The Broken Hourglass Monday Update
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Display_Equipanim: This value is used in conjunction with character and creature sprite definitions to determine how the item should affect the sprite. For instance, a longsword and a dagger have different Display_Equipanim values, because for most creatures which can wield them, they should have a different appearance in the sprite's hand. Tiny items such as keys do not have a Display_equipanim value because equipping them does not change a sprite's appearance.
Icon and Portrait: These two values specify the small (icon) and large (portrait) representation of the item in inventory screens and itemsets. Any valid JPG or PNG known to the engine may be defined here, but by convention they measure 32x32 and 64x64, respectively.
Equipped_Spellcount: If an item grants the ability to cast a spell or perform a spell-like ability, that spell is given here. This can include anything from "a ring which shoots fireballs" to "a potion which allows you to heal yourself."
Precision_Skill: Used for weapons. This value tells the engine which weapon precision skill (sword, hafted, polearm, etc.) to use when calculating attack rolls.
Speed_Skill: Used for weapons. This value tells the engine which weapon speed skill (Combat, Bow, Magic) to use when calculating attack frequency.
Requires_Two_Hands: Typically used for weapons. This value tells the engine that the item must be wielded two-handed and, therefore, may not be equipped with a shield.
Stackable: Indicates that multiple copies of an item should be combined together in a single itemcount (inventory line.) Typically used for consumables such as potions. Stacks may be divided up by the player later.