Items
In Ranvier all items for an area are defined in a single file within the area folder: items.yml
Contents
Example File¶
bundles/ranvier-areas/areas/limbo/items.yml
- id: "rustysword" name: "Rusty Sword" type: WEAPON roomDesc: "Rusted Sword" keywords: [ "sword", "rusty", "metal", "rusted" ] description: "An arm's-length, jagged metal sword discolored with red corrosion. The worn leather grip barely held on by fraying thread." script: "1-sword" metadata: level: 1 slot: 'wield' itemLevel: 1 quality: common minDamage: 7 maxDamage: 15 speed: 2.8 stats: critical: 1 - id: "sliceofcheese" name: "Slice of Cheese" roomDesc: "A moldy slice of cheese" keywords: [ "slice", "cheese", "moldy" ] description: "A yellow, slightly moldy slice of cheese. Only a rat could find this appetizing." behaviors: decay: duration: 240 - id: "woodenchest" type: CONTAINER name: "Wooden Chest" roomDesc: "A wooden chest rests in the corner, its hinges badly rusted." keywords: [ "wooden", "chest" ] description: "Time has not been kind to this chest. It seems to be held together solely by the dirt and rust." items: [ "limbo:rustysword" ] closed: true maxItems: 5 metadata: noPickup: true - id: test_key name: "Oddly-shaped Key" keywords: ["key", "odd", "oddly", "shaped"] roomDesc: "A strange looking key" description: "This key seems overly complex with numerous grooves." metadata: quality: common - id: locked_chest type: CONTAINER name: "Locked Chest" roomDesc: "A wooden chest rests open in the corner, its hinges badly rusted." keywords: [ "locked", "wooden", "chest" ] items: [ "limbo:rustysword" ] closed: true locked: true lockedBy: "limbo:test_key" maxItems: 5 metadata: noPickup: true
Definition Fields¶
field
type
(default)
id
string
- required Item id unique among the items of the current area
type
ItemType
(OBJECT)
- See
src/ItemType.js
. Natively, does not change functionality, simply a helpful flag for you to use in scripts to detect the item type name
string
- required String seen while in the player's inventory or equipment list, or in a container
roomDesc
string
- required String displayed when the item is seen on the ground in a room
keywords
string
- required Keywords that the player can use to target this item; keywords do not need to be unique on a per-item basis
description
string
- String displayed when the player looks directly at the item
script
string
- Name of custom script to attach to this item (See Scripting)
behaviors
Object<string,Object>
- List of behaviors to attach to this item. The key is the behavior name, the value is the configuration object for that behavior. (See Scripting for more on creating behaviors)
metadata
object
- Arbitrary container to place any extra data you want. There are no constraints on this so you are free to assign
basically anything here that you want to look for inside commands/scripts/etc. Accessible in scripts via the
item.getMeta()
method items
array<EntityReference>
- For containers. A list of Entity References identifying which items should be loaded into this item's inventory
closeable
boolean
(false)
- Whether this item can be closed/locked. If either closed or locked is set to true this is true by default.
closed
boolean
(false)
- For containers, whether this item is closed by default or not. If true, this item can be opened/closed. If you want this item to
be closed by default but allow it to be opened/closed set
closeable
to true locked
boolean
(false)
- For containers, whether this item is locked by default or not. Warning: setting
locked: true
without specifying alockedBy
will result in an item that cannot be opened. lockedBy
EntityReference
- Which item acts as the key for this item