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Reserve

A standing list of what the game is holding aside for you, so you can check it without spending a command and a screenful of text mid-hunt.

What it’s for

Some things the game sets aside for you rather than handing over — and the only way to see them is to ask, which costs you a command and scrolls your screen at the exact moment you’d rather it held still.

A reserve window parks that list on screen. The game sends the whole list at once, the window shows it, and it sits there until the game sends a different one. Nothing scrolls, nothing accumulates, and the names stay clickable — so you can act on an entry without typing a noun you’d have to scroll back to read.

It is the Inventory window’s twin in every mechanical respect. The only differences are which feed fills it and which game offers it.

Set it up

  1. Click Windows in the top toolbar, expand Character, and tick reserve. It arrives 20 rows by 40 columns, titled Reserve. (Typed equivalent: .addwindow reserve reserve 100 0 40 20.)
  2. There is no widget section in this window’s right-click menu — reserve has no settings of its own. Streams and Buffer lines live under Window, and Wrap text under Appearance ▸ Text. Leave Streams on reserve; that is the feed the game sends.
📷 screenshot pending
The Windows catalog with the Character group expanded, showing reserve beside inventory.

Expected result: a window titled Reserve holding the current list. Clicking an entry opens that item’s verb menu.

Common setups

A character column that answers “what do I have?” in one glance

Reserve is a single-purpose window and it earns its space by sitting next to its relatives rather than alone.

  1. Add inventory and reserve from the catalog’s Character group.
  2. Send both to the same zone — the Right Bar works well — and stack reserve under inventory.
  3. Give reserve the shorter of the two. It is usually the smaller list.

You’ll see: one column reading carried items on top and held-aside items below, both refreshing on their own when the game sends a new list, and every name in both clickable.

Tips & gotchas

⚠️ This window is GemStone IV only, and the two ways of adding it disagree about that. Both pickers hide it from DragonRealms characters — it is absent from the GUI Windows catalog and from the bare-.addwindow picker. The full six-argument .addwindow form does not check, so it will build the window on a DR character. You get an empty box: DragonRealms never sends this feed. If the game is not set at all, VellumFE assumes GemStone IV and the row appears — which is why it shows up when you connect through Lich without naming a game.

⚠️ There is no scrollback, and that is the design. Each list the game sends replaces the previous one wholesale rather than being added under it. Scrolling up shows you nothing earlier, because nothing earlier is kept. If you want history, the story pane already has it.

⚠️ Right-clicking a row opens the window menu, not a menu for that entry. Left-click the name to ask the server for that item’s verbs.

The window only redraws when the list actually changes. VellumFE compares each incoming list against the one it is already showing and leaves the window alone when they match. A window that looks frozen is usually correct — ask the game to re-send if you want to be sure.

Buffer lines does nothing useful here. The field is offered because this window shares its plumbing with text windows, but the contents are cleared on every update, so there is never a backlog for the buffer to cap. The shipped preset sets it to zero.

Keep the border on. Click detection on these rows assumes a bordered window, so turning the border off can shift where your clicks land by a row.

Leave the streams field alone unless you know why you’re changing it. It is editable in both frontends, but reserve is the feed the game sends. Point it elsewhere and the window fills with something that is not your reserve list.

Nothing about this window appears in a layout you share with a DragonRealms player. The window definition still loads for them, but it stays empty.

See also

  • Inventory — the same widget mechanics, fed by what you carry
  • Containers — a window per bag, for what’s inside them
  • Items — what’s on the ground, rather than what’s yours
  • Text Windows — how stream-fed windows work generally
  • Creating Layouts — placing and saving these windows
Config reference (TOML)

Written by the catalog and .addwindow. Hand-editing is for troubleshooting, not the normal path.

[[windows]]
name = "reserve"
widget_type = "reserve"
row = 0
col = 100
rows = 20
cols = 40
show_border = true
title = "Reserve"
streams = ["reserve"]
buffer_size = 0
wordwrap = true

Widget fields

widget_type = "reserve". The type string is exactly reserve; an unrecognized type does not error, it quietly creates a text window instead.

FieldTypeDefaultWhat it does
streamsarray of string["reserve"]Feeds the window reads. The game sends reserve.
buffer_sizeinteger0Scrollback cap. Inert here — content is replaced, not accumulated.
wordwrapbooleantrueWraps long lines instead of clipping them at the border
show_timestampsbooleanfalsePresent in the shared data shape; not offered in either editor for this widget.

These are the same four fields an inventory window carries — the two share one data shape.

Catalog preset

Catalog rowCategoryTitleSizeGame
reserveCharacterReserve20 rows x 40 cols (floor: 4 rows)GemStone IV only

The game gate hides the row from DragonRealms characters in both the GUI catalog and the .addwindow picker. An unset game counts as GemStone IV, so the row appears by default. The six-argument .addwindow form is not gated and will build the window regardless.

Where the settings live

SettingDesktop GUITerminal (TUI)
Streams, Buffer linesRight-click ▸ Window.editwindow reserve
Wrap textRight-click ▸ Appearance ▸ Text.editwindow reserve
Speak new lines (TTS)Right-click ▸ Windownot offered

There is no widget section in the GUI right-click menu for this type and no [reserve] config section — this window has no global settings. Standard window keys — row, col, rows, cols, show_border, border_style, title, locked — apply as they do to any window.