Items - Scratchtale

Items


This is the list of items scratchtale engine supports.

NAME PROPERTIES
^mon. candy Heals 10 HP
^spider donut Heals 12 HP
^spider cider Heals 24 HP
^pie Heals all HP
^nice cream Heals 15 HP
^bisicle Heals 11 HP and becomes unisicle after it's used.
^unisicle Heals 11 HP
^cinn. bunny Heals 22 HP
^astr. food Heals 21 HP
^crab apple Heals 18 HP
^sea tea Heals 10 HP (in battle creator also increases speed for entire battle)
^ab. quiche Heals 34 HP
^tem flake Heals 2 HP, but it's still the best item.
^hot dog...? Heals 20 HP
^hot cat Heals 21 HP
^junk food Heals 17 HP
^hush puppy Heals 65 HP
^starfait Heals 14 HP
^glamburger Heals 27 HP
^ab. quiche Heals 34 HP
^l. hero Heals 40 HP (in battle creator it also increases attack for next turn)
^face steak Heals 60 HP
^chips Heals 13 HP
^last dream Heals 17 HP

ITEMS THAT ONLY WORK IN THE BATTLE CREATOR


NAME PROPERTIES
^pumpkin rings Heals 25 HP
^rock candy Heals 7 HP and increased defense for this turn
^insta. noodles Heal all HP
^dog residue Fills inventory with dog residues and dog salads
^dog salad Heals 10, 30 or all HP (random)
^bad memory If HP is more than 3 does 1 damage to player, otherwise heals all HP
^punch card Increases ATK by 5

WEAPONS

NAME ATTACK EFFECT
^stick 0 Nothing
^toy knife 3 Nothing
^tough glove 5 Nothing
^ballet shoes 7 Nothing
^notebook 2 Increases invincibility frames
^burnt pan 10 Items heal 12 more HP
^empty gun 12 Nothing
^worn dagger 15 Nothing
^real knife 99 Overpowered as heck

ARMORS

NAME DEFENSE EFFECT
^bandage 0 Nothing
^ribbon 5 Nothing
^bandana 7 Nothing
^old tutu 10 Nothing
^glasses 5 Increase invincibility frames
^tem. armor 20 Increases attack and invincibility frames and heals 1 HP per turn
^stained apron 11 Heals 1 hp per turn
^cowboy hat 12 Increases attack by 5
^heart locket 15 Nothing
^the locket 99 Overpowered as heck

Adding your own items to the engine


It's simple. Take a look at this:

This is end of the item-database-thing script (it is in g_cursor sprite). So, if you want to add something just copy last "if" block and its contents, edit properties and put it after the last element.
Let's say we want to add new item - Spaghetti that heals 50 HP. It should look like this:

Actual healed HP is in change g.pl_hp by X.
First element, set g.addhp to Y is value displayed after using the item. It can be anything, for example if we set it to ^all it will say All HP restored!

That's pretty much everything.
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