Custom Items

Custom items are runtime proven in the 0.5.9 release line. ICustomItemService creates immutable namespaced definitions from compatible FTK2 templates, validates their supported overrides, and activates owned native clones.

Supported authoring surface

  • weapons, armor, accessories, and consumables;
  • value, tier range, rarity, stackability, ammo, and use context;
  • equipment slots and typed stat modifiers;
  • existing FTK2 passive and trigger references;
  • existing or ModAPI custom ability references;
  • governing stat, accuracy, roll count, and value/damage scaling per item action;
  • ability bags and fill bags;
  • English localization and template-based visual inheritance;
  • controlled runtime-item creation through a tracked lease.

Null branches of ItemGameplayOverrides inherit the template. Supplying an equipment or interaction object replaces that complete native list as a unit.

Public boundary

The service does not expose public character inventory/equipment operations. It can create a tracked native item for integration, but the consumer owns the supported handoff to game code. Broad SavePersistence and multiplayer flags remain false even though specific installed-definition inventory and equipped save paths have passed dedicated tests.

Start with Definition & Activation, then choose Gameplay Properties, Localization & Visuals, or Inventory, Equipment & Saves.