{ "id": "equipment", "name": "Equipment", "version": "1.0.0", "author": "ct", "description": "Gear for any game with stats: slots as data (\"Kind\": \"equip_slot\": weapon, body, accessory — or outfit and jewellery in a novel), items become gear by two keys of their own JSON (\"Equip\": the equip type, \"Traits\": what they do while worn), optional \"Archetypes\" limits. Worn items feed the stats as a trait source, so battle attributes, checks and conditions follow at once. The item action action/equip uses the inventory's own target picker; scenario actions equip.put and equip.remove; condition equipped(who, item); the Equipment block of the character sheet.", "category": "gameplay", "sources": [ "src/**/*.cs" ], "test_sources": [ "tests/*.cs" ], "depends": ["stats_base>=1", "items_base>=1", "characters_base>=1", "ui_base>=1"] }