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01 Prototype 08 Items

github-actions[bot] edited this page May 27, 2026 · 1 revision

Every owned thing is an item. All owned items together are the kit.

Each item is either active (on the court, effects running) or inactive (at rest, generating passive friendship). Active and inactive are orthogonal to the kit: they describe the item's current state, not whether it's owned.

Two actors to keep straight:

  • Player: the person at the mouse/keyboard. Performs drags, clicks, keypresses.
  • Main character: the avatar on the court. Plays the rally. Wears equipment.

Details live in sibling docs:

  • Where on the court: tech/06-roles.md
  • Physical props: 08-fixtures.md
  • Storage for inactive items, passive friendship: 08-kit.md
  • Ball items: 08-balls.md
  • Runtime code: 08-item-manager.md

Active vs inactive

Active: effects register, the item is visible at its role on the court.

Inactive: effects stop, the item generates passive friendship.

Role decides whether an item can be inactive:

  • Ball and equipment can be either active or inactive. Inactive ones sit on the BallRack or in the GearCase.
  • Court items are always active once acquired. They go straight from shipment onto the court and stay there until destroyed at the Tinkerer. The one exception is the Tinkerer's commission queue: during a level-up commission, the item is temporarily off the court (neither active nor destroyed) and returns to a court marker on completion.

Moving between states

The player drives every transition by drag-and-drop. See 08-kit.md for the flow per role.


Destruction

Items are destroyed at the Tinkerer for a partial friendship refund (mechanics: 08-tinkerer.md).

Destroying specific items unlocks secret items that are otherwise unobtainable. Unsignposted. Most players never find them. One secret per eligible item at most; not every item has one.

Secret items entering the shop pool require trigger-gated pool entries (see 04-upgrade-shop.md).

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