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†
#ref(): File not found: "Items name.png" at page "Items"
- 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
When used as a weapon, select the attribute that will be inflicted when attacking.
For example, if an item has "Fire" attribute, it will inflict damage to enemies with weak "Fire" attribute by combining its normal attack power with its "Attribute Attack Power".
Attributes can be created using "Attribute Definitions" 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.
The maximum value is 9999.
- 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.
- Change in Evasion Rate
The evasion rate will be changed to this value, which can be specified between 0 to 100.
- Change in Accuracy
The accuracy will be changed to this value, which can be specified between 0 to 100.
- Change in Abilities
Specify the amount of change in various ability values when this item is used or equipped.
- Change in Attack Power
Enter the damage value inflicted by normal attacks. The maximum value is 9999.
- Change in Defense Power
While equipped, enter the change value of defense.
- Change in Maximum HP
Increase the maximum HP by this value.
- Change in Maximum MP
Increase the maximum MP by this value.
- Change in Magical Power
Increase the magical power by this value.
- Change in Agility
Increase the agility by this value.
- Consumable Settings
Specify various settings related to consumables.
The maximum value for each is 9999.
- 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.
For each condition, there are five levels to choose from: "Absorption 150%", "Strong 100%", "Slightly Strong 50%", "No Change 0%", "Slightly Weak -50%", and "Weak -100%".
- Change in Resistance (State)
Specify the resistance to state changes.
The list displays the states registered under "State Definition" in the Database menu.
For each condition, there are five levels to choose from: "Absorption 150%", "Strong 100%", "Slightly Strong 50%", "No Change 0%", "Slightly Weak -50%", and "Weak -100%".
- 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.
#ref(): File not found: "Formula Editor.png" at page "Items"
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.