///This is to be a basic rundown on the different parts of the normal Item.

[t:template,n:th_kn] ///n:this is your items computer name. once you name it do not adjust it unless you wish to break every save file that has a copy of the item.
{
	specializes = base_thrown;///this is what your item takes its base stats from,and how it is used. gotten from amr_bases.gas and wpn_bases.gas , based on what item it is.
	doc = "throwing_knife";///this is used by DS2 toolkit to tell you where in what document you made a mistake. so give it a unique and memorable name.
	[aspect]///block this is part of the item and certain information goes here.
	{///bracket:always comes in pairs a closing then a opening bracket. make sure you don't break these pairs up. you can destroy a file that way. 
		model = m_w_thn_001;///this is the items base look. can be found in objects.ds2res.
		[textures]
		{
			0 =  b_w_thn_001;///this is the picture that is layered on the base object to give it its dinstintive look. can also be found in objects.ds2res
		}
	}
	[attack]
	{
		is_wielded_weapon = false;////just tells the game this is a throwing weapon.
		ammo_template = throwing_knife_projectile;///projectiles can be found in wpn_thrown_projectile.gas
	}
	[common]
	{
		screen_name = "Throwing Knife";///This is what appears as the item name in the game.
	}
	[gui]
	{
		active_icon = b_gui_ig_i_ic_w_knife-01;///the icon beside the character portrait. can be found in objects.ds2res.
		equip_requirements = ranged:#item_level - 2.0,quick_draw:1;///this is the requirement of the items for it to be equiped. you can look at various items to see how they vary. and simply copy paste the ones you want.
		inventory_icon = b_gui_ig_i_w_thn_001;///this is the icon that appears in your inventory. all of them can be found in objects.ds2res.
		inventory_height = 2;///the height of the inventory icon in your inventory.
		inventory_width = 1;/// the width of the inventory icon in your inventory.
	}
	[pcontent]///this block expresses what item levels the item will be. also has a little to do of when you will see that item drop.
	{
		[base]///normal
		{
			item_level = 6.0;
		}
		[var1]///good
		{
			item_level = 13.0;
		}
		[var2]///geat
		{
			item_level = 23.0;
		}
		[var3]///exceptional
		{
			item_level = 37.0;
		}
		[var4]///legendary
		{
			item_level = 47.0;
		}
	}
}

//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
[t:template,n:bw_sh]
{
	specializes = base_bow_template;
	doc = "short_bow";
	[aspect]
	{
		model = m_w_bow_300-a;
		[textures]
		{
			0 =  b_w_bow_300-a;
		}
	}
	[common]
	{
		screen_name = "Short Bow";
	}
	[gui]
	{
		inventory_icon = b_gui_ig_i_w_bow_300-a;
		inventory_height = 3;
		inventory_width = 1;
	}
	[pcontent]///As the example shows here , if you want you can put your equip requirement in the pcontent block.
	{
		[base]
		{
			equip_requirements = uber:#item_level - 2.0,ranged:#item_level - 2.0;
			item_level = 0.0;
		}
		[var1]
		{
			equip_requirements = uber:#item_level - 2.0,ranged:#item_level - 3.0;
			item_level = 9.0;
		}
		[var2]
		{
			equip_requirements = uber:#item_level - 2.0,ranged:#item_level - 6.0;
			item_level = 21.0;
		}
		[var3]
		{
			equip_requirements = uber:#item_level - 2.0,ranged:#item_level - 7.0;
			item_level = 34.0;
		}
		[var4]
		{
			equip_requirements = uber:#item_level - 2.0,ranged:#item_level - 8.0;
			item_level = 43.0;
		}
	}
}

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
[t:template,n:amulet_01]
{
	doc = "gold amulet";
	specializes = amulet;

	[common]
	{
		screen_name = "Gold Amulet";
	}
	[gui]
	{
		equip_requirements = uber:#item_level;
		use_class = IST_ALL;///what classes enchantments will appear on this item. in this case all of them.
	}

	[pcontent]///an example of iventory icons in the pcontent block.
	{
		[base]
		{
			inventory_icon = b_gui_ig_i_it_amulet_003;
 	 	 	item_level = 8;
		}
		[var1]
		{
			inventory_icon = b_gui_ig_i_it_amulet_004;
 	 	 	item_level = 13;
		}
		[var2]
		{
			inventory_icon = b_gui_ig_i_it_amulet_005;
 	 	 	item_level = 21;
		}
		[var3]
		{
			inventory_icon = b_gui_ig_i_it_amulet_006;
 	 	 	item_level = 34;
		}
		[var4]
		{
			inventory_icon = b_gui_ig_i_it_amulet_007;
 	 	 	item_level = 48;
		}
	}
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
[t:template,n:amr_bdy_ftr_leather]
{
	doc = "leather_body";
	specializes = base_body_fighter;

	[aspect]
	{
		material = mediumleather; //jmc_armor (leather body)///I think this is what it sounds like when you get hit. Not absolutely sure though. Look at other armors for examples and copy paste what you want for your armor.
	}
	[common]
	{
		screen_name = "Leather Jerkin";
	}
	[defend]
	{
		armor_style = 004;///I have never messed with these but I take it to be the armors bitmap. can be found in objects.ds2res
		armor_type = a1;/// The armors Mesh
	}
	[gui]
	{
		inventory_icon = b_gui_ig_i_amr_suit_a1_004;
		inventory_height = 2;
		inventory_width = 2;
		equip_requirements = melee:#item_level-2.0;
	}
	[pcontent]
	{
		[base]
		{
			item_level = 3.0;
		}
		[var1]
		{
			item_level = 9.0;
		}
		[var2]
		{
			item_level = 18.0;
		}
		[var3]
		{
			item_level = 27.0;
		}
		[var4]
		{
			item_level = 36.0;
		}
	}
}

////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
