mwg API
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    Interface MwlActorItem

    the kind-level fields a game's own item table supplies, rather than the save file

    interface MwlActorItem {
        category?: string;
        id: string;
        modifiers?: Modifier[];
        slot?: string;
        stackable?: boolean;
        weight?: number;
    }

    Hierarchy (View Summary)

    Index
    category?: string

    A kind-level grouping - 'herb', 'runestone', 'potion' - so a recipe can ask for "any herb" rather than one exact id. Like stackable and weight it describes the item's kind, so it comes from the game's item definitions on load and is not part of a save.

    id: string
    modifiers?: Modifier[]
    slot?: string
    stackable?: boolean
    weight?: number