Foundry item editor

Overview
Quest items are purely cosmetic. While you can use them as triggers for interacting with items and conversations, they have no use beyond that. When a player leaves the quest, all quest items will be removed from inventory. They do take up inventory space, so don't go crazy on creating items for your quest or players will run out of room for loot.

You are limited to 20 created Quest Items total.

When choosing an icon for your quest item you can click on the icon panel's border and drag-expand the panel larger so you can see more of the images.

Item Creation Instruction
Introduction. Quest Items can lend some depth to a quest, allowing you to require the use, or possession, of a particular item as a mechanic to advance progress within your Foundry publication. The below is a complete guide to help you understand the creation and application of a Foundry Item:

1. Create Item - Item creation can only be performed on the 2D interface. To create an item go to the ITEM tab and then click the button to CREATE ITEM. - A small box will appear in front of the Foundry screen prompting you to name the item immediately. Once a name for the item is typed in the field, you can select the Create button to see four remaining options: a Change button for the item icon, a Name field with the previously given name which is still editable, a Description field to type an item description which shows in-game when the cursor is hovered over the item in inventory, and a check box toggle between True and False which each work as follows:
 * a. Change button. This option will enable you to choose a picture from the countless pictorial options available to the item creation foundry tool. The selected picture will become the representative icon for the item as it would appear in your inventory throughout the quest. The picture options are divided into a total of 4 or 5 different classes, with many options within each class. By checking the class box, you can filter the available picture options for your item.  There is also a text input box as a search query to search more specifically. Once a picture is selected, you click the "OK" button, and the selected picture will be placed in the icon box for the Item Creation box tool.
 * b. Name field. The top text box allows you to rename your item. You do not have to worry about specifically stating that the item is for your quest, because the default information when the Player mouses over the item icon in game already disclaims that particular fact. The title is limited to a single full line in characters (letters). However, you will find that there is more than enough room to adequately type in a name for your item sparing you from using the description box to carry over the item name.
 * c. Description field. This second text box, located under the Title box, affords you the opportunity to describe the item. This description is limited to a total of 100 characters.
 * d. The True and False toggle boxes. Purpose unknown to this author. They default to False.

Once the Item is created, the item will then be seen in the Item tab.

NOTE - Make sure that you do not select the "X" button, as that will delete the item. If you do by mistake, a confirmation box does appear requiring you to confirm the deletion as a fail safe.

2. Item Practical Application in Foundry Publications A. Drop. Once the item is created, you can then set up item drops for the Player to acquire it by the various means described below. Item drops may be placed in the following manner, including but not limited to:
 * i. Quest Based Dialogue Objectives placed in the Story Tab. Items can be dropped by an NPC/Encounter by and through the following: (1) Story Tab Dialogue Objectives, (2) Properties box (left mouse click) for any Encounter placed on the map (in Layout mode)


 * ii. Physical items placed on your map. Items can be set to drop within any placed Detail on your map by selecting the Detail's Interactable check box in the Properties box (left mouse click in Layout mode).

TIP - Item drops must be attached to a Story Objective (except Kill Enemies or Reach Point), a Detail, an NPC or an Encounter, and done through the Properties Box Contact Section for Dialog Objectives, Inspect Section for Inspect Object Objectives, Interact Section for Interact with Object Objectives, or where it reads "Dropped Item" for Details or Encounters. When you click the  button under "Dropped Item", a menu of user-created items for this quest appears and you may now choose the item for this drop.

B. Required. Using an Item in your Quest. The next step is actually utilizing the created item for a purpose or to avoid a situation entirely. This is performed by and through the properties box for Items, Encounters and or NPCs. Let's discuss how that application works in practice:
 * i. Required Item. If you want to use your created item for a specific purpose, e.g. open a door, unlock a chest, or utilize a quest based, or for a non-objective based item, you will need to set the properties box to "Require" the item. The "Require" option is located immediately above or below the "Drop" option in any properties box, as described above.  The utilization goes beyond interaction whereby, you can require a specifically created Item to continue a single or particular chain of dialogue within each respective Dialogue tab. This application can be implored both for the "Dialogue" box in the Story tab as well as any non-objective based "Dialogue" boxes when you select the "Contact" tab for any non-objective NPC or detail used for Inspection.
 * ii. Required Item on Detail Interaction. If you require a created item from your "Item" tab to successfully interact with any detail, the option to require the item will be found within the "Interaction" category found in each respective Properties Box. If the Player does not possess the item, then you can script a "failed" text to appear upon the Player's interaction. This is found in the "Failed Text" box.  Within that text box you can create a readable line as part of the story describing the Player's failure to open or otherwise interact with that particular detail.
 * iii. Required Item for Dialogue/Inspect Object. Although a particular Story objective required dialogue interaction cannot be set to "Require" an item and is limited to "Drop" item, you can set any dialogue box to Require a created item from your "Item" tab to continue the following dialogue chain. This is performed by creating the dialogue, and then within the desired box of the Dialogue chain, you set the "Properties" box to require the desired "Item" to select that Response for the dialogue. Under that instance, if the Player does not possess that particular Item to progress the dialogue chain, the selection for that selected Response is greyed out while noticing the Player that a particular Item is required to continue that dialogue chain.

NOTE - These rules only apply to responses, and not the text of the NPC, Inspection or Detail with the Contact option selected.


 * iv. Advanced Mechanics:
 * 1. Inverse Rule for Item Requirement. The Required Item mechanic goes beyond the obvious providing some versatility to reverse its purpose allowing the Author to use the Require rule set for items to only permit progression when a Player does not possess the created Item in order to interact with a detail, interaction/inspect storyline objective in the "Story" tab, as well as to "Interact" with object as part of the "Story" tab objectives.  It is a complete reversal of the item application to stunt progression should that item still be in the inventory of the Player.
 * 2. Use Item for Failed Mechanic. Some Foundry authors create a Default Item not set to Drop during the Author's quest.  The purpose of this mechanic is to enable the Author to utilize the "Failed" text script for lack of the Player's possession of the item.  That particular text box is found at the bottom of the Properties box in its respective category.  When a Player Interacts with any detail in a Foundry publication, the "Failed" text can only be used, and appear, where an Item requirement fails.  So, Authors specifically create default items for that purpose and expound upon a Player based interaction in their quest world.

Note - Should you apply the above described mechanic, the item, dialogue, inspection or interaction set to Require the item that the Player will never possess will remain interactable throughout the quest in its entirety, unless you delete the specific item or character through a separate completable interaction. Thus, any use of the "Component Complete" option set to that particular "Failed" required detail will never work since the interaction cannot be completed for lack of the Item.

That sums up the creation tool for items and the practical application of created items in game. More tools and tips to come in other Foundry Wiki titles penned by the Scribes of the Guild, Scribes Enclave. If you are a Foundry Author, and having difficulty grinding out relationships within the NW Foundry Forums, consider joining Scribes Enclave.