{"id":17862,"date":"2025-05-28T19:00:10","date_gmt":"2025-05-28T23:00:10","guid":{"rendered":""},"modified":"2026-04-09T07:45:08","modified_gmt":"2026-04-09T11:45:08","slug":"object-types","status":"publish","type":"post","link":"https:\/\/havenrpg.net\/newsite\/2025\/05\/28\/object-types\/","title":{"rendered":"Object Types"},"content":{"rendered":"<p>Object types cannot be customized outside of initially placing an item in<br \/>stock<br \/>by a shop owner. Various item types can be found around grid. See help shops<br \/>and<br \/>help customize for more information.<br \/>Brainwash:<br \/>Certain objects used for various coded purposes, including ability objects,<br \/>can<br \/>be found in help special objects.<\/p>\n<p>Clothing:<br \/>The clothing type item can be worn, covering body parts. See help clothing.<br \/>Clothing must be customized at a tailor, which is any shop that sells clothes.<\/p>\n<p>Jewelry:<br \/>The jewelry type can be worn and never covers body parts. See help clothing.<br \/>Jewelry must be customized at a jeweler, which is any shop that sells jewelry.<\/p>\n<p>Bag:<br \/>Bags are the only type of container item in game. Bags cannot be put inside<br \/>one another. Small bags have less overall capacity than large bags. Bags must<br \/>be customized at a tailor.<\/p>\n<p>Weapon:<br \/>The weapon type is used for the melee disciplines requiring a weapon. Blunt<br \/>Weapons and Long Blades require large weapons. Short Blades require<br \/>a small weapon. Weapons must be customized at a workshop, which is any shop<br \/>that sells guns or weapons.<\/p>\n<p>Gun:<br \/>The gun type is used for ranged disciplines requiring a weapon. Bows,<br \/>Carbines,<br \/>Rifles, and shotguns all use large gun types. Pistols use small guns. Guns<br \/>must be must be customized at a workshop, which is any shop that sells guns or<br \/>weapons.<\/p>\n<p>Armor:<br \/>Armor is used for armored disciplines, adding to your character&#8217;s effective HP<br \/>when worn. Ballistic Armor and Medieval Armor both require an armor item.<br \/>Armor can be customized at a tailor or at a workshop.<\/p>\n<p>Phone:<br \/>A phone can be used to call and text, and can also be traced or jammed. See<br \/>help phones for more information. Phones must be customized at a jeweler.<\/p>\n<p>Food:<br \/>Food can aid in fatigue recovery. It can be consumed one bite at a time with<br \/>the eat command, or entirely with the devour command. Food can be customized<br \/>anywhere. Certain drugs can be added to food with the pour command.<\/p>\n<p>Drink:<br \/>Drinks can aid in fatigue recovery. It can be consumed one sip at a time with<br \/>the drink command, or entirely with the chug command. Drinks can be customized<br \/>anywhere. Certain drugs can be added to drinks with the pour command.<\/p>\n<p>Drugs:<br \/>The specialized drugs listed in help drugs cannot be replicated in a player-<br \/>run shop. The drug type can be used to mimic other medical and street drugs.<br \/>Drug items have an imprint field which works like a typical imprint. Drugs<br \/>can be customized anywhere.<\/p>\n<p>Furniture:<br \/>Furniture is a special type of item that cannot be easily moved from a place<br \/>once dropped, requiring the lift command and set permissions to a property in<br \/>order to remove. Furniture can be used with the sit and rest commands. It can<br \/>be customized at a tailor.<\/p>\n<p>Flashlight:<br \/>Flashlights allow characters who otherwise cannot see in the dark to do so.<br \/>They must be out of the inventory with the hold or wear commands, and can<br \/>be activated with the use command. Flashlights must be replaced with a new<br \/>item when they run out of batteries.<\/p>\n<p>Umbrella:<br \/>Umbrellas will protect your character and his clothes from getting wet. They<br \/>must be out of the inventory with the hold or wear command, and can be<br \/>activated with the use command. Umbrellas can be customized anywhere.<\/p>\n<p>Perfume:<br \/>Perfume adds a scent line to your character&#8217;s description and can give a boost<br \/>to his attractiveness score. Perfume is sprayed on with the use command. It<br \/>can be customized anywhere.<\/p>\n<p>Game:<br \/>Games will produce a random echo when activated with the use command. To<br \/>edit the possible echos use customize (object) playlist with each new<br \/>line being a different option. You can also use customize (object) skilllist<br \/>to specify skills to help with that game. Each skill on a new line. Having<br \/>higher skills will make earlier playlist entries more likely.<\/p>\n<p>Playback:<br \/>Playback items produce an echo in sequence whenever activated with the use<br \/>command. To edit the echoes use customize (object) playlist with each<br \/>new line being played in sequence. Objects will loop once they reach the end.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Object types cannot be customized outside of initially placing an item instockby a shop owner. Various item types can be found around grid. See help shopsandhelp customize for more information.Brainwash:Certain objects used for various coded purposes, including ability objects,canbe found in help special objects. Clothing:The&#8230;<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_bbp_topic_count":0,"_bbp_reply_count":0,"_bbp_total_topic_count":0,"_bbp_total_reply_count":0,"_bbp_voice_count":0,"_bbp_anonymous_reply_count":0,"_bbp_topic_count_hidden":0,"_bbp_reply_count_hidden":0,"_bbp_forum_subforum_count":0,"footnotes":""},"categories":[124],"tags":[],"class_list":["post-17862","post","type-post","status-publish","format-standard","hentry","category-helpfile"],"_links":{"self":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/posts\/17862","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/comments?post=17862"}],"version-history":[{"count":0,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/posts\/17862\/revisions"}],"wp:attachment":[{"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/media?parent=17862"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/categories?post=17862"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/havenrpg.net\/newsite\/wp-json\/wp\/v2\/tags?post=17862"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}