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 havingquantity
set. It can be:"plus"
"minus"
"times"
"divide"
quantity_is_absolute
[boolean]
: if you havequantity
set, set this property to true to make thequantity
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.