-
Notifications
You must be signed in to change notification settings - Fork 39
Items
jjppof edited this page Oct 16, 2022
·
1 revision
Database file for items. See an example. This json file is an array of objects, each object corresponds to an item.
-
key_name
[string]
: item unique key_name. -
name
[string]
: item name. -
type
[string]
: item type, it can be:"weapons"
"armor"
"chest_protector"
"head_protector"
"leg_protector"
"ability_grantor"
"class_changer"
"ring"
"underwear"
"general_item"
-
weapon_type
[string]
: weapon type, it can be:"not_a_weapon"
"sword"
"light_blade"
"axe"
"mace"
"staff"
-
description
[string]
: item description. -
use_type
[string]
: sets how the item is used. It can be:"multiple_uses"
"single_use"
"breaks_when_use"
"no_use"
-
curses_when_equipped
[boolean]
: if true, the item curses when equipped. -
cant_be_removed
[boolean]
: if true, when equipped, can't be removed. -
rare_item
[boolean]
: if true, the item is rare. -
important_item
[boolean]
: if true, the item is important. -
carry_up_to_30
[boolean]
: if true, this item can be aggregated up to 30. -
element
[string]
: can be"no_element"
(default),"venus"
,"mercury"
,"mars"
or"jupiter"
. -
unleash_ability
[string]
: if this item unleashes an ability, set its key name. -
unleash_rate
[number]
: the unleash rate, values between 0 and 1. -
use_ability
[string]
: if this item can be used, set the ability key name that's is going to be used. -
equipable_chars
[array]
: array of main chars key names which this item can equip. -
price
[number]
: this item price in coins, value must be an integer. -
granted_ability
[string]
: the ability that is granted when you equip this item. -
granted_class_type
[number]
: specify the class type designating the class family that the char that's going to equip this item will have. -
effects
[array]
: the effects caused by this item is equipped-
type
[string]
: the type of the effect, it can be:-
"max_hp"
: affects the max HP. -
"max_pp"
: affects the max PP. -
"attack"
: affects the attack. -
"defense"
: affects the defense. -
"agility"
: affects the agility. -
"luck"
: affects the luck. -
"power"
: affects the elemental power. -
"resist"
: affects the elemental resist. -
"hp_recovery"
: affects the HP recovery rate. -
"pp_recovery"
: affects the PP recovery rate. -
"criticals"
: affects the critical chance. -
"temporary_status"
: affects temporary statuses. -
"permanent_status"
: affects permanent statuses. -
"turns"
: affects battle turns count. -
"encounters"
: affects battle encounters rate. -
"flee"
: affects flee chance.
-
-
quantity
[number]
: the base value for applying the effect when relevant. -
operator
[string]
: the operator type when havingquantity
set. It can be:"plus"
"minus"
"times"
"divide"
-
quantity_is_absolute
[boolean]
: if you havequantity
set, set this property to true to make thequantity
value absolute. -
rate
[number]
: the rate to be applied to the quantity. -
chance
[number]
: the chance to this effect takes place. Values between 0 and 1. -
element
[string]
: if this effect is of a type that depends on an element, use this property to indicate it, it can be:"no_element"
"venus"
"mercury"
"mars"
"jupiter"
"all_elements"
-
add_status
[boolean]
: if this effect is status related, set this property to true if this effect will add a status. -
status_key_name
[string]
: if this effect is status related, set this property to indicate the status, it can be:"delusion"
"stun"
"sleep"
"seal"
"death_curse
"downed"
"poison"
"venom"
"equip_curse"
"haunt"
-
variation_on_final_result
[boolean]
: if true, adds variation between 0-3 to the effect final result value. -
on_caster
[boolean]
: if true, the effect will be applied to the caster. -
relative_to_property
[string]
: apply a quantity relative to another chart stat different from the one specified in the type. It can be:"max_hp"
"max_pp"
"attack"
"defense"
"agility"
"luck"
- Or any other char stat/property.
-
- Home
- Introduction for developers
- Tutorials
- Game initialization settings
- Map settings
-
Game Events
- Add item to party event
- Audio play event
- Battle event
- Branch event
- Camera fade event
- Camera follow event
- Camera move event
- Camera shake event
- Casting aura event
- Change collision layer event
- Char animation play event
- Char blend mode event
- Char exp event
- Char fall event
- Char hue event
- Char item manipulation event
- Char level change event
- Char rotation event
- Char shadow visibility event
- Char tween position event
- Chest event
- Colorize char event
- Colorize map event
- Control bgm event
- Create storage var event
- Custom collision body event
- Destroyer event
- Dialog event
- Djinn get event
- Djinn set status event
- Emoticon event
- Event activation event
- Event caller event
- Event holder event
- Event loop event
- Exit Sand mode event
- Face direction event
- Flame char event
- Generic sprite event
- Grant ability event
- IO anim play event
- IO tween position event
- Item checks event
- Jump event
- Layer tween event
- Layer visibility event
- Look event
- Main chars join split event
- Map blend mode event
- Map opacity event
- Move event
- Outline char event
- Particles event
- Party join event
- Permanent status event
- Psynergy stone event
- Set char activation event
- Set char collision event
- Set char visibility event
- Set IO activation event
- Set IO collision event
- Set IO visibility event
- Set NPC collision event
- Set party coins event
- Set value event
- Storage change event
- Summon event
- Teleport event
- Tile event manage event
- Timer event
- Tint char event
- Databases
- Code reference