Skip to content

World Editor Items

github-actions[bot] edited this page Nov 2, 2026 · 10 revisions

๐ŸŽ’ World Editor: Items

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

Items are the objects of your world that the player or an entity 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 Add Item icon button (+).
  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.
  • With the box empty, the new item is named "New Item".
  • Drag an item by its grip to change the order of the list.
  • Use the row's buttons to duplicate or delete an item. Deleting an item also removes it from every Starting Items list.

The panel

The item panel works like the entity panel.

Tab What it holds
Profile The name, the Icon, the images with their rules, and the image tags
Descriptions The player-facing and AI-facing descriptions, in Advanced mode the AI-Facing Summary, and the Unidentified Name and Unidentified Description
Properties Value, Stackable, Uses, State, When Empty, Bound and Slots
Effects The stat and trait effect rows: what the item does to its owner
Requirements The Equip Requirements
Scripts The item's scripts (Advanced mode only)
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.

Icon

The Icon field picks what the Inventory tab shows for the item, on the figure and in its rows. Search the grid by a word, such as "blade" for a sword.

Choice What shows
Auto An icon from the item's name, then its slots. This is the default, and the field shows the icon you get.
An icon That icon
None The item's image. With no image, a filled box on the figure and no icon in a row.
  • ๐Ÿ–ผ๏ธ The item's popup keeps its image under every choice.
  • ๐Ÿ”’ An unidentified copy ignores this field and the item's image. Its icon comes from what the player sees, so it reveals nothing.
  • ๐ŸŽฒ The field reads a placeholder in the name by its label. During the game, Auto reads the rolled value, so the icon can differ.

Unidentified items

An item can hide its true name and description until the story reveals them. A cursed ring can look like a plain ring.

Field What it does
Unidentified Name The name the player sees until the item is identified
Unidentified Description The description the player sees until the item is identified
  • ๐Ÿ”’ Fill either field, and every copy of the item starts unidentified. A blank field shows the normal value.
  • ๐Ÿ‘๏ธ The player sees only the unidentified face: in the Inventory tab, in the log and in Formaquestion.
  • ๐Ÿ“– The narrator sees both faces, with the true one marked unknown to the player. It can reveal the truth when the story does.
  • โœจ The item's effects apply while it's unidentified.
  • ๐Ÿ” A reveal identifies a visible unidentified copy, from the story or from a script's reveal(). A hidden copy first comes into view and stays unidentified; a second reveal identifies it.
  • ๐Ÿ“ฆ Unidentified and identified copies never stack. An identified copy joins a matching stack in the same place.

Properties

Property What it does
Value What the item is worth, and the Currency it is priced in. With No Currency, the item has no price.
Stackable Item Copies group into one row with a quantity. On by default.
Uses How many times each Item Copy can be used. Leave it blank for unlimited.
When Empty What a copy's last use leaves: Stays (kept at zero uses), Gone (removed), Becomes (turns into another item you pick) or Changes State (kept at zero uses with the word you type). Shows once Uses is set; it starts at Gone.
State The word each Item Copy starts with, such as sealed or unlit. The story and scripts can change it. 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.
Slots The slots the item equips into, in the order it tries them. With no slots, it can't be worn or held.
Either of / All of Shows once Slots lists two. Either of takes one of them, such as a dagger in Main Hand or Off Hand. All of takes every one, such as a greatsword in both.

โš ๏ธ An item with Uses 2 or more never stacks, because each copy counts its own. Setting it turns Stackable off. Clearing it leaves it off until you turn it on. Uses 1 still stacks.

Item Uses When Empty
๐Ÿงช Potion that leaves a bottle 1 Becomes Empty Bottle
๐Ÿท Potion with three gulps 3 Gone
๐Ÿช„ Wand 3 Stays
โœ‰๏ธ Letter 1 Changes State "opened"
๐Ÿ“ฏ Horn blank โ€”

๐Ÿงญ The Test Bench flags an item that Becomes an item you deleted.

State

  • ๐Ÿท๏ธ The player sees each copy's State beside its name in the Inventory tab. The AI sees it beside the name too.
  • ๐Ÿงฑ Copies with different States never stack. "Lit" and "lit" count as the same.
  • โœ‹ The Inventory tab has no control to change it. The story and scripts do.

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 Use When the owner uses the item, for a set time or for good. A row here makes the item usable, even with Uses blank.
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 Use effects

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

  • ๐Ÿงช Use shows on an item with Uses, After Use effects or a When Used script. It spends one use.
  • ๐Ÿ”‹ The last use runs When Empty on that one copy. A copy that Stays keeps Use off until a script recharges it.
  • ๐Ÿ“ฏ An item with Uses blank can be used any number of times and never changes.
  • 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 uses. 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 Use 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, any owner 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 Used An Item Copy is used
  • 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.

Currencies

Currencies sits at the top of the Items list, below Equipment Settings. It lists the money your world uses.

Type What it does
๐Ÿ“Š Stat The money is a number on a stat you pick.
๐Ÿช™ Coin Items The money is coins, each one a Stackable item, such as Copper, Silver and Gold.
๐Ÿท๏ธ Name Only The money is only a name, such as goats. Nothing tracks it.

With Coin Items, pick Add Coin to add a row. Each row is an item and its worth in the smallest coin:

  • 1๏ธโƒฃ One coin is worth 1. The first row you add takes it. Later rows start at ten times the largest worth.
  • ๐Ÿ”ข Each worth is a whole number, and no two coins share one.
  • ๐Ÿงฑ A coin is a Stackable item, and an item is a coin of one Currency at most.
  • โ†•๏ธ The arrows move a row. The player always reads coins from largest to smallest.

An item priced in a coin Currency shows one Value field per coin. Type 1 in Gold and 5 in Copper to store 105. The fields tidy up when you leave them, so 15 Copper becomes 1 Silver and 5 Copper. If you change a coin's worth, each item keeps its total, and its fields change to match.

  • ๐Ÿฅ‡ A new item takes the first Currency in the list. Drag a row to change which one comes first.
  • ๐Ÿ”— The stat list holds your global stats, the stats your Personas link, and each Persona's own stats. A stat that many Personas link shows once.
  • ๐Ÿ’ฐ The player sees an item's worth in its popup, such as "Worth 40 Credits" or "Worth 1 Gold, 5 Copper". An unidentified copy shows no worth.
  • ๐Ÿ‘› The Inventory tab lists the player's money under Money: one row for each Currency with coins or a stat the player has. A Name Only Currency has no row. A hidden stat has no row either.
  • ๐Ÿค– The Inventory chip tells the AI each listed item's worth, and how much money the player and each entity have.
  • ๐Ÿช To limit how much an entity can pay, place one of the coins on it, or give it the stat. An entity with neither has no money to run out of. A Global Stat is the player's money only.
  • ๐Ÿšซ An item with No Currency shows no worth, even with a Value.

Deleting money

A delete is never blocked. When something uses what you delete, a confirm names what changes. Nothing else asks.

  • ๐Ÿ“Š Delete a stat that backs a Currency, or the Persona who owns it, and that Currency becomes Name Only. Deleting Blueprints does the same when it removes the stat's last copy.
  • ๐Ÿช™ Delete a coin item and its row leaves the Currency. If it was the last coin, the Currency becomes Name Only. If it was the coin worth 1, the other coins stay, and the Currency shows a hint until a coin is worth 1.
  • ๐Ÿ—‘๏ธ Delete a Currency and its items lose their Currency. The confirm gives the item count.
  • ๐Ÿท๏ธ Every item keeps its Value. A delete clears the Currency and leaves each price in place.
  • โ†ฉ๏ธ Each delete is one undo step.

Equipment Settings

Equipment Settings sits at the top of the Items list. It holds three sections:

Section What it sets
๐Ÿงค Slots The places an item can be equipped, such as Hand or Ring
๐Ÿง Bodies Which slots an owner has, and how many items fit in each
๐ŸŽ’ Persona Items What the player starts with (see Starting Items)

Slots

Slots are one list for the whole world, so a helmet fits every Body with a Head.

  1. Select Equipment Settings.
  2. Under Slots, select Add Slot.
  3. Type the slot's name.

Drag a slot by its grip to reorder the list.

Bodies

A Body is a name and a list of slots, each with a Capacity. A Humanoid can have Main Hand, Off Hand and Ring with Capacity 2. A Dog can have only Collar.

  1. Under Bodies, select Add Body.
  2. Expand it and type its Name.
  3. Pick a slot from Add Slot, then set its Capacity.
  • ๐Ÿฅ‡ The first Body is the Default. Every entity without a pick uses it, and so do entities the AI adds. Drag a Body by its grip to change which one is first.
  • โš ๏ธ Two Bodies with one name get a warning. Scripts pick a Body by its name.
  • ๐Ÿ’ Each unit of Capacity holds one item. Use Capacity for slots that work alike, such as rings. Use two slots when the difference matters, such as hands.
  • ๐Ÿšซ A world with no Bodies gives no one a slot.
  • ๐Ÿ“„ Select a Body's Duplicate button to copy it, with its figure and boxes.

Laying out a Body

An expanded Body shows a figure with one box for each unit of each slot. Hand with Capacity 2 gets Hand 1 and Hand 2.

To do this Do this
Move a box Drag it
Resize a box Select it, then drag a corner
Change the figure's height Drag its bottom edge. Boxes stretch with it
Change the figure Pick from Backdrop: Humanoid, Quadruped, Plain or Custom Image
Fade a Custom Image Move the Opacity slider under the image. It runs from 0 to 100% and starts at 100%. It fades the image in the editor and on the Inventory tab's figure
Line boxes up Turn on Snap to Others. Hold Alt to skip it for one drag
Move or resize by keyboard Select the box, then use the arrow keys, or Shift + arrow keys to resize
  • โž• A raised Capacity adds a small box at the center. A lowered one removes the last box.
  • ๐Ÿ‘† A small box draws above a large one, so you can still select a ring on a hand.
  • ๐Ÿ” Select a slot's row to find its box. Select the row again to reach the next unit, even one hidden behind another box.
  • ๐Ÿ’พ Snap to Others is your own setting. It isn't saved in the world.

Each entity's Body

An entity picks its Body at the top of its Items tab:

Option Means
Default (Humanoid) The first Body, whichever it is now
None No slots. The entity can carry items but can't equip them
A Body's name That Body

The Custom Persona entity's Body is also the player's when they pick None or a library persona.

Deleting a slot or a Body

A slot or Body nothing uses deletes at once. One in use asks first, and says what changes:

  • Slot: its Body entries go, and items that equip into it drop it from their Slots.
  • Body: the entities that picked it go back to Default, and trait Body rows that named it go blank.

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 Equipment Settings, 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 the player or any entity 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. Hidden rows stack only with hidden rows.
  • 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.

Equipped

On the player or an entity, a row whose item has a slot also shows Equipped. โš”๏ธ An Equipped item starts the game equipped, and its While Equipped effects apply from the first turn.

  • Rows equip in list order. When a slot is full, a later row unequips the earlier item, which starts carried.
  • A row with a quantity equips each copy in turn. Three rings in a slot that holds two leave one carried.
  • An item that can't be equipped starts carried. The row warns you when its Body lacks the slots it needs.
  • An item whose Requirements fail at the start also starts carried.
  • An Equipped item can also be Hidden. It fills its slot, but the player doesn't see it.

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 an item, change its State, and reveal a hidden or unidentified one. It sees the items of the player, of the entities in the scene, and of the location.

  • ๐Ÿงช A use follows the item's When Empty. For a plain item the story made, the story says whether the use kept it or used it up.
  • ๐Ÿ”ค A name in the story matches your item when it's the same name, ignoring case and the spaces at the ends. "iron sword" is your Iron Sword. "iron swords" is not. An unidentified copy also matches its Unidentified Name.
  • โž• A name that matches no item makes a plain item with that name: it stacks, it can be used, and it has no slot and no effects. The same name later reuses it.
  • ๐ŸŽ’ The step runs only while the world has items, the game holds any, or the world has a Stat or Coin Items Currency.
  • โš–๏ธ The story can take a Bound item. Only the player's buttons can't.
  • ๐Ÿ’ฐ The same step moves money when the story pays a bribe or a bounty, in any world with a Stat or Coin Items Currency. The game works out the amounts: smallest coins first, then change in the fewest coins.
  • ๐Ÿ›’ Buying and selling move the item and the money together. The price is the one the story states, or else the item's Value times how many. A price that names no coin or Currency uses the item's own Currency, then the first in your Currencies list.
  • ๐Ÿšซ A payment the player can't afford moves nothing, and so does one that would break a stat's lock or take it below its minimum. The story isn't told. A trade that fails moves neither the item nor the money.
  • ๐Ÿท๏ธ A trade fails when the item has no price: no price in the story, and no Value or no Currency on the item. A Value of 0 and a Name Only Currency move the item with no money. So does any trade in a world with no Stat or Coin Items Currency.
  • ๐Ÿ›๏ธ A seller doesn't need the item in stock. The game takes it from the seller, then from what lies at the location, then makes a new one. Hidden copies never sell. The player can sell only what they hold.
  • ๐Ÿงพ While this step runs, the stats step can't change a stat that backs a Currency, so a payment counts once.
  • ๐Ÿช An entity with no coins or stat of its own keeps nothing it is paid, and what it pays out is new money. A name the world doesn't know works the same way. Between two entities with money, the payer loses and the payee gains the exact amount, even when one lacks change.

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

Clone this wiki locally