DropItems
Drop items and coins onto the party's cell (or the pursuit trail).
Full documentation: DropItems. Wire type: drop_items.
Legal session modes: encounter, exploring
JSON Schema
{
"$defs": {
"Coins": {
"description": "A fixed pile of coins: generated treasure, the contents of a chest, a pile dropped on the floor.\n\nFrozen, unlike the `CoinPurse` a character carries. This\nis what `generate_treasure` reports and what a\ndungeon feature contains until someone picks it up. Adding it to a character means adding\neach denomination to their purse.",
"properties": {
"pp": {
"default": 0,
"minimum": 0,
"title": "Pp",
"type": "integer",
"description": "Platinum pieces, worth 5 gp each."
},
"gp": {
"default": 0,
"minimum": 0,
"title": "Gp",
"type": "integer",
"description": "Gold pieces."
},
"ep": {
"default": 0,
"minimum": 0,
"title": "Ep",
"type": "integer",
"description": "Electrum pieces, worth half a gold piece each."
},
"sp": {
"default": 0,
"minimum": 0,
"title": "Sp",
"type": "integer",
"description": "Silver pieces, ten to the gold piece."
},
"cp": {
"default": 0,
"minimum": 0,
"title": "Cp",
"type": "integer",
"description": "Copper pieces, a hundred to the gold piece."
}
},
"title": "Coins",
"type": "object"
}
},
"description": "Drop items and coins onto the party's cell (or the pursuit trail).\n\nEach `item_ids` entry drops one unit (repeat an id for more). Legal while\nexploring a dungeon and during an encounter, where dropping treasure or food is\nthe pursuit-distraction move.\n\nModes:\n `exploring`, `encounter`\n\nRejections:\n - `session.command.wrong_mode` - the session is in town, in battle, or\n over.\n - `session.command.unknown_member` - `character_id` names no party member.\n - `session.command.member_incapacitated` - the member cannot act.\n - `items.curse.stuck` - a revealed cursed item cannot be discarded.\n - `exploration.item.not_carried` - the member lacks an item or the coins.\n - `encounter.none_active` - a second check behind the mode gate, not\n reachable through normal play.\n\nEvents:\n `ItemsDroppedEvent` with what\n fell. In an encounter the round then closes and the monsters act per their\n stance. Mid-pursuit, a\n `PursuitEvent` round resolves with the\n drop as bait instead.",
"properties": {
"command_type": {
"const": "drop_items",
"default": "drop_items",
"title": "Command Type",
"type": "string",
"description": "The wire discriminator. Each subclass fixes it to its own snake_case literal, like\n`\"move_party\"` or `\"open_door\"`, so you never set it yourself: constructing the subclass\ndoes. It's what `parse_command` and the\n`AnyCommand` union read to rebuild the right class\nfrom a serialized mapping, and it stays the same across releases."
},
"source": {
"anyOf": [
{
"minLength": 1,
"type": "string"
},
{
"type": "null"
}
],
"default": null,
"title": "Source",
"description": "An annotation naming the authored object (a trigger or quest id) or the game\nsystem on whose behalf the command was issued. Execution never reads it: a stamped\ncommand does exactly what the same command unstamped does. It is logged and replayed\nwith the command, so the log alone answers \"why did this happen\". Absent is `None`,\nand the empty string is not a value."
},
"character_id": {
"title": "Character Id",
"type": "string",
"description": "The member whose pack and purse the goods leave, by\n`MemberView.id`."
},
"item_ids": {
"default": [],
"items": {
"type": "string"
},
"title": "Item Ids",
"type": "array",
"description": "What to drop, one unit per entry, so repeat an id to drop more than one. A mundane item is\nnamed by its catalog id, like `torch` or `rope_hemp`. A magic item or a gem is named by\nthe per-instance id it has in\n`MemberView.inventory`. Naming the same magic\ninstance twice is refused, because the whole instance leaves on the first naming. A\nrevealed cursed item can't be dropped."
},
"coins": {
"$ref": "#/$defs/Coins",
"default": {
"pp": 0,
"gp": 0,
"ep": 0,
"sp": 0,
"cp": 0
},
"description": "Coins to drop alongside the items, by denomination. The default drops none. Dropped coins\nland in the cell's pile with everything else, and the party can pick them back up with\n`TakeTreasure` naming `\"pile\"`."
}
},
"required": [
"character_id"
],
"title": "DropItems",
"type": "object"
}