User Tools

Site Tools


item:start

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
item:start [2019/01/28 02:35]
lou
item:start [2019/04/21 01:32] (current)
lou
Line 21: Line 21:
 ==== Weapons ==== ==== Weapons ====
  
-See: [[.:weapon|Weapon]]+See: [[.:weapons|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. 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.
Line 30: Line 30:
  
 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. 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.
- 
-^Slot^Type Light^Type Medium^Type Heavy| 
-|Head|{{.:​armor:​hat.png?​nolink& ​ }}**Hat** ​  ​|{{.:​armor:​faceguard.png?​nolink&​15x14 ​ }}**Faceguard** ​  ​|{{.:​armor:​helmet.png?​nolink& ​ }}**Helmet** ​  | 
-|Body|{{.:​armor:​cloak.png?​nolink& ​ }}**Cloak** ​  ​|{{.:​armor:​jack.png?​nolink&​15x15 ​ }}**Jack** ​  ​|{{.:​armor:​breastplate.png?​nolink& ​ }}**Breastplate** ​  | 
-|Arms|{{.:​armor:​gloves.png?​nolink& ​ }}**Gloves** ​  ​|{{.:​armor:​bracer.png?​nolink&​14x14 ​ }}**Bracers** ​  ​|{{.:​armor:​gauntlets.png?​nolink& ​ }}**Gauntlets** ​  | 
-|Feet|{{.:​armor:​shoes.png?​nolink& ​ }}**Shoes** ​  ​|{{.:​armor:​boots.png?​nolink&​14x14 ​ }}**Boots** ​  ​|{{.:​armor:​greaves.png?​nolink& ​ }}**Greaves** ​  | 
-|Other|Misc. armor will fall into one of the three categories.||| 
- 
 ==== Shield ==== ==== Shield ====
  
Line 43: Line 35:
  
 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. 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.
- 
-^Slot^Small Shield^Med. Shield^Great Shield| 
-|Off-Hand|{{.:​shield_light.png?​nolink&​65x30 ​ }}|{{.:​shield_med.png?​nolink&​65x30 ​ }}|{{.:​shield_hvy.png?​nolink&​65x30 ​ }}| 
  
 ==== Accessories ==== ==== Accessories ====
  
-See: [[.:accessory|Accessory]]+See: [[.:accessories|Accessory]]
  
 Accessories include everything that can be equipped that isn't armor or weaponry. One accessory can be equipped at a time. Accessories include everything that can be equipped that isn't armor or weaponry. One accessory can be equipped at a time.
- 
-^Slot^Type| 
-|Neck|{{.:​necklace.png?​nolink& ​ }}**Necklace** ​  | 
-|Ears|{{.:​earrings.png?​nolink& ​ }}**Earrings** ​  | 
-|Wrist|{{.:​bracelet.png?​nolink& ​ }}**Bracelets** ​  | 
-|Finger|{{.:​rings.png?​nolink& ​ }}**Rings** ​  | 
-|Misc|{{.:​14.png?​nolink&​}} **Amulet** ​  | 
  
 ===== Consumables ===== ===== Consumables =====
Line 66: Line 48:
 {{.:​potions.png?​nolink& ​ }}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. {{.:​potions.png?​nolink& ​ }}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 _ckgedit_QUOT_ ​Poultice",​ with the first word changing to tell you the size. +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.
- +
-^   ​^Name^Type| +
-|{{  .:​consumable:​cons_hp_pot.png?​nolink&​14x21 ​ }}|Poultice|Flat HP Restore| +
-|{{  .:​consumable:​cons_hp_pot.png?​nolink&​14x21 ​ }}|Restorative|% HP Restore| +
-|{{  .:​consumable:​cons_mp_pot.png?​nolink&​14x21 ​ }}|Tonic|Flat MP Restore| +
-|{{  .:​consumable:​cons_mp_pot.png?​nolink&​14x21 ​ }}|Sanative|% MP Restore| +
-|{{  .:​consumable:​cons_hpmp_pot.png?​nolink&​14x21 ​ }}|Elixir|Flat HP/MP Restore| +
-|{{  .:​consumable:​cons_hpmp_pot.png?​nolink&​14x21 ​ }}|Effusion|% HP/MP Restore| +
-|{{  .:​consumable:​cons_revive.png?​nolink&​20x19 ​ }}|Amulet of Life|Revive KO'd Unit| +
-|{{  .:​consumable:​cons_scroll.png?​nolink&​21x21 ​ }}|Spell Scroll|Casts spell based on scroll, consumed when used|+
  
 ===== Special ===== ===== Special =====
Line 83: Line 55:
  
 {{.:​contract.png?​nolink&​24x34 ​ }}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. {{.:​contract.png?​nolink&​24x34 ​ }}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