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Contractsv1.7.0

Damage

⭐ Premium

Requires the player to deal damage to specified entities. amountRequired is measured in raw HP of damage dealt, not a number of hits.

{
"type": "Damage",
"title": "Wound the scientists",
"description": "",
"amountRequired": 1000,
"conditions": {},
"entities": ["scientistnpc_heavy"]
}
FieldTypeDescription
typestringExactly 'Damage'
titlestringShort, human-readable name. Must not be empty.
descriptionstringA blurb of 1 to 3 sentences. May be empty if the title is self-explanatory.
amountRequiredinteger (≥ 1)How many points of damage the player must deal to the target entities.
cooldownobject | nullOptional pacing limit on how fast progress adds up: at most maxAmount units of progress count in any sliding window of windowSeconds. Absent means progress adds up freely. While the window's budget is used up, further progress is ignored and the player sees a countdown to the next available moment.
burstobject | nullOptional clustering requirement: actions only count when they arrive clustered, at least amount units within one trailing window of windowSeconds forming one burst. When present, amountRequired counts completed bursts instead of raw actions. Actions that age out of the window without completing a burst never count. Absent means no clustering.
conditionsmapOptional conditions that restrict when progress counts. Progress is recorded only when the objective's main requirement and all of these conditions are met. Use an empty map for none.
hideDetailsbooleanWhen true, hides this objective's in-game condition strip and details popup, so the description is the only explanation players get. Title, description and progress still show. Absent means false.
entitiesstring[]Rust entity short prefab names, lowercase (e.g. bear, wolf, boar, stag for animals; scientistnpc_heavy, scientistnpc_full_any, murderer for NPCs; ridablehorse, minicopter.entity for mounts). Use the living entity's name, not its .corpse variant.
  • Progress increments by the total damage of each hit on a listed entity. An amountRequired of 500 means 500 HP of cumulative damage.
  • Self-damage is ignored: you can’t progress by hurting yourself.
  • Matched by the victim’s prefab short name.
  • A kill also deals damage, so this overlaps with Kill on the same entity by design.
  • Find the correct entity names to use in your contracts with the Getting item & entity names guide.