Use the drop down menu at the top of the page to select which item to edit. This is searchable. (Shout-out to Chosen)
Clicking the "Add Item" button will create a new item, add it to the module, and set it as the current item to be changed. Items can be saved and deleted by clicking
the corresponding button at the bottom of the editor.
No changes to items will be automatically saved other than creation/deletion and changing the item's type. To save the changes made to an item, click the "Save" button at the bottom of the editor. A message will display upon saving the item successfully.
Creating a new item will set it as the selected item. Be sure to save any changes to the current item before creating a new one, as this WILL erase unsaved changes.
The item's "Name" is used to identify it both inside and outside of combat.
"Description" is a blurb of text describing the item and its properties.
"Thumbnail" is the file name for an image representing the item in-game. (Including the file extension, e.g. "health_potion.png".) If none is provided, or the image specified
cannot be found, a placeholder image will be loaded from the standard assets directory.
The item will be removed from the user's inventory once it has been used "Number of Uses" times.
There are currently five different item types: Replenish, Buff-Debuff, Escape, Status, and Other.
Replenish items change the target's HP or SP. The name implies that they will restore health or special points, but there is nothing stopping you from putting in a negative
number and draining it instead.
Buff-Debuff items change the target's stats for a certain number of turns. The amount of change can vary linearly as the turns progress.
Escape items can be used to remove restraints from the target without the need to struggle out of them.
Status items will inflict status effects on the target, but currently they do nothing because status effects have not been implemented yet.
Other items serve no combat purpose, but can be used to unlock areas as the player traverses the scenario. Things like door keys should be classified as Other.
All body locations selected under the "Requirements" section will need to be unrestrained for the entity to use the item. Locations with a yellow border are selected while those with a grey border are unselected. In the following screenshot no entity will be able to use the item if his or her hands or arms are restrained.
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