CheckItemAction
Can be used to do various kinds of checks on items: whether a specific kind of item exists, if it’s in a specific character’s inventory or in a container, or whether some conditions are met on the item.
Attributes
Attribute | Type | Default value | Description |
---|---|---|---|
TargetTag | Identifier | ”” | Either the tag of the item(s) we want to check, or a character/container the items are inside. |
ItemIdentifiers | string | ”” | The target item must have one of these identifiers. |
ItemTags | string | ”” | The target item must have at least one of these tags. |
Amount | int | 1 | The minimum number of matching items for the check to succeed. |
HullTag | Identifier | ”” | Optional tag of a hull the target must be inside. |
ApplyTagToTarget | Identifier | ”” | Tag to apply to the first target when the check succeeds. |
ApplyTagToItem | Identifier | ”” | Tag to apply to the found item(s) when the check succeeds. |
RequireEquipped | bool | false | Does the item need to be equipped for the check to succeed? |
Recursive | bool | true | If enabled, the doesn’t need to be directly inside the container/character we’re checking, but can be nested inside multiple containers (e.g. in a toolbelt in a character’s inventory). |
ItemContainerIndex | int | -1 | Can be used to require the item to be in a specific ItemContainer of the target container. For example, the input slots of a fabricator (the first ItemContainer of the fabricator, with an index of 0). |
RequiredConditionalMatchPercentage | float | 100 | What percentage of targets do the conditionals need to match for the check to succeed? |
CompareToInitialAmount | bool | false | When enabled, the number of matching items is compared to the number of matching items there were at the start of the round. Only valid if RequiredConditionalMatchPercentage is set. |