What are items?†
This section creates data for items used by cast members during the game, such as weapons, armor, and consumables that are used once and then lost. Each item can be individually configured with status and ability changes, as well as assigned skill abilities, and common events can be specified to set special behaviors.
Function Description†
- Add Folder
Create a folder.
- Copy
Copy the data of the selected items.
- Paste
Paste the copied item data into the last column.
- Management Tags + Notes
You can add management tags and jot down memorandums.
Tags are registered by adding # to the beginning of the line. Tags and notes entered in this field will not appear in the game.
Item Properties†
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- Name
Enter a name for the item.
You can also write descriptions of items to be displayed during the game.
- Basic Settings
Specify basic information such as item types and prices.
- Consumables
If turned on, this item will be specified as a consumable item; once used, it will be lost.
- Weapon
If turned on, this item will be specified as a weapon.
If armor is also turned on at the same time, it can be equipped as armor as well.
- Armor
If turned on, this item will be specified as a weapon.
If armor is also turned on at the same time, it can be equipped as armor as well.
- Price
Specify the price for this item.
- Available Stocks
Specify the quantity of this item that can be owned at the same time. It can be specified up to 99.
- Available in Maps
If turned on, this item can be used on the maps.
- Available in Battles
If turned on, this item can be used in battles.
- Icon Image
Specify an icon for this item to be displayed in the game from the asset picker.
- 3D Model
Specify a 3D model of this item to be displayed in the game from the asset picker.
Item Properties: Change Elements (Ability, Resistance, Recovery)†
- Weapon Specific Settings
Specify settings related to weapons.
- Attack Attribute
Specify the attributes to accompany attacks with this weapon and the state change that will occur on hit.
"Attributes" can be registered in "Attribute Definition" in the Database menu.
- Attribute Attack Power
When an attribute attack is given, enter the damage value that will be inflicted on monsters that are weak to that attribute.
- One Step Forward When Acting
Specify whether to take one step forward when attacking.
You can choose from "No," "Use Cast Settings," "Yes," or "Yes (Use Walk Motion)."
- Armor Specific Settings
Specify settings related to armor.
- Parts
Select the part of the armor to be equipped: shield, head, body, accessories.
- Equipment Item Settings
Specify the settings related to common parameters for weapons and armor.
- Critical Rate
Specify the critical rate between 0 to 100 when performing a normal attack.
- Max Damage/Recovery Amount
This value is added to the "Basic Max Damage/Recovery Amount" for this game specified in the Game Definition.
- Change in Abilities
Specify the amount of change in various ability values when this item is used or equipped.
- Change in Attack Power
Specify the value of the change in attack power.
- Change in Defense Power
Specify the value of the change in defense power.
- Change in Maximum HP
Specify the value of the change in maximum HP.
- Change in Maximum MP
Specify the value of the change in maximum MP.
- Change in Magical Power
Specify the value of the change in magical power.
- Change in Agility
Specify the value of the change in agility.
- Change in Evasion Rate
Specify the value of the change in evasion rate when equipped.
Values beyond the range of 0% to 100% are ignored when this value is taken into account.
- Change in Accuracy
Specify the value of the change in accuracy when equipped.
Values beyond the range of 0% to 100% are ignored when this value is taken into account.
- Consumable Settings
Specify various settings related to consumables.
- HP Recovery Amount
Enter the amount of HP recovery.
- HP Recovery Rate
Enter the HP recovery rate.
- MP Recovery Amount
Enter the amount of MP recovery.
- MP Recovery Rate
Enter the MP recovery rate.
- Advanced Settings
The effect of this item can be specified using the same effect or common event as the skill.
- Assign When Handling Skill
The data registered in "Skills" will be used to add the same effect to this item.
- Common Event to be Called
Specify the registered "Common Event".
- Change in Resistance (Attributes)
Specify the resistance change for the attribute.
The list displays the attributes registered under "Attribute Definition" in the Database menu.
- Change in Resistance (State)
Specify the resistance to state changes.
The list displays the states registered under "State Definition" in the Database menu.
- State Recovery
Select the state changes that this item will heal.
The states can be created using "State Definition" in the database menu.
Turn on the check box for the state change you wish to recover.
- Damage Formula
Specify the damage formula when this item is used in battles.
- Formula Editor
The "..." icon to the right of the formula allows you to customize the damage calculation formula using the four arithmetic operations.
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Item Properties: Effects†
#ref(): File not found: "Database_Items_Effects.png" at page "Items"
- Effect When Used
Specify the effect when this item is used from the asset picker.
- Motion When Used
Specify the motion of the cast when this item is used from the asset picker.