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Items

257 words·2 mins·

Items are things the avatar picks up by walking over them: keys, flowers, coins, cups of tea. A picked-up item disappears from the room and is added to the player’s inventory.

The inventory window next to the paint window editing the tea item
The tea item in the paint window, and the inventory window

Add an item
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  1. In the paint window, choose item.
  2. Draw it, or press add to make a new one, and give it a name like key.
  3. In the room window, click to place it. Unlike sprites, you can place the same item as many times as you like, in any room.

The pick-up message
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An item has dialog too: it is shown when the avatar picks it up. Select the item in the paint window and write something in the dialog window, like “You found a rusty key.”

The inventory
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The inventory window has two tabs:

  • items shows how many of each item the player has. While editing, these are the counts the player starts with. While playing, they update live, which helps when you test.
  • variables holds named values your dialog can read and change. See Dialogue.

Use items in your game
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Items do nothing on their own. They become useful when dialog or endings check them:

  • A guard who only lets you pass when you have a key.
  • A sprite who says something different once you have collected three flower items.
  • An ending that only triggers when you carry the treasure.

The next two guides show how: conditions in Dialogue, and locked exits and endings in Exits and endings.

Related

Dialogue

515 words·3 mins
Write what sprites and items say: pages, text effects, sequences, and conditions on items and variables.

Exits and endings

503 words·3 mins
Link rooms together with exits and transitions, and end your game.