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Item System

Items will exist as either equipment, consumables, or a special type used for quests or other yet to be discussed features. As of Version 0.5.5, much of the core Item types still exist. Most equipment, besides Shields, are completed as are Consumables. Use the links below to get more information on these item types.


As of Version 0.5.5 there has been a lot of change specifically in terms of Weapon Types. The way weapons are grouped, classified, and also the methods in which they are able to attack have all been included in the latest update. Information about this can be found on the Weapons page.

Shields, while still considered types of Armor, are now their own sub-class of equipment. Also, both Armor and Shields now have more intuitive identifiers, namely size. This is similar to the Weapon sub-types in that allows Job-based restriction. For example, at the most basic level an Acolyte (a Job based around spiritualism and healing) will not be able to equip a humongous Heavy Shield. Nor will they be able to equip heavy plate armor. This is not to say an Acolyte will NEVER be able to equip Heavy Armor, as I want as much customization as possible for units, but this customization must come at a cost. More information can be found on the Armor and Shield pages.


See: Equipment

As of version 0.5.5, Equipment is any type of item that a Unit can wear or wield. This includes Weapons, Armor, Shields, and Accessories. Equipment will follow a logical process when it comes to what a unit is able to equip at the same time. Setting Job requirements aside, each unit has access to (2) Weapon or Shield slots, (2) two Armor slots, and an Accessory slot.

This makes for a total of five equippable slots, but you will not always be able to equip five pieces of Equipment as some Equipment takes up two slots, such as Two Handed Weapons. You can also only equip one type of armor in each of the two slots, for instance you cannot equip two Body Armors on a unit. You are free to mix and match whatever you wish, given the unit's current Job restrictions. Even the Job restriction rules can be bent using Passives from another Job that unit has learned. The possibilities are endless, but reasonable.


See: Weapon

Depending on the class and the weapon itself, a maximum of two one-handed weapon types can be equipped. Below is a list of all the weapon types currently in the works. This list will most likely be changed as time goes on.


See: Armor

There are three (3) different armor clases, Light, Medium, and Heavy. Within these classes are four (4) different types of armor: Head, Body, Arms, Legs. A unit can equip two (2) different types of armor at a time. The armor classes allowed will be different for each Job.


See: Shield

Shields have been made into their own Equipment Type and are equipped in the Off-Hand slot. Similar to Armor, there are three (3) classes of shield that deal with size and weight. Also similar to Armor, a unit's Job will depict which classes of Shield it can equip.


See: Accessory

Accessories include everything that can be equipped that isn't armor or weaponry. One accessory can be equipped at a time.


See: Consumable

Consumables deal with everything a unit is able to use during combat with the Item command. For the most part, as the name implies, consumables have one use. Many of them can be stacked to a certain amount, for example 10 Potions have 10 uses, 1 use each.

As far as sub-categories, Consumables will be a larger expanse of items however currently the focus is on Healing HP, MP, Revive, and status cures. So far there are nine (9) tiers of each type of healing potion, with an obvious increase in the amount they heal as you go down the tier. The naming convention will follow a “ Poultice”, with the first word changing to tell you the size.


This last category “Special” has yet to be implemented as of version 0.5.5. It will most likely take the form of pseudo-objects whose existance will be more representative than the other item types. This abstraction makes it easier to implement new item types.

For example, introduced in version 0.4.0 was the ability to recruit units. When a unit is recruited, you are basically purchasing an item in a store, this item is called a Contract. Now the player would never know this item existed, but it simply holds data for the unit as well as the cost.

item/start.txt · Last modified: 2019/04/21 01:32 by lou