SellTreasure
Sell valuables in town at full value (zero time).
Full documentation: SellTreasure. Wire type: sell_treasure.
Legal session modes: town
JSON Schema
{
"description": "Sell valuables in town at full value (zero time).\n\nThe party must be in town. Each entry names a carried valuable's instance id,\nand the coins credit its carrier's purse. osrlib adopts full `value_gp` as the\nsale price: the OSE SRD prices treasure but names no exchange spread, and full\nvalue keeps the 1-gp-1-XP identity clean. Magic items have no fixed sale value\n(RAW's own words) and are refused, and revealed curses stick.\n\nModes:\n `town`\n\nRejections:\n - `session.command.wrong_mode` - the party is not in town.\n - `town.sell.no_fixed_value` - magic items cannot be sold for a fixed\n price.\n - `exploration.item.not_carried` - no member carries a valuable with that\n instance id.\n\nEvents:\n `TreasureSoldEvent` per selling\n member, with the credited value.",
"properties": {
"command_type": {
"const": "sell_treasure",
"default": "sell_treasure",
"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."
},
"item_ids": {
"items": {
"type": "string"
},
"minItems": 1,
"title": "Item Ids",
"type": "array",
"description": "The gems and jewellery to sell, by the per-instance ids they have in\n`MemberView.inventory`. Each one is credited to\nwhichever member is carrying it, so a mixed basket pays several purses. Magic items have no\nfixed price and come back as `town.sell.no_fixed_value`."
}
},
"required": [
"item_ids"
],
"title": "SellTreasure",
"type": "object"
}