Item Editor
The Item Editor allows you to create and configure items in your dataset.
Accessing the Editor
Open the Dataset Editor (
/rpe data).Click the Items tab.
Creating an Item
Click on an empty slot to add a new item, or right-click and copy an existing item from any dataset. The editor opens with multiple pages of configuration:
Basics
Name (Required): The name of the item as it appears in the UI.
Category: The category of the item, which defines its general type and behavior (e.g., Weapon, Armor, Consumable, Quest Item).
Rarity: The rarity of the item (e.g., Common, Uncommon, Rare, Epic, Legendary).
Icon: The icon texture representing the item.
Description: A description of the item, also known as “flavor text”.
Tags: Comma-separated tags associated with the item. These are used throughout the system for filtering and categorization.
Stacking
Stackable: Can the item be stacked?
Max Stack: What is the maximum stack size of the item?
Base Price (u): The base price of the item in economy units (u). 4 u is 1 copper.
Buy @ Vendors: Can this item be purchased from vendors?
Price Override (c): Explicitly define the market price of the item in copper (c). If left blank, the price is calculated based on the base price and item rarity.
Data
Most of the item’s functionality is defined here. The data keys need to be added manually.
Equipment-type items have several fields that should be included:
slot- the ID of the slot that the item can be equipped in (e.g.,head).armorType- the display name of the slot as it appears in the item tooltip (e.g.,Head,Helmet, etc.).armorMaterial- the material type of the armor (e.g.,Cloth,Leather,Mail,Plate).accessoryType- the type of accessory (e.g.,Ring,Trinket, etc.).weaponType- the type of weapon (e.g.,Sword,Axe,Bow, etc.).hand- the hand that the weapon goes in (e.g.,Main Hand,Off Hand,Two Hand).damageSchool- the damage school that the weapon deals when it is used to deal damage (e.g.,Physical,Fire,Frost, etc.).damageMin- the minimum damage the weapon deals.damageMax- the maximum damage the weapon deals.
Weapons, armour and accessories each require a set of keys to display properly:
Weapons require
slot,weaponType,hand,damageSchool,damageMin, anddamageMax.Armour requires
slot,armorType, andarmorMaterial.Accessories require
slotandaccessoryType.
Both equipment and modification items can have stat bonuses.
These are defined using the key format stat_[STAT_KEY], where [STAT_KEY] is the Stat Key defined in the Stats Editor. For example, to add a bonus to Strength, you would use the key stat_STR with a value of the amount to increase Strength by.
Material-type items used in crafting recipes should include:
- tier - the numerical tier of the crafting matierial. For reference, tier 1 includes materials such as copper and linen, while tier 5 includes materials such as arcanite and felcloth.
Consumable-type items work by casting a spell when used. To configure this, set the following fields on the 4th page of the editor:
Spell ID: The spell ID to be cast when the item is used. The ID can be found by right-clicking the spell in the spell book and selecting “Copy Spell ID”.
Spell Rank: The rank at which to cast the spell.
Harvestable Reagents
Reagents can be made harvestable by including a tag in the format: node:[profession]:[node name]:[min.amount]-[max.amount].
For example, node:herbalism:peacebloom:1-3 would make the item “Peacebloom” harvestable from in-game Peacebloom nodes, yielding between 1 and 3 units when harvested.
The tag can have spaces, but must be entirely in lower-case.
Notes and Best Practices
Refer to the item economy table to set appropriate base prices for items. The final price of an item is influenced by its rarity and item level.
Item level is automatically calculated when you save an item in the editor, and is shown if you have the
show_item_levelrule set in your active ruleset.