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Items
jjppof edited this page Oct 16, 2022
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Database file for items. See an example. This json file is an array of objects, each object corresponds to an item.
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key_name[string]: item unique key_name. -
name[string]: item name. -
type[string]: item type, it can be:"weapons""armor""chest_protector""head_protector""leg_protector""ability_grantor""class_changer""ring""underwear""general_item"
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weapon_type[string]: weapon type, it can be:"not_a_weapon""sword""light_blade""axe""mace""staff"
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description[string]: item description. -
use_type[string]: sets how the item is used. It can be:"multiple_uses""single_use""breaks_when_use""no_use"
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curses_when_equipped[boolean]: if true, the item curses when equipped. -
cant_be_removed[boolean]: if true, when equipped, can't be removed. -
rare_item[boolean]: if true, the item is rare. -
important_item[boolean]: if true, the item is important. -
carry_up_to_30[boolean]: if true, this item can be aggregated up to 30. -
element[string]: can be"no_element"(default),"venus","mercury","mars"or"jupiter". -
unleash_ability[string]: if this item unleashes an ability, set its key name. -
unleash_rate[number]: the unleash rate, values between 0 and 1. -
use_ability[string]: if this item can be used, set the ability key name that's is going to be used. -
equipable_chars[array]: array of main chars key names which this item can equip. -
price[number]: this item price in coins, value must be an integer. -
granted_ability[string]: the ability that is granted when you equip this item. -
granted_class_type[number]: specify the class type designating the class family that the char that's going to equip this item will have. -
effects[array]: the effects caused by this item is equipped-
type[string]: the type of the effect, it can be:-
"max_hp": affects the max HP. -
"max_pp": affects the max PP. -
"attack": affects the attack. -
"defense": affects the defense. -
"agility": affects the agility. -
"luck": affects the luck. -
"power": affects the elemental power. -
"resist": affects the elemental resist. -
"hp_recovery": affects the HP recovery rate. -
"pp_recovery": affects the PP recovery rate. -
"criticals": affects the critical chance. -
"temporary_status": affects temporary statuses. -
"permanent_status": affects permanent statuses. -
"turns": affects battle turns count. -
"encounters": affects battle encounters rate. -
"flee": affects flee chance.
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quantity[number]: the base value for applying the effect when relevant. -
operator[string]: the operator type when havingquantityset. It can be:"plus""minus""times""divide"
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quantity_is_absolute[boolean]: if you havequantityset, set this property to true to make thequantityvalue absolute. -
rate[number]: the rate to be applied to the quantity. -
chance[number]: the chance to this effect takes place. Values between 0 and 1. -
element[string]: if this effect is of a type that depends on an element, use this property to indicate it, it can be:"no_element""venus""mercury""mars""jupiter""all_elements"
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add_status[boolean]: if this effect is status related, set this property to true if this effect will add a status. -
status_key_name[string]: if this effect is status related, set this property to indicate the status, it can be:"delusion""stun""sleep""seal""death_curse"downed""poison""venom""equip_curse""haunt"
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variation_on_final_result[boolean]: if true, adds variation between 0-3 to the effect final result value. -
on_caster[boolean]: if true, the effect will be applied to the caster. -
relative_to_property[string]: apply a quantity relative to another chart stat different from the one specified in the type. It can be:"max_hp""max_pp""attack""defense""agility""luck"- Or any other char stat/property.
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