EquipmentDestroyedEvent
What a victim was carrying burned with them.
Full documentation: EquipmentDestroyedEvent. Wire type: equipment_destroyed.
Default visibility: player
Message codes: combat.equipment.destroyed
JSON Schema
{
"$defs": {
"Visibility": {
"description": "Who is allowed to see an event.\n\nEvery event has one of these two values, and the split exists because B/X keeps some rolls behind the\nreferee's screen. Filter a log on it before you show anything to a player, or call\n`GameSession.view`, which builds the player's and the referee's\nviews for you. A narrator playing referee reads both.\n\nThe values are the lowercase strings and they serialize into every event, so a renamed value is a\n`schema_version` bump.\n\nExamples:\n ```python\n from osrlib.core.events import DamageDealtEvent, HitPointsReportedEvent, Visibility\n\n log = [\n DamageDealtEvent(target_id=\"monster-0001\", amount=5),\n HitPointsReportedEvent(target_id=\"monster-0001\", current_hp=2, max_hp=7),\n ]\n shown = [event.code for event in log if event.visibility is Visibility.PLAYER]\n assert shown == [\"combat.damage.dealt\"] # the goblin's remaining hit points stay hidden\n ```",
"enum": [
"player",
"referee"
],
"title": "Visibility",
"type": "string"
}
},
"description": "What a victim was carrying burned with them.\n\n`destroy_equipment` emits this when a death destroys the body and\neverything on it: dragon breath, a *disintegrate*. An empty inventory produces no event.\n\nUnder the ruleset's magic item death save, each magic item rolls to survive, and the ones that make it are\nlisted separately. A crawl session drops them where the victim fell.",
"properties": {
"code": {
"default": "combat.equipment.destroyed",
"title": "Code",
"type": "string",
"description": "Fixed at `combat.equipment.destroyed`."
},
"visibility": {
"$ref": "#/$defs/Visibility",
"default": "player",
"description": "Player visibility: the loss is the players' to feel."
},
"event_type": {
"const": "equipment_destroyed",
"default": "equipment_destroyed",
"title": "Event Type",
"type": "string",
"description": "The wire name for this event type."
},
"target_id": {
"title": "Target Id",
"type": "string",
"description": "The entity id of the victim."
},
"item_names": {
"items": {
"type": "string"
},
"title": "Item Names",
"type": "array",
"description": "The display names of the items that were destroyed."
},
"saved_items": {
"default": [],
"items": {
"type": "string"
},
"title": "Saved Items",
"type": "array",
"description": "The instance ids of the magic items that passed their save and still exist. Empty when nothing survived,\nwhich is always the case when the ruleset has the magic item death save turned off."
}
},
"required": [
"target_id",
"item_names"
],
"title": "EquipmentDestroyedEvent",
"type": "object"
}