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GiveItems

Hand items and coins from one party member to another (zero time).

Full documentation: GiveItems. Wire type: give_items.

Legal session modes: exploring, town

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": "Hand items and coins from one party member to another (zero time).\n\nThe distribute-the-load move: `character_id` is the giver, `recipient_id` the\ncompanion who takes the goods. Each `item_ids` entry gives one unit (repeat an\nid for more). A given magic item releases any worn effects first and lands\nunequipped in the recipient's pack. Legal in town and while exploring, not\nmid-encounter or in battle. Both members must be able-bodied.\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` or `recipient_id` names\n      no party member.\n    - `session.command.member_incapacitated` - the giver or recipient cannot\n      act.\n    - `exploration.give.same_member` - giver and recipient are the same member.\n    - `items.curse.stuck` - a revealed cursed item cannot be handed off.\n    - `exploration.item.not_carried` - the giver lacks an item or the coins.\n\nEvents:\n    `ItemsGivenEvent` with what changed\n    hands. A worn magic item's effects release\n    (`EffectReleasedEvent`).",
  "properties": {
    "command_type": {
      "const": "give_items",
      "default": "give_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 handing the goods over, by\n`MemberView.id`. Naming the recipient here as well is\nrefused with `exploration.give.same_member`."
    },
    "recipient_id": {
      "title": "Recipient Id",
      "type": "string",
      "description": "The member taking the goods, by\n`MemberView.id`. Both members have to be alive and able\nto act."
    },
    "item_ids": {
      "default": [],
      "items": {
        "type": "string"
      },
      "title": "Item Ids",
      "type": "array",
      "description": "What changes hands, one unit per entry, named the same way as in\n`DropItems.item_ids`: a catalog id for a\nmundane item, a per-instance id for a magic item or a gem. A magic item that was worn\nreleases its effects first and lands unequipped in the recipient's pack."
    },
    "coins": {
      "$ref": "#/$defs/Coins",
      "default": {
        "pp": 0,
        "gp": 0,
        "ep": 0,
        "sp": 0,
        "cp": 0
      },
      "description": "Coins to hand over, by denomination. The default hands over none. Coins move purse to\npurse, which is how a party evens out the weight after a big haul."
    }
  },
  "required": [
    "character_id",
    "recipient_id"
  ],
  "title": "GiveItems",
  "type": "object"
}