2) Non-weapon types of weapons, like the famous dildo sword. And various limitations, like no big weapons for peacful occupations, except Non-weapon ones. I recall you wanted to implement it, but I don't remember if you did.
I did, there should be a guide (simple rule) on how to implement that somewhere. If we can't find it, I'll write a new one, it should be really simple.
3) Loot items. Same here, I recall you wanted to implement them, but you never mentioned here that you did.
I didn't (or at least not properly), I did post that I'll do this after next release. Gold drops will do for now.
*It should be noted that they don't really require extra items code, just content and logic (like a place to see them, making sure that they are filtered, cannot be equipped and etc.).
4) Items that cannot be unequipped by girls once you managed to equip them. Like shackles and stuff. Very useful for ST.
You know as well as I that PyTFall is not SM or Valet. You can't expect to be able to equip any character with an item like that because many characters are free. Forcing a free girl to be equipped with such item in the middle of Fighters Guild or even brothel with other characters present must carry consequences that depend on characters, location, strength, traits and other sh!t like that. It's too messy and too much.
Otherwise, I believe that Thewlis already made some items like that for ST. They add new traits that modify behavior and runaway chances during training. Slaves cannot manage their inventories anyway so they cannot unequip anything...
In any case, this sounds like ST thing. It's a whole different discussion and not relevant to items code.
5) Sex toys. Like, you know, plugs and vibrators. SM3 uses them a lot. The problem is, you can wear them no matter what, so we probably need new slots for them.
At least partly, this is also about behavior and influence in the world. I doubt that warriors should be able to fight at 100% with a large dildo up their butts. I have these concerns about some items already, so I really don't feel like adding more to that list.
*Once again: "SM uses them a lot" == SM is a game with a more limited concept/environment. I am slightly intoxicated atm but this seems like something we need to consider before implementing... it may require too many flags and if/elif forks for this to make sense in the game as a whole.
I think you (or admins?) deleted old threads where we discussed problems with items tracking. Nevermind, I'll try to formulate a better concept for items.
Nothing has been deleted. It's either archived or still there as the original thread.
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Out items concept is better than decent, it's good... We have so much on the plate and so much planned already and you want to advance it now??? I can't understand why

We'll have to review it after we're done with ST and SE, in my mind, at least twice:
1) When we have agreed on final format of battles so we can integrate weapons + items usable during battles.
2) When/If we include crafting into the game.
3+) If after 1.0 release, we decide not to drop this and work on a new design, we may decide to simple make items system more interesting/interactive/DragDrop and etc.
* My two points are:
- Items system that we have now is very good for it's purpose.
- We'll have to review it in not so distant future.