|
1 | | -Coming soon. |
| 1 | +# Items |
| 2 | + |
| 3 | +Items.json contains the details of all your items. |
| 4 | + |
| 5 | +Here's a simple example: |
| 6 | + |
| 7 | +```json |
| 8 | +[ |
| 9 | + { |
| 10 | + "name": "Button Activation", |
| 11 | + "progression": true |
| 12 | + }, |
| 13 | + { |
| 14 | + "name": "Feeling of Satisfaction", |
| 15 | + "useful": true |
| 16 | + }, |
| 17 | + { |
| 18 | + "name": "Hey wait, isn't this just Clique?", |
| 19 | + "filler": true |
| 20 | + } |
| 21 | +] |
| 22 | +``` |
| 23 | + |
| 24 | +## The basics |
| 25 | + |
| 26 | +An item contains at least it's name and a classification. |
| 27 | + |
| 28 | +A name cannot contain the characters `:` or `|`, and it's not recommended to use non-english characters not supported by Archipelago's default font. |
| 29 | + |
| 30 | +The valid classifications are `"trap"`, `"filler"`, `"useful"`, `"progression"`, `"progression_skip_balancing"`. See [here](https://github.com/ArchipelagoMW/Archipelago/blob/main/docs/world%20api.md#items) for details on what each means. |
| 31 | + |
| 32 | + |
| 33 | +## Categories |
| 34 | + |
| 35 | +Having all your items in the "(No Category)" section is messy and hard to read. We can organize them by adding categories. |
| 36 | + |
| 37 | +```json |
| 38 | + { |
| 39 | + "name": "Sword", |
| 40 | + "progression": true, |
| 41 | + "category": ["Weapons"] |
| 42 | + } |
| 43 | +``` |
| 44 | + |
| 45 | +An item can have as few or as many of these as you want, and they can have other uses in addition to organizing the client UI [(read more)](./categories.md) |
| 46 | + |
| 47 | +## Count |
| 48 | + |
| 49 | +Most games have non-unique items, yours is probably no different. |
| 50 | + |
| 51 | +```json |
| 52 | + { |
| 53 | + "name": "Comically Large Oversized Novelty Key", |
| 54 | + "useful": true, |
| 55 | + "category": ["Keys"], |
| 56 | + "count": 7 |
| 57 | + } |
| 58 | +``` |
| 59 | + |
| 60 | +Our game has seven oversized novelty keys. Not really much more to explain here. |
| 61 | + |
| 62 | +## Early items |
| 63 | + |
| 64 | +Sometimes an item is very important, and you really don't want to leave it up to progression balancing. |
| 65 | + |
| 66 | +```json |
| 67 | + { |
| 68 | + "name": "Oak's Parcel", |
| 69 | + "progression": true, |
| 70 | + "early": true |
| 71 | + } |
| 72 | +``` |
| 73 | + |
| 74 | +This ensures the item is placed somewhere in Sphere 1. |
| 75 | + |
| 76 | +## Local Items |
| 77 | + |
| 78 | +Do you have a lot of items you don't want to flood the multiworld with? Good News! |
| 79 | + |
| 80 | +```json |
| 81 | + { |
| 82 | + "name": "Tiny Key Fragment", |
| 83 | + "progression": true, |
| 84 | + "count": 800, |
| 85 | + "local": true |
| 86 | + } |
| 87 | +``` |
| 88 | + |
| 89 | +I'm sure glad these are contained within our own world, and other people aren't complaining that they're picking up nothing but fragments of tiny keys. |
| 90 | + |
| 91 | +Next: [Locations](./locations.md) |
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