Weapons
Weapons are combat items that define attack patterns, damage values, and special abilities. Hytale features 23 distinct weapon categories with sophisticated interaction systems for melee and ranged combat.
Asset Location
Section titled “Asset Location”Server Definitions: Assets/Server/Item/Items/Weapon/[Category]/
Client Models: Assets/Common/Items/Weapons/[Category]/
Interactions: Assets/Server/Item/Interactions/Weapons/[Category]/
Weapon Categories
Section titled “Weapon Categories”Hytale includes 23 weapon categories, each with unique mechanics:
Melee Weapons
Section titled “Melee Weapons”| Category | Files | Template | Description |
|---|---|---|---|
| Sword | 24 | Yes | Balanced melee with signature “Vortexstrike” ability |
| Axe | 13 | No | Heavy swings with ±20% damage variance |
| Battleaxe | 8 | Yes | Two-handed with powerful charged attacks |
| Club | 6 | No | Blunt weapons with stun potential |
| Daggers | 10 | Yes | Fast dual-wield attacks |
| Longsword | 7 | No | Extended reach melee |
| Mace | 9 | Yes | Heavy blunt damage with knockback |
| Spear | 17 | No | Stackable throwable with stab attacks |
| Claws | 3 | No | Close-range rapid attacks |
Ranged Weapons
Section titled “Ranged Weapons”| Category | Files | Template | Description |
|---|---|---|---|
| Shortbow | 19 | Yes | Charge-based arrows with “Volley” signature |
| Crossbow | 8 | Yes | High-damage single shots |
| Blowgun | 2 | No | Dart projectiles |
| Gun | 4 | No | Firearm projectiles |
Magic Weapons
Section titled “Magic Weapons”| Category | Files | Template | Description |
|---|---|---|---|
| Staff | 25 | No | Magic projectile casters |
| Wand | 5 | No | Light magic weapons |
| Spellbook | 3 | No | Spell casting items |
Thrown Weapons
Section titled “Thrown Weapons”| Category | Files | Template | Description |
|---|---|---|---|
| Bomb | 4 | No | Explosive thrown items |
| Dart | 2 | No | Small thrown projectiles |
| Kunai | 2 | No | Ninja throwing weapons |
| Arrow | 15 | No | Ammunition for bows |
Defensive
Section titled “Defensive”| Category | Files | Template | Description |
|---|---|---|---|
| Shield | 12 | Yes | Blocking and bash attacks |
Special
Section titled “Special”| Category | Files | Template | Description |
|---|---|---|---|
| Deployable | 3 | No | Placeable combat items |
| _Debug | 5 | No | Development/testing weapons |
JSON Schema Reference
Section titled “JSON Schema Reference”Core Weapon Properties
Section titled “Core Weapon Properties”| Field | Type | Description |
|---|---|---|
Parent | string | Template to inherit from |
TranslationProperties | object | Localization configuration |
Model | string | Path to .blockymodel file |
Texture | string | Path to texture file |
Icon | string | Path to inventory icon |
Quality | string | Quality tier |
ItemLevel | integer | Level requirement |
Categories | string[] | Always includes "Items.Weapons" |
Tags | object | Type and family classification |
Combat Properties
Section titled “Combat Properties”| Field | Type | Default | Description |
|---|---|---|---|
MaxDurability | number | 80 | Maximum durability points |
DurabilityLossOnHit | number | 0.21 | Durability lost per attack |
PlayerAnimationsId | string | - | Animation set (Sword, Bow, Axe, etc.) |
Reticle | string | "DefaultMelee" | Crosshair type |
ItemSoundSetId | string | - | Sound effect collection |
Interaction System
Section titled “Interaction System”| Field | Type | Description |
|---|---|---|
Interactions | object | Maps Primary, Secondary, Ability1 to root interactions |
InteractionVars | object | Damage values, effects, and behaviors per attack |
Weapon | object | Weapon-specific configuration (stats, modifiers) |
Weapon Object Properties
Section titled “Weapon Object Properties”| Field | Type | Default | Description |
|---|---|---|---|
StatModifiers | map<string, StaticModifier[]> | — | Stat modifiers applied while the weapon is held |
EntityStatsToClear | string[] | — | Entity stats to reset when switching to this weapon |
RenderDualWielded | boolean | false | Whether to render the weapon in both hands (used by daggers) |
Weapon Templates
Section titled “Weapon Templates”Seven weapon types have official templates that define base mechanics:
{ "TranslationProperties": { "Name": "server.items.Template_Weapon_Sword.name" }, "DroppedItemAnimation": "Items/Animations/Dropped/Dropped_Diagonal_Left.blockyanim", "Model": "Items/Weapons/Sword/Iron.blockymodel", "Texture": "Items/Weapons/Sword/Iron_Texture.png", "Icon": "Icons/ItemsGenerated/Weapon_Sword_Iron.png", "PlayerAnimationsId": "Sword", "Reticle": "DefaultMelee", "Quality": "Template", "ItemLevel": 15, "Categories": ["Items.Weapons"], "Interactions": { "Primary": "Root_Weapon_Sword_Primary", "Secondary": "Root_Weapon_Sword_Secondary_Guard", "Ability1": "Root_Weapon_Sword_Signature_Vortexstrike" }, "Tags": { "Type": ["Weapon"], "Family": ["Sword"] }, "Weapon": { "EntityStatsToClear": ["SignatureEnergy"], "StatModifiers": { "SignatureEnergy": [{ "Amount": 20, "CalculationType": "Additive" }] } }, "ItemSoundSetId": "ISS_Weapons_Blade_Large", "MaxDurability": 80, "DurabilityLossOnHit": 0.21}{ "TranslationProperties": { "Name": "server.items.Template_Weapon_Shortbow.name" }, "Model": "Items/Weapons/Bow/Iron.blockymodel", "Texture": "Items/Weapons/Bow/Iron_Texture.png", "Icon": "Icons/ItemsGenerated/Weapon_Bow_Crude.png", "DroppedItemAnimation": "Items/Animations/Dropped/Dropped_Diagonal_Left.blockyanim", "PlayerAnimationsId": "Bow", "Reticle": "DefaultMelee", "Quality": "Template", "ItemLevel": 5, "Categories": ["Items.Weapons"], "Interactions": { "Primary": "Root_Weapon_Shortbow_Primary_Shoot", "Secondary": "Root_Weapon_Shortbow_Secondary_Guard", "Ability1": "Root_Weapon_Shortbow_Signature_Volley" }, "Tags": { "Type": ["Weapon"], "Family": ["Bow"] }, "Weapon": { "EntityStatsToClear": ["SignatureEnergy", "SignatureCharges"], "StatModifiers": { "SignatureEnergy": [{ "Amount": 6, "CalculationType": "Additive" }], "SignatureCharges": [{ "Amount": 1, "CalculationType": "Additive" }] } }, "ItemSoundSetId": "ISS_Weapons_Wood", "MaxDurability": 80, "DurabilityLossOnHit": 0.58}Complete Weapon Examples
Section titled “Complete Weapon Examples”Sword (Melee with Template)
Section titled “Sword (Melee with Template)”{ "Parent": "Template_Weapon_Sword", "TranslationProperties": { "Name": "server.items.Weapon_Sword_Iron.name" }, "Model": "Items/Weapons/Sword/Iron.blockymodel", "Texture": "Items/Weapons/Sword/Iron_Texture.png", "Quality": "Uncommon", "Icon": "Icons/ItemsGenerated/Weapon_Sword_Iron.png", "ItemLevel": 20, "Recipe": { "TimeSeconds": 3.5, "KnowledgeRequired": false, "Input": [ { "ItemId": "Ingredient_Bar_Iron", "Quantity": 6 }, { "ItemId": "Ingredient_Leather_Light", "Quantity": 3 }, { "ItemId": "Ingredient_Fabric_Scrap_Linen", "Quantity": 3 } ], "BenchRequirement": [ { "Type": "Crafting", "Categories": ["Weapon_Sword"], "Id": "Weapon_Bench" } ] }, "InteractionVars": { "Swing_Left_Damage": { "Interactions": [{ "Parent": "Weapon_Sword_Primary_Swing_Left_Damage", "DamageCalculator": { "BaseDamage": { "Physical": 9 } }, "DamageEffects": { "WorldSoundEventId": "SFX_Sword_T2_Impact", "LocalSoundEventId": "SFX_Sword_T2_Impact" } }] }, "Swing_Right_Damage": { "Interactions": [{ "Parent": "Weapon_Sword_Primary_Swing_Right_Damage", "DamageCalculator": { "BaseDamage": { "Physical": 10 } }, "DamageEffects": { "WorldSoundEventId": "SFX_Sword_T2_Impact", "LocalSoundEventId": "SFX_Sword_T2_Impact" } }] }, "Swing_Down_Damage": { "Interactions": [{ "Parent": "Weapon_Sword_Primary_Swing_Down_Damage", "DamageCalculator": { "BaseDamage": { "Physical": 18 } }, "DamageEffects": { "WorldSoundEventId": "SFX_Sword_T2_Impact", "LocalSoundEventId": "SFX_Sword_T2_Impact" } }] }, "Thrust_Damage": { "Interactions": [{ "Parent": "Weapon_Sword_Primary_Thrust_Damage", "DamageCalculator": { "BaseDamage": { "Physical": 26 } }, "EntityStatsOnHit": [{ "EntityStatId": "SignatureEnergy", "Amount": 3 }], "DamageEffects": { "WorldSoundEventId": "SFX_Sword_T2_Impact", "LocalSoundEventId": "SFX_Sword_T2_Impact" } }] }, "Vortexstrike_Spin_Damage": { "Interactions": [{ "Parent": "Weapon_Sword_Signature_Vortexstrike_Spin_Damage", "DamageCalculator": { "BaseDamage": { "Physical": 19 } }, "DamageEffects": { "WorldSoundEventId": "SFX_Sword_T2_Impact", "LocalSoundEventId": "SFX_Sword_T2_Impact" } }] }, "Vortexstrike_Stab_Damage": { "Interactions": [{ "Parent": "Weapon_Sword_Signature_Vortexstrike_Stab_Damage", "DamageCalculator": { "BaseDamage": { "Physical": 56 } }, "DamageEffects": { "WorldSoundEventId": "SFX_Sword_T2_Impact", "LocalSoundEventId": "SFX_Sword_T2_Impact" } }] }, "Guard_Wield": { "Interactions": [{ "Parent": "Weapon_Sword_Secondary_Guard_Wield", "StaminaCost": { "Value": 10, "CostType": "Damage" } }] } }, "MaxDurability": 120, "DurabilityLossOnHit": 0.21}Axe (Melee without Template)
Section titled “Axe (Melee without Template)”{ "TranslationProperties": { "Name": "server.items.Weapon_Axe_Iron.name" }, "Categories": ["Items.Weapons"], "Icon": "Icons/ItemsGenerated/Weapon_Axe_Iron.png", "Quality": "Uncommon", "ItemLevel": 20, "Recipe": { "TimeSeconds": 3.5, "KnowledgeRequired": false, "Input": [ { "ItemId": "Ingredient_Bar_Iron", "Quantity": 4 }, { "ItemId": "Ingredient_Fabric_Scrap_Linen", "Quantity": 3 }, { "ItemId": "Ingredient_Leather_Light", "Quantity": 4 } ], "BenchRequirement": [ { "Type": "Crafting", "Categories": ["Weapon_Axe"], "Id": "Weapon_Bench" } ] }, "Model": "Items/Weapons/Axe/Iron.blockymodel", "Texture": "Items/Weapons/Axe/Iron_Texture.png", "PlayerAnimationsId": "Axe", "Utility": { "Compatible": true }, "Interactions": { "Primary": "Axe_Attack" }, "InteractionVars": { "Axe_Swing_Down_Left_Effect": { "Interactions": [{ "Parent": "Axe_Swing_Down_Left_Effect", "Effects": { "WorldSoundEventId": "SFX_Axe_Iron_Swing" } }] }, "Axe_Swing_Down_Left_Damage": { "Interactions": [{ "Parent": "Axe_Swing_Down_Left_Damage", "DamageCalculator": { "Type": "Absolute", "BaseDamage": { "Physical": 17 }, "RandomPercentageModifier": 0.2 }, "DamageEffects": { "WorldSoundEventId": "SFX_Axe_Iron_Impact" } }] }, "Axe_Swing_Up_Right_Damage": { "Interactions": [{ "Parent": "Axe_Swing_Up_Right_Damage", "DamageCalculator": { "Type": "Absolute", "BaseDamage": { "Physical": 17 }, "RandomPercentageModifier": 0.2 }, "DamageEffects": { "WorldSoundEventId": "SFX_Axe_Iron_Impact" } }] }, "Axe_Swing_Left_Charged_Damage": { "Interactions": [{ "Parent": "Axe_Swing_Left_Charged_Damage", "DamageCalculator": { "BaseDamage": { "Physical": 34 }, "Type": "Absolute", "RandomPercentageModifier": 0.2 }, "DamageEffects": { "WorldSoundEventId": "SFX_Axe_Iron_Impact" } }] } }, "IconProperties": { "Scale": 0.45, "Translation": [-26, -25], "Rotation": [45, 90, 0] }, "DroppedItemAnimation": "Items/Animations/Dropped/Dropped_Diagonal_Left.blockyanim", "MaxDurability": 120, "DurabilityLossOnHit": 0.56, "Tags": { "Type": ["Weapon"], "Family": ["Axe"] }, "Weapon": {}, "ItemAppearanceConditions": { "Health": [ { "Particles": [{ "SystemId": "Torch_Fire" }], "Model": "Items/Weapons/Axe/Iron.blockymodel", "Texture": "Items/Weapons/Axe/Iron_Texture.png", "Condition": [0, 20] }, { "Particles": [{ "SystemId": "Torch_Fire" }], "Texture": "Items/Weapons/Axe/Iron_Rusty_Texture.png", "Condition": [21, 40] } ] }, "ItemSoundSetId": "ISS_Weapons_Blunt_Small"}Spear (Stackable Thrown)
Section titled “Spear (Stackable Thrown)”{ "TranslationProperties": { "Name": "server.items.Weapon_Spear_Iron.name" }, "Categories": ["Items.Weapons"], "Quality": "Uncommon", "ItemLevel": 20, "Model": "Items/Weapons/Spear/Iron.blockymodel", "Texture": "Items/Weapons/Spear/Iron_Texture.png", "MaxStack": 30, "IconProperties": { "Scale": 0.24, "Translation": [-58, -58], "Rotation": [45, 90, 0] }, "Interactions": { "Primary": "Spear_Attack", "Secondary": "Spear_Block" }, "InteractionVars": { "Spear_Block_Damage": "Spear_Block_Damage", "Spear_Stab_Effect": { "Interactions": [{ "Parent": "Spear_Stab_Effect", "Effects": { "WorldSoundEventId": "SFX_Axe_Special_Swing" } }] }, "Spear_Stab_Damage": { "Interactions": [{ "Parent": "Spear_Stab_Damage", "DamageCalculator": { "BaseDamage": { "Physical": 6 }, "Type": "Absolute" }, "DamageEffects": { "WorldSoundEventId": "SFX_Axe_Special_Impact" } }] }, "Spear_Throw_Charged_Projectile": { "Interactions": [{ "Parent": "Spear_Throw_Charged_Projectile", "ProjectileId": "Spear_Iron" }] } }, "Icon": "Icons/ItemsGenerated/Weapon_Spear_Iron.png", "DroppedItemAnimation": "Items/Animations/Dropped/Dropped_Diagonal_Left.blockyanim", "PlayerAnimationsId": "Spear", "Tags": { "Type": ["Weapon"], "Family": ["Spear"] }, "MaxDurability": 30, "DurabilityLossOnHit": 0.56, "Weapon": {}, "ItemSoundSetId": "ISS_Weapons_Wood"}Damage Calculator System
Section titled “Damage Calculator System”The DamageCalculator object defines how damage is computed:
{ "DamageCalculator": { "BaseDamage": { "Physical": 17, "Projectile": 0 }, "Type": "Absolute", "RandomPercentageModifier": 0.2 }}Damage Types
Section titled “Damage Types”| Type | Description |
|---|---|
Physical | Melee damage |
Projectile | Ranged damage |
Calculation Types
Section titled “Calculation Types”| Type | Description |
|---|---|
Absolute | Damage is used directly |
| (default) | May apply modifiers |
Random Modifier
Section titled “Random Modifier”The RandomPercentageModifier adds variance to attacks:
0.2= ±20% damage variance- A 17 base damage attack deals 13-21 damage
Interaction Variables
Section titled “Interaction Variables”InteractionVars define per-attack damage and effects:
Common Sword Variables
Section titled “Common Sword Variables”| Variable | Purpose |
|---|---|
Swing_Left_Damage | Left swing attack |
Swing_Right_Damage | Right swing attack |
Swing_Down_Damage | Overhead swing |
Thrust_Damage | Stabbing attack |
Vortexstrike_Spin_Damage | Signature spin phase |
Vortexstrike_Stab_Damage | Signature stab finisher |
Guard_Wield | Block stance |
Common Bow Variables
Section titled “Common Bow Variables”| Variable | Purpose |
|---|---|
Primary_Shoot_Charge | Charging sound/effects |
Primary_Shoot_Strength_[0-4] | Shot power levels (0s to 1.2s+ charge) |
Primary_Shoot_Damage_Strength_[0-4] | Damage per power level |
Primary_Shoot_Impact_Strength_[0-4] | Hit effects per power |
Primary_Shoot_Miss_Strength_[0-4] | Miss effects per power |
Signature_Volley_* | Volley ability variants |
Guard_Wield | Block with bow |
Guard_Bash | Melee attack while blocking |
Bow Damage Scaling
Section titled “Bow Damage Scaling”Bows deal increasing damage based on charge time:
| Charge Level | Time | Projectile Damage |
|---|---|---|
| 0 | 0.0s | 6 |
| 1 | 0.3s | 10 |
| 2 | 0.6s | 12 |
| 3 | 0.9s | 14 |
| 4 | 1.2s+ | 15 |
Signature Abilities
Section titled “Signature Abilities”Weapons with templates include signature abilities that charge over combat:
Sword: Vortexstrike
Section titled “Sword: Vortexstrike”- Charges
SignatureEnergystat through combat - At 100% energy, activates via
Ability1 - Two-phase attack: spinning AoE + powerful stab
- Visual particles indicate charged status
Shortbow: Volley
Section titled “Shortbow: Volley”- Charges
SignatureEnergyandSignatureCharges - Fires multiple arrows simultaneously
- Model swaps to show triple arrows when ready
- 25 projectile damage per arrow
Item Appearance Conditions
Section titled “Item Appearance Conditions”Weapons can change visuals based on stats:
{ "ItemAppearanceConditions": { "SignatureEnergy": [ { "Condition": [100, 100], "ConditionValueType": "Percent", "Particles": [ { "SystemId": "Sword_Signature_Ready", "TargetNodeName": "Handle", "PositionOffset": { "X": 0.8 }, "TargetEntityPart": "PrimaryItem" }, { "SystemId": "Sword_Signature_Status", "TargetNodeName": "Handle", "PositionOffset": { "X": 0.55 }, "TargetEntityPart": "PrimaryItem", "Scale": 1.3 } ], "ModelVFXId": "Sword_Signature_Status" } ] }}Condition Properties
Section titled “Condition Properties”| Property | Type | Description |
|---|---|---|
Condition | [min, max] | Value range to match |
ConditionValueType | string | "Percent" or absolute |
Model | string | Override model path |
Texture | string | Override texture path |
Particles | array | Particle effects to spawn |
ModelVFXId | string | Visual effect to apply |
LocalSoundEventId | string | Sound to play |
WorldSoundEventId | string | World-audible sound |
Crafting Recipes
Section titled “Crafting Recipes”Weapons include inline recipes:
{ "Recipe": { "TimeSeconds": 3.5, "KnowledgeRequired": false, "Input": [ { "ItemId": "Ingredient_Bar_Iron", "Quantity": 6 }, { "ItemId": "Ingredient_Leather_Light", "Quantity": 3 }, { "ItemId": "Ingredient_Fabric_Scrap_Linen", "Quantity": 3 } ], "BenchRequirement": [ { "Type": "Crafting", "Categories": ["Weapon_Sword"], "Id": "Weapon_Bench" } ] }}Recipe Properties
Section titled “Recipe Properties”| Property | Type | Description |
|---|---|---|
TimeSeconds | number | Crafting duration |
KnowledgeRequired | boolean | Whether recipe must be learned |
Input | array | Required materials |
BenchRequirement | array | Required crafting stations |
Sound Sets
Section titled “Sound Sets”Common weapon sound sets:
| Sound Set | Weapon Types |
|---|---|
ISS_Weapons_Blade_Large | Swords, longswords |
ISS_Weapons_Blade_Small | Daggers |
ISS_Weapons_Blunt_Small | Axes, maces, clubs |
ISS_Weapons_Blunt_Large | Battleaxes |
ISS_Weapons_Wood | Bows, staves, spears |
Animation Sets
Section titled “Animation Sets”Each weapon type has a PlayerAnimationsId:
| Animation ID | Used By |
|---|---|
Sword | Swords |
Bow | Shortbows, crossbows |
Axe | Axes, battleaxes |
Spear | Spears |
Staff | Staves, wands |
Shield | Shields |
Dagger | Daggers |
Item | Default items |
Accessing Weapons in Code
Section titled “Accessing Weapons in Code”import com.hypixel.hytale.server.core.asset.type.item.config.Item;import com.hypixel.hytale.server.core.asset.type.item.config.ItemWeapon;
public class WeaponExample { public void accessWeapons() { Item sword = Item.getAssetMap().get("Weapon_Sword_Iron");
if (sword != null) { // Check if it's a weapon ItemWeapon weaponConfig = sword.getWeapon(); if (weaponConfig != null) { // Access weapon-specific properties }
// Get combat properties double maxDurability = sword.getMaxDurability(); double durabilityLoss = sword.getDurabilityLossOnHit(); String animationSet = sword.getPlayerAnimationsId();
// Get interactions Map<InteractionType, String> interactions = sword.getInteractions(); String primaryAttack = interactions.get(InteractionType.Primary); } }}Creating Custom Weapons
Section titled “Creating Custom Weapons”Using a Template
Section titled “Using a Template”{ "Parent": "Template_Weapon_Sword", "TranslationProperties": { "Name": "server.items.MyPlugin_Sword_Custom.name" }, "Model": "MyPlugin/Weapons/Sword/Custom.blockymodel", "Texture": "MyPlugin/Weapons/Sword/Custom_Texture.png", "Icon": "Icons/ItemsGenerated/MyPlugin_Sword_Custom.png", "Quality": "Rare", "ItemLevel": 35, "MaxDurability": 150, "InteractionVars": { "Swing_Left_Damage": { "Interactions": [{ "Parent": "Weapon_Sword_Primary_Swing_Left_Damage", "DamageCalculator": { "BaseDamage": { "Physical": 15 } } }] }, "Swing_Right_Damage": { "Interactions": [{ "Parent": "Weapon_Sword_Primary_Swing_Right_Damage", "DamageCalculator": { "BaseDamage": { "Physical": 16 } } }] }, "Swing_Down_Damage": { "Interactions": [{ "Parent": "Weapon_Sword_Primary_Swing_Down_Damage", "DamageCalculator": { "BaseDamage": { "Physical": 28 } } }] }, "Thrust_Damage": { "Interactions": [{ "Parent": "Weapon_Sword_Primary_Thrust_Damage", "DamageCalculator": { "BaseDamage": { "Physical": 38 } } }] } }}Without Template
Section titled “Without Template”For unique weapon behaviors, define all interactions manually:
{ "TranslationProperties": { "Name": "server.items.MyPlugin_Weapon_Unique.name" }, "Model": "MyPlugin/Weapons/Unique.blockymodel", "Texture": "MyPlugin/Weapons/Unique_Texture.png", "Icon": "Icons/ItemsGenerated/MyPlugin_Weapon_Unique.png", "Quality": "Epic", "ItemLevel": 50, "Categories": ["Items.Weapons"], "PlayerAnimationsId": "Sword", "Reticle": "DefaultMelee", "Tags": { "Type": ["Weapon"], "Family": ["Unique"] }, "Interactions": { "Primary": "MyPlugin_Unique_Primary", "Secondary": "MyPlugin_Unique_Secondary" }, "InteractionVars": { "Primary_Attack_Damage": { "Interactions": [{ "Parent": "MyPlugin_Unique_Primary_Damage", "DamageCalculator": { "BaseDamage": { "Physical": 25 }, "Type": "Absolute" } }] } }, "Weapon": {}, "MaxDurability": 200, "DurabilityLossOnHit": 0.15, "ItemSoundSetId": "ISS_Weapons_Blade_Large"}Best Practices
Section titled “Best Practices”- Use templates: Inherit from existing templates for consistent combat feel
- Balance damage curves: Follow existing patterns for material tiers
- Include sound effects: Use appropriate
ItemSoundSetIdandDamageEffects - Set proper durability: Higher tier = higher durability
- Test all attacks: Verify each
InteractionVarworks correctly - Match animation set: Use compatible
PlayerAnimationsId - Prefix IDs: Use plugin name prefix for all custom weapons
Related
Section titled “Related”- Item System Overview - General item documentation
- Custom Weapon Tutorial - Step-by-step weapon creation
- Blockbench Setup - Creating weapon models
- Plugin Manifest - Including assets in plugins