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[[Item token]]s are of the form ITEM_TYPE:ITEM_SUBTYPE.
 
[[Item token]]s are of the form ITEM_TYPE:ITEM_SUBTYPE.
  
The ITEM_TYPE is the category of item you require; WEAPON, TOY or SKIN_TANNED, for example.
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The item type is the sort of item you require; WEAPON, TOY or SKIN_TANNED, for example. A [[item token|full list]] is available.
  
The ITEM_SUBTYPE is name of the exact item that you require. Examples are ITEM_WEAPON_SPEAR or ITEM_TOY_PUZZLEBOX. Some items, like quivers or backpacks, or chunks of stone or metal, have no subtype and only require the item token to be filled in; so if you're asking for those you should set the subtype to NONE. Subtypes are defined within the local raw data files and their exact names can be referenced by looking at the corresponding file.
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For reagents, the item token can also be set to ANY_RAW_MATERIAL:NONE (to permit BAR, BOULDER, POWDER_MISC, or GLOB) or ANY_CRAFT:NONE (to permit FIGURINE, AMULET, SCEPTER, CROWN, RING, EARRING, or BRACELET). Internally, these special values are both converted to NONE:NONE and merely set special modifiers (similar to [BUILDMAT])—they cannot be used in any other context.
  
For reagents, the item token can also be set to ANY_RAW_MATERIAL:NONE (to permit BAR, BOULDER, POWDER_MISC, or GLOB) or ANY_CRAFT:NONE (to permit FIGURINE, AMULET, SCEPTER, CROWN, RING, EARRING, or BRACELET). Internally, these special values are both converted to NONE:NONE and merely set special modifiers (similar to [BUILDMAT])—they cannot be used in any other context.
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The item subtype is name of the exact item that you require. Examples are ITEM_WEAPON_SPEAR or ITEM_TOY_PUZZLEBOX. Some items, like quivers or backpacks, or chunks of stone or metal, only require the item token to be filled in, so if you're asking for those you should set the subtype to NONE. Subtypes are defined within the local raw data files and their exact names can be referenced by looking at the corresponding file.
  
 
For backwards compatibility, reagents can also accept "METAL_ORE:metal_id" in place of both the item and material tokens—this is equivalent to using the reagent BOULDER:NONE:NONE:NONE with the modifier [METAL_ORE:metal_id] (see below).
 
For backwards compatibility, reagents can also accept "METAL_ORE:metal_id" in place of both the item and material tokens—this is equivalent to using the reagent BOULDER:NONE:NONE:NONE with the modifier [METAL_ORE:metal_id] (see below).

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