Editing Creating Items

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
When creating content, you might want to add your own cool item to the game. This page will walk you through creating your own item and discuss how you can use it in the game.
When creating content, you might want to add your own cool item to the game. This page will walk you through creating your own item and discuss how you can use it in the game.
== Item Design ==
Items in Tuxemon can be created by adding a JSON file to the <code>resources/gfx/items</code> directory. For more information on creating items, view the [[item data]] page. From there, you can specify the name of the item, its type, description, power, and [[item effects]]. An item's effects are the heart of what makes an item unique. You can have as many item effects bound to an item as you'd like to create an item with unique behavior. To create a '''brand new''' item effect, you'll need to add it as a new method to the [http://www.tuxemon.org/docs/core.components.item.html#core.components.item.Item core.components.item.Item] class.


== Creating Item Graphics ==
== Creating Item Graphics ==
Line 7: Line 10:
[[File:BANANA_2.png]] [[File:Bug_gym_badge.png]]
[[File:BANANA_2.png]] [[File:Bug_gym_badge.png]]


After creating your item sprite, put your graphic under <code>mods/tuxemon/gfx/items</code>.
After creating your item sprite, put your graphic under <code>resources/gfx/items</code>.


== Using your item in Tuxemon ==
== Using your item in Tuxemon ==
You can add your item to the player's inventory by creating an *action event* with an action type of "add_item" using the [[Tiled map editor]]. For more information on adding event actions and conditions to a map, check out the [[Map Editor Events]].
You can add your item to the player's inventory by creating an *action event* with an action type of "add_item" using the [[Tiled map editor]]. For more information on adding event actions and conditions to a map, check out the [[Map Editor Events]].
== Item Design ==
Items in Tuxemon can be created by adding a JSON file to the <code>mods/tuxemon/db/item</code> directory. With each new item, the following data must be specified:
{| class="wikitable"
|-
! Name
! Description
|-
| conditions
| Conditions are the prerequisites on which an item can be used or not. By using the example below: "is current_hp <,1.0", and "is current_hp >,0" means that the item can be used on a monster with more than 0 HP (not fainted) and less that the total (not healthy).
|-
| effects
| Effects can change some characteristics of the monster on which the item is used. By using the example below: "heal 20" means to heal 20 HP.
|-
| slug
| The slug identifier of the item. It defines the name of the item and there is a translation in the PO file (msgid "potion" - msgstr "Potion") as well as the description (msgid "potion_description" - msgstr "Heals a monster by 20 HP.").
|-
| sort
| It can be "food", "potion", "utility" or "quest".
|-
| sprite
| The sprite / image of the item.
|-
| category
| It can be "none", "badge", "booster", "elements", "fossil", "morph", "revive", "potion", "technique", "phone", "fish", "destroy", "capture" or "stats".
|-
| type
| It can be '''KeyItem''' or '''Consumable''', or neither. KeyItems should generally not be able to be sold. If used, then '''Consumable''' is going to remove 1 quantity.
|-
| usable_in
| Possibilities are: "MainCombatMenuState" (during battle), "WorldState" (in the world) or "" (never)
|-
| use_failure
| Corresponding msgid (translation PO file) will appear if the item fails.
|-
| use_item
| Corresponding msgid (translation PO file) will appear when the item is used.
|-
| use_success
| Corresponding msgid (translation PO file) will appear if the item is used successfully (depending on effects).
|-
| visible (optional)
| Boolean (True/False) whether the item is visible or not inside the bag.
|-
| menu (optional)
| it allows to show a button in the world menu: <code>["0","menu_tuxepedia","JournalChoice"]</code> where '''0''' is the position (0 = up), '''menu_tuxepedia''' is a msgid (translation PO file) and '''JournalChoice''' is the class that will appear if someone click on it.
|}
Here is an example of what an item file might look like:
`mods/tuxemon/db/item/potion.json`
  json
  { 
  "conditions": [
    "is current_hp <,1.0",
    "is current_hp >,0"
  ],
  "effects": [
    "heal 20"
  ],
  "slug": "potion",
  "sort": "potion",
  "sprite": "gfx/items/potion.png",
  "category": "potion",
  "type": "Consumable",
  "usable_in": [
    "MainCombatMenuState",
    "WorldState"
  ],
  "use_failure": "generic_failure",
  "use_item": "combat_used_x",
  "use_success": "generic_success"
  }

Please note that all contributions to Tuxepedia are considered to be released under the Creative Commons Attribution-ShareAlike (see Tuxepedia:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)