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DarkTl edited this page Dec 2, 2018 · 8 revisions

General Info

Item requires an icon (png or webp with transparent background is the best) and a few fields in items data files.

Icons could be anywhere in the game folder since you have to set the path manually anyway, though we have a special folder for them, game/content/items.

Items data files located in game/content/db/items, must start with "items_" part and have json extension. We have several jsons to separate items of various types, but in fact it doesn't matter where you add them.

Most items can only be equipped. Consumables can be used once and then disappear. Misc items can be equipped but will work once per mtemp days (turns), with other effects based on items fields.

General Fields

  • id: a unique identifier that also serves as item name used in the gui.
  • desc: a short arbitrary description.
  • icon: path to the icon used by the item, including icon name and extension. The icon must be inside the game folder.
  • price: item's price in gold. Even if you can't buy it anywhere, it's still used as a base value when you sell it, and in some other calculations.
  • sex: could be male, female or unisex. Shows whether only MC (main character), girls or anyone could use or equip the item.
  • chance: the chance to find this item in shops or during exploration. Results vary based on location logic.
  • badness: the higher the value, the less the chance that characters will buy this item in shops when they see it. Goes from 0 to 100. Affects chance of equipping, but not much.
  • eqchance: the higher, the more chance that the item will be equipped or used by character if she has it in her inventory. Since you can't control inventory of free characters in most cases, it's important.
  • hidden: whether item's properties are visible in gui or not. Can be true or false. Not used atm.
  • infinite: whether the item is infinite in stock when you find it in shops or not. Can be true or false.
  • slot: where this item could be equipped (or used). Can be body, wrist, weapon, smallweapon, ring, misc, loot, resources, head, feet, consumable, cape, gift, loot or amulet.
  • type: field helps to sort out items. For instance, body slot may have armor or dress types. More examples can be found inside items jsons, there are a lot of them.
  • mod/min/max: bonus or penalty to the current/min/max stat value.
  • mod_skills: bonus or penalty to skills.

mod_skills: {"strip": [0, 1, 2, 3, 4]}

Where: 0: Multiplier to action counter 1: Multiplier to training counter 2: Multiplier to skill (when getting a total skill value) 3: Adding to action counter 4: Adding to training counter

  • addtraits: adds traits.
  • removetraits: removes them.
  • locations: places (like shops) where you can find the item. See jsons for more examples.
  • goodtraits/badtraits: good and bad traits for AI when it decides if it wants the item or not.
  • tier: goes from 0 to 4, can be not an integer. Tells AI how goo this item in general. Base starting item like a simple dagger could be 0. The Scythe of Death will be 4.
  • pref_class: tells AI the most suitable characters classes.
  • attacks: list of non magical attacks added by this item
  • add_be_spells: list of magical attacks added by this item

Special Fields

Consumables and miscs have special fields.

Consumables:

  • cblock: how many days (turns) should pass before you can use such an item again after you used it once.
  • jump_to_label: the game will jump to this label if you use the item. If you know enough about renpy/python, item can have any effect by using this field.

Miscs:

  • statmax: the max value of stat (ANY stat) which you can achieve using the item.
  • skillmax: same for skills
  • mreusable: whether the same character can use the item more than once.
  • mdestruct: whether the item will be destroyed after used once or it can be used infinitely.
  • mtemp: the number of turns that have to pass before the item will work.

Gifts and Loot

Special items that cannot be used directly. You can only sell loot, and you can sell gifts or give them to characters to increase disposition. Gifts have special fields.

  • dismod: base disposition change without any modifiers.
  • traits: list of modifiers for traits.
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