Skip to content

IdentifyItem

Referee: identify a magic item outright, the game-driven identification path.

Full documentation: IdentifyItem. Wire type: identify_item.

Legal session modes: battle, encounter, exploring, game_over, town, victory

JSON Schema

{
  "description": "Referee: identify a magic item outright, the game-driven identification path.\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` - the member carries no magic item with\n      that instance id.\n\nEvents:\n    `ItemIdentifiedEvent`. A cursed\n    item also reveals with a\n    `CurseRevealedEvent`.",
  "properties": {
    "command_type": {
      "const": "identify_item",
      "default": "identify_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 holding the item, by\n`MemberView.id`."
    },
    "item_id": {
      "title": "Item Id",
      "type": "string",
      "description": "The magic item to identify, by its per-instance id. The masked name a player sees is on\n`MemberView.inventory`, and the true one is in\nthe referee view. A mundane item has nothing to identify and comes back as\n`session.command.unknown_item`."
    }
  },
  "required": [
    "character_id",
    "item_id"
  ],
  "title": "IdentifyItem",
  "type": "object"
}