Tutorials

In-Depth Item Making

by MIV (PM)

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Current Language: English
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Preface

To all new users and experienced game makers alike, here's a tutorial to show you how to use every aspect of the Item Creator.

Firstly, to new users, the Item Maker is found in this directory.

Items

Now that we have our folder, it's time to move on to the basic aspects of creating items. We'll take a look at a custom resource I've made - the Glock 39 Hybrid. I've also labelled some of the key parts.

Red and Orange Boxes: Graphics/Audio

Here's a brief overview of all the details in the Graphics/Audio tab of the Item creation.

Under the red circles, the paper sheet represents a new item, sort of like when you make a new document in Word. The X is to delete the item you make (don't click that unless you really want to). And the Floppy disk is basically... to save. You can also use Ctrl+S for this.

The orange circles label the important parts, which I will explain now. The circle at the topmost edge, under General is the Name of the item. Just give it any name you wish. Description represents the description, shown when you access a shop to describe what the item does. Area of Equipment shows the item equipment slot, as in where you want to equip the item. If you don't want to equip it, and use it from the inventory directly, change it to (None). If you want to use it when you press Ctrl, change it to weapon, and Spacebar to Magic. Under Price, cost describes how much the item will cost when you buy it from the shop (only if you buy it from the shop). Weight as of now is not important, so leave it as 0. As for Cost in Statistics to Use, that's where you set how much statistic to use whenever you use the item. For example, set the MP there to 2, and it will use up 2 MP everytime the item is used.

Below that, in General Graphics, Icon Image is the item image, where you can bring your graphics in to display on the top-right of your HUD (by default) so they can identify the item. Character Holding Frames are basically the 'sprites', showing what it will look like in-game. For reference, view the other items. ATTENTION: Melee weapon sprites and ranged weapon sprites are different, and sprites will appear in the appropriate holding frames of the character.

 And now, for the sound effects. They can be imported under Sound and Music, and can be used to make your items more 'lively', so to speak. On User refers to when the item is used. And Sound FX refers to the sound played at that point in time. Effect on User simply shows the Effect you want to play when you use the item. As for On Target (After Impact), the sound fx and effect will not play until the projectile hits.

You may be wondering what Character Clothing does. For some equipments, you will want a custom look on your character, which can be defined here for each different kind of character available. By setting these, you can set different equipment looks to appear on different Characters.

The top-right section refers to Triggers (context-sensitive). Now, that's a wee bit complex, so I'll explain it later.

Yellow Boxes: Logistics

If you want to make realistic-looking weapons with reloadable clips,, Here they are.

 Under Control, there should be something that says Use Time (ms). What this means is how long you have to wait after using it once to use it again. Bear in mind that 1000ms is equal to one second. Also, there should be a little checkbox below that, saying Can be used continuously without release. This means that you can hold down the key to use it without letting go, somewhat like using an UZI.

A.I. is slightly more complicated. Attraction Distance (px) refers to how far away an enemy must be when you use the resource before it notices you and finds you. Note that the AI of the character must be activated, and it must be hostile to the player using the item.

Quantity/Ammunition is where the fun part comes in. Ammunition Item is basically the item you want to use as ammo. It can be anything. 45mm rounds, your custom made item, or even a soda pop. Ammo Loss Per Use describes how much ammo you want to deplete after every use. Clip Size is how big the clip is (before you reload, leave it as zero if you don't want reload). Reload Time (ms) describes the time needed to reload. During that time, you cannot use the item. Empty Sound FX is the sound you want to play when there is no ammo left, Reload Sound FX is when you are reloading the item.

As for Allowed Usage, this describes the conditions for using - very basically. Can be used in inventory menu means you can use it in the inventory - check this or you can't activate the item from the inventory. The one below that means you can switch into it during battle using Z and X (for weapons only). On characters with health remaining mean you can only use it with living characters, On dead characters means you can use it on the dead, i.e. resurrection. Affects entire party means... well, it affects the entire party. All party members will receive the bonus or effect you want.

Green Boxes - Melee Items

Now this is where melee items come in. All melee items have a pre-defined slash area, where Distance is the range directly in front of you (in px, 32 = 1 tile), Back Distance is the distance behind you, and Wide is the distance directly beside you. Experiment with these three.

Blue Boxes - The Projectile

Every ranged weapon requires a projectile, and here's how to make one.

Under Each Use, Number of Projectiles determines how many projectiles you want to see shot out from the weapon when used. Now, in Individual Projectiles, you will see Projectile Effect. This is the Effect you want to use when the projectile is fired. Speed refers to how fast it travels, in (px/ms). In less than 1/40th of a second, 1px/ms can cross an entire tile. Vertical Flight is about the same, but it shoots the projectile upwards (Z). Maximum Range will determine how far the projectile can go before it can't go any further. Accuracy here affects the chance of a straight shot, and some will go a bit off.

Damage Dealt on determines when the target gets damaged. Impact means that it will only get damaged on hit, Result refers to damage on the result effect or what happens next. Damage Interval means the interval between damage. For example, if I deal six damage per hit, and the explosion effect after impact is 1000ms long, if the Damage Interval is 100ms, it will deal a total of 60 damage over 10 hits 100ms apart.

Impact (Hit) determines what happens after impact. Projectile Reaction can change what happens after a hit - whether to stop moving altogether, bounce off or continue in its path. As for Delay After Final Impact, Proximity delays the impact until someone comes within the item's range, Timed delays it for a fixed time, and Remote only does so when triggered by a 'remote' item. As of now these three features don't work so well, so I'd strongly advise against using them for now. Result Sound FX and Result Effect are basically the effects and sound you want.

Statistics - What Box

Now, the easiest part. Statistics. Ignore the top part, unless you're making Non-equipment, e.g. ammo. Under Statistics, the stats below are by default, zero. Changing the values will add some statistic to you when equipped e.g. Adding Attack to 2 will increase your attack by 2 when equipped.

Magic

Under Type, you should be seeing something else - Magic. This will determine whether it is an Item or Magic. Magic is different as you can set them under Party to have the character to learn them at a specific level. However, you can assign this to any equipment slot you like, and Items can be in the Magic equipment slot (Spacebar) as well.

Scripts

Now for the interesting part - scripts. Scripts add versatility and creativity to your item. They can be found on the top right, and they are as follows:

  1. Equipped: The script when you equip an item.
  2. Source/Used: When the item is used (not impact)
  3. Target/Projectile Impact (Character): When the item hits a character, or is used on a character.
  4. Target/Projectile Impact (Vehicle): Similar to the above, only it's on vehicles.
  5. Unequipped: When the item is removed from your equipment slot.
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