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Items

Items are the physical objects of your ruleset. By default, they have properties to track their weight, stack size and default quantity as well as boolean properties to indicate if they are storable, equippable, consumable or are themselves containers.

Custom properties

You can define custom properties on an item (string, number, or boolean). These are key-value pairs stored on the item definition (e.g. "Armor Value" = 15). When a character has that item in their inventory, each instance can optionally override those values; otherwise the definition default is used. Custom properties are useful for item-specific data (armor class, damage dice, charges) that scripts or components can read and, for a single instance, update via QBScript (e.g. Owner.Item('Plate Mail').property('Armor Value').set(12)). You can manage custom properties on the item editor or in bulk from the items list.

Inventories

The items you add to a ruleset represent the full catalogue of available items. When a player adds an item to their character's inventory, they get their own copy of that item. They control the quantity and state of that item and can optionally change its name.

Every character has one inventory. Player's can view a character's inventory by clicking on the inventory icon in the sidebar.

Inventory Window Components

Items can alternatively be added to a character's inventory through an inventory component added to a window. Double clicking on an inventory component will open a panel with items to be added.

info

In order to add an item to an inventory component, the slot size must be large enough to hold the item and there must be available room in the inventory. Set the slot size of the item from the items page through its Inventory Height and Inventory Width properites. Set the slot size of the inventory component by selecting it and opening the data tab.