Creating new items

Inventory items are quite simple to create, at least on the technical level. There are only a couple of things needed to make new ones. You always need a definition in items.txt and, if you're making an equippable weapon or armour, a sprite.

Items.txt
Items are defined in-between <(name) (...) (name)> tags. The name is used both in dialogue functions and internally in its unaltered form and in the in-game UI where it's slightly edited (underline _ characters are replaced by spaces and the first letter of the name is capitalised). Attributes are then specified in the same way as in environment stats and character stats; that is, attribute name followed by a colon, a space and the value.

Currently, multiple files cannot be loaded on top of each other and an edit to the master items.txt under Teraurge\database\items has to be done. To be fixed in later versions.

General stats
No matter what kind of item you're creating, you need to include these stats:

Equippable item stats
These attributes are used if you're making a piece of armour or a weapon. You don't need to specify all of them, only those that you need.

Graphics
Unless you're making unequippable items, you need to create sprites for the items. These are 700x700 transparent PNG files that overlay most of the inventory screen. There will be a lot of empty space in the sprites. Weapons only have a single sprite (stored in database\items\graphics\equipped_items), but clothes and armour allows for both male and female sprites to be used (stored in database\items\graphics\default_f and default_m).

Use the included default_m.png and default_f.png files to take measures and to create fitting clothing.

Naming scheme
Sprites are expected to have the same filename as specified in the item's nametag. Weapons are left like that while clothing requires a suffix or two. Male clothing filename is followed by _m while female clothing is followed by _f. Since legwear can be triggered to change its sprite to a tucked variant by equipping boots, you need to also include sprites with the _tucked suffix.

Examples
The first example is a spoon that can only be carried in the player's inventory:  This next item are armoured pants. They give the player decent protection and allow them to use a stronger kick during combat:  You can use up to four different sprites for this one:
 * armoured_pants_m - the default sprite when equipped as a male player.
 * armoured_pants_f - the default sprite when equipped as a female player.
 * armoured_pants_m_tucked - the sprite when equipped as a male player with a boots item also equipped.
 * armoured_pants_f_tucked - the sprite when equipped as a male player with a boots item also equipped.