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In this tutorial you will learn...
All about how to create items
How to make items have different effects
Now, Items are probably one of the most vital parts of the database - after all, they are important for many different reasons.
So, in this tutorial, we'll be looking at how different things affect the result of using an item. Click onto the items tab and
you'll see a pane like this...
Create a new item pane by using the Change Maximum button at the bottom of the list. You'll be presented with a window like this...
1 - The name of the item.
2 - The icon that appears next to the item's name in the menu.
3 - The description of the item that appears above the select screen in the menu.
4 - The scope of the item. As with skills, this can be None (used for unusable items) One Ally, All Allies (used for healing items
etc.), One Enemy, All Enemies (used for attacking items etc.) or the User.
5 - When the item can be used. As with skills, this can be Never, Only From The Menu, Only in Battle, or Always.
6 - These are the animations played, either in battle or on the field, when the item is used for the user and the target.
7 - This is the sound effect played when the item is used. The item can also be assaigned to a Common Event.
8 - The price of the item is... well, how much the item costs to buy. The Consumable option is whether the item can be used up or
not (E.g. A key would be set to No, and a potion would be set to Yes). The parameter option is for items that increase Strength,
Dexterity, Maximum HP etc. and if you choose one, the Param Inc. box becomes available to set how much the parameter increases by. The Recover HP% is how much
HP is recovered in a percentage (E.g. 100% or 75%). If you want the HP increment to be a fixed number, use the Recover HP box instead.
This can be set to any number between -9999 and 9999 (negative numbers for attacking items). This is the same with the Recover SP% and Recover SP boxes. The Hit Rate is
used to set whether the item can miss or not (100 is a guaranteed 'hit'). The PDEF-F and MDEF-F boxes are used for attacking items -
they set how much the target's physcial and / or magical defence affect the outcome of the item. And finally, the Veriance box is
the same as skills. It's used to set whether the value of HP and SP recovered or lost changes slightly or not.
9 - This sets the elemental attributes to the item and if it is an attacking item, changes the power depending on the target's
strengths and weaknesses.
10 - This is used to set whether a state change is involved or not (E.g. An antidote might have a minus by the venom state).
Now I'm going to create an Item for use in battle. See below to find out what it does...
This item is used for recovering SP and states to one player, but you can only use it in battle.
The next tutorial will be on Weapons and Armours.
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