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Contractsv1.7.0

Turn In

Requires the player to turn in specified items to the plugin. Turned-in items are removed from the player’s inventory. Counts the number of items submitted.

{
"type": "TurnIn",
"title": "Turn in low grade fuel",
"description": "",
"amountRequired": 500,
"conditions": {},
"items": ["lowgradefuel"]
}
FieldTypeDescription
typestringExactly 'TurnIn'.
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 of the target items the player must turn in.
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.
itemsstring[]Rust item shortNames, lowercase dotted (e.g. rifle.ak, rifle.bolt, wood, stones, metal.fragments, scrap, hqm, lowgradefuel).
  • Unlike most objectives, turning in is a player-initiated action in the menu, not a passive event. The player can turn in only while the objective is active and incomplete and they hold at least one matching item.
  • Submitting consumes the items: they leave the player’s inventory.
  • Turning in happens inside the Contracts menu, using the “Turn In” button on the objective’s UI entry.