Handle inventory moves, equipment, destruction and overflow.
Implemented · Source comparison: October 6, 2026.
Reviewed October 6, 2026. This page covers the root, registered subcommands and documented internal actions.
Registration permissions
Registration
Handler
Required status (local DB, Oct 6)
Implementation
/inventory
24
0
Implemented
Handle inventory moves, equipment, destruction and overflow.
Implementation: Implemented.
Syntax
/inventory <action> [arguments]
Arguments
Position is zero-based in sep, after a registered database subcommand has been removed. Internal action tokens remain at position 0. Angle brackets are required; square brackets are optional. Alternative forms may change field meanings.
Position
Argument
Accepted value / type
Meaning
0
action
text
See inventory operations below.
1
arguments
client operation
Client item indices, slots and bag IDs depend on operation and client version.
Behavior and restrictions
The active handler performs the operation described above after the registration permission check.
Persistence evidence in the active path: database.DeleteItem. Each call is subject to its surrounding validation; not every branch saves.
Current argument/client/target checks (exact source excerpts; branch-dependent):
Local database snapshot, October 6, 2026: /inventory requires status 0 (handler 24). Other worlds may configure different values.
The dispatcher checks the resolved registration status before invoking the handler. In-handler guild, group, ownership, client-version and target checks still apply.
Examples
The syntax forms above are the source-based invocation examples. Replace identifiers with values valid for your world; client callback fields are supplied by the game client.
No upstream Markdown file exists for this registration in the retrieved revision.
/inventory destroy
Destroy an inventory item.
Implementation: Implemented.
Syntax
/inventory destroy <inventory_index>
Arguments
Position is zero-based in sep, after a registered database subcommand has been removed. Internal action tokens remain at position 0. Angle brackets are required; square brackets are optional. Alternative forms may change field meanings.
Position
Argument
Accepted value / type
Meaning
0
action
text
Literal destroy action; retained in the root handler.
1
inventory_index
action dependent
First syntax form: <inventory_index>. Square brackets mean optional.
Behavior and restrictions
Uses client indices and slot conversion, with normal item/move validation.
Permissions
Internal action: inherits the /inventory registration requirement of status 0. No separate database subcommand row exists for this action.
The dispatcher checks the resolved registration status before invoking the handler. In-handler guild, group, ownership, client-version and target checks still apply.
Examples
The syntax forms above are the source-based invocation examples. Replace identifiers with values valid for your world; client callback fields are supplied by the game client.
Position is zero-based in sep, after a registered database subcommand has been removed. Internal action tokens remain at position 0. Angle brackets are required; square brackets are optional. Alternative forms may change field meanings.
Position
Argument
Accepted value / type
Meaning
0
action
text
Literal move action; retained in the root handler.
1
from_index
action dependent
First syntax form: <from_index>. Square brackets mean optional.
2
to_slot
action dependent
First syntax form: <to_slot>. Square brackets mean optional.
3
charges
action dependent
First syntax form: . Square brackets mean optional.
4
bag_id
action dependent
First syntax form: <bag_id>. Square brackets mean optional.
Behavior and restrictions
Uses client indices and slot conversion, with normal item/move validation.
Permissions
Internal action: inherits the /inventory registration requirement of status 0. No separate database subcommand row exists for this action.
The dispatcher checks the resolved registration status before invoking the handler. In-handler guild, group, ownership, client-version and target checks still apply.
Examples
The syntax forms above are the source-based invocation examples. Replace identifiers with values valid for your world; client callback fields are supplied by the game client.
Position is zero-based in sep, after a registered database subcommand has been removed. Internal action tokens remain at position 0. Angle brackets are required; square brackets are optional. Alternative forms may change field meanings.
Position
Argument
Accepted value / type
Meaning
0
action
text
Literal equip action; retained in the root handler.
1
index
action dependent
First syntax form: . Square brackets mean optional.
2
slot
action dependent
First syntax form: [slot]. Square brackets mean optional.
3
client_value
action dependent
First syntax form: [client_value]. Square brackets mean optional.
4
appearance
action dependent
First syntax form: [appearance]. Square brackets mean optional.
Behavior and restrictions
Uses client indices and slot conversion, with normal item/move validation.
Permissions
Internal action: inherits the /inventory registration requirement of status 0. No separate database subcommand row exists for this action.
The dispatcher checks the resolved registration status before invoking the handler. In-handler guild, group, ownership, client-version and target checks still apply.
Examples
The syntax forms above are the source-based invocation examples. Replace identifiers with values valid for your world; client callback fields are supplied by the game client.
No upstream Markdown file exists for this registration in the retrieved revision.
/inventory unpack
Unpack an inventory item.
Implementation: Implemented.
Syntax
/inventory unpack <index>
Arguments
Position is zero-based in sep, after a registered database subcommand has been removed. Internal action tokens remain at position 0. Angle brackets are required; square brackets are optional. Alternative forms may change field meanings.
Position
Argument
Accepted value / type
Meaning
0
action
text
Literal unpack action; retained in the root handler.
1
index
action dependent
First syntax form: . Square brackets mean optional.
Behavior and restrictions
Uses client indices and slot conversion, with normal item/move validation.
Permissions
Internal action: inherits the /inventory registration requirement of status 0. No separate database subcommand row exists for this action.
The dispatcher checks the resolved registration status before invoking the handler. In-handler guild, group, ownership, client-version and target checks still apply.
Examples
The syntax forms above are the source-based invocation examples. Replace identifiers with values valid for your world; client callback fields are supplied by the game client.
Position is zero-based in sep, after a registered database subcommand has been removed. Internal action tokens remain at position 0. Angle brackets are required; square brackets are optional. Alternative forms may change field meanings.
Position
Argument
Accepted value / type
Meaning
0
action
text
Literal unequip action; retained in the root handler.
1
slot
action dependent
First syntax form: . Square brackets mean optional.
2
bag_id
action dependent
First syntax form: [bag_id]. Square brackets mean optional.
3
to_slot
action dependent
First syntax form: [to_slot]. Square brackets mean optional.
4
client_value
action dependent
First syntax form: [client_value]. Square brackets mean optional.
5
appearance
action dependent
First syntax form: [appearance]. Square brackets mean optional.
Behavior and restrictions
Uses client indices and slot conversion, with normal item/move validation.
Permissions
Internal action: inherits the /inventory registration requirement of status 0. No separate database subcommand row exists for this action.
The dispatcher checks the resolved registration status before invoking the handler. In-handler guild, group, ownership, client-version and target checks still apply.
Examples
The syntax forms above are the source-based invocation examples. Replace identifiers with values valid for your world; client callback fields are supplied by the game client.
No upstream Markdown file exists for this registration in the retrieved revision.
/inventory swap_equip
Swap equipped slots.
Implementation: Implemented.
Syntax
/inventory swap_equip <slot_1> <slot_2> [type]
Arguments
Position is zero-based in sep, after a registered database subcommand has been removed. Internal action tokens remain at position 0. Angle brackets are required; square brackets are optional. Alternative forms may change field meanings.
Position
Argument
Accepted value / type
Meaning
0
action
text
Literal swap_equip action; retained in the root handler.
1
slot_1
action dependent
First syntax form: <slot_1>. Square brackets mean optional.
2
slot_2
action dependent
First syntax form: <slot_2>. Square brackets mean optional.
3
type
action dependent
First syntax form: [type]. Square brackets mean optional.
Behavior and restrictions
Uses client indices and slot conversion, with normal item/move validation.
Permissions
Internal action: inherits the /inventory registration requirement of status 0. No separate database subcommand row exists for this action.
The dispatcher checks the resolved registration status before invoking the handler. In-handler guild, group, ownership, client-version and target checks still apply.
Examples
The syntax forms above are the source-based invocation examples. Replace identifiers with values valid for your world; client callback fields are supplied by the game client.
No upstream Markdown file exists for this registration in the retrieved revision.
/inventory pop
Move an overflow item into inventory.
Implementation: Implemented.
Syntax
/inventory pop <to_slot> <bag_id>
Arguments
Position is zero-based in sep, after a registered database subcommand has been removed. Internal action tokens remain at position 0. Angle brackets are required; square brackets are optional. Alternative forms may change field meanings.
Position
Argument
Accepted value / type
Meaning
0
action
text
Literal pop action; retained in the root handler.
1
to_slot
action dependent
First syntax form: <to_slot>. Square brackets mean optional.
2
bag_id
action dependent
First syntax form: <bag_id>. Square brackets mean optional.
Behavior and restrictions
Uses client indices and slot conversion, with normal item/move validation.
Permissions
Internal action: inherits the /inventory registration requirement of status 0. No separate database subcommand row exists for this action.
The dispatcher checks the resolved registration status before invoking the handler. In-handler guild, group, ownership, client-version and target checks still apply.
Examples
The syntax forms above are the source-based invocation examples. Replace identifiers with values valid for your world; client callback fields are supplied by the game client.
No upstream Markdown file exists for this registration in the retrieved revision.
/inventory nosale
Set an item’s sale flag.
Implementation: Implemented.
Syntax
/inventory nosale <unique_id> <sale_setting>
Arguments
Position is zero-based in sep, after a registered database subcommand has been removed. Internal action tokens remain at position 0. Angle brackets are required; square brackets are optional. Alternative forms may change field meanings.
Position
Argument
Accepted value / type
Meaning
0
action
text
Literal nosale action; retained in the root handler.
1
unique_id
action dependent
First syntax form: <unique_id>. Square brackets mean optional.
2
sale_setting
action dependent
First syntax form: <sale_setting>. Square brackets mean optional.
Behavior and restrictions
Uses client indices and slot conversion, with normal item/move validation.
Permissions
Internal action: inherits the /inventory registration requirement of status 0. No separate database subcommand row exists for this action.
The dispatcher checks the resolved registration status before invoking the handler. In-handler guild, group, ownership, client-version and target checks still apply.
Examples
The syntax forms above are the source-based invocation examples. Replace identifiers with values valid for your world; client callback fields are supplied by the game client.
No upstream Markdown file exists for this registration in the retrieved revision.
Permissions are from a read-only snapshot of the configured local world database on October 6, 2026; deployed worlds may differ. Argument and behavior evidence comes from the reviewed WorldServer checkout. Examples were checked against source and were not executed in a live world.