# Item State Asset

## Item State Asset

### Creating Item States

To create a new Item State asset:\
Right-click inside your Project folder →\
**Create > Game Creator > Inventory Extended > Item State**

Each Item State asset is linked to a single Item.

* Only **one Item State asset per Item** is allowed
* Each asset can contain **multiple States**

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### What are Item States?

Item States allow a single item to have multiple variations without creating duplicate items.

This is useful for systems like:

* Durability (e.g., Normal Sword → Broken Sword)
* Quality (e.g., Low Quality → High Quality)
* Conditional variations based on item data

Instead of creating multiple items, you define different **States** that modify how the item looks and behaves.

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### How States Work

States are evaluated using conditions.

* States are checked **from top to bottom**
* The **first State that matches its conditions** is applied
* Once a match is found, no further States are evaluated

#### Example

* If *Durability > 0* → Normal Sword
* If *Durability = 0* → Broken Sword

If the durability reaches 0, the Broken Sword state will be returned.

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### State Configuration

Each State can override and modify the following:

* **Title**
* **Description**
* **Sprite**
* **Title Color**
* **Price Modifier**
* **Can Sell**
* **Can Drop**
* **Pickup Audio Clip**
* **Use Audio Clip**
* **Conditions**&#x20;

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### Conditions

Conditions determine when a State becomes active.

These are typically based on Runtime Item Properties, for example:

* Durability
* Quality
* Custom properties

Example condition setup:

* *If Runtime Item Property (Durability) ≤ 0 → Broken State*

This allows dynamic behavior without replacing the item itself.

***

### Recommended Usage

Use Item States to keep your inventory system clean and scalable:

* Avoid creating duplicate items for variations
* Centralize item behavior into a single asset
* Easily expand systems like durability, quality, or item progression

***

{% hint style="info" %}

### Note

* **Price Modifier**, **Can Sell** are not yet used in the included examples, but they can already be used with **Inventory 2’s default examples** with minor setup adjustments
  {% endhint %}


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