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†
Item List†
This is a list of registered items
- 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.
The specified tags can be used to narrow down the entries displayed in the "Picture Book" screen, etc., by specifying them in the Layout Tool function.
(!)When specifying multiple tags, please DO NOT leave spaces between them.
If you put #atk#def, it will be displayed regardless of whether you filter by #atk or #def.
if you put a space like #atk #def, it will not be displayed when you filter by #atk, but only when you filter by #def.
Item Properties†
- Name
Enter a name for the item.
You can also write descriptions of items to be displayed during the game.
- Item Event Settings
You can specify your own events for the item.
The types of event panels available are limited.
The event is activated when this item is obtained.
- 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.
- Motion When Used
Specify the motion of the cast when this item is used from the asset picker.
Item Properties and Change Elements (Ability, Resistance, Recovery)†
- Basic Settings
Specify basic information such as item type and price.
- Consumables
When turned on, this item is specified as a consumable.
When a consumable item is used as an item, the number of items in its possession is reduced by one.
- Weapons
When turned on, this item can be equipped as a weapon.
If "Armors" is also turned on, the item can be equipped as armor.
- Armors
When turned on, this item can be equipped as armor.
Note, however, that it cannot be equipped anywhere unless the part is assigned in Item Abilities > Parts.
If "Weapons" is turned on at the same time, it can be equipped as a weapon 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.
- Attack Range
This setting is enabled when "Use Attack Range" is turned on in Game Definition > Rules and Operations.
The unit of attack range is the grid on the battle layout.
The possible attack range by range value depends on the setting of Game Definition > Rules and Operations > Attack Range Judgment Type.
See below for details.
Rules and Operations#AttackRange
- Enhanceable
When turned on, it is possible to use events to enhance this item.
See Enhancement Item for more information on enhancing items.
- Available on 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.
Please note that in some cases, forgetting to specify the above two settings can result in a bug that prevents the use of the system in the scene you have in mind.
Specifying off both items will make the item unusable in any scene. Use this setting for "key items" and so on.
If "Available in Maps/Battles" is turned on for "Weapons" and "Armors" items, they will also be available from the "Items" menu.
- Item Abilities
Specify the effect when the item is possessed/used.
The Add button opens the "Ability Selector".
Selecting an effect closes the dialog, and it allows you to specify the parameters of the effect (e.g., the amount of damage).
(!)The ability to be invalid for the type specified for an item, such as "weapon" or "armor," will not be triggered.
- Enable Switch
Turning it off will disable the entry.
Please use this function for debugging and other purposes.
- Target
The “target status” can be switched using the “Change Status” abilities.
- Ability Selector
Switch the "Categories" and select the "Ability" that you wish to specify.
If you specify an ""Ability" that can only be set to one for an item", they will not appear in this dialog.
- Weapon/Armor
These are abilities related to weapons/armor.
The abilities specified will only be activated when the item type is "weapon" or "armor".
- Damage Formula (HP) (for weapons)
Specify the damage formula that determines the amount of damage dealt to the opponent's HP when attacking.
After selecting this ability, press the "Edit" button to open the "Formula Editor".
(!)If no damage formula is specified, the default formula is used.
Formula Editor
Damage formulas can be customized using four arithmetic operations, etc.
- Attack Attribute (for weapons)
Specify the "attributes" that will accompany the attack and the "state" that will be generated in the opponent when it hits.
You can also specify Attribute Attack Power ("a.eatk" in the damage formula), which adds damage to the targeted opponent.
If you specify a "state" for the attack attribute, the opponent will be inflicted with that state when the attack is made.
(!)If "state" is specified for the attack attribute, the value specified for the attribute attack power is treated as "no attribute".
This is treated differently from Attribute "none" and is unaffected by the damage caused by the attacker's attributes ("b.edef" in the damage formula).
- One Step Forward When Acting (for weapons)
Specify whether the equipped cast takes one step forward before attacking.
You can choose from "No", "Use Cast Settings", "Yes", and "Yes (Use Walk Motion)".
- Parts (for armors)
You can select the equipment part from "None", "Arm Armor", "Headgear", "Body Armor", and "Accessory".
- Critical Hit Rate (for weapons/armors)
When equipped, specify the rate of critical damage from normal attacks between 0 and 100.
- Max Damage/Recovery Amount (for weapons/armors)
This value is added to the "Basic Max Damage/Recovery Amount" in this game, which is assigned in Game Definition>Rules and Operations.
- Consumption Status
The ability to affect the consumption value of a consumption status when using an item.
- Recover (HP)
Specify the recovery value of the consumption status when the item is used.
The status name in parentheses () indicates the consumption value to be recovered.
- Recovery Formula (HP)
Specify the formula that determines the amount of the consumption status consumption value recovered when the item is used.
The status name in parentheses () indicates the consumption value to be recovered.
(!)The "User Status" element is invalid in the item recovery formula.
- Change in Status
The ability to change the value of each status when this item is used or equipped.
There is a limit to the final status value that considers the increase or decrease value due to ability.
Please read the Status Editor.
ex. The status of the keyword "mhp" (default name is "Max HP") cannot be less than 1.
- Change in Resistance:Attribute (for weapons/armors)
The ability to change the cast's resistance to "attributes" when this item is equipped.
- Change in Resistance:State (for weapons/armors)
The ability to change the cast's resistance to "states" when this item is equipped.
- State Granting
When this item is used, it is the ability to grant a "state" to the target cast.
- State Recovery
When this item is used, it is the ability to remove the "state" that occurs on the target cast.
- Special
- Assign When Handling Skill
The ability to activate an assigned "skill" when using an item.
The available scenes (map/battle) for this item will follow the settings of the "skill" you have assigned.
- Common Event to be Called
The ability to activate a registered "common event" when the item is used.
For example, by assigning a common event that takes them to the inn map, you can create an item that, when used, will return them to the inn.
- Effect When Used
Specify the effect when this item is used from the asset picker.
It is also used as an effect when attacking with a weapon item.
Item Properties: Others†
- Picture Book
You can specify the settings to be displayed in the "Picture Book" screen.
The "Picture Book" screen can be created using the Layout Tool.
You can specify when they will be registered in the "Picture Book" by going to Game Definition > Rules and Operations > Register to Picture Book.
- Register to Picture Book
If turned on, this item will be displayed in the Picture Book.
- Referent
Various data on the item specified here can be displayed in the Picture Book.