[V3.0] Changes in items.xml — Item Magnitude and Tech Tiers

items.xml is a large change with a diff of roughly 8,000 lines. It introduces several of V3.0’s flagship systems.

1. Item Magnitude (Orange Star)

Stat-boost rolls on looted gear have been added to many weapons/tools as new <stat> blocks nested under new <stats> (about 60 new <stats> instances, 2,256 <stat> lines).

  • Format (per the comments): quality, lootstage, random chance, min, max (0.005 precision, ±163 cap)
  • Example: <stat name="EntityDamage" value="6,16,.3,.1,.5"/> (Q6 / lootstage 16 / 30% chance / +0.1 to +0.5)
  • Defines the roll ranges for EntityDamage / BlockDamage / AttacksPerMinute / StaminaLoss / DegradationMax per quality (Q1–Q6) — this is the actual mechanism behind “orange stars on looted weapons that probabilistically roll stats higher”

2. Tech Tier Tags + PreviousTechItem

  • Added tier tags T0/T1 at the start of Tags (96 instances)
  • New property PreviousTechItem (55 instances). Used at the Combine Station to chain “craft a higher tier using a lower-tier item as a material”

3. ToolCategory Dot Notation → Nested Class

  • Old: <property name="ToolCategory.Butcher" value="0" param1="4"/>
  • New: <property class="ToolCategory"><property name="Butcher" .../></property> (130 instances)

4. Other

  • 22 new items (clothing-style armor sets such as armorWinter/armorBeach, and others)
  • Reordering of Group values, and a full overhaul of Tags values (152 instances — the most-changed property)

Impact on MODs

  • An xpath targeting <property name="ToolCategory.Butcher"> via the old dot notation will miss the new structure (nested class) and hit nothing.
  • If you set/replace Tags, beware the side effect of wiping out the new T0/T1 tier tags (an append-based approach is safer).
  • MODs that modify gear values (EntityDamage, etc.) should note that their effects stack with the new magnitude orange-star rolls.

Reference: Diff Example

- <property name="Tags" value="axe,melee,light,tool,..."/>
+ <property name="Tags" value="T0,axe,melee,light,tool,..."/>
- <property name="ToolCategory.Butcher" value="0" param1="4"/>
+ <property class="ToolCategory">
+     <property name="Butcher" value="0" param1="4"/>
+ </property>
+ <stats>
+     <stat name="EntityDamage" value="6,16,.3,.1,.5"/>  <!-- Q6 -->
+     <stat name="BlockDamage"  value="6,16,.3,.1,1"/>
+ </stats>

*Based on investigation immediately after applying the experimental build (equivalent to B252).


Related: List of MOD-making articles

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