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Site is under construction and is subject to change sporadically.

Lou 03/25/2013 14:02

Some graphical resources seen are copyrighted by their respective owners, SquareEnix and others, and are temporary placeholders. They will not appear in any released version of the game.

Resources that will be used in the game are either created by myself or credited to their respective Artist.

Dusk Tactics, source code, and the ideas and information on this website are all copyright ©2014-2020 Louis Agoglia

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Items

Items will exist as either equipment, consumables, or a special type used for quests or other yet to be discussed features. As of Version 0.5.5, much of the core Item types still exist. Most equipment, besides Shields, are completed as are Consumables. Use the links below to get more information on these item types.

Updates

As of Version 0.5.5 there has been a lot of change specifically in terms of Weapon Types. The way weapons are grouped, classified, and also the methods in which they are able to attack have all been included in the latest update. Information about this can be found on the Weapons page.

Shields, while still considered types of Armor, are now their own sub-class of equipment. Also, both Armor and Shields now have more intuitive identifiers, namely size. This is similar to the Weapon sub-types in that allows Job-based restriction. For example, at the most basic level an Acolyte (a Job based around spiritualism and healing) will not be able to equip a humongous Heavy Shield. Nor will they be able to equip heavy plate armor. This is not to say an Acolyte will NEVER be able to equip Heavy Armor, as I want as much customization as possible for units, but this customization must come at a cost. More information can be found on the Armor and Shield pages.

Equipment

See: Equipment

As of version 0.5.5, Equipment is any type of item that a Unit can wear or wield. This includes Weapons, Armor, Shields, and Accessories. Equipment will follow a logical process when it comes to what a unit is able to equip at the same time. Setting Job requirements aside, each unit has access to (2) Weapon or Shield slots, (2) two Armor slots, and an Accessory slot.

This makes for a total of five equippable slots, but you will not always be able to equip five pieces of Equipment as some Equipment takes up two slots, such as Two Handed Weapons. You can also only equip one type of armor in each of the two slots, for instance you cannot equip two Body Armors on a unit. You are free to mix and match whatever you wish, given the unit's current Job restrictions. Even the Job restriction rules can be bent using Passives from another Job that unit has learned. The possibilities are endless, but reasonable.

Weapons

Depending on the class and the weapon itself, a maximum of two one-handed weapon types can be equipped. Below is a list of all the weapon types currently in the works. This list will most likely be changed as time goes on.

See: Weapons

Armor

See: Armor

There are many different armor types. A unit can equip two types of armor from the various Armor Types not including a Shield.

Slot Type Heavy Type Light
Head Helmet Hat
Body Breastplate Cloak
Arms Gauntlets Gloves
Feet Greaves Shoes
Other Shield

Accessories

Accessories include everything that can be equipped that isn't armor or weaponry. One accessory can be equipped at a time.

Slot Type
Neck Necklace
Ears Earrings
Wrist Bracelets
Finger Rings
Misc Amulet

Consumables

Consumables deal with everything a unit is able to use during combat with the Item command. For the most part, as the name implies, consumables have one use. Many of them can be stacked to a certain amount, for example 10 Potions have 10 uses, 1 use each.

Special

This last category “Special” has yet to be implemented as of version 0.5.5. It will most likely take the form of pseudo-objects whose existance will be more representative than the other item types. This abstraction makes it easier to implement new item types.

For example, introduced in version 0.4.0 was the ability to recruit units. When a unit is recruited, you are basically purchasing an item in a store, this item is called a Contract. Now the player would never know this item existed, but it simply holds data for the unit as well as the cost.


item/start.txt · Last modified: 07/17/2018 23:19 by lou