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World Editor Items

github-actions[bot] edited this page Oct 29, 2026 · 10 revisions

๐ŸŽ’ World Editor: Items

๐Ÿ› ๏ธ Part of the World Editor guide.

Items are the objects of your world that someone can own: a sword, a potion, a key, a cursed ring. Each one is defined once on the Items tab.

Why it exists

Without items, a sword exists only in the prose, and the narrator forgets it a few turns later. An item is a fixed object with its own description, image and rules.

How to Add an Item

  1. Open the Items tab. It sits right below Entities.
  2. Type the item's name in the Filter Items box.
  3. Select the + button (Add Item).
  4. The new item opens in the panel. Give it an image on the Profile tab.
  5. On the Descriptions tab, write the AI-Facing Description.
  6. Select Save.

๐Ÿ’ก Drag an item by its grip to change the order of the list. Use the row's buttons to duplicate or delete it.

The panel

The item panel works like the entity panel.

Tab What it holds
Profile The name, the images with their rules, and the image tags
Descriptions The player-facing and AI-facing descriptions, and in Advanced mode the AI-Facing Summary
Properties Value, Stackable, Consumable, Charges, Bound, Slot and Slot Size
Effects The stat effect rows: what the item does to its owner's stats
Placeholders The item's own placeholders (Advanced mode only)

An image's Visibility Rule reads whoever owns the item. A Condition with no owner reads as Item Owner.

An item's placeholders roll once per playthrough. Every Item Copy shows the same value.

Properties

Property What it does
Value What the item is worth. The unit is a stat, such as Gold, or your own text.
Stackable Item Copies group into one row with a quantity. On by default.
Consumable The owner can use the item up.
Charges How many uses each Item Copy starts with. Leave it blank for none.
Bound The player can't drop the item or give it away. The player can still pick it up, and the story can still move it.
Slot The slot the item equips into. Not Equippable means it can't be worn or held.
Slot Size How much of the slot's capacity the item takes, such as 2 for a two-handed sword.

โš ๏ธ An item with Charges never stacks. Setting charges turns Stackable off. Clearing them leaves it off until you turn it on.

Effects

An effect row changes one of the owner's own stats. Each row picks a stat, a facet, a timing and an amount.

Facet What it changes
Value The stat's current value
Min / Max The stat's lowest or highest value
Regen How much the stat recovers over time
Timing When it applies
โš”๏ธ While Equipped While the item is equipped. Two equipped copies apply twice.
๐ŸŽ’ While Owned While the owner has the item. Three copies still count once.
๐Ÿงช After Consumed When the owner uses the item, for a set time or for good. Shows only for a Consumable item or one with Charges.
โœจ On First Obtain Once, the first time the owner gets the item. It stays after the item is gone.
  • When an effect ends, it gives back exactly what it gave. A +2 that only fit +1 under the maximum takes back 1.
  • A stat resting at its maximum rises with a Max effect, as it does with a trait.
  • Starting items apply their effects when the game starts.
  • An owner without the stat skips the row, and the log says so. The player's own stats come from the persona, not the Global Stats.
  • The log names the item for each change. A hidden item shows as "An item".

After Consumed effects

An After Consumed row also picks a Duration: Permanent, or an amount of story time in minutes, hours, days or weeks.

  • ๐Ÿงช Use lowers a stack by one. On an item with Charges, it spends one charge instead.
  • ๐Ÿ”‹ At zero charges, a Consumable item is gone. Any other item stays, with Use off.
  • โณ A timed effect ends once the story clock passes its duration, and gives back exactly what it gave.
  • ๐Ÿ” A second dose while the effect runs restarts its timer. The effect doesn't stack.
  • โ™พ๏ธ A Permanent effect never ends, and each dose applies it again.
  • ๐ŸŽฒ Each Item Copy keeps its own charges. Giving one wand away moves only its own count.

Trait effects

A trait effect row gives the owner a trait while its timing holds. Each row picks a trait and a timing.

  • ๐Ÿงฌ The trait comes from the owner's own list: an entity's traits, or the played persona's. An owner without that trait skips the row, and the log says so.
  • ๐Ÿ”’ The trait stays on while any source holds it. A trait the owner picked stays when the item leaves.
  • ๐Ÿšซ An item grant counts toward no Pick Count and switches off no other trait in its group.
  • โณ The trait's own requirements still apply. A granted trait whose requirement fails turns on once it holds.
  • โœ‹ The player cannot switch off a trait an item holds on.
  • โœจ On First Obtain grants the trait for good.
  • ๐Ÿงช After Consumed grants the trait for its duration, or for good when Permanent.
  • โš™๏ธ Automatic traits are not offered: they turn on by their own rules.

Requirements

Requirement Rows on the Requirements tab set what an owner needs to equip the item. Any one row that holds is enough. With no rows, anyone can equip it.

  • ๐Ÿง‘ A Condition with no owner reads the item's owner.
  • ๐Ÿ—ก๏ธ The item's own effects never count, in either direction. A +2 Strength sword cannot meet its own Strength 5 requirement, and a cursed -2 Strength sword cannot fail it. Every copy of the same item on that owner is left out.
  • โ›” Equipping fails, and the log names the requirement, when no row holds.
  • ๐Ÿ”„ An equipped item unequips on its own once no row holds, and its effects reverse. One unequip can set off another; the game settles them all, up to 10 rounds.

Scripts

The Scripts tab runs code on the item's events. It shows in Advanced mode.

Timing Runs when
When Gained An owner or a location gains an Item Copy
When Lost An owner or a location loses an Item Copy
When Equipped An Item Copy is equipped
When Unequipped An Item Copy is unequipped
When Consumed An Item Copy is used: one dose or one charge
  • ๐Ÿง‘ owner is the Item Copy's owner, and empty while it lies at a location. self is the item.
  • ๐Ÿ”— A script that gives or takes items runs those items' scripts too, 3 levels deep at most.
  • ๐ŸŒฑ Starting items run no script.

The Scripts Guide lists what an item script can read and write.

Slots

Slots are the places an item can be equipped, such as Hand or Ring. You set them once for the whole world, on the Overview tab under Slots. The player and every entity share the same slots.

  1. Open the Overview tab.
  2. Under Slots, select Add Slot.
  3. Type the slot's name.
  4. Set its capacity: how many item units fit. A Ring slot with capacity 2 holds two rings.

When you delete a slot that items use, the editor asks first. Those items become not equippable.

Starting Items

Starting items are the items a new game begins with. You can place them in three spots:

Where Where to set it
๐Ÿ‘ค The player Overview tab, under Persona Items. The player gets them whoever they play.
๐Ÿง‘ An entity The entity's Items tab
๐Ÿ“ A location The location's Items tab. They lie there for anyone to pick up.

Each row picks an item, a quantity and Hidden. A hidden item is there, but the player doesn't see it until the story reveals it.

  • When the player plays a world entity, that entity's starting items are the player's.
  • Two rows of the same stackable item on one owner become one stack. A hidden row stays its own row.
  • A persona-only entity that nobody plays gets no items.

โš ๏ธ Starting items appear only in a new game. A saved game never gains the items you add later.

Items in the story

After each turn's narration, the Inventory prompt reads the turn and records what it did to items. It can give, take, move, equip, unequip and use up an item, and reveal a hidden one. It sees the items of the player, of the people here, and of the location.

  • ๐Ÿ”ค A name in the story matches your item when it's the same name, ignoring case and spaces. "iron sword" is your Iron Sword. "iron swords" is not.
  • โž• A name that matches no item makes a plain item with that name: it stacks, it can be used up, and it has no slot and no effects. The same name later reuses it.
  • ๐ŸŽ’ The step runs only while the world has items or the game holds any. A world with no items never sends it.
  • โš–๏ธ The story can take a Bound item. Only the player's buttons can't.

The step's prompt is on the Prompts tab in Settings, under Inventory.

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