Items you create must all have an item type: blunt weapon, armor, consumable, etc. Every item type has a specific set of item stats/options/tags that you can use to customize your item. Items which have the same type also share unique type passive effects.
Item types are split into type sets which have also their unique set of passive effects.
Slashing
When performing a melee attack, slashing weapons deal damage in a cone behind your initial target.
- Sword, Greatsword, Katana
- Axe, Greataxe
- Halberd
Piercing
- Thrusting Sword
- Dagger
- Spear, Lance
Blunt
Blunt weapons deal AoE (area of effect) damage around the target.
- Hammer, Greathammer
- Gauntlet - can stun entities [right-click]
- Lute, Stave
- Greatstaff
Offhand (Accessories)
Offhand items are the only items that can apply their stats when held in the off hand. Tome
- Catalyst, Talisman
- Off-Catalysts (catalysts only apply their stats when held in main hand, off-catalysts also apply their stats on the off hand).
- Shield, Greatshield
Range
Range weapons have different item passives depending on their item types.
- Wand - can cast magic attack [left click] & can knock enemies back [right click on entity]
- Staff - same as Wand
- Bow, Greatbow
- Whip - ranged whip attack [left click]
- Crossbow - can fire arrows [left click]
- Musket - can fire musket bullets [right click]
Extra
- Armor - applies effects when worn
- Tool - can has custom enchants
- Consumable - can be consumed [right click] and applied on items [drag & drop]
- Miscellaneous
- Gem Stone - can be applied on items [drag & drop]
- Material - can be used to craft other items at the advanced workbench.
How to create new item types?
You can add new item types to MMOItems using the item-types config file.
Creating an item type is pretty straight forward. You will have to specify four things: the type ID, which is only used as a reference in the /mi or similar commands, the type name, display item (the display which is displayed in /mi browse as well as in the advanced recipe list and the type parent.
You need to use the following format: Code (Text): LONG_SWORD: display: IRON_SWORD:0 name: 'Long Sword' parent: 'SWORD' For instance, this adds an item type called Long Sword which behaves exactly like the SWORD item type. The type parent defines how the item type will behave. When set to 'GEM_STONE', the type will behave exactly like a gem stone and you will be able to give your item any gem stone stat. The type name is the name displayed in /mi browse, in the recipe list or on the item lore.
You can add as many new item types as you want. Do not forget to use /mi reload after adding new item types, this way the config files corresponding to your item type (located in /MMOItems/item/) are generated. If your item type was successfully registered in MMOItems, you should be able to find it in the command auto tab completions.