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ItemZed Scripts & Distribution editor. Welcome to ItemZed! ItemZed is a development and modding tool that is used to edit the contents of script modules (foodstuff items, weapons, recipes etc) and the distribution table that dictates where different in-game items can be found and looted on the map. Additionally, it loads texturepacks containing icons so you can change how things appear in-game. On top of the manual editing of data, there are options for the batch refactoring of large numbers of items and in-game objects. We have also added lua integration that allows the entire data set to be programmatically modified, and output to any sort of format – meaning that changes and new items can quickly and easily become part of user mods, and a part of the main game. They can also be used to created handy tables in html and wiki format. Videos Video I Video II Downloads Most recent version: ItemZed 1.3 (FULL) | ItemZed 1.3 (UPDATE) Old versions: ItemZed 1.2 (FULL) | ItemZed 1.2 (UPDATE) ItemZed Version 1.1b download. (if you have 1.0 installed, put this one in a seperate directory, dont update the 1.0 version) ItemZed Version 1.0 download. Changelog ItemZed instructions
I'm working on a literature mod and one of the peskier problems i'm having with basic functionality is that the books dissappear after use. My desired functionality is: a, Book delivers benefit per page b. book stays in inventory when finished (like a skillbook). Its quite confusing sorting out how pz decides whether to consume the item in question or not. as before, the skillbooks do not have the replace on use (self) feature. Now i can go through and addkey addval pairs with replace on use and item.name, but this is time consuming. My real question here is why the skill books aren't consumed and can I take advantage of that mechanism instead?
Hi all, Despite quite a bit of computer experience and time in PZ, i'm not really a modder, and never took to programming. That said, with the advent of the itemzed tool and a little spit and polish with the tutorials, I figure I should be able to get items in the game sometime this weekend. I'm going to blather on a bit about my project, and I'd be happy to field C&C or indicators of problems in scope, whatever. My project is to modify books, replacing the "book" consumable with a variety of different titles and page lengths and get the distribution and ratios set. The initial concept is to make regular books function like skill books, with different titles and page numbers. Thus once a player has read a title, they are driven to locate a novel book to continue the game. I see this tying into an overhaul of the boredom system, making books and other old media (CDs and mixtapes) a late game factor driving exploration and raiding, and community libraries, but I digress. For now, I want a way to easily create the content and get them distributed into the worlds, and then hopefully being able to simply expand the number of book items to create more books that could pop up in the world, using the distribution edit features to create some that tend to be found only in libraries. I have a key question for the scope of this attempt. It appears to be straightforward to add pages from skillbooks to regular books. But I don't know how thats actually going to work in the wild, because skillbooks train a skill. I can leave that function off in itemzed, but I wondered whether there need to be a commensurate but hidden "skill trained" variable-- creating a ghost skill level tree that gets progressed as the player reads books? Ultimately, I figure I can hack that into an achievements screen somewhere that imitates progression in the regular skill tree but is collectible related, but now you see the scope of my project will grow way outside my experience limits. For now, I really just want to remove the old book item and replace it from an expandable selection of titles, but require that each be read cover to cover to obtain any benefit.