[Database] → [Items]
Common Settings
1.Name
·The name of the item.
2.Type
·Specify the type of item. Choose one of the following 11 categories from the dropdown menu.
Normal Goods |
An item that has no effect. Used for event control. |
Weapon |
An item that can be equipped in an actor's [Weapon] slot. Equipping it gives the defined effects. |
Shield: |
An item that can be equipped in an actor's [Shield] slot. Equipping it gives the defined effects. |
Body |
An item that can be equipped in an actor's [Body] slot. Equipping it gives the defined effects. |
Head |
An item that can be equipped in an actor's [Head] slot. Equipping it gives the defined effects |
Accessory |
An item that can be equipped in an actor's [Accessory] slot. Equipping it gives the defined effects. |
Medicine |
An item that recovers HP and/or MP. Using it gives the defined effects. |
Book |
An item that teaches a skill. Using it gives the defined effects. |
Seed |
An item that changes an actor's stat values. Using it gives the defined effects. |
Special |
An item that has the same effect as a skill. Using it gives the defined effects. |
Switch |
An item that turns ON a switch. Using it gives the defined effects. |
3.Cost
·This is the sale price of the item. Enter a value in the range of 0 to 999999.
·If set to 0, this item cannot be sold at a shop.
·When the player sells an item at a shop, it will be sold at 50% of the original price.
4.Description
·This is displayed in-game when selecting the item. Enter the text description, function, etc. of the item.
Weapon Types
5.Wield Type
·Specify whether this weapon is a one-handed or two-handed weapon.
·If it is a “One-handed” weapon, the other hand can additionally equip another weapon or shield. If it is a “Two-handed” weapon, other weapons or shields cannot be equipped at the same time.
6.Animations
·This is the battle animation that will be displayed during battle when the weapon is used to attack an enemy.
·The creation of and settings for the battle animation data are handled in the [Animations] tab.
7.Item Animation
·Specify the character animation that will be displayed during battle when the weapon is used to attack an enemy.
·Click the [Set] button to display the [Animation] window to edit the following settings.
A. Actor List |
Even if the weapon is the same, the animation will differ between actors, so settings need to be edited for all the checked “Equippable actors” under the “Items” tab. |
B. CBA Weapon |
Specify the character animation that will be displayed when the weapon is used to attack an enemy. Choose the respective circular button to select “Weapon” or “Animation". Under “Weapon”, choose the weapon animation to layer over the “Right Attack” animation. Choose from the “Weapons” as created in the "Animations 2" tab. For “Animation", choose a battle animation from the list created in the "Animations” tab. |
C. Choose Movement |
Choose from the dropdown menu whether the actor should move in front of the enemy or stay in place when using this skill. The options that can be set are as follows. ·No Movement: Use the skill without moving. ·Step Forward: Step forward, then use the skill. ·Jump Forward: Jump forward, then use the skill. ·Move to Enemy: Move in front of the enemy, then use the skill. |
D. Afterimage |
Choose from the dropdown menu whether an afterimage should be shown when the actor is moving during skill usage. The dropdown menu contains “Enable” or “Disable." If “No movement” was selected in c), there is no need to specify this. |
E. Attack Count |
Set the number of times to swing the weapon. Choose from “x1” to “x3” from the dropdown menu. If the character animation was selected from “Animation” (battle animations as set in the "Animations" tab), “Attack Count” cannot be specified. |
F. Ranged Weapon |
This is a long-range weapon such as a boomerang or throwing knife. These are considered right-handed attacks. If this box is checked, the following settings will be enabled. |
G. Flying Animation |
Choose the weapon animation for when the animation is flying through the air. The animation choices are from “Weapon” animations and specified from the dropdown menu. |
H. Choose Path |
Choose whether the weapon should fly in a straight line like a knife, or follow an elliptic path like a boomerang. Specify “Boomerang Type” or “Dagger Type” from the dropdown menu. |
I. Single/All Enemy Attack |
If the specified weapon hits all enemies, choose the path of the weapon. From the dropdown menu, choose from “Single Enemy”, “Center”, “All Enemies” or “Attack in Sequence.” |
J. Speed |
Choose the flying speed for the weapon. From the dropdown menu, choose from “Fast”, “Normal”, or “Slow.” |
K. Preview |
The resulting animation can be previewed on screen. The displayed troop and background can be changed. |
L. Enemy Troop |
Choose the previewed troop from the dropdown menu. |
M. Change Background |
Change the preview background. |
8.Equipment Settings
·Specify the actors/classes that can equip this item. Only the checked actors/classes will be able to equip this item in the [Weapon] slot.
9.Parameter Modifiers
·When the item is equipped, the actor's stats will change.
·Enter the value changes for attack, defense, mind, and agility within a range of -500 to 500.
10.Effect(s)
·When the item is equipped, special effects can be activated in battle. The checked options will be enabled.
Preemptive Advantage during battle |
Ignores agility and attacks at the beginning of the turn. |
Attack twice at the same time |
Each normal attack hits the enemy twice. |
Attack all enemies at the same time |
Each normal attack hits the entire troop. |
Ignore enemy dodge rate |
Attack accuracy ignores the enemy's agility. |
Player can't unequip |
The equipment cannot be removed. |
11.MP Cost
The amount of MP spent by the equipped actor per normal attack. Please enter a value in the range of 0 to 999.
If the actor's MP is less than the MP cost, the player will not lose the ability to attack or the [Parameter Modifiers] given by the weapon.
12.Accuracy
·The probability that the attack will hit the opponent. Enter a value in the range of 0 to 100 (%). The default value is 90%.
·Even if this value is set to 100%, the attack may fail depending on the opponent's agility and/or other conditions. On the other hand, even if the value is set to 0%, when the opponent's agility is low or if the opponent cannot move, the attack may hit.
13.Critical Rate
·Increases the actor's critical rate. Enter a value in the range of 0 to 100% to compound on the normal critical rate.
·If this value is set to 100%, all normal attacks will become critical hits.
14.Attack Element
·The elemental type(s) of the weapon. The checked elements will be enabled.
·Based on the element's damage multipliers and the elemental defense rates of the enemy character, the damage dealt will change.
15.States (status effects)
·Gives the weapon the ability to cause a state (status effect) on the opponent when attacking. The checked types will be enabled.
16.State Infliction
·The probability of causing a status change as specified under [States] when attacking. Please specify a value in the range of 0 to 100(%).
17.Invoke Skill
·It is possible to set an effect that will occur when the weapon is used as an item in battle.
·From the dropdown list, choose the effect from the skills and magic defined in the [Skills] tab.
Shield/Armor/Helm/Equipment types
18.Equipment Settings
·Specify the actors/classes that can equip this item. Only the checked actors/classes will be able to equip this item in their respective slots.
19.Parameter Modifiers
·When the item is equipped, the actor's stats will change.
·Enter the value changes for attack, defense, mind, and agility within a range of -500 to 500.
20.Effect(s)
·When the item is equipped, special effects can be activated in battle. The checked options will be enabled.
Prevent Critical Hits |
Enemy characters will not critically hit the wearer. |
Increase dodge rate for physical attacks |
Normal attacks dealt by enemy characters will miss more often. |
Half MP Cost |
The MP cost required for skills will be halved. |
Negate Terrain damage |
Damage from terrain will not be taken. |
Player can't unequip |
The equipment cannot be removed. |
21.Elemental Defense
Reduces the damage multiplier (effectiveness) of the checked elements on the equipped actor by one stage.
As a rule, when the damage multiplier drops, the damage taken from attacks with that element will be reduced.
For each element, the damage multiplier can only be reduced by 1 stage. Even if multiple pieces of equipment with the same elemental defense are equipped, the damage multiplier will not be reduced by 2 or more stages.
22.States (status effect prevention)
Avoids state-inflicting attacks, or inflict states on the wearer. Enable the “Status effect” to prevent or change to.
23.State Resistance
The probability of receiving a state, specified in the range of 0 to 100(%). If this is set to 100%, the state will be completely blocked.
24.Invoke Skill
It is possible to set an effect that will occur when the weapon is used as an item in battle.
From the dropdown list, choose the effect from the skills and magic defined in the [Skills] tab.
Medicine Type
25.Consumption Limit
Specify the number of times the item can be used from 1 to 5 times, or infinite use. If the usage count is limited, the item will disappear when this value has been reached.
26.Scope
The range that the item has an effect on. Click to select either of “One Ally” or “All Allies”. When set to “One Ally”, the ally will need to be specified when the item is used.
27.Usable by
Specify the actors/class types that can use the item. Only the checked actors/classes can use the item.
28.Heal States
Gives the item the ability to recover states. The checked options are enabled.
29.HP Recovery
Specify HP to recover as a combination of maximum HP percentage (0 to 100%) and absolute value (0 to 999).
30.MP Recovery
Specify MP to recover as a combination of maximum MP percentage (0 to 100%) and absolute value (0 to 999).
31.Options
·Limits the situations and purposes of the item's usage. The checked options are enabled.
Only usable in menu |
The item will become usable only from the menu screen while on the map. The item cannot be used in battle. |
Only effective on dead actors |
The item can only be used on characters with the [Dead] state. When creating items that are used to recover dead characters, enable this option. |
Book Type
·Under [Learned Skills], specify the skill that the actor will learn. Please choose one from the dropdown menu.
·The [Consumption Limit] and [Usable by] settings are similar to those of medicine type items.
Seed Type
·Under [Parameter Modifiers], specify the stats changed by using the item. Enter values in the range of -50 to 50 for attack, defense, mind, and/or agility.
·The [Consumption Limit] and [Usable by] settings are similar to those of medicine type items.
Special Type
·Under [Skill to activate], choose the effect that the ittem will have in terms of skills.
·Under [Usage message], specify the message that will be displayed when the item is used. If set to “Same as normal item”, no message will be displayed. If set to “Base on activated skill settings”, the [Usage message] for the skill will be displayed.
·The [Consumption Limit] and [Usable by] settings are similar to those of medicine type items.
Switch Type
·Under [Switch Toggle ON/OFF], specify the switch to turn on after the item is used. Click the “...” button and choose the relevant switch.
·Under [Occasion], specify the use conditions in [Field] (on the map) and [Battle] (during battle) respectively.
·The [Consumption Limit] is similar to that of medicine type items.