Table of Contents
Item Tags
These are Tags assigned to Inventory System Items that are generally hidden from the player's direct view, but are used internally to count several different items as being equivalent for certain purposes.
Tags which Impact Behavior or UI
Expendable / Consumable
These items can be expended or consumed, and disappear from existence.
Quantity
These items have a quantity tag, and will show their quantity in the inventory list.
They may also specify a unit type which can be smart enough to give it a label, abbreviation, or even cause it to flip to a currency view like $200.
They can also specify a maximum, and refer to a scene of dialogue to play if you're already maxed out.
Package Type can also be specified, either Persistent, Ephemeral, or another item to transform into once the quantity reaches empty.
Stackable
If an item is Stackable, and another same item is acquired, their quantities add together. Otherwise, they are each listed separately, and each one goes from its current quantity until it gets down to empty, at which point it can either leave behind an empty or disappear depending on the package type option.
Bound
These items are bound to the Character who owns them, and cannot be transferred to another character.
Scenario Specific
These items are known to be signifiant to currently active scenario objectives. Once acquired, they cannot be disposed of by any means outside of the Scenario that calls for their use.
Tags for Situational Analysis
Holy or Blessed
Cursed
Flammable
Something that can burns when lit by a fire object.
Fire
Something that can ignite flammable things.
Explosive
Explodes when lit by a fire object.
Food
Something that can be eaten.
Drinks and Types of Alcohol (Non-Drinkable Too)
Water
Can have other tags to modify it. (Purified, Filtered, Muddy, etc.)
Drink
Something that can be drank.
Alcoholic Drinks, Undistilled Ethanol, Beer, Wine, or Hard Cider
Alcoholic Drink, less than 15% ABV,
Produced through fermentation of sugars by yeast or bacteria. Sourced from: Barley, wheat, grapes, or other grains or fruits.
Hard Alcohol, Distilled Ethanol, Vodka, Gin, Rum, Whiskey, Brandy, Tequila
Varying between 20% and 95% ABV.
Produced by distillation of fermented Alcohol.
Ispropyl, or Rubbing Alcohol
Antibacterial. Antiseptic. Not drinkable. Poison if consumed.
Methyl Alcohol
Highly Flammable, Flammable Vapor, Extremely Toxic.
Used in Paint Remover, Antifreeze, printing Ink. Used to produce Acetone, Methane, and Formaldehyde, in turn used to manufacture Plastics and Explosives. Ingesting even 10mL can result in Blindness, 30mL can result in Coma, or Death.
Fuels and Power Sources
Battery Powered
Names the type and number of batteries required.
AC Powered
Needs to be plugged into an electrical outlet.
Propane, Butane, Kerosene, Gas/Gasoline, Deisel
These are Hydrocarbons. The specific type needs to be named.
Propane/Butane/Kerosene/Gas/Deisel Powered
These are powered by Hydrocarbons. The specific type needs to be named.
Weapons and Improvised Make-Shift Weapons
Ranged Weapon
A weapon that consumes some sort of Ammunition in order to fire a shot at a distance. The ammunition is either consumable (such as with guns) or retrievable (such as with Bow & Arrow.)
A ranged weapon will have its range, as well as the type of Ammunition it requires.
Thrown Weapon / Improvised Thrown Weapon
A weapon that is thrown a distance in order to attack.
Improvised Thrown Weapons are items that can be used as a Thrown Weapon but are not intended for this purpose, such as a rock.
Melee Weapon / Improvised Melee Weapon
Anything intended to be used for fighting at close proximity.
Improvised Melee Weapons are items that can be used as a Melee Weapon but are not intended for this purpose, such as a Large Stick, or a Frying Pan.
Blunt
Blunt Objects can cause concussive bludgeoning damage to a target. Examples are a fist, a club, or a thrown rock.
Piercing
Something that can cause a puncture wound.
Sharp
Something that can slice or cut.