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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, and Amount on each <Effect>. For the legacy <Effect> schema, Chance and Duration attributes are silently ignored.

Pre-1.12 limitation gone. Chance and Duration were absent from the legacy <Effect> schema. The 1.12 <use> schema covers both: use weeks=N on a stat effect for duration, and <auto_use> with cooldown for probability of firing.

<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>
<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>
<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>
<Item Name="Devotion Collar" Desc="Teaches meek submission."
Type="Necklace" Cost="400" Rarity="Shop05" Infinite="false">
<Effect What="Trait" Name="Meek" Amount="0" />
</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.

<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.

<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>
<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>
<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>
<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>

Requires RequiresEngine="1.12.0" in package.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 &gt; 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.

  • Type must be one of the values listed in reference/items-reference.md (Ring, Dress, Shoes, Food, Necklace, Weapon, Makeup, Armor, Misc, Armband, SmWeapon).
  • Rarity must be one of the engine-recognised values (see items-reference). Invented values fall back to Shop05.
  • Special is one of None / AffectsAll / Temporary. None is the default.
  • Infinite="true" lets the shop restock the item indefinitely. Use false for one-of-a-kind items.
  • GirlBuyChance lets the girl spend her cut buying the item herself. 0 means she never does.