#author("2022-11-28T01:13:14+00:00","default:admin","admin")
#author("2024-04-30T16:17:37+09:00","default:admin","admin")
*What are items? [#o3ec9dd2]
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.

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#contents

**Function Description [#pfac834d]
***Item List [#tbf82648]
This is a list of registered items

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- ''Add''
Add items.
Add an item.

- ''Add Folder''
Create a folder.

- ''Copy''
Copy the data of the selected items.

- ''Paste''
Paste the copied item data into the last column.

- ''Delete''
Delete item data.

-''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.
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''&color(red){(!)};''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 [#pfac834d]

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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.
-''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.

--''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.

-''Motion When Used''
Specify the motion of the cast when this item is used from the asset picker.

**Item Properties: Change Elements (Ability, Resistance, Recovery) [#pfac834d]
**Item Properties and Change Elements (Ability, Resistance, Recovery) [#pfac834d]

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-''Weapon Specific Settings''
Specify settings related to weapons.
-''Basic Settings''
Specify basic information such as item type and price.

--''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.
--''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.

--''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.
--''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.

--''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)."
--''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.

-''Armor Specific Settings''
Specify settings related to armor.
--''Price''
Specify the price for this item.

--''Parts''
Select the part of the armor to be equipped: shield, head, body, accessories.
--''Available Stocks''
Specify the quantity of this item that can be owned at the same time. It can be specified up to 99.

-''Equipment Item Settings''
Specify the settings related to common parameters for weapons and armor.
--''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]]

--''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.
--''Enhanceable''
When turned on, it is possible to use events to enhance this item.
See [[Enhancement Item:https://rpgbakin.com/pukiwiki_en/?Creation+Tips#b5280f70]] for more information on enhancing items.

--''Change in Accuracy''
The accuracy will be changed to this value, which can be specified between 0 to 100.
--''Available in Maps''
If turned on, this item can be used on the maps.

-''Change in Abilities''
Specify the amount of change in various ability values when this item is used or equipped.
--''Available in Battles''
If turned on, this item can be used in battles.
#br
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.

--''Change in Attack Power''
Enter the damage value inflicted by normal attacks. The maximum value is 9999.
-''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).
''&color(red){(!)};''The ability to be invalid for the type specified for an item, such as "weapon" or "armor," will not be triggered.

--''Change in Defense Power''
While equipped, enter the change value of defense.

--''Change in Maximum HP''
Increase the maximum HP by this value.
--''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.
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--''Change in Maximum MP''
Increase the maximum MP by this value.
--''Weapon/Armor Setting''
These are abilities related to weapons/armor.
The abilities specified will only be activated when the item type is "weapon" or "armor".

--''Change in Magical Power''
Increase the magical power by this value.
---''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".
''&color(red){(!)};''If no damage formula is specified, the default formula is used.
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''Formula Editor''
Damage formulas can be customized using four arithmetic operations, etc.

--''Change in Agility''
Increase the agility by this value.
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---''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.
#br
If you specify a "state" for the attack attribute, the opponent will be inflicted with that state when the attack is made.
''&color(red){(!)};''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).

-''Consumable Settings''
Specify various settings related to consumables.
The maximum value for each is 9999.
---''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)".

--''HP Recovery Amount''
Enter the amount of HP recovery.

--''HP Recovery Rate''
Enter the HP recovery rate.
---''Parts'' (for armors)
You can select the equipment part from "None", "Arm Armor", "Headgear", "Body Armor", and "Accessory".

--''MP Recovery Amount''
Enter the amount of MP recovery. 
---''Critical Hit Rate'' (for weapons/armors)
When equipped, specify the rate of critical damage from normal attacks between 0 and 100.

--''MP Recovery Rate''
Enter the MP recovery rate.
---''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:https://rpgbakin.com/pukiwiki_en/?Rules+and+Operations#v5b0b487]].


-''Advanced Settings''
The effect of this item can be specified using the same effect or common event as the skill.
--''Consumption Status''
The ability to affect the consumption value of a consumption status when using an item.

--''Assign When Handling Skill''
The data registered in "Skills" will be used to add the same effect to this 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.

--''Common Event to be Called''
Specify the registered "Common Event".
---''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.
''&color(red){(!)};''The "User Status" element is invalid in the item recovery formula.

-''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%".
--''Ability Enhancement''	
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:https://rpgbakin.com/pukiwiki_en/?Casts#h6d7846a]].
ex. The status of the keyword "mhp" (default name is "Max HP") cannot be less than 1.

--''Change in Resistance when Equipped (Attribute)''  (for weapons/armors)
The ability to change the cast's resistance to "attributes" when this item is equipped.

--''Change in Resistance when Equipped (State)''  (for weapons/armors)
The ability to change the cast's resistance to "states" when this item is equipped.

-''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 Changes''
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.

-''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.
--''Advanced Settings''
---''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.

-''Damage Formula''
Specify the damage formula when this item is used in battles.
-''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.

--''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: Others [#laf0872e]

**Item Properties: Effects [#pfac834d]

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-''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.

-''Effect When Used''
Specify the effect when this item is used from the asset picker.
--- ''Register to Picture Book''
If turned on, this item will be displayed in the Picture Book.

-''Motion When Used''
Specify the motion of the cast when this item is used from the asset picker.
--- ''Referent''
Various data on the item specified here can be displayed in the Picture Book.


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