**Language / Langue :** [[fr:yaml:objets|FR]] | **EN**
====== Objects and Inventory (YAML) ======
Objects declared in ''objects:'' are added when the player enters the room. They use the native bot commands: ''take'', ''examine'' and ''drop''.
Important: YAML objects do not support ''if:'' or ''visible-if:'' directly. To make an object conditional, use another room, an event, a choice, a tag, or an object with ''remove: true''.
===== Full Example =====
- id: library
text: |
A cluttered table stands in the room.
An old chest rests against the wall.
objects:
- name: grimoire
location: table
furniture_description: "An old wooden table. A dusty grimoire lies on it."
description: "An old grimoire with yellowed pages."
pickup_text: "You take the grimoire from the table."
furniture_reaction: "Examine the table"
pickup_reaction: "Take the grimoire"
object_reaction: "Examine the grimoire"
- name: key
location: invisible
description: "A small silver key."
pickup_text: "You pick up the key."
- name: old_potion
remove: true
location: invisible
remove_text: "The old potion disappears from your bag."
===== Available Fields =====
^ Field ^ Effect ^
| ''name:'' | Object identifier. Required. |
| ''location:'' | Furniture or place where the object is located. Default: ''invisible''. |
| ''description:'' | Text shown when the player examines the object. |
| ''furniture_description:'' | Text shown when the player examines the furniture/location. If missing, the engine falls back to ''description:''. |
| ''pickup_text:'' | Text shown when the object is taken. |
| ''remove: true'' | Removes this object when entering the room, equivalent to the legacy ''-name'' prefix. |
| ''remove_text:'' | Text used on removal when ''remove: true''. |
| ''furniture_reaction:'' | Button shown to examine the furniture. |
| ''pickup_reaction:'' | Button shown to take the object. |
| ''object_reaction:'' | Button shown to examine the object. |
| ''inventory-limit:'' | How many copies the player may hold. Absent: one copy. ''0'': unlimited. |
| ''inventory-limit-message:'' | Optional text shown when the limit is reached. |
| ''throw-missing-message:'' | Optional text shown when the player throws an object they do not carry. |
===== Furniture, Object and Inventory =====
''location:'' defines visible furniture. With ''location: chest'', the player can examine ''chest''. ''furniture_description:'' describes the chest, while ''description:'' describes the object itself.
''location: invisible'' means the object exists in the room but is not directly listed as a visible object to take. This is useful for internal states or event-managed objects.
===== Several copies of the same object =====
Declaring the same ''name:'' several times now means several **real copies**, including across different furniture or rooms. Taking one no longer hides the others, and each keeps its own description in the scenery.
objects:
- name: coin
location: chest
description: "A worn silver coin."
- name: coin
location: purse
description: "A coin still warm from someone's hand."
The inventory groups them as ''coin x 2''. Throwing, using or removing an object only consumes one unit, and the historical ''object'' / ''-object'' conditions keep their meaning.
===== How many copies can be held =====
''inventory-limit:'' sets the maximum. Without it, the player holds **one** copy. ''0'' means unlimited.
objects:
- name: torch
location: wall
inventory-limit: 3
inventory-limit-message: "You already carry three torches."
Going over the limit is a normal narrative answer, not an error: the engine states how many copies are already held and what the limit is, then leaves the commands available. The two optional messages accept the usual text processing, including ''v_variable_v'' and ''t_variable_t''.
===== Object Conditions =====
In ''if:'' fields, test objects by name:
if: "key" # player owns key
if: "-key" # player does not own key
===== Quantity conditions =====
A structured condition compares the number of copies held.
events:
- if:
object: coin
quantity: 3
operator: ">="
text: "You have enough coins to pay the ferryman."
The editor offers this setting in its condition builder.
===== Add or Remove an Object with do: =====
Recommended form:
events:
- if: ~
do:
- object: rusty_key
to: inventory
description: "An old rusty key."
- object: fake_key
to: inventory
remove: true
text: "Your keyring changes."
The legacy action-string form is still accepted:
do:
- "rusty_key&&inventory&&An old rusty key."
- "-fake_key&&inventory&&null"
===== Media in Descriptions =====
''description:'' and ''furniture_description:'' accept the same media syntax as narrative text: images ''%%[[url]]%%'', sounds ''%%<>%%'' and videos ''%%((url))%%''.
Clicking an object in the inventory automatically runs ''inspect