A guide for editing items2.dat
Limits: 400 item peices, 100 item types
---All seperated into 2 Categories Items & Equipment
Various Subcategories, listed below:
with associated type (class) numbers
What is items2.dat?
It is the special file that the DFFBS2 engine uses to hold all data for inventory items your characters can interact with. The format is similar to the v1 counterpart, but with several major differences that make it more powerful, but somewhat harder to understand. I've created this doc to help alleviate this.
In this file, you create 'classes' of items. (ie, swords, usable items, armor, etc ). And then you list various types of swords, items, armors, under that class. One on each line after the class declaration. On each line, you can list a horde of data for that item. Each class is assigned a number by the loader. The inventory system takes full advantage of these classes, and lets you designate an graphical icon for each class. (This is too reduce the amount of work it takes to make an icon for each and every item, like v1). You must specify the number of items in each class by listing the index number of the first and last item in the list for the class.
On top of that, if the class is equipment, then you can specify where the class of equipment is equipped, (you can choose from 10 slots). DFFBS2 is the first system (that i know of) to incorperate a "hand proficency" system. (like FF4), you can designate your characters as left handed, right handed, or both in your character definition file "party2.dat". And this effects what happens when certain characters equip weapons in a certain hand. A list of these penalties are listed later in this doc.
A double slash is used to designate the end of a class list.
I hope you like this
new format, I do! -FireWarrior
************************************
ITEM TYPE NUMBERS
*
*
Items
* Equipment slots
reference
0= useable item
* -------------------------
10= Special item
* 0=Left hand
* 1=Right Hand
Equipment
* 2=Body
Weapons
* 3=Head
1= Primary hand
* 4=Hands
2= Secondary hand
* 5=Feet/legs
3= Two-handed
* 6=misc1
Armor
* 7=misc2
4= Body
* 8=misc3
5= Head
* 9=misc4
6= Hands
*
7= Feet
*
8= Shield <secondary hand>
*
9= Misc
*
************************************
Right/Left handed character system
A "Both" handed char will never recieve an equipment penalty
A Right Handed char equipping a primary weapon in R.hand will have NO
penalty
A Right Handed char equipping a Sec. weapon in L.hand will have NO
penalty
A Left Handed char equipping a primary weapon in L.hand will have NO
penalty
A Left Handed char equipping a Sec. weapon in R.hand will have NO penalty
There will be a penalty for any other combination
An improperly equipped weapon will...
1: Reduce ATK power for that hand by 1/2.
2: Reduce hit rate for that hand by 1/3.
3: Negate any dodge bonus for that weapon.
4: Reduce characters mobility by 1 point.
Group type formating:
This
explains how to format the data for your items. The different colored
sections differentiate between seperate lines in the actual file. (all of
one color goes on its own line). The formatting will become clear to you
after studing the supplied items2.dat.
*Useable items*
<GROUP_NAME> <for your reference, everything here is ignored by system>
<first item index> <last item index> <0> <icon number>
Data, 1 line for each peice, in this format (see below for explaination
on usable items)
<Item_name> <description> <effect.vc#> <effecttype> <GP value>
<//> to denote end of group
*Weapons*
<GROUP_NAME> <for your reference>
<first item index> <last item index> <item type number:
1-3> <icon number>
Data, 1 line for each peice, in this format
<item_name> <GP value> <+ATK> <+DOD> <+HIT> <+MHP> <+MMP> <+STR> <+VIT> <+AGL> <+MAG> <+WIS> <+WIL> <+FER> <+LUC> <Weight> <Element> <Equipable Chr indexes> <trailing zero to denote end of line>
<//> to denote end of group
*Armor*
<GROUP_NAME> <for your reference>
<first item index> <last item index> <item type number: 4-9> <icon number>
Data, 1 line for each peice, in this format
<item_name> <GP value> <+DEF> <+DOD> <+MHP> <+MMP> <+STR> <+STM> <+VIT> <+AGL> <+MAG> <+WIS> <+WIL> <+FER> <+LUC> <Weight> <Element> <Equipable Chr indexes> <trailing zero to denote end of line>
<//> to denote end of group
*Special/Event Items*
<GROUP NAME> <for your reference>
<first item index> <last item index> <10> <icon number>
Data, 1 line per peice
***Data format still uncertain this will be implemented later***
<//> to denote end of group
***************************************************************************
Explanation of the 'useable item' line format
item_name: 8 character max name of the item
description: 20 character max description of the items effect
effect.vc#: reference to effect.vc script
<effecttype>:
1=One ally (field only)
2=All Allies (field only)
3=One ally/Monster (combat only)
4=All Allies/Monsters (combat only)
5=One Ally/Monster (both)
6=All Allies/Monsters (both)
7=Environmental (Torch, etc)
8=One Monster (combat only)
9=All Monsters (combat only)
10=Everything <combat only>
*******************************************************************
File Header format (the 2 numbers on the
first line)
Total Number of items listed on file (max 400)
Total number of item groups (max 100)
Icon numbers:
The first cell in icons.pcx will be used as icon# 0.
The numbers will progress to the right, then down the rows
**************************************************************************************
IMPORTANT FORMATING NOTES
1: Make sure the number of lines match the first and last index values, no more no less.
The system may not catch an error in this, and if there is one, it will scrwe up your inventory royally!
2: Do not leave blank lines anywhere in the file!
3: Do not forget the double slashes at the end of each group
4: If you define a group with no entries, enter both <first item index> <last item index> as zero.
followed by the type number, icon#, & double slash. The system will still register this as a valid group.
5: Make sure that the item index numbers start at zero. (the first item listed is indexed as 0)
*********************************************************************************