Back to Editor's Guide


Items in Betrayal


Item Generation

There are four basic categories of items in Betrayal, classified based on where they drop: border items, middle items, deep items, and artifacts.  And you can't really add more artifacts to the game, so we'll ignore those for now.  You can also create special items used in particular unique zones or shops and don't drop randomly.

The main way of getting random items is to kill monsters, which have a chance of dropping an item from a specific category when they're killed.  This is handled by adding "unit dies" events (for the monsters that drop items) to the "___ Item Drop" triggers (in the Special Events category).  These will select an item to drop.

They also sure that the map never drops two identical items from the same category (unless we runs out of items in that category, in which case it will start reusing them).

Creating Items

Currently, there aren't really any specific guidelines on how powerful items should be; you'll just need to look at existing items for comparison and do playtesting.

As with skills, items are encouraged to supply flavor text in their tooltip:

But the flavor text is optional, and it should be possible to understand what the item does without reading it (the color code used is |cffa0a0ff).

Making Items Appear

If you want your items to appear as random drops, go to the Common Data Initialization trigger (in the initialization category) and find this section (near the top):

Just add your new item into the appropriate array of item types, and increase the NumberOf___Items value accordingly.

If you want your items to be sold by one of the shops at the center of the map, add them to the list of items sold in the custom Marketplace or Tavern (in Units/Custom/Neutral Passive/Melee/Buildings).


Back to