#author("2024-09-10T10:28:08+09:00","default:admin","admin") #author("2024-10-23T21:35:40+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. #ref(./Database_Items.png,50%) #br #contents **Function Description [#pfac834d] ***Item List [#tbf82648] This is a list of registered items #ref(./Items Add.png,60%) #br - ''Add'' 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. #br ''&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] #ref(./Database_Items_Name.png,80%) #br -''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) [#pfac834d] //COLOR(#FF0000):画像入る #ref(./Database_Items_ChangeElements.png,80%) #br -''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:https://rpgbakin.com/pukiwiki_en/?Creation+Tips#b5280f70]] 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. #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. -''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. --''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. #ref(./Database_Items_AbilitySelector.png,60%) #br --''Weapon/Armor Setting'' --''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". ''&color(red){(!)};''If no damage formula is specified, the default formula is used. #br ''Formula Editor'' Damage formulas can be customized using four arithmetic operations, etc. #ref(./Database_FormulaEditor.png,80%) #br ---''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). ---''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:https://rpgbakin.com/pukiwiki_en/?Rules+and+Operations#v5b0b487]]. --''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. ''&color(red){(!)};''The "User Status" element is invalid in the item recovery formula. --''Ability Enhancement'' --''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: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) --''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 when Equipped (State)'' (for weapons/armors) --''Change in Resistance:State'' (for weapons/armors) The ability to change the cast's resistance to "states" when this item is equipped. --''State Changes'' --''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. --''Advanced Settings'' //--''Advanced Settings'' --''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 [#laf0872e] #ref(./Database_Items_Others.png,80%) #br -''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.