Item Data
The item table controls presentation, categories, targeting, values, badge associations, and a few effect parameters. Battle and map scripts implement the actual behavior.
Fields
Section titled “Fields”| Field | Meaning |
|---|---|
| Name | Unique identifier used by Star Rod’s item enum. |
| Name Message | Display name. |
| Short Desc | Description used in shops. |
| Full Desc | Description used in most menus. |
| Type Flags | Usage contexts and categories such as badge, key item, food, or gear. |
| Target Flags | Eligible battle targets. Copy a similar vanilla item when unknown bits matter. |
| Graphics | One image used to generate ordinary scripts, or explicit item-entity and HUD-element scripts. |
| Move | Move associated with a badge. |
| Menu Order | Badge sort priority; larger values appear farther down. |
| Potency A | HP gain for food or power for a conventional battle item. |
| Potency B | FP gain for food. |
| Sell Value | Default shop and Refund value. A shop may override it; -1 means no ordinary value. |
Type Flags
Section titled “Type Flags”| Value | Meaning |
|---|---|
0001 | Usable in the world. |
0002 | Usable in battle. |
0004 | Consumable. |
0008 | Key item. |
0020 | Gear: boots or hammers. |
0040 | Badge. |
0080 | Food or drink. |
0100 | Use the drink animation. |
0200 | Collectible entity such as a coin or heart; no direct use effect. |
1000 | Use a full-size 32×32 world entity rather than 24×24. |
These bits describe categories; they do not create an effect. Setting Usable in battle, for example, does not add a Script_UseItem implementation.
Item IDs
Section titled “Item IDs”Star Rod rebuilds the item enum from the ordered entries in Items.xml. Prefer .Item:Name to a raw item ID.
Appending a new item preserves existing IDs. Reordering or removing entries changes every later ID and may break scripts, inventories, shops, and save data.
See Editing Items for the creation workflow and Battle Flags for the target-filter bits.