This Guide was Made using T&T V2.3.4 To use this module with all its features, it is necessary to include the handouts "T&T Portable Database" where all the detailed information is store, Like the Item image and Usage description, and the "T&T Item Blueprints" where the information to add modifiers and attacks is stored (This works as a custom compendium, as the API has no access to the Compendium I extracted all the information from the Free Compendium, it is compacted into a custom format to reduce the file size). In this guide, we'll explore the Inventory System, one of the core features of T&T . The Inventory System goes beyond simply storing items. It allows players to manage their equipment, use consumables, interact with objects, drop and pick up items, and transfer belongings between characters, all through an interactive interface. Everything is designed to make inventory management easier, more intuitive, and more immersive, while keeping your character's inventory connected to the game world. F irst, we will explore the Inventory System from the Dungeon Master Perspective. Personally I hate to remember a lot of commands or macros, so I created an interactive menu to use almost all the functions for this script, so you dont need to remember to write "!tntInventory category-weapons" you can just use the buttons which will guide you into the use of the actions. you just need to remember, or set macros, for just 2 Commands. "!tntDM menu" & "!tntPlayer menu" I use this Macro ?{Menu|DM,!tntDM menu|Player,!tntPlayer menu} Let's Explain each button and its function for the Inventory and Item handling on the DM menu By clicking on the name of the Item you'll get a detailed card with the information stored in the database. This is an example about how to use the Item Search / List using the buttons [G] [S] [D] G : Give the Item to all the selected tokens Legacy / Beacon . S : send the Item Information detailed card to the Public Chat D : Click on a token for reference to drop the item into the Map. Did your players complete a mission and it's time to reward their heroic moment? select all of their tokens and use the Pay function. Extra Tools Most of this tools are for advanced customization of the database and exportation. List and Raw list: These functions are designed for Database Management, allowing you to browse all stored items across multiple pages, review their information, and verify that everything is organized correctly. The List function groups items by category, while Raw List displays all items in alphabetical order. Create: Will be Explained later in this post. Reload Database: Is used when you add or merge new items into the database then use this button to reload the new added items. Merge Database: You can upload another database as a Handout using a different name. ( Do not name it "T&T Portable Database", as this may cause the system to malfunction). Once uploaded, use the Merge function and enter the imported database's name to automatically add its items and shops to your existing database. Database Status: Displays the total number of items and blueprints stored in the database. The database has a 3.4 MB size limit. Once this limit is reached, no new items or blueprints can be saved. However, there's no need to worry! The current database contains approximately 1,200 items and uses only 1.3 MB , meaning you could add over 2,200 more items before reaching the limit. Blueprint Get/Add: These functions are intended for advanced blueprint extraction and modification. If you prefer a simpler way to add items, just use the Give button in the DM Menu or Player Menu. Import and Export TNTCODE: This feature allows you to share your custom items with other DMs and the community ! Imagine you've created an amazing Shortbow with custom modifiers, special attacks with gif, charges, and unique T&T Uses. Simply click Share from the item's Details Card, or use the Export button and enter the item's name to generate a TNTCODE . Share that code with the community, and other DMs can instantly add your creation to their own databases using the Import function. Let's build something amazing together! Share your most creative weapons, magical items, and unique creations with the community. The more we share, the more powerful and immersive everyone's campaigns become. Your next creation could become someone else's favorite legendary item! Before Explaning Item Creation, We should know the Inventory By clicking on an Item name, you will see the detail card, but this card has no information from the database(except by the Image and price), it uses the information of the item from the inventory, as you can see the Give button is in a different color. Item Creation There are 2 ways to create a custom Item or add a new Item to the database, both use the same draft, but one can create a quick basic item with 1 Attack or AC bonus, the other include the complete customization. With the "Create" you can create a simple Item, with all the basic information, Price, Name, Image, Description and Effect when used or consumed, by more detailed information you can add 1 Attack or few modifiers like AC, etc. press "Create" in the first row for blueprint create (just if it has an attack or AC modifier), and the script will create the item blueprint to add the attack or the modifier to the sheet when the item is equipped. The other way to create a custom item is first, create the Item in the inventory, add all the attributes, names, attacks etc. Open the Inventory of the owner of that Item, then click on the name to open de Detail Window and then press Edit. This is the most efficient way to create and add custom items. I recommend using a 2024 character sheet to create them, as it offers more settings and modifiers. Once created, these items can be transferred to 2014 character sheets while preserving all their custom modifiers, even those that the 2014 sheet doesn't normally support. Now, let's explore how to turn a item into something usable from the inventory. In the Behaviour section, mark the Item as Usable . Consumable : When an item is marked as Consumable, using it will automatically remove one unit from your inventory. Now T&T Has an Advance item usage personalization. Narrative: you can add a narrative use for items that can be used with range or self usage, every Item can be used with charges. Healing: can be use to heal HP or give Temporary Points or Both. (Like Potion of Healing) Dealing: An item can deal damage on AOE, Self or in Range. (Like Acid Vial, Alchemist Fire) Light: An item can light up a token when used. (Like Torches, Lamps, Candles) Defense: This could Apply Resistance , Vulnerability or Immunity. (Like Potion of Fire Resistance) Attributes: An item can modify a character attributes like - Max HP - AC - Speed - Ability (STR, DEX, etc.) - Dark Vision - Size modification - Shape Shifting, For Shape Shifting, you can set up the form, Image, Size, Time, if you set "Allow Early Revert" the player can cancel the transformation at any time, By set "Allow Custom Setup" the player can setup the Item to change the appearance the way it want to transform, it also support multiple setups to select different shapes. Spawn: This Allows the player to summon creatures using Item, Like Bowl of the water Commanding, to Summon Elementals, It can work in 2 ways, first if you set a Sheet Name, the Summoned creature will appear with the token appearance and stats from the sheet, or you can just create a simple token with an Image, HP, AC, Size etc. Finally, Roll Tables: this allow the Dm to create custom Items that may cause different Effects. like a cheap potion that can heal or deal damage when is drinked, maybe a cheap bomb that can explode and deal damage or can just roll and do nothing(narrative). As an outcome you can set up any of the other capabilities explained before, then when using the item, based on weight, it can do one or another effect. with this, you can do, for example, a custom potion that can apply a random effect like, Heal or Deal damage, Fail with a narrative message, or reduce the player Intelligence to 1 or increase the Size to huge and drestroy the poor villager house, transform the player into a Rat or Summon a powerful demon by mistake, a world of possibilities. Inventory Player Customization There are a few Metadata that you can write in the item description to modify its behaviour, for example, do you have a Player that want their own images in the inventory, they can change the appearance of an Item using. [T&T:IMG:<url>] for Shape Shifting use (this can be use if you enable "Allow custom setup" in the Item) [T&T:SS:name-<name>:size-<size>:url- <a href="https://files.d20.io/" rel="nofollow">https://files.d20.io/</a>...] Example: [T&T:SS:name-Wolf:size-Medium:url- <a href="https://files.d20.io/images/422665027/9GWkxF7XjDm5Xg4BL2ZISA/original.png" rel="nofollow">https://files.d20.io/images/422665027/9GWkxF7XjDm5Xg4BL2ZISA/original.png</a>] [T&T:SS:name-Bear:size-Large:url- <a href="https://files.d20.io/marketplace/1722619/OWY0pPXnAO-dqFwjKe516w/med.png?1617705551229" rel="nofollow">https://files.d20.io/marketplace/1722619/OWY0pPXnAO-dqFwjKe516w/med.png?1617705551229</a>] If you set more than 1 Metadata, the script will ask the user which form you want to use. For Custom creature Summon (Perfect Tool for Artificiers). [T&T:SC:sheet-<sheetname>:img- <a href="https://files.d20.io/" rel="nofollow">https://files.d20.io/</a>...] [T&T:SC:sheet-Wolf:img- <a href="https://files.d20.io/images/422665027/9GWkxF7XjDm5Xg4BL2ZISA/original.png" rel="nofollow">https://files.d20.io/images/422665027/9GWkxF7XjDm5Xg4BL2ZISA/original.png</a>] [T&T:SC:sheet-Brown Bear:img- <a href="https://files.d20.io/images/413740918/9HT4iW_Nfeenr76s24XNqQ/thumb.png" rel="nofollow">https://files.d20.io/images/413740918/9HT4iW_Nfeenr76s24XNqQ/thumb.png</a>] Keys This is not in the Inventory System but in the Shop Menu, "Doors" this will list all Doors, Windows and Curtains in the map. here you have a button ️ where you can give a key to a token inventory which will lock or unlock a door. these keys are not stored in the database, they use a special setting and Metadata. the Keys cam be configured to Lock/Unlock or Hide/Reveal a door, the range of use and if the Key is an one use Key. Item Drop and Pick up When certain setting is enable in the Inventory Settings When a Player drops an Item from their Inventory or the DM use the Drop button from the Item Search or Item List section you can drop an Item in the map using a token as reference, then the Player can Pick up the Item using a Function (set a macro for this) !tntItem Pickup @{target|token_id} If the Item has a Roll20 URL as image, when it is dropped it will appear with the image in the map, otherwise, it will appear with the default item image. I Hope this first guide is useful for you and your campaign, when I have time I'll upload the next Guide for Shops. If Trinkets & Trackers has found a place in your games and made running your campaigns a little easier or more enjoyable, consider supporting the project. Patreon T&T is something I continue building and improving because I genuinely enjoy creating tools for the Roll20 community. Any support helps me keep the project active, maintain it as Roll20 evolves, and continue adding useful features for DMs and players. Either way, thank you for trying it, sharing feedback, reporting bugs, and giving T&T a place at your table.