Items.reld

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This article or section discusses a brand new feature which is not included in the latest stable version, and may not even be in the next stable version. It can, however, be found in a nightly build, which can be found on the Downloads page. 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 format replaces the ITM lump starting with the Lexiphanic stable release (specifically the 2025-09-02 nightly builds before Lexiphanic)

  • 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.)
      • stacksize int - maximum stack size 1-99 or zero for default
      • wep_handles - parent node for weapon handles (this will probably be moved to sprite data somehow, eventually)
        • wep_handle int - node containing handle offset data for an attack frame. Expect two copies of this with values 0 and 1
          • x int - x offset of handle
          • y int - y offset of handle
      • wepspr - node for weapon sprite
        • pic - Sprite ID in weapon-sided sprites
        • pal - Sprite palette, or absent for default
      • tags - contains tags automatically set by this item.
        • have 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_actively_equipped int - tag to turn ON if you have this item equipped to any hero in the active party.
      • eqslots - 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 about which heroes are allowed to equip this item. If there are no children, then no heroes can equip this item
        • hero int - zero or more nodes for heroes that can equip this item. The int value is the hero ID number.
      • buy_price int - default buy price. (Stores can override)
      • outside_battle - Action when used from the menu outside of battle. These are mutually exclusive, it would be a log warning on save/load if there are multiple children
        • oob_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)
      • 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.
          • value 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 bool - If this node is true, using this item from the items menu consumes it.
      • cannot_be_sold_or_dropped bool - If this node is true, you cannot sell or discard this item
      • battle_items_menu_attack int - attack ID. If node is not present, then is not usable in battle.
      • battle_weapon_attack int - attack ID. If node is not present, default to attack ID 0 #Weapon Note

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)

Downgrade note[edit]

The old ITM lump is still written to reduce the amount of dataloss that will occur from downgrading an rpg file from a newer version to an older version. The old lump will not get any of the new features added to this lump.