Items are ScriptableObjects. Inventory stores item stacks, equipment applies wearable items, and item use services route direct use or item on item actions.
Item definitions
| Definition | Use |
|---|---|
LootItemDefinition | Base item identity, display name, icon, stackable flag, and optional world drop prefab override. |
EquippableItemDefinition | Wearable or wieldable item data, equipment slot, weapon class, animation class, and combat bonuses. |
GatheringToolDefinition | Equippable tool with gathering tool type, required level, tool power, success bonus, XP bonus, and speed multiplier. |
ConsumableItemDefinition | Consumable item behavior such as healing and cooldown timing. |
BuryableItemDefinition | Prayer style XP item support. |
CookableItemDefinition | Raw to cooked item data for cooking. |
Editor workflow
For most projects, use the Item Database window and Item Creation Wizard first. Manual Create menu workflows still work, but the database view is faster for browsing, validating, and building larger item sets.
Create a basic item
- Right click in the Project window.
- Choose
Create > TileTick > Loot > Item Definition. - Set
Item Id, display name, icon, and stackable behavior. - Use the item in loot tables, inventory starter items, or ground loot prefabs.
Item use flow
InventoryUIController asks ItemUseService to use an item. If the item cannot be used directly, it becomes the selected use item and can be used on another inventory item or world object.
Equipment flow
Equippable items are routed to UnitEquipment. Equipment changes can refresh equipment UI, combat bonuses, and animation parameters.