Items and Magic

Items include anything from weapons, ammunition, tools and consumables like health packs or potions.

The buttons in the top-left corner of the window allow you to Manage your resources.

RPG – Build Game (Part 5/5)

In this part of the 001 Game Creator video tutorial series, we’ll be making magic, adding a new party member and creating a kill quest, as well as building our game so that others can play it.


General

Display Name – is used to identify the Item in the editor.

Scripting ID – is used to identify the Item through scripting.

Description – is used as a brief summary of what the Item is or what it will do when it is used in-game.

Item – when selected, the resource will be categorised as an “Item”, so that it can be scrolled through and used in-game.

Magic – when selected, the resource will be categorised as “Magic”, allowing it to be learnt through scripting/equipped separately to weapons and used through a separate input.


Inventory

Price – sets how much the Item can be sold and bought for per unit in a shop.

Weight – sets how heavy an Item is.

Area of Equipment – sets which Equipment slot the Item will fall under, if it’s able to be equipped.


Triggers

See the “Referencing Objects” section on the Script Editor page to learn about the global terms “relate”, “this”, “main” and “party” and how they can be used.

  • Equipped – the script will run when the Item is equipped.
  • Source/Used – the script will run when the Item is used.
  • Target/Projectile Impact – the script will run if a spell, bullet or throwing weapon makes contact with a target or wall.
  • Unequipped – the script will run when the Item is unequipped.

Graphic/Audio

This section allows you to set how the Item will appear in-game and what effect it will have on the Actor that uses/equips it.

General Graphics

Keep Resource in Memory – when ticked, the Item will stay in active memory (RAM).

Icon Image – sets the Item pick-up graphic that will be seen on Maps and Interfaces.

Smooth Scaling – when ticked, this will smooth the edges of Icon Images when scaled (anti-aliasing).

Holding Frames – sets how the Item will look when equipped by an Actor, if it can be equipped. The right, down, left and up boxes represent what the Item will look like when equipped to the Actor respective to the Actor’s direction.

Disable Lighting for Holding Frames – when ticked, Map lighting will not affect the holding frame graphics.


On User

Sound FX – sets what Sound, if any, will play when the Item is used.

Sprite on User – sets what Sprite animation or effect, if any, will be played on the user.


On Target (After Impact)

Sound FX – sets what Sound, if any, will play when a projectile fired from the Item makes impact.

Sprite on Target – sets what Sprite animation or effect, if any, will be played on the target.


Pick-Up

Graphic Size (pixels) – sets the dimensions of the icon image (see above) when it is placed on a Map.

Collision Size (pixels) – sets the dimensions of the icon image (see above) collision box, to allow an Actor to collide with it when it is placed on a Map.

Use Holding Frame for Pick-Up Graphic – when ticked, this will set the holding frame image as the icon image. This allows pick-up graphics to utilise 3D models.


Character Clothing

Select a Body Sprite from the drop down menu next to “Character Clothing” and then set one of the categories below to change what the user will look like when the Item is equipped:

Face – sets what the user’s Face will be changed to when the Item is equipped.

Hair – sets what the user’s Hair will be changed to when the Item is equipped.

Mask – sets what the user’s Mask will be changed to when the Item is equipped.

Hat – sets what the user’s Hat will be changed to when the Item is equipped.

Shoes – sets what the user’s Shoes will be changed to when the Item is equipped.

Pants – sets what the user’s Pants will be changed to when the Item is equipped.

Shirt – sets what the user’s Shirt will be changed to when the Item is equipped.

Accessory – sets what the user’s Accessory will be changed to when the Item is equipped.


Logistics/Statistics

This section allows you to set how the Item will be used, its required ammunition (if any) and the cost in Statistics when used/hits its target.

Control

Use Time (sec) – sets the length of time that needs to elapse after using the Item before it can be used again. This can be used for cool down on particular Items.

Can be used continuously without release – when ticked, the Item can be repeatedly used when the use Item button is pressed and held down.


Quantity / Ammunition

Ammunition Item – sets which Item which is used for the current Item’s ammunition. If set to “(Self)”, the Item will not use ammunition.

Ammo Loss Per Use – sets how much ammunition will be subtracted from the player’s inventory when the current Item is used.

Empty Sound FX – sets the Sound, if any, that will play when there is no ammunition left for the Item in the player’s clip (if the Item is a gun) or inventory.

Clip Size – sets how many rounds of ammunition the Item will hold in full after being reloaded.

Reload Time (sec) – sets how long it takes to reload the Item after the clip is emptied.

Reload Sound FX – sets the Sound, if any, that will be played when the Item is being reloaded.


AI

Attraction Distance (px) – sets the minimum distance from the player that enemies with “Generic AI” enabled need to be before the use of this Item will attract their attention.


Item/Magic Constants

Edit Constants – this section allows you to manage the item/magic resource constants (similar to Variables) which are used to define special values for items/magic. As with other properties of resources, these cannot be changed through scripting, but the values entered may be retrieved through scripting (“Constant” and “Constants Collection” item/magic use values).


Cost in Statistics to Use

This section is used to set which Statistics will be reduced through the use of the Item.


Allowed Usage

Can be used in inventory menu – when ticked, the Item can be used through the in-game pause menu.

Can be used in battle’s inventory menu – when ticked, the Item can be equipped and cycled through using the “Next Item” and “Previous Item” inputs in-game.

On characters with health remaining – when ticked, the Item can be used on Party Members that are still alive.

On dead characters – when ticked, the Item can be used on Party Members that have died.

Affects entire party – when ticked, the effects of the Item will be applied to all characters in the Party.

Can be sold – when ticked, the player can sell the Item from their inventory in shops.

Edit Affected Templates – sets which Actor Templates can and will be affected by the Item.


Equipment Statistics

This section is used to set which Statistics are added to the current Statistics of the Actor who has this Item equipped.


Statistic Impact on Target

This section is used to set which Statistics are affected when the Item impacts the target.

Current Value – when ticked, the change in Statistics of the target will be applied to their current Statistics.

Base (Max) Value – when ticked, the change in Statistics of the target will be applied to the maximum value of the Statistics. The numbers entered in any of the Statistic boxes here will be added to the relative Statistics of the target if a projectile fired from the Item makes impact.


Projectile/Melee

This section is used to set the properties of a projectile Item and the slash area of melee Items.

Each Use

Number of Projectiles – sets the amount of projectiles which will be fired from the Item each time it is used.


Individual Properties

Projectile Sprite – sets which Sprite the projectile will use.

Speed (px/ms) – sets how fast the projectile will travel in pixels per millisecond.

Vertical Flight (px/ms) – sets how high off the ground the projectile originates from.

Maximum Range (px) – sets how far the projectile can travel before being destroyed, if it does not collide with a target on the way.

Damage Interval (sec) – sets how often the target can sustain damage from the projectile.

Accuracy – sets how accurate the projectile is at hitting its target. Lower accuracy offsets the projectile’s path by a few pixels so that fewer shots make contact.

Affect Y Direction – when ticked, the projectile’s accuracy will affect Y direction (higher/lower).

Affect Z Direction – when ticked, the projectile’s accuracy will affect Z direction (rotation).

Damage Dealt On – sets if damage will be dealt on Impact, the Result of the impact (the Sprite played when a projectile is destroyed) or both.


Impact (Hit)

Projectile Reaction – sets how the projectile will behave when it collides with a target.

Delay After Final Impact – sets which condition will be applied after impact:

  • None – immediate destruction.
  • Proximity – explosion when an enemy comes too close to the projectile.
  • Remote – player activates the explosion through an input.
  • Timed – explosion occurs after a set period of time after the projectile impacts a target.

Result Sound FX – sets what Sound, if any, will be played after the projectile explodes or is destroyed.

Result Sprite – sets what Sprite animation or effect the projectile will become after impact.


Seeking

Turning – sets how fast the projectile can turn in an attempt to seek and make impact with the target.

Radius (px) – sets the size of the enemy-seeking radius around the projectile. Enemies outside this radius will not be targeted.


Slash Area

Distance – sets the distance a swing of a melee weapon will cover. The larger this value, the further the reach of the weapon, meaning enemies can be hurt from further away.

Back Distance – sets the distance that the backs wing of a melee weapon will cover. Enemies behind the user may be hurt if they fall within this distance.

Wide – sets the distance on either side of the user that will be covered by the swing of a melee weapon.