Items and rarity

Item fields, rarity, item discovery, mini stashes, armour plates and weapon tints.

Obsi Inventory adds a few fields to item definitions: rarity, throwing, unique serials, mini stashes, backpacks, clothing, armour plates and weapon tints. This page lists them all, plus how rarity drives item discovery.

Item fields

Add the fields in data/items.lua, or set them on the admin Items page.

data/items.lua
['water'] = {
    label = 'Water', weight = 500,
    rarity = 'common',              -- common / uncommon / rare / epic / legendary / mythic
    throwable = true,               -- can be thrown, the weight decides the distance
    prop = 'prop_ld_flow_bottle',   -- world prop for throws and drops
    unique = true,                  -- never stacks, gets a serial number
},
['toolbox'] = {
    label = 'Toolbox', weight = 1500,
    isStash = { slots = 6, maxWeight = 8000, whitelist = { 'screwdriver', 'wrench' } },
},
['plate_heavy'] = { label = 'Heavy plate', weight = 3000, plate = { armor = 100 } },
['tint_1'] = { label = 'Green tint', weight = 50, tint = 1 },
FieldTypeMeaning
raritystringRarity name. metadata.rarity overrides it per item
throwablebooleanfalse means the item can never be thrown
propstringWorld prop used for throws and drops
uniquebooleanNever stacks; each item gets metadata.serial
isStashtableMakes the item a mini stash: slots, maxWeight, optional whitelist
backpacktableWorn in the bag slot: slots, weight. See Slots and backpacks
clothingtableA wearable piece. See Clothing
platetableAn armour plate: armor points
tintnumberA weapon tint item (tint index)
hangerbooleanAn outfit hanger

Rarity

Every slot carries a coloured stripe for the item's rarity, and the tooltip shows a matching chip.

RarityColourDiscovery time
Common#8B90960 s
Uncommon#5FB8782 s
Rare#4F8FD84 s
Epic#A273D66 s
Legendary#F2A5418 s
Mythic#E05A4F10 s

The defaults live in data/obsi/rarity.lua. Names, colours and times can be changed on the admin Edit Rarity page; those edits are stored in the database and replace the file values.

Edit rarity

Edit Rarity: colour, discovery time and a live preview

Item discovery

Items in someone else's inventory are hidden until you have searched long enough. Each item reveals itself after its rarity's discovery time, with a countdown on the slot.

Item discovery

An evidence locker while two items are still being searched
Setting in discovery (data/obsi/interact.lua)DefaultMeaning
typesplayer, drop, stash, trunk, gloveboxInventory types that hide their items
skipOwnedtrueYour own personal stashes are never hidden
memory600Seconds the server remembers what a player already revealed

Mini stashes

An item with isStash opens as a small container in the right column. Hover it to see what is inside and take items out straight from the tooltip.

Armour plates

The armor_vest item (and any item worn as clothing component 9) is a plate carrier. Drag up to 3 plates into it from the context menu:

PlateArmour
plate_light25
plate_medium50
plate_heavy100

A plate keeps its remaining armour in metadata.armor, and the vest keeps its plates in metadata.plates, so a damaged plate stays damaged when you take it out.

Weapon tints

Weapon tints are items: tint_1 to tint_7. Apply them in the weapon attachments view like any other component.

Renaming and descriptions

Players can give an item their own name and description from the context menu. They are stored in metadata.label and metadata.description, up to 32 and 160 characters (item.renameMax, item.describeMax).