Template:Item

Generic Items

 * category: The category to which this item belongs.
 * Example "Containers" or "Clothing"


 * hover description: The description of the item which appears when the cursor is hovered over the item.


 * hover type: The type shown when the cursor is hovered over the item.
 * Example: "Hat"


 * use effect: The effect of using this item.
 * Example "You gain 1 HP." or "This item is useless."
 * Use Effects Options
 * wear = Select [wear] to wear. Select [rem] to remove.
 * container = Select [wear] to wear. Currently containers have no effect.
 * weapon = This Item is a weapon. Weapons are not actually equipped and can be wielded while in your inventory.
 * weapon2 = Select [wear] to wear. This item is armor when worn. Select [rem] to remove. This item is also a weapon and can be wielded while in your inventory.
 * fists = Fists are used to attack targets when you have nothing else to attack with.
 * armor = This item is armor. The effects of armor remain unknown. This will be updated as soon as possible.
 * light = This item is a light source. It increases your accuracy in dark places.
 * useless = This item is useless.
 * u = This item is a component used for Upgrading.
 * nouse = This item is useless.
 * key = This item is a portal key.
 * shield = This item is a shield. Shields can be equipped to deflect physical attacks.
 * Alternatively, you can enter the text that appears when the item is used.


 * maximum stack: The maximum number of this item that are stacked together.
 * Example: Bandages can only be stacked in groups of 8 or less. If you have 9 bandages, you may have a stack of 8 and one of 1. use -1 if the item is not stackable.


 * buy price and sell price: The prices for which the item can be bought and sold.
 * If it cannot be bought then no value is necessary for buy price. (The same is true for sell price)


 * maximum upgrades: The number of times an item of clothing, armor, or times a weapon may be upgraded.
 * store: The store from which this item can be bought, and/or to which it may be sold.
 * If it cannot be bought or sold, leave it blank.


 * obtained from: How this item can be obtained.
 * Example: "Clothing Store" or "Dropped by Town Guard." If it comes form an Armory, type "Armorie" instead so that the pluralization will work correctly.


 * upgrades: How many times this item can be upgraded.
 * Example: "5". If the item is not upgradable, use "-1".


 * upgradevalue: The upgrade value of an upgrade component.
 * Example: "+2 Def". If the item is not an upgrade component, do not even define this attribute.


 * other information: This for any item that has things pertaining to it that should not be left outside the template itself, but do not fit the table.
 * This parameter does not need to be defined.

Weapons Only

 * min damage: The minumum damage a weapon can do.
 * Example: 9. If the item is not a weapon, leave these values blank.
 * If the weapon has no range (i.e. 8 Damage) then use the same value for min and max.


 * max damage: The Maximum damage a weapon can do.
 * Example: 10. If the item is not a weapon, leave these values blank. 
 * If the weapon has no range (i.e. 8 Damage) then use the same value for min and max.


 * to hit: The chance to hit (accuracy) of the weapon without any skills.
 * Example: 30. (NOT "30%" or ".30", Got it?)

Shields Only

 * deflection rate: The percentage of incoming attacks prevented by the shield.
 * Example: 20. (NOT "20%" or ".20", Got it?)

Configuration
These parameters change the appearance of the item table.
 * leftcolumn_bg: Default background of the left column of the Item information box. It defaults to honeydew . This parameter does not need to be defined. It has no influence on Weapon or Armor Statistics.