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jjppof edited this page Oct 16, 2022 · 1 revision

Database file for items. See an example. This json file is an array of objects, each object corresponds to an item.

Properties

  • 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"
  • weapon_type [string]: weapon type, it can be:
    • "not_a_weapon"
    • "sword"
    • "light_blade"
    • "axe"
    • "mace"
    • "staff"
  • 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"
  • 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.
    • quantity [number]: the base value for applying the effect when relevant.
    • operator [string]: the operator type when having quantity set. It can be:
      • "plus"
      • "minus"
      • "times"
      • "divide"
    • quantity_is_absolute [boolean]: if you have quantity set, set this property to true to make the quantity value 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"
    • 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"
    • 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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