GrantItem
Referee: place an item directly into a member's inventory.
Full documentation: GrantItem. Wire type: grant_item.
Legal session modes: battle, encounter, exploring, game_over, town, victory
JSON Schema
{
"description": "Referee: place an item directly into a member's inventory.\n\nReferee commands are legal in every mode, terminal modes included, and are\nlogged and replayed like any other.\n\nModes:\n `town`, `exploring`, `encounter`, `battle`, `game_over`, `victory`\n\nRejections:\n - `session.command.unknown_member` - `character_id` names no party member.\n - `session.command.unknown_item` - `item_id` names no item in the session's\n `effective_equipment`\n catalog: neither a shipped id nor one the adventure bundles.\n\nEvents:\n `ItemAcquiredEvent` with the\n granted items, `origin` `\"grant\"`.",
"properties": {
"command_type": {
"const": "grant_item",
"default": "grant_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": "In an authored consequence or reward, this field takes the party selectors\n(`\"@party\"`, `\"@first\"`), expanded to literal member ids by the interpreter\nbefore issue. Issued directly, it must be a literal member id or the command\nrejects."
},
"item_id": {
"title": "Item Id",
"type": "string",
"description": "Which item to create, from the session's\n`effective_equipment` catalog:\neither a shipped id from `load_equipment` (see the\nequipment id index) or one the adventure bundles. There's no purse check\nand no shop, so this is how a game hands out a reward, a found item, or a starting kit."
},
"quantity": {
"default": 1,
"minimum": 1,
"title": "Quantity",
"type": "integer",
"description": "How many units to place, counted as individual items rather than as purchase lots:\n`quantity=6` grants six torches, which is the same count one purchase lot of torches\ndelivers through `PurchaseEquipment`."
}
},
"required": [
"character_id",
"item_id"
],
"title": "GrantItem",
"type": "object"
}