35#define ITEM_USE_CONSUMED 1
36#define ITEM_USE_MAY_BREAK 2
38#define ITEM_USE_TEACHES 3
39#define ITEM_USE_EMPTIES 4
The edition's language, for C to compare (LANGUAGE == LANGUAGE_GERMAN).
Public interfaces to the engine's code banks.
ItemType
An item's type (struct ItemDefinition's type, items.tsv's type column).
@ ITEM_TYPE_ARMOR
armor, clothes and robes
@ ITEM_TYPE_HELM
helms, caps, crowns and circlets
@ ITEM_TYPE_NONE
not equipment: Herb, Game Ticket, the keys, unused rows
@ ITEM_TYPE_SHIELD
shields, gloves and armlets
@ ITEM_TYPE_PSYNERGY
The items that teach Psynergy while held: Orb of Force to Catch Beads.
@ ITEM_TYPE_RING
Adept Ring to Cleric's Ring.
@ ITEM_TYPE_WEAPON
swords, axes, maces, rods and staffs
@ ITEM_TYPE_SHIRT
Mythril Shirt, Silk Shirt, Running Shirt.
@ ITEM_TYPE_BOOTS
Hyper Boots to Turtle Boots.
struct ItemDefinition * Item_Get(s32 item)
@ ITEM_EFFECT_ADD_MARS_RESIST
@ ITEM_EFFECT_24
summed by UnitCalc; TBS never reads it
@ ITEM_EFFECT_SCALE_HP_REGEN
@ ITEM_EFFECT_ADD_JUPITER_POWER
@ ITEM_EFFECT_SCALE_DEFENSE
@ ITEM_EFFECT_SCALE_AGILITY
@ ITEM_EFFECT_ADD_VENUS_RESIST
@ ITEM_EFFECT_SCALE_ATTACK
@ ITEM_EFFECT_LURE
sets FLAG_LURE_CAP while worn: encounters come faster
@ ITEM_EFFECT_ADD_AGILITY
@ ITEM_EFFECT_ADD_HP_REGEN
@ ITEM_EFFECT_ADD_JUPITER_RESIST
@ ITEM_EFFECT_ADD_PP_REGEN
@ ITEM_EFFECT_SCALE_PP_REGEN
@ ITEM_EFFECT_25
sets restraint bit 3, which lifts bit 0
@ ITEM_EFFECT_ADD_VENUS_POWER
Element power and resistance, in the element order Venus, Mercury, Mars, Jupiter.
@ ITEM_EFFECT_ADD_MERCURY_POWER
@ ITEM_EFFECT_ADD_TURNS
more actions each round
@ ITEM_EFFECT_ADD_UNLEASH_CHANCE
percent added to the weapon's unleash
@ ITEM_EFFECT_ADD_MARS_POWER
@ ITEM_EFFECT_ADD_MERCURY_RESIST
InventoryEncoding
An inventory entry's parts, and a unit's slot count.
@ INVENTORY_QUANTITY_STEP
@ INVENTORY_QUANTITY_MASK
@ INVENTORY_QUANTITY_SHIFT
@ ITEM_RARE
selects the shop's rare item offers
STATIC_ASSERT, a compile-time check that emits nothing.
#define STATIC_ASSERT(condition)
C89 permits repeated extern declarations of the same array.
#define offsetof(type, member)
A unit in battle: a party member's or an enemy's stats, Psynergy, items, Djinn and ailments.
An item's definition: its price, type, who can equip it, its bonuses and unleash, its effects and the...
u8 useType
what using it costs (ITEM_USE_), or 0 for nothing
s8 secondaryBonus
Defense added while equipped.
u8 type
enum ItemType; 0 for an item that is not equipment
u8 reserved0d
not named by TBS code
s32 element
a weapon's attack element; 4 for none
s16 primaryBonus
Attack added while equipped.
u16 unleashAction
the action a weapon unleashes, or 0
u16 actionId
the ability used, or taught as Psynergy
struct ItemEffect effects[4]
what it does while equipped
u8 unleashChance
in steps of 5 percent
u16 equipMask
one bit per character that can equip it, bit 0 Isaac
u16 icon
indexes gUiIcon_ItemIconPointers
u8 reserved2a[2]
not named by TBS code
u8 reserved10[4]
not named by TBS code
One effect of an item while equipped: its kind (enum ItemEffectKind) and amount.
u8 reserved02[2]
not named by TBS code
u8 kind
enum ItemEffectKind; 0 for none
s8 amount
what the kind adds or scales by