Table of Contents

Inventory

Trinkets can have inventory, which can be opened by "using" the trinket item. This menu can also be accessed when the trinket is equipped via a keybinding. This inventory can accept most items except for itself and other trinkets that have inventory. Further control of what is allowed into an inventory can be achieved through RequiredTags and RequiredItemCondition.

Should the trinket item be lost, all items inside will be sent to the lost and found on the next day.

There's a number of caveats when using inventory with EquipTrinket, refer to that page for details.

Structure

Property Type Default Notes
Capacity int 9 Capacity of the inventory.
OpenCondition string null A game state query used to check if this inventory can be opened.
RequiredTags string null A list of context tags used to check if an item should be allowed into the inventory. Each space separated sub list of tags act as AND while the overall list act as OR.
RequiredItemCondition string null A game state query used to check if an item should be allowed into the inventory. The item being checked will be provided as the Input and Target.