Items cookbook
Common item shapes, ready to paste into your Items.itemsx. Pick the pattern that matches what you want, change the numbers, rename.
Note on effects: the engine parses
What,Name, andAmounton each<Effect>. For the legacy<Effect>schema,ChanceandDurationattributes are silently ignored.
Pre-1.12 limitation gone.
ChanceandDurationwere absent from the legacy<Effect>schema. The 1.12<use>schema covers both: useweeks=Non a stat effect for duration, and<auto_use>with cooldown for probability of firing.
Permanent stat boost (necklace)
Section titled “Permanent stat boost (necklace)”<Item Name="Charm of Grace" Desc="+5 Agility while worn." Type="Necklace" Cost="300" Rarity="Shop25" Infinite="false"> <Effect What="Stat" Name="Agility" Amount="5" /></Item>Skill boost with a drawback
Section titled “Skill boost with a drawback”<Item Name="Service Manual" Desc="+10 Service skill. Leaves her bored (-5 Happiness)." Type="Misc" Cost="200" Rarity="Shop25" Infinite="false"> <Effect What="Skill" Name="Service" Amount="10" /> <Effect What="Stat" Name="Happiness" Amount="-5" /></Item>Consumable healing potion
Section titled “Consumable healing potion”<Item Name="Minor Healing Potion" Desc="Restores 30 Health. Single use." Type="Food" Special="Temporary" Cost="50" Rarity="Shop50" Infinite="true"> <Effect What="Stat" Name="Health" Amount="30" /></Item>Trait-granting item
Section titled “Trait-granting item”<Item Name="Devotion Collar" Desc="Teaches meek submission." Type="Necklace" Cost="400" Rarity="Shop05" Infinite="false"> <Effect What="Trait" Name="Meek" Amount="0" /></Item>Trait-removing item
Section titled “Trait-removing item”Amount="-1" removes the trait instead of adding it.
<Item Name="Liberation Draught" Desc="Removes the Meek trait. Single use." Type="Food" Special="Temporary" Cost="600" Rarity="Shop05" Infinite="false"> <Effect What="Trait" Name="Meek" Amount="-1" /></Item>High-Badness item (morally costly to equip)
Section titled “High-Badness item (morally costly to equip)”<Item Name="Iron Shackles" Desc="Heavy, cruel, and effective." Type="Armband" Cost="150" Rarity="Catacomb15" Badness="8" Infinite="false"> <Effect What="Stat" Name="Happiness" Amount="-15" /> <Effect What="Stat" Name="Obedience" Amount="10" /></Item>Girls with low obedience may try to remove items with high Badness on their own. The more evil the item, the more resistance you get from the girl.
Pregnancy potion (1.11+)
Section titled “Pregnancy potion (1.11+)”<Item Name="Midwife's Brew" Desc="Brings labour on by about a month." Type="Food" Special="Temporary" Cost="400" Rarity="Shop05" Infinite="false"> <Effect What="PregAdvance" Name="WeeksPreg" Amount="4" /> <Effect What="Stat" Name="Tiredness" Amount="15" /></Item>Positive Amount advances labour, negative delays it. Engine clamps to the current pregnancy duration so stacking can’t overshoot.
Multi-effect armor piece
Section titled “Multi-effect armor piece”<Item Name="Leather Armor" Desc="+10 Combat, +5 Constitution, -5 Charisma." Type="Armor" Cost="800" Rarity="Shop25" Infinite="false"> <Effect What="Skill" Name="Combat" Amount="10" /> <Effect What="Stat" Name="Constitution" Amount="5" /> <Effect What="Stat" Name="Charisma" Amount="-5" /></Item>Libido-boosting consumable
Section titled “Libido-boosting consumable”<Item Name="Stim Pill" Desc="+20 Libido. Addictive. Single use." Type="Food" Special="Temporary" Cost="100" Rarity="Shop25" Infinite="true"> <Effect What="Stat" Name="Libido" Amount="20" /> <Effect What="Trait" Name="Smoker" Amount="0" /></Item>Script-only reward (never shows in shops)
Section titled “Script-only reward (never shows in shops)”<Item Name="Hero's Medal" Desc="Awarded for catacomb completion. +10 Fame." Type="Misc" Cost="0" Rarity="ScriptOnly" Infinite="false"> <Effect What="Stat" Name="Fame" Amount="10" /></Item>Brothel-wide effect (AffectsAll)
Section titled “Brothel-wide effect (AffectsAll)”<Item Name="Incense Burner" Desc="+3 Happiness to every girl in the brothel." Type="Misc" Special="AffectsAll" Cost="250" Rarity="Shop25" Infinite="false"> <Effect What="Stat" Name="Happiness" Amount="3" /></Item>Auto-use consumable: Coffee (1.12+)
Section titled “Auto-use consumable: Coffee (1.12+)”Requires
RequiresEngine="1.12.0"inpackage.xml.
The canonical 1.12 consumable. The girl drinks it automatically when she’s worn out, but only if she’s reasonably obedient. After 20 lifetime cups she picks up the Caffeine Addict trait.
<Item Name="Coffee" Type="Food" Cost="20" Rarity="Shop50" Charges="3" Badness="0" Desc="A strong cup of black coffee. Pushes back exhaustion for a few hours."> <use narration="{girl} took a long drink of her Coffee."> <effect type="stat" name="tiredness" value="-15"/> <effect type="stat" name="charisma" value="3" weeks="1"/> </use> <auto_use when="tiredness > 80" cooldown="3 events"/> <on_use_count count="20"> <effect type="grant_trait" name="Caffeine Addict"/> <event>{girl} reaches for the coffee tin more than the till these days.</event> </on_use_count> <refusal type="stat_min" name="obedience" value="40"/></Item>What each piece does:
Charges="3": each Coffee in inventory has 3 sips. After 3 uses the item disappears.<use>: every sip drops tiredness by 15 and gives a 1-week charisma bump.<auto_use>: the engine fires the consumable when the girl’s tiredness goes above 80, with a 3-event cooldown so she doesn’t drain the cup in one go.<on_use_count count="20">: the 20th lifetime use grants the addict trait and posts a turn-summary line. (For comparison: a girl working 6 customers per shift would hit 20 cups after about 4 shifts of heavy use.)<refusal>: she refuses to use it if her obedience is below 40.
Find the new traits effect schema in reference/traits-reference.md for the addict trait definition.
Typemust be one of the values listed inreference/items-reference.md(Ring, Dress, Shoes, Food, Necklace, Weapon, Makeup, Armor, Misc, Armband, SmWeapon).Raritymust be one of the engine-recognised values (see items-reference). Invented values fall back toShop05.Specialis one ofNone/AffectsAll/Temporary.Noneis the default.Infinite="true"lets the shop restock the item indefinitely. Usefalsefor one-of-a-kind items.GirlBuyChancelets the girl spend her cut buying the item herself. 0 means she never does.