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Adding Items

Items are JSON files that define visual appearance, behavior bindings, and properties.

Pack location: Server/Item/Items/
Base game reference: Assets.zip/Server/Item/Items/

Create Server/Item/Items/Weapon/My_Sword.json in your pack:

{
"TranslationProperties": { "Name": "My Item" },
"Model": "Items/Weapons/Sword/Iron.blockymodel",
"Texture": "Items/Weapons/Sword/Iron_Texture.png",
"Icon": "Icons/ItemsGenerated/Weapon_Sword_Iron.png"
}

The asset ID becomes My_Sword (filename without .json).

Most items should inherit from a base game template:

{
"Parent": "Template_Weapon_Sword",
"TranslationProperties": { "Name": "Flaming Sword" },
"Model": "Items/Weapons/Sword/Iron.blockymodel",
"Texture": "Items/Weapons/Sword/Iron_Texture.png",
"Icon": "Icons/ItemsGenerated/Weapon_Sword_Iron.png"
}

This inherits all interactions, animations, and properties from the template.

Common templates (in base game Server/Item/Items/Weapon/):

  • Template_Weapon_Sword - One-handed sword
  • Template_Weapon_Battleaxe - Two-handed axe
  • Template_Weapon_Daggers - Dual daggers
  • Template_Weapon_Bow - Bow
  • Template_Weapon_Crossbow - Crossbow

Use InteractionVars to override damage without changing the attack chain:

{
"Parent": "Template_Weapon_Sword",
"InteractionVars": {
"Swing_Left_Damage": {
"Interactions": [{
"Parent": "Weapon_Sword_Primary_Swing_Left_Damage",
"DamageCalculator": {
"BaseDamage": { "Physical": 25, "Fire": 10 }
}
}]
},
"Swing_Right_Damage": {
"Interactions": [{
"Parent": "Weapon_Sword_Primary_Swing_Right_Damage",
"DamageCalculator": {
"BaseDamage": { "Physical": 25, "Fire": 10 }
}
}]
},
"Swing_Down_Damage": {
"Interactions": [{
"Parent": "Weapon_Sword_Primary_Swing_Down_Damage",
"DamageCalculator": {
"BaseDamage": { "Physical": 40, "Fire": 20 }
}
}]
}
}
}

Finding Var names: Look at the weapon’s interaction chain in base game. Search for "Var": in:

  • Assets.zip/Server/Item/Interactions/Weapons/Sword/

Weapons can grant stat bonuses while held:

{
"Parent": "Template_Weapon_Sword",
"Weapon": {
"StatModifiers": {
"MaxHealth": [{ "Amount": 50, "CalculationType": "Additive" }],
"MovementSpeed": [{ "Amount": 0.15, "CalculationType": "Multiplicative" }],
"SignatureEnergy": [{ "Amount": 30, "CalculationType": "Additive" }]
}
}
}

CalculationType:

  • Additive - Add flat amount
  • Multiplicative - Multiply by (1 + Amount)

To use completely different attacks, override Interactions:

{
"Parent": "Template_Weapon_Sword",
"Interactions": {
"Primary": "My_Custom_Attack",
"Secondary": "My_Custom_Block",
"Ability1": "My_Custom_Ultimate"
}
}

See adding-interactions.md for creating custom interactions.

{
"Quality": "Legendary"
}

Values: Common, Uncommon, Rare, Epic, Legendary, Technical

Defined in base game: Assets.zip/Server/Item/Qualities/

{
"MaxStack": 64
}
{
"Categories": ["Items.Weapons", "Items.Melee"]
}
{
"Tags": {
"Type": ["Weapon"],
"Family": ["Sword"],
"Element": ["Fire"]
}
}
{
"Particles": [
{
"SystemId": "Fire_Aura",
"TargetNodeName": "Handle"
}
]
}
{
"Light": {
"Color": "#ff4400",
"Intensity": 2.0
}
}
{
"ModelVfx": "Sword_Signature_Status"
}

References in base game: Assets.zip/Server/Entity/ModelVFX/

Server/Item/Items/Weapon/Weapon_Sword_Fire.json:

{
"Parent": "Template_Weapon_Sword",
"TranslationProperties": {
"Name": "Blazing Edge"
},
"Model": "Items/Weapons/Sword/Iron.blockymodel",
"Texture": "Items/Weapons/Sword/Iron_Texture.png",
"Icon": "Icons/ItemsGenerated/Weapon_Sword_Iron.png",
"Quality": "Epic",
"InteractionVars": {
"Swing_Left_Damage": {
"Interactions": [{
"Parent": "Weapon_Sword_Primary_Swing_Left_Damage",
"DamageCalculator": {
"BaseDamage": { "Physical": 15, "Fire": 20 },
"CriticalHitChance": 0.2,
"CriticalHitMultiplier": 2.0
},
"DamageEffects": {
"Knockback": { "Force": 8.0 },
"WorldParticles": [{ "SystemId": "Impact_Fire" }]
}
}]
},
"Swing_Right_Damage": {
"Interactions": [{
"Parent": "Weapon_Sword_Primary_Swing_Right_Damage",
"DamageCalculator": {
"BaseDamage": { "Physical": 15, "Fire": 20 }
}
}]
},
"Swing_Down_Damage": {
"Interactions": [{
"Parent": "Weapon_Sword_Primary_Swing_Down_Damage",
"DamageCalculator": {
"BaseDamage": { "Physical": 25, "Fire": 35 }
},
"DamageEffects": {
"WorldParticles": [{ "SystemId": "Explosion_Fire_Small" }]
}
}]
}
},
"Weapon": {
"StatModifiers": {
"MaxHealth": [{ "Amount": 20, "CalculationType": "Additive" }]
}
},
"Particles": [
{ "SystemId": "Fire_Embers", "TargetNodeName": "Blade_Tip" }
],
"Light": {
"Color": "#ff6600",
"Intensity": 1.5
}
}

Server/Item/Items/Weapon/Weapon_Pistol.json:

{
"TranslationProperties": { "Name": "Pistol" },
"Model": "Items/Hypixel/Minigames/GunPvP/Weapons/Handguns/Handgun.blockymodel",
"Texture": "Items/Hypixel/Minigames/GunPvP/Weapons/Handguns/Handgun_Texture.png",
"Icon": "Icons/ItemsGenerated/Weapon_Handgun.png",
"PlayerAnimationsId": "Handgun",
"Interactions": {
"Primary": {
"Cooldown": { "Id": "Shoot", "Cooldown": 0.3 },
"Interactions": [{
"Type": "LaunchProjectile",
"ProjectileId": "My_Bullet",
"RunTime": 0.1,
"Effects": {
"ItemAnimationId": "Shoot",
"WorldSoundEventId": "SFX_Rifle_Fire",
"CameraEffect": "Handgun_Shoot"
}
}]
},
"Secondary": "Gun_Attack"
},
"Quality": "Rare",
"Weapon": {}
}

Items can embed a recipe directly in their JSON:

{
"Parent": "Template_Weapon_Sword",
"Recipe": {
"Input": [
{ "ItemId": "hytale:iron_ingot", "Quantity": 3 },
{ "ItemId": "hytale:wood_stick", "Quantity": 2 }
],
"BenchRequirement": [{ "Type": "Crafting", "Id": "Anvil" }]
}
}

Embedded recipes are auto-generated as "{itemId}_Recipe_Generated_0" at load time. You can also define recipes as standalone files in Server/Item/Recipes/. See Adding Recipes for the full recipe format and bench types, or Crafting & Recipes for runtime management and events.

When adding an item, ensure these exist:

  • Item JSON in your pack’s Server/Item/Items/
  • Model .blockymodel in Common/Items/ (or use base game model)
  • Texture .png in Common/Items/ (or use base game texture)
  • Icon .png in Common/Icons/ (or use base game icon)
  • (Optional) Custom interactions in Server/Item/Interactions/
  • (Optional) Custom projectiles in Server/Projectiles/
  • (Optional) Crafting recipe in Server/Item/Recipes/ or embedded Recipe field
WhatYour PackBase Game Reference
Item definitionsServer/Item/Items/Assets.zip/Server/Item/Items/
Item templates(inherit from base)Assets.zip/Server/Item/Items/Weapon/Template_*
ModelsCommon/Items/Assets.zip/Common/Items/
TexturesCommon/Items/Assets.zip/Common/Items/
IconsCommon/Icons/Assets.zip/Common/Icons/
InteractionsServer/Item/Interactions/Assets.zip/Server/Item/Interactions/