Table of Contents

In this tutorial we’ll set up the items (and a currency) of our status system.

Potions, lots of potions – and more.

  • healing potions for HP and MP
  • curing potions for various status effects
  • revive potion to revive dead players
  • a small key
  • magic crystal (used later for upgrading abilities)

Learn more about items in this documentation.

For now we’ll only set up the items and their status changes – we’ll handle animating them (using schematics) later. Before setting up the items, we’ll also take a look at the inventory settings and set up the game’s currency.

Inventory Settings #

Navigate to Inventory > Inventory Settings, we’ll check how the inventory system is set up. Learn more about the inventory system in this documentation.

We’ll use the group inventory (i.e. all combatants in a group share the inventory), auto stack items and equipment and not use any kind of quantity or stack size limit.

  • Inventory Type
    Select Group.
  • Item Stack Type
    Select Auto Stack.
    Items will automatically stack when added to the inventory.
  • Equipment Stack Type
    Select Auto Stack.
    Equipment will automatically stack when added to the inventory.
  • Limit Quantity
    Disable this setting.
  • Limit Stack
    Disable this setting.

There’s a lot more settings available to control inventory related things, but we don’t really need to change anything for now. We’ll later revisit this, e.g. to set up item collection dialogues.

Currencies #

Next, we’ll set up the currency for our game. You can add multiple currencies, but we’ll just use one. Learn more about currencies in this documentation.

Navigate to Inventory > Currencies and change the settings of the already added Default currency.

Content Information #

  • Name
    Set to Gold.
  • Description
    Set to Used to pay for goods..
  • Sprite (Icon)
    Select icons_116.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Base Settings #

  • Item Type
    Select Special Items.

And that’s it for the currency, we’ll now start with setting up the items.

0: Potion #

A regular potion, healing 150 health.

Navigate to Inventory > Items and change the already added Default item.

Content Information #

  • Name
    Set to Potion.
  • Description
    Set to Restores 150 health..
  • Sprite (Icon)
    Select icons_164.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Item Settings #

  • Item Type
    Select Potions.
  • Dropable
    Enable this setting.
  • Stealable
    Enable this setting.

Price Settings #

  • Buy Price
    Select Value > Value.
    Set the value to 10.
  • Sellable
    Enable this setting.

The default sell price settings should already be correct, selling for 50% of the original price.

  • Sell Price
    Select Value > Value.
    Set the value to 50.
  • Sell In
    Select Percent.

Use Settings #

  • Useable In
    Select Both.

Target Selection Settings #

  • Target Type
    Select Ally.
  • Target Ranget
    Select Single.

User Settings > Use Cost #

  • Consume
    Enable this setting.
  • Show Notification/Console
    Disable this setting.
    We don’t want to show a notification or console text that the item is removed from inventory on use (even though we didn’t set one up yet).
  • Auto Consume
    Select No.
    This’ll only consume the item when the use result is calculated.
    You can also use other options, e.g. already consuming it (i.e. removing from inventory) when the target was selected.

Target Settings > Target Changes #

Click on Add Target Change.

Click on Add Status Change.

  • Change Type
    Select Status Value.
  • Status Value
    Select Health Points.
  • Operator
    Select Add.
  • Change Value
    Select Value > Value.
    Select 150.

Healing doesn’t use modifiers.

1: High Potion #

A larger potion, healing 1000 health.

Copy the Potion item and change the following settings.

Content Information #

  • Name
    Set to High Potion.
  • Description
    Set to Restores 1000 health..
  • Sprite (Icon)
    Select icons_167.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Item Settings > Price Settings #

  • Buy Price
    Select Value > Value.
    Set the value to 75.

Target Settings > Target Changes > Target Change 0 > Status Change 0 #

  • Change Value
    Select Value > Value.
    Select 1000.

2: Magic Potion #

A magic potion, healing 100 MP.

Copy the High Potion item and change the following settings.

Content Information #

  • Name
    Set to Magic Potion.
  • Description
    Set to Restores 100 MP..
  • Sprite (Icon)
    Select icons_155.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Item Settings > Price Settings #

  • Buy Price
    Select Value > Value.
    Set the value to 50.

Target Settings > Target Changes > Target Change 0 > Status Change 0 #

  • Status Value
    Select Magic Points.
  • Change Value
    Select Value > Value.
    Select 100.

3: Super Potion #

A potion, fully restoring health and MP.

Copy the High Potion item and change the following settings.

Content Information #

  • Name
    Set to Super Potion.
  • Description
    Set to Fully restores health and MP..
  • Sprite (Icon)
    Select icons_181.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Item Settings > Price Settings #

  • Buy Price
    Select Value > Value.
    Set the value to 500.

Target Settings > Target Changes > Target Change 0 > Status Change 0 #

  • Change Value
    Select Value > Value.
    Select 100.
  • Change In
    Select Percent.

Copy Status Change 0 and change the following settings (in the new Status Change 1).

  • Status Value
    Select Magic Points.

4: Revive Potion #

This potion revives a dead combatant and restores 1 health.

Copy the High Potion item and change the following settings.

Content Information #

  • Name
    Set to Revive Potion.
  • Description
    Set to Revive a dead target with 1 health..
  • Sprite (Icon)
    Select icons_173.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Item Settings > Price Settings #

  • Buy Price
    Select Value > Value.
    Set the value to 100.

Use Settings #

  • Revive Target
    Enable this setting.

Target Selection Settings #

  • Is Dead
    Select Yes.
    This’ll allow only using dead combatants as targets.

Target Settings > Target Changes > Target Change 0 > Status Change 0 #

  • Change Value
    Select Value > Value.
    Select 1.

5: Cure Potion #

This potion works like the Cure ability, removing the latest negative status effect.

Copy the High Potion item and change the following settings.

Content Information #

  • Name
    Set to Cure Potion.
  • Description
    Set to Cures the latest negative status effect..
  • Sprite (Icon)
    Select icons_185.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Item Settings > Price Settings #

  • Buy Price
    Select Value > Value.
    Set the value to 15.

Target Selection Settings > Conditions > Target Conditions #

We’ll limit the targets to combatants with negative status effects.

  • Use Conditions
    Enable this setting.

Click on Add Condition.

  • Condition Type
    Select Combatant Status.

Click on Add Status Condition.

  • Condition Type
    Select Status.
  • Status Needed
    Select Status Effect Type.
  • Status Effect Type
    Select Negative.
  • Is Applied
    Enable this setting.

Target Settings > Target Changes > Target Change 0 > Status Change 0 #

  • Change Type
    Select Status Effect.
  • Change
    Select Remove.
  • Use Effect Type
    Enable this setting.
  • Status Effect Type
    Select Negative.
  • Remove Type
    Select Last.

6: Antidote #

This potion cures the Poison effect.

Copy the Cure Potion item and change the following settings.

Content Information #

  • Name
    Set to Antidote.
  • Description
    Set to Cures poison..
  • Sprite (Icon)
    Select icons_174.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Item Settings > Price Settings #

  • Buy Price
    Select Value > Value.
    Set the value to 5.

Target Selection Settings > Conditions > Target Conditions > Condition 0 > Status Condition 0 #

We’ll limit the targets to poisoned combatants instead of any negative effect.

  • Status Needed
    Select Status Effect.
  • Status Effect
    Select Poison.
  • Is Applied
    Enable this setting.

Target Settings > Target Changes > Target Change 0 > Status Change 0 #

  • Use Effect Type
    Disable this setting.
  • Status Effect
    Select Poison.

7: Eye Drops #

This potion cures the Blind effect.

Copy the Antidote item and change the following settings.

Content Information #

  • Name
    Set to Eye Drops.
  • Description
    Set to Cures blind..
  • Sprite (Icon)
    Select icons_200.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Target Selection Settings > Conditions > Target Conditions > Condition 0 > Status Condition 0 #

We’ll limit the targets to blinded combatants.

  • Status Effect
    Select Blind.

Target Settings > Target Changes > Target Change 0 > Status Change 0 #

  • Status Effect
    Select Blind.

8: Cough Drops #

This potion cures the Silent effect.

Copy the Eye Drops item and change the following settings.

Content Information #

  • Name
    Set to Cough Drops.
  • Description
    Set to Cures silence..
  • Sprite (Icon)
    Select icons_205.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Target Selection Settings > Conditions > Target Conditions > Condition 0 > Status Condition 0 #

We’ll limit the targets to blinded combatants.

  • Status Effect
    Select Silent.

Target Settings > Target Changes > Target Change 0 > Status Change 0 #

  • Status Effect
    Select Silent.

9: Small Key #

We’ll use this item later in our levels to open … locked things.

Create a new item from scratch.

Content Information #

  • Name
    Set to Small Key.
  • Description
    Set to Opens locked things..
  • Sprite (Icon)
    Select icons_120.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Item Settings #

  • Item Type
    Select Special Items.
  • Dropable
    Disable this setting.
  • Stealable
    Disable this setting.

This item isn’t sold in shops and can’t be sold to them, so we don’t have to change the default price settings.

Use Settings #

  • Useable In
    Select None.
    This item can’t be used.

10: Magic Crystal #

We’ll use this item later to level up abilities (using research trees).

Copy the Small Key item and change the following settings.

Content Information #

  • Name
    Set to Magic Crystal.
  • Description
    Set to Improves a magic spell..
  • Sprite (Icon)
    Select icons_53.

Click on the Find TMP Tag button to get the icon’s tag for displaying it in texts (via text codes). This uses TextMesh Pro’s sprite asset setup.

Save Changes #

And that’s it for the item setup.

Don’t forget to save your changes by clicking on Save Settings at the bottom of the editor.

Next, we’ll set up equipment slots and slot set templates.