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Build a condition line

Record pre-existing damage in the Item Editor: pick where it is, pick what it is, and save each condition as a readable line like Top, Corners: Scratched, Chipped.

You record pre-existing damage in the Item Editor, in the Pre-existing damage card. The card walks you through it in two steps: pick where on the item the damage is, then pick what the damage is. Together, one where plus one what makes a condition line that reads the way a mover records it out loud, like "Top, Corners: Scratched, Chipped."

Who this is for: Crew and estimators recording damage on a piece.

Open the damage card

Open a job, open the item you're inspecting, and find the Pre-existing damage card. Its footnote states the rule for the whole card:

Noted at origin. Pick where the damage is and what it is — that's one condition ("Top, Corners: Scratched, Chipped"). Tap New condition to start another. Tap × on a line to remove it.

Before you add anything, the card reads "No pre-existing damage noted."

Step 1 — Where on the item?

The first step is titled Where on the item? Under it:

Tap every spot that shares this damage — tap one again for both or all, like both arms or all drawers.

  • Tap a location tile (for example Top) to select it. Each tile shows its number and name, like 10 Top or 3 Corner.
  • Tap the same tile again to mark it plural, when the damage is on more than one of that part. The tile changes to read the plural (Arms, Drawers, Shelves) and shows a small 2+ marker.
  • Tap a third time to clear that tile. This is the tap cycle: select → plural → clear.
  • You can select several locations at once. Each keeps its own plural state and its place in the order you tapped.

Tap Show all codes to reveal the full 19-symbol set; the common furniture locations show first.

Step 2 — What's the damage?

The second step is titled What's the damage? Just above the damage grid is a one-line status:

  • Before you pick a location, it reads "Pick a location above first." and the damage tiles are dimmed and disabled.
  • Once a location is selected, it reads "Marking [names] — now tap the damage" (for example, "Marking Top, Corners — now tap the damage").

Tap a condition tile (for example Scratched, then Chipped) to add it to the line. Tap it again to remove it. Tap Show all codes for the full 23-code set; the common furniture codes show first, and Show fewer codes collapses them again.

Important: For furniture and goods you must pick a location before you can pick damage. There is no whole-item code for a piece of furniture. Cartons are the exception, see below.

Watch the live preview

As you tap, a preview appears reading This condition: followed by the line as it will print, for example "Top, Corners: Scratched, Chipped." This is your check that the line reads the way you mean it.

Every location you picked gets every code you picked. Selecting Top and Corners with Scratched and Chipped records all four combinations as one condition (this is the cross-product behavior). They collapse into the single line "Top, Corners: Scratched, Chipped."

Save and start another

When the line is right, tap Save & start new condition. The line moves up into the recorded list, and the pickers reset so your next taps build a separate condition. Use this whenever the next damage is unrelated to the last, so each distinct condition gets its own line.

Each recorded line shows a compact code chip (like "10,3 · SC,CH") next to the readable phrase.

Remove a line or clear everything

  • To remove a single recorded line, tap the × at the end of that line.
  • To remove every recorded condition on the item, tap Clear all.

Boxes: a Condition card with no location

For an item in the Boxes category, the damage card is titled Condition instead of Pre-existing damage, and there is no location step. Its footnote reads:

Note any pre-existing damage to the carton. Tap New condition to record another line. Tap × on a line to remove it.

A carton has no arms, legs, or drawers to mark, so you go straight to the Damage grid and tap the codes (Crushed, Torn, Soiled, and so on). Each carton condition is a whole-item code with no location. Everything else works the same: the live preview, Save & start new condition, ×, and Clear all.

Common mistakes

  • Forgetting to tap the second tap for plural. If both arms are scratched but you tap the arm tile only once, the line reads "Arm", not "Arms." Tap it again to mark it plural.
  • Putting unrelated damage on one line. A scratched top and a broken leg are two conditions. Tap Save & start new condition between them so each prints on its own line.
  • Trying to tap damage before a location. For furniture the damage tiles stay disabled until you pick a location. The status line tells you: "Pick a location above first."

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