Item Settings

itemSettings

Defines the equipment system: the name of your currency, the item categories that exist, the equipment slots characters have, and the items given to every player at the start of every game regardless of trait or story start.

In the editor

"Item settings and their mechanics"

Editor location
Mechanics → Item Settings
Editor type
JSON only
Size limits
  • itemSettings (entire section) 5,000 chars
  • itemSettings.itemCategories (entry count) 40 entries
  • itemSettings.itemCategories.* (each) 60 chars
  • itemSettings.itemSlots (slot count) 60 slots
  • itemSettings.itemSlots.*.slot (slot name) 64 chars
  • itemSettings.itemSlots.*.category (slot category) 60 chars
  • itemSettings.currencyName 64 chars
Last updated

Schema

json
{
  "itemSettings": {
    "currencyName": "string",
    "itemCategories": [
      "string"
    ],
    "itemSlots": [
      {
        "slot": "string",
        "category": "string",
        "quantity": "number"
      }
    ],
    "startingItems": [
      "(recursive)"
    ]
  }
}

Example

json
{
  "currencyName": "Gold",
  "itemCategories": ["Armor", "Consumable", "Focus", "Helmet", "Offhand", "Tool", "Trinket", "Weapon"],
  "itemSlots": [
    { "slot": "Weapon", "category": "Weapon", "quantity": 1 },
    { "slot": "chest", "category": "Armor", "quantity": 1 },
    { "slot": "head", "category": "Helmet", "quantity": 1 },
    { "slot": "offhand", "category": "Offhand", "quantity": 1 },
    { "slot": "tool", "category": "Tool", "quantity": 2 },
    { "slot": "Focus", "category": "Focus", "quantity": 1 },
    { "slot": "trinket", "category": "Trinket", "quantity": 2 },
    { "slot": "pouch", "category": "Consumable", "quantity": 4 }
  ],
  "startingItems": [
    { "item": "Gold", "quantity": 50 }
  ]
}

Fields

itemSlots

slot and category usually match. Exception: the pouch slot above uses category: "Consumable" - they diverge when a physical slot name (pouch, chest, head) maps to a logical item category.

startingItems

items given to ALL players regardless of trait/start selection.

Authoring tips

Equipping items

“You don’t have to equip an item to use it. There are 2 reasons to make an item equippable: (1) magic bonuses only apply when equipped; (2) NPCs comment on equipped items.” A dedicated Focus or Trinket slot is useful for items you want NPCs to notice and react to.

Slot count

Creative note: “If you are making a game about being a spider that can put knives on its feet, you can let yourself have 8 weapon slots.”

Behaviour

Slot eviction

When equipping a new item into a slot whose quantity is full, the engine unequips the first item already in that slot (and removes its bonuses), then equips the new item. Categories must match the slot’s category.

Currency stacking

items whose name matches itemSettings.currencyName stack on name + category only — the engine ignores bonuses when deciding currency stacks. Non-currency items must match all properties (name, category, bonuses, effects) to stack.