Item Generation/Usage
generateItemGenerationAndUsageWorld-specific guidance on how items are discovered, obtained, used, consumed, equipped, transformed and removed, appended to Voyage's item-update and item-definition prompts. The JSON key is ItemGenerationAndUsage, not generateItemGenerationAndUsage.
"Item Generation/Usage Instructions"
- Editor location
- Files → AI → Item Generation/Usage
- Editor type
- Edit in Studio + View JSON
- API endpoint
/sections/generateItemGenerationAndUsage.json/sections/generateItemGenerationAndUsage.md- Size limits
- Each string leaf under a task (
aiInstructions.<task>.<key>) — 5,000 - Per task (
aiInstructions.<task>total, whole task as compact JSON) — 20,000
- Each string leaf under a task (
Example
{
"aiInstructions": {
"ItemGenerationAndUsage": {
"custom": "## Inventory changes\nADD: item physically enters possession — picked up, looted, gifted, crafted, or found.\nREMOVE: item physically leaves — consumed, handed over, destroyed, stolen, or lost.\n\nNEVER update for items merely seen, discussed, offered, displayed, inspected, or nearby. Awareness is not possession.\n\n## Transaction rule\nA purchase requires two conditions in sequence: (1) a price is stated, AND (2) the player explicitly pays or agrees AFTER hearing the price. Do not add a purchased item until both conditions occur in the same scene.\n\n## Loot tiers\nCommon enemies: consumables and coin only. Named enemies: one item appropriate to their role. Elite or boss: one item worth keeping long-term, plus coin."
}
}
}Fields
custom
The default key, under the non-standard-cased ItemGenerationAndUsage. As with every AI task, the key name is yours and you can add further keys; all non-empty values are combined, with your extra keys after the built-in sections (see AI Instructions for the processing rule). Voyage appends it to its item-update and item-definition prompts.
Authoring pattern
Cover in custom:
- Inventory trigger rules and the transaction gate are the most critical content in this key. Without them the engine adds items when the player browses a shop or hears an item described, and completes purchases before the player agrees.
- Loot rarity guidance and how drops should scale with enemy tier.
- Item description framing: what level of detail new item definitions should have.
- World economy calibration: relative cost of goods, how scarce certain item types are.
- How newly materialized items should be framed (flavour first, mechanics second).
What an item does belongs on the item. A specific effect (a potion that heals 20 HP) goes in that item's
descriptioninitemTypes, not in this key and not ingenerateActionInfo; the narrator reads the description when the item appears in play, and equipment math lives inbonuses. Only the general rules of combat resolution belong ingenerateActionInfo.