Skip to content

EquipItem

Equip an item from a member's item list (zero time).

Full documentation: EquipItem. Wire type: equip_item.

Legal session modes: exploring, town

JSON Schema

{
  "description": "Equip an item from a member's item list (zero time).\n\nLegal in town and while exploring. Class armour and weapon policies validate\nbefore anything changes. `item_id` is the magic item's instance id for a magic\nitem, or the catalog id for a mundane one, which has no per-instance id. A\nmundane id is either a shipped one (from\n`load_equipment`, see the equipment id\nindex) or one the adventure bundles, which no index\ndocuments.\n\nModes:\n    `town`, `exploring`\n\nRejections:\n    - `session.command.wrong_mode` - an encounter or battle is underway, or the\n      game is over.\n    - `session.command.unknown_member` - `character_id` names no party member.\n    - `session.command.member_incapacitated` - the member cannot act.\n    - `exploration.item.not_carried` - nothing by that id in the item list.\n    - `items.equip.armour_forbidden`, `items.equip.armour_not_allowed`,\n      `items.equip.shield_forbidden`, `items.equip.weapon_not_allowed`,\n      `items.equip.weapon_forbidden` - the class policy forbids it.\n    - `items.equip.two_handed_with_shield` - a two-handed weapon and a shield\n      cannot pair.\n    - `items.equip.not_equippable` - potions, scrolls, ammunition, and plain\n      gear without a combat use do not equip.\n    - `items.equip.not_usable` - the magic device is not usable by this class.\n    - `items.ring.hands_full` - two rings are already worn.\n\nEvents:\n    Usually none. Equipping a worn magic item can attach its effects\n    (`EffectAttachedEvent`). A cursed\n    ring identifies and reveals at wearing\n    (`ItemIdentifiedEvent`,\n    `CurseRevealedEvent`).",
  "properties": {
    "command_type": {
      "const": "equip_item",
      "default": "equip_item",
      "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 doing the equipping, by\n`MemberView.id`. Their class decides what they may wear\nand wield, and the class policy is checked before anything moves."
    },
    "item_id": {
      "title": "Item Id",
      "type": "string",
      "description": "What to equip, which has to be in this member's item list already. A magic item is named by\nits per-instance id, because each one is a distinct object. A mundane item is named by its\ncatalog id, because mundane items stack and have no per-instance id. Both are visible in\n`MemberView.inventory`."
    }
  },
  "required": [
    "character_id",
    "item_id"
  ],
  "title": "EquipItem",
  "type": "object"
}