Other "important" changes you can do... (don't enter the <> brackets):
For weapon strength: "modifierName": "StrongDamage_<number value>"
For armor strength: "modifierName": "Armor_<number value>"
For inventory edits:
For the Life Fruits (those give you healthbars) the max quantity per stack is 10:
"level": 1,
"itemName": "LifeFruit",
"modifierName": "",
"powerup": "",
"stackCount": 10,
"powerupCharges": 0,
"patternLayers": []
Dye colors I've seen so far (Stack count must be 1):
BlackDye
WhiteDye
RedDye
BlueDye
GreenDye
OrangeDye
YellowDye
YellowGreenDye
GrayDye
BrownDye
TanDye
Patterns I've seen so far (Stack count must be 1):
Patterns:
PatternGradient
PatternSpots
PatternDots
You can also remove tails by searching for tails, and entering "None" - or you can switch out, or add different ones.
Search for "tail":
"tail": {
"part": "Tail_Canine", <--- Edit this to be None, Tail_Canine, or Tail_Draconic
"baseColor": "#FFFFFFFF",
"skinLayers": [],
"topLayer": {
"color": "",
"metallic": 0.0,
"smoothness": 0.0,
"mask": "",
"normal": "",
"pattern": "",
"opacity": 0.0
You can add minimal "metallic" effects to skin patterns (stripes/spots" by editing the metallic from 0.0 to 1.0, and the "smoothness" from 0.0 to no more than .9. For skin patterns, it doesn't get too shiny at all, but on armors the .9 will give a pseudo "mirrored" effect if the material is large area. For smaller area items, like the studs on the belts and clasps aren't large enough for the mirror effect, so for those I wouldn't go higher than about .7 to .8
Hope all of that is useful..