Items - jjppof/goldensun_html5 GitHub Wiki
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 equippedtype[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 havingquantityset. It can be:"plus""minus""times""divide"
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"
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.