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