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"
}