## Example ```json { "currencyName": "Gold", "itemCategories": ["Armor", "Consumable", "Focus", "Helmet", "Offhand", "Tool", "Trinket", "Weapon"], "itemSlots": [ { "slot": "Weapon", "category": "Weapon", "quantity": 1 }, { "slot": "chest", "category": "Armor", "quantity": 1 }, { "slot": "head", "category": "Helmet", "quantity": 1 }, { "slot": "offhand", "category": "Offhand", "quantity": 1 }, { "slot": "tool", "category": "Tool", "quantity": 2 }, { "slot": "Focus", "category": "Focus", "quantity": 1 }, { "slot": "trinket", "category": "Trinket", "quantity": 2 }, { "slot": "pouch", "category": "Consumable", "quantity": 4 } ], "startingItems": [ { "item": "Gold", "quantity": 50 } ] } ``` ## Fields ### itemSlots slot and category usually match. Exception: the `pouch` slot above uses `category: "Consumable"` - they diverge when a physical slot name (pouch, chest, head) maps to a logical item category. ### startingItems items given to ALL players regardless of trait/start selection. ## Authoring tips ### Equipping items "You don't have to equip an item to use it. There are 2 reasons to make an item equippable: (1) magic bonuses only apply when equipped; (2) NPCs comment on equipped items." A dedicated `Focus` or `Trinket` slot is useful for items you want NPCs to notice and react to. ### Slot count Creative note: "If you are making a game about being a spider that can put knives on its feet, you can let yourself have 8 weapon slots." ## Behaviour ### Slot eviction When equipping a new item into a slot whose `quantity` is full, the engine unequips the first item already in that slot (and removes its bonuses), then equips the new item. Categories must match the slot's `category`. ### Currency stacking items whose **`name`** matches `itemSettings.currencyName` stack on `name + category` only -- the engine ignores `bonuses` when deciding currency stacks. Non-currency items must match all properties (name, category, bonuses, effects) to stack.