Skip to content

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.

FieldMeaning
NameUnique identifier used by Star Rod’s item enum.
Name MessageDisplay name.
Short DescDescription used in shops.
Full DescDescription used in most menus.
Type FlagsUsage contexts and categories such as badge, key item, food, or gear.
Target FlagsEligible battle targets. Copy a similar vanilla item when unknown bits matter.
GraphicsOne image used to generate ordinary scripts, or explicit item-entity and HUD-element scripts.
MoveMove associated with a badge.
Menu OrderBadge sort priority; larger values appear farther down.
Potency AHP gain for food or power for a conventional battle item.
Potency BFP gain for food.
Sell ValueDefault shop and Refund value. A shop may override it; -1 means no ordinary value.
ValueMeaning
0001Usable in the world.
0002Usable in battle.
0004Consumable.
0008Key item.
0020Gear: boots or hammers.
0040Badge.
0080Food or drink.
0100Use the drink animation.
0200Collectible entity such as a coin or heart; no direct use effect.
1000Use 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.

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.