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Contributing/Creating Consumables

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Creating a New Consumable Page

Welcome, Drifter! This guide will help you create pages for consumable items — including food, potions, utility items, and more.

Steps to Create a New Consumable Page

1. Create the Page

Use the name of the item exactly as it appears in-game.

For crafted items made from alternate materials, use the format: Item Name/Secondary Material Example: Spicy Ramie Porridge/Fine Highlands Ramie

2. Use the Consumable Template

If you use the Create Center, the following structure will be automatically preloaded:

{{Consumable
| name = 
| tooltip_image = 

| is_soulbound = 
| category = 
| execution_time = 
| cooldown = 
| movement_penalty = 
| range = 
| angle = 
| effect_target = 
| effect_duration = 
| effect_value = 

| stat1_name = 
| stat1_value = 
| stat2_name = 
| stat2_value = 
| stat3_name = 
| stat3_value = 
| stat4_name = 
| stat4_value = 
| stat5_name = 
| stat5_value = 
| stat6_name = 
| stat6_value = 

| trigger_type = 
| trigger_chance = 
| trigger_max_hits = 
| trigger_effect = 
| trigger_duration = 

| level_requirement = 
| class_requirement1 = 
| class_requirement2 = 
| class_requirement3 = 

| flavor_text = 

| crafting_profession = 
| recipe_page = 

| component1_name = 
| component1_material = 
| component1_material_category = 
| component2_name = 
| component2_material = 
| component2_material_category = 
| component3_name = 
| component3_material = 
| component3_material_category = 
| component4_name = 
| component4_material = 
| component4_material_category = 
| component5_name = 
| component5_material = 
| component5_material_category = 

| how_to_acquire = 
| sale_price = 
}}
3. Filling Out the Details

  • is_soulbound: Set to any value to mark the item as soulbound.
  • category: Use the category from the item tooltip (e.g., Food, Potion, UtilityConsumable, UncategorizedPotion).
  • execution_time, cooldown, movement_penalty: Match the tooltip.
  • range and angle: Range and angle of use for items with targets other than Self.
  • effect_target: Who the item targets (e.g., Self Target, Defensive Target).
  • effect_duration: How long the effect lasts (e.g., 1h, 10m).
  • effect_value: Main effect summary or bonus description.
  • stat1-6_name and stat1-6_value: Stat bonuses provided by the consumable.
  • trigger_type: When the trigger activates (e.g., On Get Hit).
  • trigger_chance: Chance to activate (e.g., 10%).
  • trigger_max_hits: Optional. Max number of times it can trigger (e.g., 20).
  • trigger_effect: Text describing the triggered benefit.
  • trigger_duration: How long the triggered effect lasts.
  • level_requirement: Level required to use.
  • class_requirement1–3: Classes required to use the item. (Almost always Adventuring)
  • flavor_text: Optional. Adds blue italic lore text beneath the effect. Use this if it's on the tooltip.
  • crafting_profession: The profession that makes the item.
  • recipe_page: Link to the item’s recipe. Found in the crafting screen. (Not the product name)
  • component1-5_name: Label for each component slot.
  • component1-5_material: Exact material used.
  • component1-5_material_category: (Optional) Enter one or more material categories allowed. Example: Water, Spice, Flux, Muddle Mushroom Oil

Each category will be automatically linked to its respective page.

  • how_to_acquire: Where or how to get the item. Separate entries with commas.

For pretty links use: Mob/Newhaven_Valley::Doe (Newhaven Valley)

  • sale_price: Vendor sale price (e.g., 1 Gold 5 Silver).
4. Save the Page

Preview your entry to confirm formatting and save it when you're ready!

Examples

Helpful Templates

Categories

Pages using this template are automatically categorized into:

  • Category:Consumables
  • Category:Crafted Consumables (if crafting info is used)
  • Category:<category>
Notes

  • Sections will only appear if data is provided.
  • Triggered effects support duration and max hit count.
  • Up to 6 stats and 5 components are supported.
  • Material categories can be used in place of specific materials if they don't effect the product outcome.