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"
}