You can now display portraits or full-size images through the Display function, with or without accompanying text.
Concerning the item system, the syntax will be basically the same as current persistent variables (a variable whose name begins with $*), where the name after that prefix refers to the item's id. An item is simply a persistent variable associated with a given world, and will be able to store a string or numeric value, just like a regular variable, as well as an image, description text, and possibly a function that runs when it is 'used' in the right place. They will also be described as 'key' or regular items, the difference being that the player can choose to discard a regular item at any time, while key items will be stuck to the player unless they are removed through a function in the world they originated in. Key items can also be discarded through a special device in the Hub which will erase all items the player obtained in a given world. There may or may not be a limit to the number of items a player can carry at a time. A player's inventory will be saved to the database when they jump worlds through a Gate, but not if they leave using the escape button.
The variable reserved for affecting a player's coin count will simply be $*. Coins will have their own special rules describing how many a player can carry at a time, how many can be saved per day, and other things. There will be various contingencies in place to prevent large, boring treasure rooms.
The item system is not yet online, but if you use this system now it will work as long as you remain in a single world, players will simply lose all 'items' when jumping worlds.