Adding Items
Basics
Section titled “Basics”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/
Minimal Item
Section titled “Minimal Item”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).
Using Inheritance
Section titled “Using Inheritance”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 swordTemplate_Weapon_Battleaxe- Two-handed axeTemplate_Weapon_Daggers- Dual daggersTemplate_Weapon_Bow- BowTemplate_Weapon_Crossbow- Crossbow
Customizing Damage
Section titled “Customizing Damage”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/
Adding Passive Stats
Section titled “Adding Passive Stats”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 amountMultiplicative- Multiply by (1 + Amount)
Custom Interactions
Section titled “Custom Interactions”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.
Item Properties
Section titled “Item Properties”Quality (Rarity)
Section titled “Quality (Rarity)”{ "Quality": "Legendary"}Values: Common, Uncommon, Rare, Epic, Legendary, Technical
Defined in base game: Assets.zip/Server/Item/Qualities/
Stack Size
Section titled “Stack Size”{ "MaxStack": 64}Categories (for UI)
Section titled “Categories (for UI)”{ "Categories": ["Items.Weapons", "Items.Melee"]}{ "Tags": { "Type": ["Weapon"], "Family": ["Sword"], "Element": ["Fire"] }}Visual Effects on Item
Section titled “Visual Effects on Item”Particles (ambient)
Section titled “Particles (ambient)”{ "Particles": [ { "SystemId": "Fire_Aura", "TargetNodeName": "Handle" } ]}Light emission
Section titled “Light emission”{ "Light": { "Color": "#ff4400", "Intensity": 2.0 }}Model VFX (glow/highlight)
Section titled “Model VFX (glow/highlight)”{ "ModelVfx": "Sword_Signature_Status"}References in base game: Assets.zip/Server/Entity/ModelVFX/
Complete Example: Fire Sword
Section titled “Complete Example: Fire Sword”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 }}Complete Example: Simple Gun
Section titled “Complete Example: Simple Gun”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": {}}Crafting Recipes
Section titled “Crafting Recipes”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.
File Checklist
Section titled “File Checklist”When adding an item, ensure these exist:
- Item JSON in your pack’s
Server/Item/Items/ - Model
.blockymodelinCommon/Items/(or use base game model) - Texture
.pnginCommon/Items/(or use base game texture) - Icon
.pnginCommon/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 embeddedRecipefield
File Locations
Section titled “File Locations”| What | Your Pack | Base Game Reference |
|---|---|---|
| Item definitions | Server/Item/Items/ | Assets.zip/Server/Item/Items/ |
| Item templates | (inherit from base) | Assets.zip/Server/Item/Items/Weapon/Template_* |
| Models | Common/Items/ | Assets.zip/Common/Items/ |
| Textures | Common/Items/ | Assets.zip/Common/Items/ |
| Icons | Common/Icons/ | Assets.zip/Common/Icons/ |
| Interactions | Server/Item/Interactions/ | Assets.zip/Server/Item/Interactions/ |