InventoryWearRandom
Callable
Parameters
C: Character
The character that must wear the item
GroupName: AssetGroupName
The name of the asset group (body area)
optionalDifficulty: number
The difficulty, on top of the base asset difficulty, to assign to the item
optionalRefresh: boolean = true
Do not call CharacterRefresh if false
optionalMustOwn: boolean = false
If TRUE, only assets that the character owns can be worn. Otherwise any asset can be used
optionalExtend: boolean = true
Whether or not to randomly extend the item (i.e. set the item type), provided it has an archetype that supports random extension
optionalAllowedAssets: readonly string[] = null
A list of assets from which one must be selected
optionalIgnoreRequirements: boolean = false
If True, the group being blocked and prerequisites will not prevent the item being added. NOTE: Long-term this should be replaced with better checks before calling this function.
Returns Item
- The equipped item (if any)
Makes the character wear a random item from a body area