Here is a base example of an item:
Spoiler: example
local ITEM = Clockwork.item:New("armor_clothes_base");
ITEM.name = "item";
ITEM.uniqueID = "item";
ITEM.spawnValue = 1;
ITEM.isRareSpawn = true/false;
ITEM.actualWeight = enter number for weight;
ITEM.invSpace = entire number of inventory space;
ITEM.protection = enter on a .0 scale;
ITEM.maxArmor = max is 200 if i think, set from 0-200;
ITEM.repairAmount = the repair amount for when the item is repaired;
ITEM.hasGasmask = true/false, depends if the item can support a filter to block out toxins;
ITEM.isAnonymous = true/false, determines whether or not the item renders the wearer anonymous and unidentifiable;
ITEM.replacement = "insert the model you want to use ";
ITEM.description = "enter the description you wish to use for your item here";
ITEM.repairItem = "whatever you want to have your item repaired with- so say you have cloth_scraps, you'd put "cloth_scraps" in this";
ITEM.business = true/false, determines whether or not the item can be sold on the business menu;
ITEM.access = "the flag that the item requires to be purchased/spawned";
ITEM.cost = the token amount that the item has to be purchased for from the business menu;
ITEM:AddData("Rarity", put the numbers 1-5 to dictate rarity (1 is common, 2 is uncommon, 3 is rare, 4 is [i forget], 5 is legendary);
ITEM:Register();
Here's an item I've made off of the base:
Spoiler: one of my items
local ITEM = Clockwork.item:New("armor_clothes_base");
ITEM.name = "Riot Outfit";
ITEM.uniqueID = "riot_outfit";
ITEM.actualWeight = 6;
ITEM.batch = 3;
ITEM.invSpace = 2;
ITEM.protection = 0.55;
ITEM.maxArmor = 150;
ITEM.hasGasmask = true;
ITEM.isAnonymous = true;
ITEM.replacement = "models/bloocobalt/l4d/riot_09.mdl";
ITEM.description = "A riot suit, equipped with a gasmask and shock obsorbant visor. (Have your model changed, there are multiple.)";
ITEM.business = false;
ITEM.access = "q";
ITEM.cost = 500;
ITEM:AddData("Rarity", 3);
ITEM:Register();
Hope that helps.