Items.reld

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This article or section discusses a future engine feature which has not been completed or possibly even started yet, and is not yet available in nightly builds/SVN wip branch. If you wish to discuss this feature, feel free to use the talk page or contact the developers.

items.reld is a RELOAD format lump that stores item definitions.

This is a proposed format intended to replace the ITM lump. It is not in use yet.

  • items - this is the root node
    • item int - One node for each item. The int value is the item's ID number.
      • name string - the name of the item. (This is currently limited to 8 chars, but could be expanded in the future)
      • info string - description of the item (Currently limited to 36 chars, could be expanded.)
      • buy_price int - default buy price. (Stores can override)
      • sell_price int - default sell price. (Stores can override) If this node is missing, it defaults to 50% of the default buy price.
      • max_stack int - maximum stack size 1-99 or zero for default
      • item_in_battle - Action when used from the item menu inside battle.
        • attack int - attack ID. If node is not present, then is not usable in battle.
      • item_outside_battle - Action when used from the menu outside of battle. Only allow one child node.
        • attack int - attack ID. Attack to use outside-of-battle. Nearly always will be a cure attack, but damage attacks work too.
        • teach_spell int - attack ID. When used as an item, attempt to teach this spell to a hero.
        • text_box int - box ID number of a textbox to display. (the menu will be closed first)
      • weapon - container node for when the item is wielded as a weapon.
        • attack int - attack ID. If node is not present, default to attack ID 0 #Weapon Note
        • pic int - weapon picture sprite ID number.
        • pal int - weapon picture palette. If this node is not present, use the default palette.
        • handle_a - node containing handle offset data for attack frame A
          • x int - x offset of handle
          • y int - y offset of handle
        • handle_b - node containing handle offset data for attack frame B
          • x int - x offset of handle
          • y int - y offset of handle
      • equip_slots - container node for data about which slot(s) this item can be equipped in
        • slot int - one node for each slot that the item can be equipped in. The int is the slot number 0-4. An item that cannot be equipped will not have any slot nodes.
      • equip_by - container node for data bout which heroes are allowed to equip this item
        • hero int - zero or more nodes for heroes that can equip this item. The int value is the hero ID number.
      • stat_bonuses - container node for stat bonuses
        • stat int - One node for each stat that has a bonus. int value is the stat number 0-11. Stats that have no node have no bonus.
          • bonus int - bonus value. can be positive or negative.
      • elemental_resist - container node for elemental resistances (and weaknesses, absorbs)
        • element int - zero or more nodes for elemental resistances. The int value is the element ID number. If an element has no node, it defaults to 1.0
          • damage double - damage taken from this element. 1.0 = 100% = normal.
      • consumed_by_use - If this node is true, using this item from the items menu consumes it.
      • no_discard - If this node is true, the item cannot be thrown away.
      • no_sell - If this node is true, the item cannot be sold to shops.
      • tags - contains tags automatically set by this item.
        • own_item int - tag to turn ON if you own at least one copy of this item.
        • in_inventory int - tag to turn ON if you have at least one copy of this item in your inventory
        • is_equipped int - tag to turn ON if you have this item equipped to any hero, (including reserve and locked heroes)
        • is_equipped_by_active_hero int - tag to turn ON if you have this item equipped to any hero in the active party.

Weapon Note[edit]

If an item does not have a weapon attack, it makes sense that it should not be possible to equip it as a weapon. However, if an item is a hero's default weapon, or has been equipped with the "force equip" plotscripting command, it is possible to have a non-weapon in the weapon slot. A nonweapon in the weapon slot should use attack ID 0. (this is for backcompat because some games actually do this)