Getting Started
As explained in the Creator's Project Tree chapter, characters and items are reusable templates for certain classes of characters or items.

You define them by editing their behavior and attributes:
- Name. The name of the character or item class, such as Orc. You can change the name anytime.
- Eldrin Scripting. Edit behavior source code directly in the Eldrin Scripting language.
- Attributes. The initial character and item attributes. Most of these can be changed later via scripting; however, some attributes define core values set during startup.
- NPC Sequences. Define background workflows for NPCs such as going to work, opening doors, waiting, and going home. See NPC Sequences.
Eldrin Script drives the entire behavior system of Eldiron. World, region, character, and item scripts all use the same runtime language, so behavior stays inspectable and easy to debug from the script editor.
Difference between Characters and Items
Even though characters and items are very similar. There are some key differences:
- Items cannot take damage or move and cannot die (but they can be destroyed).
- Items are designed to be handled in inventories of characters.
Every character and item has a unique ID used to reference it.
Attributes of characters and items are set in the Attributes TOML editor.
Most important attributes:
player = true
Defines a player based character. Player input mapping is configured in Input Mapping.
You can find a complete reference of all attributes here.
Player Characters
While all characters and items receive events, player characters additionally receive client input. Input is configured in the character data with Input Mapping, which maps keys to player actions and intents.