
- Requirement Reduction: Obvious, reduces the amount of stats needed to wear certain gear.
Skill Parameters:
- Skill Reduction: Reduces the cooldown or mana cost of all skills, includes a chance for the reduction to trigger. Also contains modifiers for reductions, which would make it very hard to reach -100% recharge.(-100 recharge is the same as -100% but with the modifier, I believe it is multiplicative. (-5 recharge + -10% recharge = -5.50 recharge.)
- Projectile Bonus: Increases the speed of fired projectiles by a flat amount, or by a percentage. Same rules apply when considering multiplicative values.
END.
Modifications






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