Okay, item partitions are up.
I'm not quite done foolproofing them, though. Just remember that you can't change existing partitions in persistent items without messing up player saves.
A partition can only hold a positive integer value, and this value is capped by the number of bits in the partition. For example, a 1 bit partition can be 0 or 1, a 2 bit partition can be 0-3, and so on. You will be able to see the maximum value when creating the partition.
After creating a partition, you can set it by targeting a variable inside the item, for example {@.$itemname.partname = 1}.
The player must also be holding at least one of the item in their inventory for the data to be saved. Partitioned items can still be set the same way as nonpartitioned ones. {@.$itemname = 1}. Discarding the item will delete the data, so you'll probably want to check Key Item for partitioned items, although I do plan on making a few more options.
Each item can hold a total of 2040 bits of data. This should be plenty.
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So next on the list, I suppose, is status effects. The current method of changing a unit's stats is fairly inflexible, with no good way of handling unexpected combinations of effects such as what might result from the player carrying around a large number of offensive or defensive items and spells.
This will probably work by creating status-effect sprites and "applying" them to a target, similar to how poison works now but with more options concerning exactly how it will affect its "host". Also making it update its position automatically.
Hmm, this could be linked with the planned mount system. If a unit is assigned as a "status effect" to another unit, it "rides" that unit.
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Alternately I can try and learn how to sprite art and redraw the player sprite so it doesn't look all pixellated. Then I can maybe make a video and post it on YouTube so more people might learn BoundWorlds exists.