Table of Contents

Item layer editing

The item edit panel can be opened from the slot overview panel, by either clicking the 'edit' entry or the image for the item layer. The 'I' hotkey can also be used to open the item panel from the slot overview panel.

TODO : screenshot of panel

At the very top of the panel, the ID of the currently selected slot to which this item layer belongs, is shown.
Under the active slot, the name of the current sprite used as the image for this layer is shown, in the default set_style_sprite format.

Under the sprite name, the sprite itself is shown, with next to it 3 selectors to change the set, style and tile of this sprite. To change the image, you can either click the arrow buttons to cycle through all available sets, styles or tiles for the active compatibility mode. If you place the mouse cursor over the 'set', 'style' or 'tile' words, you can also use the arrow keys to cycle through the available images.
Further there is also a selector for the hue, opacity and brightness (which can also be controlled with arrow keys, similar to the image selectors), two toggles to turn vertical or horizontal flip on or off and a rotate button that allows to cycle through four orientations : north (N), east (E), south (S) and west (W).

Under the image settings, the item stats can be edited. First the item type can be chosen (see below for what these item types do for the various games that support them), and the 'level' + 'offset' settings, which allow to set the strength or efficiency of the item. The 'level' setting has 3 options : 'map', 'player' and 'level'. The first two allow to set the level relative to the level of the map or the player, causing the item to scale along with the map or player, while the last option allows to set a fixed level. In case of 'map' or 'player', the offset can be positive or negative and determines the level difference between this item and that of the map or player. In case of the 'level' setting, the value chosen for 'offset' determines the final level of item, regardless of the map or player level.

The 'Default image' button forces the set, style and tile to the default for an item of the selected type. Hue, alpha, brightness, flip and rotation are not affected by this option.

At the bottom of the panel, there are options to copy the entire item layer, or paste previously copied item layer data into this layer. It's also possible to delete this layer, or return to the selected grid overview or the editor main menu.

Item types

(level refers to the final level of item, which is either a fixed value, or relative to the player's or the map's level at the start of the map on which the item is found)

Repair Kit : repairs up to (25 + 3 * level)% (max 75%) of player's hitpoints.
Energy Kit : restores up to (25 + 3 * level)% (max 75%) of player's energy pool.
Ewar shield : provides (10 + level)% (max 50%) resistance for 8 turns.
Armor coating : provides (5 + level) (max 50) armor for 8 turns.
Weapon booster : provides (15 + 2 * level)% (max 75) additional damage for normal attacks for 6 turns.
Combat reset : lowers the cooldowns of all combat abilities by (1 + level * 0.25) (max 6).
Support reset : lowers the cooldowns of all support abilities by (1 + level * 0.25) (max 6).
War reset : lowers the cooldowns of all warfare abilities by (1 + level * 0.25) (max 6).
Datacube : grants one statpoint

When item type is set to random, the default chance of item drops from NPCs is used to determine the final item. This means 37% chance for repair kits, 24% chance for energy kits, 7% for each of shield, coating and booster and 6% for each of the cooldowns. Datacubes can't be randomly generated this way.

Index

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