Item Generation/Usage
generateItemGenerationAndUsage
Provides context to generateItemDefinitions (newly created items) and generateItemUpdates (inventory changes). Not included for generateActionInfo or generateStory. The JSON key is ItemGenerationAndUsage — non-standard casing.
"Item Generation/Usage Instructions"
- Editor location
- AI Tasks → Item Generation/Usage
- Editor type
- Graphical form (labeled textareas)
- API endpoint
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/api/sections/generateItemGenerationAndUsage.json/api/sections/generateItemGenerationAndUsage.md - Size limits
-
-
Each string leaf under a task (
aiInstructions.<task>.<key>) — 5,000 chars -
Per task (
aiInstructions.<task>total, sum of instruction chars) — 20,000 chars
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Each string leaf under a task (
Schema
{
"aiInstructions": {
"ItemGenerationAndUsage": {
"custom": "string"
}
}
}
Example
{
"aiInstructions": {
"ItemGenerationAndUsage": {
"custom": "## Inventory changes\nADD: item physically enters possession — picked up, looted, gifted, crafted, or found.\nREMOVE: item physically leaves — consumed, handed over, destroyed, stolen, or lost.\n\nNEVER update for items merely seen, discussed, offered, displayed, inspected, or nearby. Awareness is not possession.\n\n## Transaction rule\nA purchase requires two conditions in sequence: (1) a price is stated, AND (2) the player explicitly pays or agrees AFTER hearing the price. Do not add a purchased item until both conditions occur in the same scene.\n\n## Loot tiers\nCommon enemies: consumables and coin only. Named enemies: one item appropriate to their role. Elite or boss: one item worth keeping long-term, plus coin."
}
}
}
Fields
custom
The only key, under the non-standard-cased ItemGenerationAndUsage
. Asymmetric injection: generateItemDefinitions reads the full block; generateItemUpdates reads only the .custom subkey — other named keys you add under ItemGenerationAndUsage
do not reach generateItemUpdates.
Authoring pattern
Cover in custom:
- Inventory trigger rules and the transaction gate are the most critical content in this key. Without them the engine adds items when the player browses a shop or hears an item described, and completes purchases before the player agrees.
- Loot rarity guidance and how drops should scale with enemy tier.
- Item description framing: what level of detail new item definitions should have.
- World economy calibration: relative cost of goods, how scarce certain item types are.
- How newly materialized items should be framed (flavour first, mechanics second).
Combat rules belong in
generateActionInfo. Item-use rules that must affect combat resolution (e.g. “this potion heals 20 HP mid-combat”) belong ingenerateActionInfo, not here.